Difference between revisions of "Disruptor flare pack"

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== Summary ==  
 
== Summary ==  
{{Stub|section=1|reason=1) effects section is wrong. 2) So. Many. Check Tags.}}
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{{Image wanted|section=1|reason=1) Light radius image like [[:File:Standing_lamp_illumination_area.png]] 2) AoE image in standard style
{{Image wanted|reason=Light radius image like [[:File:Standing_lamp_illumination_area.png]]}}
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3) Launch flare gizmo}}
{{Image wanted|section=1|reason=Launch flare gizmo}}
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A disruptor flare pack is worn in the Utility slot. Once the wearer is [[draft]]ed, it can be manually activated by the player to launch a flare to target any tile within the range and within [[line of sight]] after a warm-up time of {{Ticks|{{P|Aiming Time Base}}}}. The warmup time before firing the launcher is affected by the [[Aiming Time]] stat of the wearer.
A disruptor flare pack is worn at the waist. Once the wearer is [[draft]]ed, it can be manually activated by the player to launch a flare to target any tile within the range and within [[line of sight]] after a warm-up time of {{Ticks|{{P|Aiming Time Base}}}}. The warmup time before firing the launcher is affected by the [[Aiming Time]] stat of the wearer.{{Check Tag|Verify}}
 
  
Upon landing,{{Check Tag|Verify}} disruptor flares inflict the "disruptor flash" hediff on pawns within the {{P|Blast Radius}} tiles, stunning all pawns with a [[psychic sensitivity]] above 0%. This stun lasts for up to {{Ticks|1800}}{{Check Tag|Verify|Throwing it at human colonists resulted in much less than 30s; throwing it again soon after did not result in a stun; seemed to depend on psychic sensitivity}}, during which time the pawn cannot be stunned again. The flare also puts out [[light]] in a 5-tile radius, sufficient to make a {{#expr: {{Lit Radius|5|{{#expr:255+117+108}}}} round 2}} radius considered "Lit". The flare on the ground lasts for {{Ticks|14400}} before disappearing.  
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Disruptor flares inflict both a stun and the "Disruptor Flash" hediff on pawns within the {{P|Blast Radius}} tiles of where they land ''when they land''. The hediff applies {{Bad|x90%}} [[Consciousness]] and {{Bad|x80%}} [[Moving]] for 30 seconds, while the stun lasts for {{Ticks|120}}. The magnitude of the Disruptor Flash hediff and the duration of the stun are both directly scaled by [[Psychic Sensitivity]] of the affected pawn i.e. a pawn with 200% Psychic Sensitivity would be stunned for {{Ticks|240}} and would have a [[Consciousness]] multiplier of {{Bad|{{#expr:100 - 10*2}}%}} and a [[Moving]] multiplier of {{Bad|{{#expr:100 - 80*2}}%}}. Pawns cannot be stunned again by flares while they have the Disruptor Flash hediff.
  
The flare also reveals hostile{{Check Tag|Only?|Only hostiles?}} invisible entities,{{Check Tag|Only?|Only entities? What about psycast invisibility, what about rev spine invisiiblity}} such as the [[sightstealer]] and [[revenant]].{{Check Tag|When?|Is this only in the initial flash, or is this during its entire runtime}} It also renders pawns made invisible by [[revenant vertebrae]] visible.  
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The flare also emits [[light]] in a 5-tile radius, sufficient to make a {{#expr: {{Lit Radius|5|{{#expr:255+117+108}}}} round 2}} radius considered "Lit". The flare on the ground lasts for {{Ticks|14400}} before disappearing.
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The Disruptor Flash effect also reveals invisible pawns, such as the [[sightstealer]] and [[revenant]] or colonists under the effects of the Invisibility Psycast or Revenant Spine invisibility. Pawns cannot become invisible while they have the flare hediff but can within the radius of a preexisting flare. '''''The Hediff itself is what prevents invisibility, not the flare's light radius, and the hediff is only inflicted when the flare lands.'''''
  
 
Up to six flares can be launched before the launcher must be reloaded at a cost of {{Icon small|Bioferrite||5}} [[bioferrite]] per flare. The process takes {{Ticks|60}}. The flares can be reloaded individually or all at once.{{Check Tag|Verify}} The pawn will never automatically use the flare pack - instead it must be manually activated by the player. It is unclear if this restriction also applies to NPCs.{{Check Tag|Fact Check|Can NPCs use flare packs}}
 
Up to six flares can be launched before the launcher must be reloaded at a cost of {{Icon small|Bioferrite||5}} [[bioferrite]] per flare. The process takes {{Ticks|60}}. The flares can be reloaded individually or all at once.{{Check Tag|Verify}} The pawn will never automatically use the flare pack - instead it must be manually activated by the player. It is unclear if this restriction also applies to NPCs.{{Check Tag|Fact Check|Can NPCs use flare packs}}
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== Analysis ==
 
== Analysis ==
{{Stub|section=1}}
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{{Stub|section=1|reason=Inadequate analysis given utility of item and strategies it facilitates. Also general value proposition for crafting, use, and EDC}}
Disruptor flare packs are primarily used for hunting, revealing, and destroying invisible entities. Flares will briefly stun entities, giving your colonists and opportunity to attack them and interrupting whatever action the entity was performing. Similar to an EMP grenade, entities will adapt to being stunned by flares.  
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Disruptor flare packs are primarily used for hunting, revealing, and destroying invisible entities. Flares will briefly stun entities, giving your colonists and opportunity to attack them and interrupting whatever action the entity was performing.
  
