Difference between revisions of "Mech low-shield"
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==Summary== | ==Summary== | ||
− | {{Stub|section=1|reason=Compare [[low shield pack]] for adequate detail}} | + | {{Stub|section=1|reason=Compare [[low shield pack]] for adequate detail. Charge mechanics}} |
EMPing a mech low-shield will not wake up a dormant mech cluster. | EMPing a mech low-shield will not wake up a dormant mech cluster. | ||
+ | |||
+ | Static shields will be temporarily disabled when either the shield stops an EMP projectile or when EMP damage is down the emitter itself. | ||
+ | |||
+ | Will be disabled for {{ticks|1080}} when hit with an EMP. | ||
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+ | Note that an EMP's area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself. | ||
==Analysis== | ==Analysis== |
Revision as of 09:27, 25 August 2022
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
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Mech low-shield
A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to low angles, so it will block ground-level projectiles like bullets. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.
Base Stats
- Type
- Building – Mechanoid cluster
- Beauty
- -20
- HP
- 200
- Flammability
- 0%
- Path Cost
- 50 (21%)
Building
- Size
- 1 × 1
- Placeable
- False
- Passability
- pass through only
- Cover Effectiveness
- 75%
- Blocks Wind
- True
Creation
Mech low-shields are Mechanoid cluster buildings added by the Royalty DLC. It blocks incoming projectiles in a 20-tile radius around them. Upon being hit by an EMP, it is disabled for 1,080 ticks (18 secs). Every 10 days, it goes down to charge for 1 day. When deconstructed, they are a valuable source of shield cores needed to create low-shield packs.
Acquisition
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Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Compare low shield pack for adequate detail. Charge mechanics. |
EMPing a mech low-shield will not wake up a dormant mech cluster.
Static shields will be temporarily disabled when either the shield stops an EMP projectile or when EMP damage is down the emitter itself.
Will be disabled for 1,080 ticks (18 secs) when hit with an EMP.
Note that an EMP's area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself.
Analysis
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Trivia
Like all mech cluster buildings, they not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails but will take the 10 flame damage from the initial attack.
Version history
- 1.1.2575 - Implement mech shield generator charge cycle. Shields now go down for a random day every 10 days. Now shuts down when the cluster is defeated.
- 1.2.2753 - Renamed from bullet shield to mech low-shield.
See also
- Skipshield - A 6th level psycast with that stops all incoming and outgoing ground-level ranged attacks in a smaller radius and short duration
- Low-shield pack - a utility item that stops all incoming ground-level ranged attacks in a smaller radius and short duration
- Mech high-shield - a mechanoid cluster building that produces a similar effect in size and duration, but tuned to mortar rounds, orbital bombardments, and aerodrone strikes only.