Difference between revisions of "Locust armor"

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{{Royalty}}{{Stub}}{{infobox main
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{{Royalty}}
|name = Locust armor
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{{Infobox main
|image = LocustArmor.png|Locust armor
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| name = Locust armor
|description = A variant of recon armor with an integrated burst rocket for short-ranged flight. Locust armor is slightly less protective than standard recon armor. Each jump consumes a burst of fuel, so the armor must be reloaded after several uses.<Br>Unlike most ultratech military units, locusts train primarily with melee weapons. They usually avoid static shootouts, preferring to jump straight into enemy fortifications and fight hand-to-hand. They do poorly in static defense or confined quarters, but excel in mixed cover or shipcracking operations.
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| image = LocustArmor.png
|type = Gear
+
| description = A variant of recon armor with an integrated burst rocket for short-ranged flight. Locust armor is slightly less protective than standard recon armor. Each jump consumes a burst of fuel, so the armor must be reloaded after several uses.<br/>Unlike most ultratech military units, locusts train primarily with melee weapons. They usually avoid static shootouts, preferring to jump straight into enemy fortifications and fight hand-to-hand. They do poorly in static defense or confined quarters, but excel in mixed cover or shipcracking operations.
|type2 = Armor
+
| type = Gear
|hp = 280
+
| type2 = Armor
|work to make = 45000
+
| tech level = Spacer
|resource 1 = Plasteel
+
| hp = 280
|resource 1 amount = 120
+
| production facility 1 = Fabrication bench
|resource 2 = Uranium
+
| work to make = 45000
|resource 2 amount = 10
+
| work speed stat = General Labor Speed
|resource 3 = Advanced component
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| resource 1 = Plasteel
|resource 3 amount = 3
+
| resource 1 amount = 120
|resource 4 = Component  
+
| resource 2 = Uranium
|resource 4 amount = 3
+
| resource 2 amount = 10
|resource 5 = Chemfuel
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| resource 3 = Advanced component
|resource 5 amount = 100
+
| resource 3 amount = 3
|marketvalue = 2230
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| resource 4 = Component  
|armorblunt = 35
+
| resource 4 amount = 3
|armorsharp = 87
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| resource 5 = Chemfuel
|armorheat = 41
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| resource 5 amount = 100
|insulationcold = 32
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| research = Jump packs, Recon armor
|insulationheat = 9
+
| skill 1 = Crafting
|mass base = 9
+
| skill 1 level = 6
|coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg
+
| marketvalue = 2230
|layer = Middle, Outer
+
| armorblunt = 35
 +
| armorsharp = 87
 +
| armorheat = 41
 +
| insulationcold = 32
 +
| insulationheat = 9
 +
| mass base = 9
 +
| lifestage = Adult
 +
| clothing for nudity = True
 +
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg
 +
| layer = Middle, Outer
 +
| has quality = true
 +
| defName = Apparel_ArmorLocust
 +
| thingCategories = ApparelArmor
 +
| tradeTags = HiTechArmor
 +
| defaultOutfitTags = Soldier
 +
| thingSetMakerTags = RewardStandardHighFreq
 
}}
 
}}
'''Locust armor''' is a set of power armor added by [[Royalty DLC]] that allows its user to make rapid rocket powered jumps to a tile within range and in line of sight while also protecting from gunshots, cuts, blunt trauma, and burns. It is a variant of [[Recon armor]] and forms a full set with the [[Recon helmet]]  
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'''Locust armor''' is a set of [[armor]] added by [[Royalty DLC]] that allows its user to make rapid rocket powered jumps to a tile within range and in line of sight while also protecting from attacks. It is a variant of [[recon armor]] and forms a full set with the [[recon helmet]]  
  
== Acquisition ==
+
== Acquisition ==  
As a complicated piece of technology, locust armor can only be made at the [[Fabrication bench]] and requires [[Research#Jump Packs|Jump Packs]] and [[Research#Recon Armor|Recon Armor]] to be researched in order to be constructed. Crafting the armor requires {{icon|plasteel|200}} plasteel, {{icon|uranium|10}} uranium, {{icon|chemfuel|20}} chemfuel and {{icon|advcomponent|3}} advanced components.
+
{{Acquisition}}
  
== Analysis ==
+
Alternatively, the armor can be received as a [[quest]] reward or purchased from [[traders]].{{Check Tag|Which?}}
While less protective than [[recon armor]], it gives the user to perform up to 5 short rocket-assisted jumps up at will before requiring a reload. This functionality is equivalent to the regular waist-worn [[jump pack]] but does not take up the [[utility]] slot. This can be useful to give the user flexibility in combat, such as combining the mobility of the jump pack and the protection of the [[shield belt]] for melee pawns.  
+
 
