Difference between revisions of "IED antigrain warhead trap"

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== Analysis ==
 
== Analysis ==
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[[File:Crashed ship part wake on build radius.png|300px|thumb|right|Radius of where buildings will wake mechs is highlighted in red.]]
Unlike [[high explosive shell]]s, [[antigrain warhead]]s have sufficient explosive radius to more than make up for the inherent inaccuracy of [[mortar]]s. This makes their IED counterpart a questionable value proposition - what targets can the IED reliably hit that mortar cannot hit with less work and more flexibility? The main advantage is that IEDs require only the IED research project costing 500 research with only Electricity as a prerequisite, while mortars require the Mortars research which has Gunsmithing, Machining, Smithing, '''and''' Electricity as prerequisites. That means that should antigrain warheads be acquired before the research is completed, IEDs may offer a way to utilize the shells with minimal additional research. That said, [[Siege]] raids are typically common by the time warheads can be acquired, and the mortars from those raids can be looted. This significantly decreases this utility of IEDs in many cases.
 
  
It can be extremely useful against crashed ship parts, being able to one-shot scythers and lancers, and leave centipedes heavily damaged. Manually trigger the ship part, then guide the mechanoids onto the shell.  
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Regular [[antigrain warhead]]s have a radius of 14.9 tiles - as a [[mortar]] has a base miss radius of 9 tiles, a launched warhead can hit the intended tile and every tile within a 5-tile radius with the force stronger than a [[doomsday rocket launcher]] at 100% certainty. This makes antigrain traps more niche than regular [[IED trap]]s.
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Antigrain traps do have an advantage, namely that they can be placed at a precise location. Useful against [[crashed ship part]]s and [[mech cluster]]s{{RoyaltyIcon}} without obtrusive [[proximity activator]]s, which will let you place down a trap nearby. Plus, bulkier mechs like [[centipede]]s can survive the edge of an antigrain blast. The trap is more precise, so it will likely deal more damage than the mortar shell.
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Finally, the antigrain shell must actually be fired from a mortar, forcing players to lead their shots. You don't have to lead any shots with the trap, making it more accurate. Note that industrial factions will often have raiders using [[go-juice]], who will run ahead of the group and trigger the trap early. Especially relevant if the [[AI storytellers#Classic Mortars]] storyteller setting is turned on, as the mortar miss radius is increased to 12 tiles.
  
 
==Version history==
 
==Version history==

Revision as of 16:47, 26 December 2022

IED antigrain warhead trap

IED antigrain warhead trap

An antimatter-powered antigrain warhead connected to a trigger which detonates on touch or bullet impact. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.

Base Stats

Type
BuildingSecurity
Market Value
1205 Silver [Note]
Mass
2 kg
Beauty
-4
HP
40
Flammability
100%

Building

Size
1 × 1
Minifiable
True
Placeable
True
Terrain Affordance
Light

Creation

Required Research
Ieds
Skill Required
Construction 3
Work To Make
1,400 ticks (23.33 secs)
Resources to make
Antigrain warhead 1
Destroy yield
nothing
Technical
thingCategories
BuildingsSecurity


The IED antigrain warhead trap is Security building that explodes when stepped on, detonating in a massive explosion powerful enough to instantly kill all enemies in-game except for the Thrumbo, Centipede, and shield belt-wearing enemies.

Acquisition

IED antigrain warhead traps can be constructed once the Ieds project has been researched. Each trap requires Antigrain warhead 1 Antigrain warhead, 1,400 ticks (23.33 secs) of work and a Construction skill of 3.

Summary

IEDs are single use traps that may be triggered when a pawn of any kind walks over it. The base trigger chance is 100% for enemies, including manhunter animals. Non-manhunting wild animals have a 25% chance to trigger the trap but are aware of the location of traps and will avoid pathing over them if reasonably possible. Colonists, friends, and tame animals have 0.4% (one in 250) to trigger the IED, but are also aware of the location of traps and will avoid pathing over them if reasonably possible. In all instances, the nimble trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns.

When triggered, the IED will spark and emit a hissing sound shortly before exploding a 15 ticks (0.25 secs) later, dealing "Bomb Super" damage in a 15 tile radius of itself, dealing 550 damage at the center and 110 damage at the extreme edge of the radius and linearly interpolated in between, and setting fires to roughly 22% of the affected tiles. Nearby non-drafted pawns, colonist and NPC alike, will attempt to clear the blast radius once the spark starts however the short wick time and large radius make success unlikely.

Additionally, when damaged to below 20% of the maximum HP or[Fact Check] when hit be a projectile dealing the Bullet, Arrow, or ArrowHighVelocity damage type, the same triggering process will begin.

Analysis

Radius of where buildings will wake mechs is highlighted in red.

Regular antigrain warheads have a radius of 14.9 tiles - as a mortar has a base miss radius of 9 tiles, a launched warhead can hit the intended tile and every tile within a 5-tile radius with the force stronger than a doomsday rocket launcher at 100% certainty. This makes antigrain traps more niche than regular IED traps.

Antigrain traps do have an advantage, namely that they can be placed at a precise location. Useful against crashed ship parts and mech clustersContent added by the Royalty DLC without obtrusive proximity activators, which will let you place down a trap nearby. Plus, bulkier mechs like centipedes can survive the edge of an antigrain blast. The trap is more precise, so it will likely deal more damage than the mortar shell.

Finally, the antigrain shell must actually be fired from a mortar, forcing players to lead their shots. You don't have to lead any shots with the trap, making it more accurate. Note that industrial factions will often have raiders using go-juice, who will run ahead of the group and trigger the trap early. Especially relevant if the AI storytellers#Classic Mortars storyteller setting is turned on, as the mortar miss radius is increased to 12 tiles.

Version history

  • 1.1.0 - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.
  • ? - texture updated. Before 1.3.3159 and presumably sometime after 1.0.2096 to correspond with antigrain warhead texture change.