Difference between revisions of "Mechcommander helmet"

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| hp = 150
 
| hp = 150
 
| mass base = 1
 
| mass base = 1
| marketvalue =
 
 
| production facility 1 = Machining table
 
| production facility 1 = Machining table
 
| research = Standard mechtech
 
| research = Standard mechtech
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| skill 1 level = 6
 
| skill 1 level = 6
 
| work to make = 15750
 
| work to make = 15750
 +
| work speed stat = General Labor Speed
 
| resource 1 = Plasteel
 
| resource 1 = Plasteel
 
| resource 1 amount = 60
 
| resource 1 amount = 60
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| insulationcold = 3
 
| insulationcold = 3
 
| insulationheat = 1.5
 
| insulationheat = 1.5
 +
| lifestage = Adult
 
| coverage = Head, Left eye, Right eye, Left ear, Right ear, Nose, Jaw
 
| coverage = Head, Left eye, Right eye, Left ear, Right ear, Nose, Jaw
 
| layer = Headgear
 
| layer = Headgear
 +
| has quality = true
 
| thingCategories = ArmorHeadgear
 
| thingCategories = ArmorHeadgear
 
| tags =  
 
| tags =  
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== Acquisition ==
 
== Acquisition ==
Mechcommander helmets can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
+
{{Acquisition}}
  
 
== Summary ==
 
== Summary ==
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Once [[mechlord helmet]]s become available, the mechcommander helmet is essentially outmoded. Mechlord helmets provide better protection and {{+|6}} additional bandwidth. While these improvements do come at the cost of [[Shooting Accuracy]] and [[Melee Hit Chance]], if that is a relevant consideration then the additional bandwidth can be spent on combat mechs to more than make up for the difference in combat capability while still being more protective. This also means that depending on the colony's rate of progress through both mech commanders and research, it may be unnecessary to ever make a mechcommander helmet.  
 
Once [[mechlord helmet]]s become available, the mechcommander helmet is essentially outmoded. Mechlord helmets provide better protection and {{+|6}} additional bandwidth. While these improvements do come at the cost of [[Shooting Accuracy]] and [[Melee Hit Chance]], if that is a relevant consideration then the additional bandwidth can be spent on combat mechs to more than make up for the difference in combat capability while still being more protective. This also means that depending on the colony's rate of progress through both mech commanders and research, it may be unnecessary to ever make a mechcommander helmet.  
  
{{Apparel Quality Table}}
+
{{Apparel Stats Table}}
  
 
== Version history ==
 
== Version history ==

Latest revision as of 09:06, 24 June 2024

Mechcommander helmet

Mechcommander helmet

A plasteel-weave combat helmet designed for battle mechanitors. It is embedded with computers and signal enhancers that moderately increase the wearer's maximum control bandwidth. This allows the mechanitor to control more mechs.

Base Stats

Type
GearArmor
Tech Level
Spacer
Market Value
1290 Silver [Note]
Mass
1 kg
HP
150

Apparel

Insulation - Cold
°C (5.4 °F)
Insulation - Heat
1.5 °C (2.7 °F)
Armor - Sharp
69%
Armor - Blunt
30%
Armor - Heat
34.5%
Lifestage
Adult
Coverage
Head, Left eye, Right eye, Left ear, Right ear, Nose, Jaw
Layer
Headgear

Creation

Crafted At
Machining table
Required Research
Standard mechtech
Skill Required
Crafting 6
Work To Make
15,750 ticks (4.38 mins)
Work Speed Stat
General Labor Speed
Resources to make
Plasteel 60 + Component 6 + Signal chip 1
Technical
Has Quality
True
thingCategories
ArmorHeadgear


The mechcommander helmet is a piece of apparel added by the Biotech DLC.

Acquisition[edit]

Mechcommander helmets can be crafted at a machining table once the standard mechtech research project has been completed. Note that this research requires a signal chip to unlock. Each requires Plasteel 60 Plasteel, Component 6 Components, Signal chip 1 Signal chip, 15,750 ticks (4.38 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 6.

Summary[edit]

In addition to its protective stats, wearing a mechcommander helmet gives +6 bandwidth.

Analysis[edit]

The mechcommander helmet offers armor ratings roughly equivalent to a steel flak helmet of the same quality, but covers the full face, gives additional bandwidth, and is significantly more expensive.

If the only goal is to gain bandwidth, then the array headset gives the same +6 bandwidth, is also unlocked at Standard mechtech, and doesn't require a signal chip to make. The benefit of the mechcommander helmet is that it offers head protection. If the mechanitor isn't expected to see combat, then the headset is generally a better choice.

However, even if head protection is wanted, the signal chip used is still generally better spent as one of the two required for a bandwidth pack. The pack can be worn with a protective helmet, but also gives +3 additional bandwidth, doesn't degrade over time or in combat, and never becomes obsolete. Once the pack is built, then mechcommander helmets can be built to achieve maximum bandwidth.

Once mechlord helmets become available, the mechcommander helmet is essentially outmoded. Mechlord helmets provide better protection and +6 additional bandwidth. While these improvements do come at the cost of Shooting Accuracy and Melee Hit Chance, if that is a relevant consideration then the additional bandwidth can be spent on combat mechs to more than make up for the difference in combat capability while still being more protective. This also means that depending on the colony's rate of progress through both mech commanders and research, it may be unnecessary to ever make a mechcommander helmet.

Stats table

  • Mechcommander helmet Mechcommander helmet Sharp Blunt Heat HP Insulation
    - Cold
    Insulation
    - Heat
    Market Value
    Quality
    Awful 41.4% 18% 20.7% 150 -2.4 °C (-4.3 °F) +1.2 °C (2.2 °F) 645 Silver
    Poor 55.2% 24% 27.6% 150 -2.7 °C (-4.9 °F) +1.35 °C (2.4 °F) 965 Silver
    Normal 69% 30% 34.5% 150 -3 °C (-5.4 °F) +1.5 °C (2.7 °F) 1290 Silver
    Good 79.35% 34.5% 39.68% 150 -3.3 °C (-5.9 °F) +1.65 °C (3 °F) 1610 Silver
    Excellent 89.7% 39% 44.85% 150 -3.6 °C (-6.5 °F) +1.8 °C (3.2 °F) 1935 Silver
    Masterwork 100.05% 43.5% 50.03% 150 -4.5 °C (-8.1 °F) +2.25 °C (4.1 °F) 3225 Silver
    Legendary 124.2% 54% 62.1% 150 -5.4 °C (-9.7 °F) +2.7 °C (4.9 °F) 4290 Silver

    For the full effects of qualities, see Quality.

  • Version history[edit]