 +
== Summary ==
 +
While less protective than [[recon armor]], locust armor contains an integrated burst rocket that, similar to the [[jump pack]], allows the user to make up to 5 jumps before needing to be refueled. Refueling costs {{Icon Small|chemfuel||20}} chemfuel per charge and is performed by select the armor's wearer and right-clicking a pile of chemfuel. The user can jump anywhere within [[line of sight]], so they can jump over [[stone chunk]]s but not [[wall]]s. There is a short {{Ticks|30}} warm-up before jumping. A pawn cannot be injured mid-jump, even by explosions right under them, but can still get hit during a short warm-up before jumping.
 +
 
 +
Pawns will never automatically use the rocket - instead it must be manually activated by the player by use of the "Jump" gizmo, similar to using [[utility]] items. This gizmo will only appear when the pawn is [[draft]]ed. NPCs will never use the jump capability at all.  
  
===Armor===
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Downed allies can be carried during a jump.  
Less protective than recon armor. Compared to [[duster]] and [[flak vest]] ?
 
  
===Burst Rocket===
+
Unlike the jump pack it does not occupy the [[utility]] slot, and so can be worn with all other utility items such as the [[shield belt]].
The locust armor contains an integrated burst rocket that, similar to the [[jump pack]] allows the user to make up to 5 jumps before needing to be refueled, at a cost of {{icon|chemfuel|20}} chemfuel per charge. The user can jump anywhere within line of sight, so they can jump over [[Rock chunk]]s but not [[Wall]]s. Unlike the jump pack it does not occupy the [[utility]] slot, and so can be worn with a [[shield belt]] making it an effective way to get melee users into the fight. It can also serve for shooters to get out of harms way, as one jump covers a large range fast. A pawn cannot be targeted while jumping but can be attacked during the warm-up.  
 
  
It is currently unknown if lower quality packs are actually faster than other methods of increase movement rates, such as [[Archotech leg]]s, however the i-frames offered by jumping offer an advantage to offset any speed delays.
+
It is currently unknown if lower quality packs are actually faster than other methods of increase movement rates, such as [[archotech leg]]s, however the i-frames offered by jumping offer an advantage to offset any speed delays.
  
The distance the user can jump is dependent on the quality of the armor. Note that it has the same range as a [[Jump pack]] of the same quality.
+
The distance the user can jump is dependent on the quality of the armor. Note that it has the same range as a [[jump pack]] of the same quality.
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
{{#vardefine:baserange|23.9}}
 
{{#vardefine:baserange|23.9}}
 
{| {{STDT| c_12 text-center}}
 
{| {{STDT| c_12 text-center}}
!Quality
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! Quality
!Awful
+
! Awful
!Poor
+
! Poor
!Normal
+
! Normal
!Good
+
! Good
!Excellent
+
! Excellent
!Masterwork
+
! Masterwork
!Legendary
+
! Legendary
 
|-  
 
|-  
!Range
+
! Range
|{{#expr:{{#var:baserange}}*0.75 round 1}}
+
| {{#expr:{{#var:baserange}}*0.75 round 1}}
|{{#expr:{{#var:baserange}}*0.9 round 1}}
+
| {{#expr:{{#var:baserange}}*0.9 round 1}}
|{{#expr:{{#var:baserange}}*1.0 round 1}}
+
| {{#expr:{{#var:baserange}}*1.0 round 1}}
|{{#expr:{{#var:baserange}}*1.06 round 1}}
+
| {{#expr:{{#var:baserange}}*1.06 round 1}}
|{{#expr:{{#var:baserange}}*1.13 round 1}}
+
| {{#expr:{{#var:baserange}}*1.13 round 1}}
|{{#expr:{{#var:baserange}}*1.19 round 1}}
+
| {{#expr:{{#var:baserange}}*1.19 round 1}}
|{{#expr:{{#var:baserange}}*1.25 round 1}}
+
| {{#expr:{{#var:baserange}}*1.25 round 1}}
 
|}
 
|}
</li><div>
+
</li></div>
 +
 
 +
== Analysis ==
 +
The locust armor is slightly less protective than base recon armor ({{--|5%}} base Sharp & Blunt protection), which makes it noticeably worse against any sort of [[flak vest]] and [[duster]] combination. In exchange, jumping can be a potent combat tool.
 +
 
 +
Jumps can help pawns disengage from combat, rescue fellow colonists, engage in melee with opponents, allow kiting, and dodge explosives. However, the [[jump pack]] allows pawns to have the exact same jump mechanic while allowing you to wear any set of armor. A jump pack + recon armor is slightly cheaper ({{Icon Small|plasteel}} 10 [[plasteel]]) while fulfilling the same purpose.
 +
 