 
[[Firefoam pop pack]]s can also be used to reveal entities; if an entity is within the range of the firefoam pack when it is triggered, it will be covered by firefoam and become visible.
 
[[Firefoam pop pack]]s can also be used to reveal entities; if an entity is within the range of the firefoam pack when it is triggered, it will be covered by firefoam and become visible.
  
 
Disruptor flare packs can be utilized to make temporary illuminated areas during the Unnatural Darkness anomaly event. This can be used to make safe paths towards [[Noctolith]]s without building a line of torches or lamps towards them, saving a lot of time.
 
Disruptor flare packs can be utilized to make temporary illuminated areas during the Unnatural Darkness anomaly event. This can be used to make safe paths towards [[Noctolith]]s without building a line of torches or lamps towards them, saving a lot of time.
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== Version history ==
 
== Version history ==
 
* [[Anomaly DLC]] Release - Added.
 
* [[Anomaly DLC]] Release - Added.

Latest revision as of 09:41, 5 September 2024

Disruptor flare pack

Disruptor flare pack

A utility pack that shoots disruptor flares. On impact, the flare burns a capsule of bioferrite, which creates a bright flash and a local psychic disruption. This stuns psychically sensitive creatures, revealing those that are invisible, and reducing their consciousness and movement speed for a short while. Afterwards, the flare continues to burn, lighting up a wide area for some time.

Base Stats

Type
GearUtility
Market Value
80 Silver
Mass
3 kg
HP
100

Apparel

Clothing For Nudity
False
Lifestage
Adult
Coverage
Waist

Ranged Combat

Mode
Single-Shot
Warm-Up
60 ticks (1 sec)
Range
22.9 tile(s)
Accuracy
-
Velocity
40 (m/s)
Burst Count
1 (per burst)
Blast Radius
7.9

Creation

Crafted At
Bioferrite shaper
Required Research
Disruptor flares
Skill Required
Crafting 4
Work To Make
7,200 ticks (2 mins)
Work Speed Stat
General Labor Speed
Resources to make
Component 1 + Bioferrite 30
Technical
defName
Apparel_DisruptorFlarePack
Has Quality
False
thingCategories
ApparelUtility
thingSetMakerTags
????
defaultOutfitTags
????
tradeTags
ExoticMisc


The disruptor flare pack is a utility item added by the Anomaly DLC which allows the launching of disruptor flares.

Acquisition[edit]

Disruptor flare packs can be crafted at a bioferrite shaper once the disruptor flares research project has been completed. Note that this research requires dark study to unlock. Each requires Component 1 Component, Bioferrite 30 Bioferrite, 7,200 ticks (2 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 4.

Summary[edit]

A disruptor flare pack is worn in the Utility slot. Once the wearer is drafted, it can be manually activated by the player to launch a flare to target any tile within the range and within line of sight after a warm-up time of 60 ticks (1 sec). The warmup time before firing the launcher is affected by the Aiming Time stat of the wearer.

Disruptor flares inflict both a stun and the "Disruptor Flash" hediff on pawns within the 7.9 tiles of where they land when they land. The hediff applies ×90% Consciousness and ×80% Moving for 30 seconds, while the stun lasts for 120 ticks (2 secs). The magnitude of the Disruptor Flash hediff and the duration of the stun are both directly scaled by Psychic Sensitivity of the affected pawn i.e. a pawn with 200% Psychic Sensitivity would be stunned for 240 ticks (4 secs) and would have a Consciousness multiplier of 80% and a Moving multiplier of −60%. Pawns cannot be stunned again by flares while they have the Disruptor Flash hediff.

The flare also emits light in a 5-tile radius, sufficient to make a 3.09 radius considered "Lit". The flare on the ground lasts for 14,400 ticks (4 mins) before disappearing.

The Disruptor Flash effect also reveals invisible pawns, such as the sightstealer and revenant or colonists under the effects of the Invisibility Psycast or Revenant Spine invisibility. Pawns cannot become invisible while they have the flare hediff but can within the radius of a preexisting flare. The Hediff itself is what prevents invisibility, not the flare's light radius, and the hediff is only inflicted when the flare lands.

Up to six flares can be launched before the launcher must be reloaded at a cost of Bioferrite 5 bioferrite per flare. The process takes 60 ticks (1 sec). The flares can be reloaded individually or all at once.[Verify] The pawn will never automatically use the flare pack - instead it must be manually activated by the player. It is unclear if this restriction also applies to NPCs.[Fact Check]

Like all utility items, a disruptor flare pack is treated largely like any piece of apparel, however some exceptions exist. Utility items are worn on the waist and are mutually exclusive only with each other, regardless of the layer or coverage of other apparel worn. Additionally, utility items never become tainted, deteriorate from being worn, or inflict a worn-out or tattered mood debuff when damaged.

Analysis[edit]

Disruptor flare packs are primarily used for hunting, revealing, and destroying invisible entities. Flares will briefly stun entities, giving your colonists and opportunity to attack them and interrupting whatever action the entity was performing.

Firefoam pop packs can also be used to reveal entities; if an entity is within the range of the firefoam pack when it is triggered, it will be covered by firefoam and become visible.

Disruptor flare packs can be utilized to make temporary illuminated areas during the Unnatural Darkness anomaly event. This can be used to make safe paths towards Noctoliths without building a line of torches or lamps towards them, saving a lot of time.

Version history[edit]