 +
Using jump packs has one key issue - they occupy the [[utility]] slot. This is most important for melee fighters, who often want to wear a [[shield belt]]. Shield belts regenerate fairly quickly and prevent ''all'' ranged damage to a pawn until the shield is depleted. Therefore, using locust armor + shield belt can be more protective than flak vest + duster + jump pack.
 +
 
 +
Locust armor can allow use of a [[bandwidth pack]]{{BiotechIcon}} while retaining the ability to jump. It also has a niche synergy with deployable items like the [[firefoam pop pack]] and [[tox pack]]{{BiotechIcon}}. For long-range items like the [[psychic shock lance|psychic]] [[psychic insanity lance|lances]] or [[tornado generator]], you can usually just wear them with another colonist.
 +
 
 +
{{Apparel Stats Table}}
 +
 
 +
== Gallery ==
 +
<gallery>
 +
Gizmo jump pack full.png|The gizmo for ordering a pawn to jump, shared with the [[Jump pack|jump pack]]. Includes remaining fuel supply.
 +
Gizmo jump pack depleted.png|The jump gizmo, shared with the [[Jump pack|jump pack]]. Disabled due to insufficient fuel.
 +
Locust armor takeoff.png|A pawn that has just taken off, leaving a fiery trail.
 +
</gallery>
  
{{Apparel Quality Table}}
 
  
 
== Version history ==
 
== Version history ==
* [[Version/1.2.2719|1.2.2719]] - Added
+
* [[Version/1.2.2719|1.2.2719]] - Added.
* [[Version/1.2.2753|1.2.2753]] - Now require enough chemfuel to provide their initial fuel and one more component.
+
* [[Version/1.2.2753|1.2.2753]] - Icons of spacer armor now display as off-white instead of dark gray. Now require enough chemfuel to provide their initial fuel and one more component.
 +
* [[Version/1.3.3287|1.3.3287]] - Fix: Jumping resets "Fire at will" toggle.
  
==See Also==
+
== See also ==
*[[Jump pack]] - A utility item that offers a similar capability.
+
* [[Jump pack]] - A utility item that offers a similar capability.
*[[Recon armor]] - the base model. Slightly more protective but without the jump pack.
+
* [[Recon armor]] - the base model. Slightly more protective but without the jump pack.
*[[Prestige recon armor]] - a variant of recon armor that both pleases nobles and improves psychic ability.
+
* [[Prestige recon armor]] - a variant of recon armor that both pleases nobles and improves psychic ability.
  
{{nav|clothing|wide}}
+
{{Nav|clothing|wide}}
 
[[Category:Armor]]
 
[[Category:Armor]]
[[Category:Royalty]]
 

Latest revision as of 05:34, 5 August 2024

Locust armor

Locust armor

A variant of recon armor with an integrated burst rocket for short-ranged flight. Locust armor is slightly less protective than standard recon armor. Each jump consumes a burst of fuel, so the armor must be reloaded after several uses.
Unlike most ultratech military units, locusts train primarily with melee weapons. They usually avoid static shootouts, preferring to jump straight into enemy fortifications and fight hand-to-hand. They do poorly in static defense or confined quarters, but excel in mixed cover or shipcracking operations.

Base Stats

Type
GearArmor
Tech Level
Spacer
Market Value
2230 Silver
Mass
9 kg
HP
280

Apparel

Insulation - Cold
32 °C (57.6 °F)
Insulation - Heat
°C (16.2 °F)
Armor - Sharp
87%
Armor - Blunt
35%
Armor - Heat
41%
Clothing For Nudity
True
Lifestage
Adult
Coverage
Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg
Layer
Middle, Outer

Creation

Crafted At
Fabrication bench
Required Research
Jump packsTechprint, Recon armor
Skill Required
Crafting 6
Work To Make
45,000 ticks (12.5 mins)
Work Speed Stat
General Labor Speed
Resources to make
Plasteel 120 + Uranium 10 + Advanced component 3 + Component 3 + Chemfuel 100
Technical
defName
Apparel_ArmorLocust
Has Quality
True
thingCategories
ApparelArmor
thingSetMakerTags
RewardStandardHighFreq
defaultOutfitTags
Soldier
tradeTags
HiTechArmor


Locust armor is a set of armor added by Royalty DLC that allows its user to make rapid rocket powered jumps to a tile within range and in line of sight while also protecting from attacks. It is a variant of recon armor and forms a full set with the recon helmet

Acquisition[edit]

Locust armor can be crafted at a fabrication bench once the jump packs and recon armor research projects have been completed. Each requires Plasteel 120 Plasteel, Uranium 10 Uranium, Advanced component 3 Advanced components, Component 3 Components, Chemfuel 100 Chemfuel, 45,000 ticks (12.5 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 6.

Alternatively, the armor can be received as a quest reward or purchased from traders.[Which?]

Summary[edit]

While less protective than recon armor, locust armor contains an integrated burst rocket that, similar to the jump pack, allows the user to make up to 5 jumps before needing to be refueled. Refueling costs Chemfuel 20 chemfuel per charge and is performed by select the armor's wearer and right-clicking a pile of chemfuel. The user can jump anywhere within line of sight, so they can jump over stone chunks but not walls. There is a short 30 ticks (0.5 secs) warm-up before jumping. A pawn cannot be injured mid-jump, even by explosions right under them, but can still get hit during a short warm-up before jumping.

Pawns will never automatically use the rocket - instead it must be manually activated by the player by use of the "Jump" gizmo, similar to using utility items. This gizmo will only appear when the pawn is drafted. NPCs will never use the jump capability at all.

Downed allies can be carried during a jump.

Unlike the jump pack it does not occupy the utility slot, and so can be worn with all other utility items such as the shield belt.

It is currently unknown if lower quality packs are actually faster than other methods of increase movement rates, such as archotech legs, however the i-frames offered by jumping offer an advantage to offset any speed delays.

The distance the user can jump is dependent on the quality of the armor. Note that it has the same range as a jump pack of the same quality.

  • Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Range 17.9 21.5 23.9 25.3 27 28.4 29.9
  • Analysis[edit]

    The locust armor is slightly less protective than base recon armor (−5% base Sharp & Blunt protection), which makes it noticeably worse against any sort of flak vest and duster combination. In exchange, jumping can be a potent combat tool.

    Jumps can help pawns disengage from combat, rescue fellow colonists, engage in melee with opponents, allow kiting, and dodge explosives. However, the jump pack allows pawns to have the exact same jump mechanic while allowing you to wear any set of armor. A jump pack + recon armor is slightly cheaper (Plasteel 10 plasteel) while fulfilling the same purpose.

    Using jump packs has one key issue - they occupy the utility slot. This is most important for melee fighters, who often want to wear a shield belt. Shield belts regenerate fairly quickly and prevent all ranged damage to a pawn until the shield is depleted. Therefore, using locust armor + shield belt can be more protective than flak vest + duster + jump pack.

    Locust armor can allow use of a bandwidth packContent added by the Biotech DLC while retaining the ability to jump. It also has a niche synergy with deployable items like the firefoam pop pack and tox packContent added by the Biotech DLC. For long-range items like the psychic lances or tornado generator, you can usually just wear them with another colonist.

    Stats table

  • Locust armor Locust armor Sharp Blunt Heat HP Insulation
    - Cold
    Insulation
    - Heat
    Market Value
    Quality
    Awful 52.2% 21% 24.6% 280 -25.6 °C (-46.1 °F) +7.2 °C (13 °F) 1115 Silver
    Poor 69.6% 28% 32.8% 280 -28.8 °C (-51.8 °F) +8.1 °C (14.6 °F) 1670 Silver
    Normal 87% 35% 41% 280 -32 °C (-57.6 °F) +9 °C (16.2 °F) 2230 Silver
    Good 100.05% 40.25% 47.15% 280 -35.2 °C (-63.4 °F) +9.9 °C (17.8 °F) 2730 Silver
    Excellent 113.1% 45.5% 53.3% 280 -38.4 °C (-69.1 °F) +10.8 °C (19.4 °F) 3230 Silver
    Masterwork 126.15% 50.75% 59.45% 280 -48 °C (-86.4 °F) +13.5 °C (24.3 °F) 4230 Silver
    Legendary 156.6% 63% 73.8% 280 -57.6 °C (-103.7 °F) +16.2 °C (29.2 °F) 5230 Silver

    For the full effects of qualities, see Quality.

  • Gallery[edit]


    Version history[edit]

    • 1.2.2719 - Added.
    • 1.2.2753 - Icons of spacer armor now display as off-white instead of dark gray. Now require enough chemfuel to provide their initial fuel and one more component.
    • 1.3.3287 - Fix: Jumping resets "Fire at will" toggle.

    See also[edit]

    • Jump pack - A utility item that offers a similar capability.
    • Recon armor - the base model. Slightly more protective but without the jump pack.
    • Prestige recon armor - a variant of recon armor that both pleases nobles and improves psychic ability.