Difference between revisions of "Smoke launcher"
m (→Training: funky format on PC) |
(Accuracy does technically affect FMR just not enough to matter. Explain why its good for low combat skills. Specify it also affects AP. Statement about quality is from pre-1.4.) |
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| name = Smoke launcher | | name = Smoke launcher | ||
| image = SmokeLauncher.png|Smoke launcher | | image = SmokeLauncher.png|Smoke launcher | ||
− | | description = | + | | description = A wide-barreled smoke shell launcher. The shell will upon impact release a cloud of smoke, obscuring incoming shots and preventing turrets from locking on. |
| type = Equipment | | type = Equipment | ||
| type2 = Weapons | | type2 = Weapons | ||
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== Acquisition == | == Acquisition == | ||
− | Smoke launchers can be crafted | + | Smoke launchers 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}}. |
− | Smoke launchers can also be [[trade|purchased]] from outlander and orbital combat suppliers or outlander | + | Smoke launchers can also be [[trade|purchased]] from [[outlander]] and orbital combat suppliers or outlander [[faction base]]s. |
+ | |||
+ | == Summary == | ||
+ | {{Stub|section=1|reason=With new gas mechanics, this is necessary. Also check if quality affects new gas mechanics}} | ||
== Analysis == | == Analysis == | ||
+ | Smoke launchers are useful when disarming turrets, since the smoke can totally prevent them from locking on. Since the smoke blocks line-of-sight, you don't need to directly blanket the turret with smoke - as long as there is smoke between you and the turret, the turret will not lock on. By inching closer with a smoke launcher, you can approach safely. Continuously firing smoke at a turret can keep it blinded indefinitely - allowing others to safely destroy it or handle other threats. This is far easier to do with a smoke launcher than a [[smokepop pack]] due to the latters limited number of charges. | ||
− | + | Smoke is also useful in preparing for a melee rush. By reducing the accuracy of ranged weapons your melee fighters will find it safer to charge in, without making your melee pawns give up a [[shield belt]] or better armor as with the [[jump pack]]{{RoyaltyIcon}} or [[locust armor]].{{RoyaltyIcon}} Once you've closed with an enemy, the smoke grenadier can either continue to put down smoke, retreat, or engage using the weapon and any [[body part weapons]] in melee. | |
− | Smoke launchers deal no damage to pawns or structures, even on direct hits. Therefore, they are a purely support weapon, useful for pawns with low combat skills. As with other launchers, pawns with the trigger-happy trait can fire it much faster with no downsides due to the forced miss radius. | + | Smoke launchers deal no damage to pawns or structures, even on direct hits. Therefore, they are a purely support weapon, useful for pawns with low combat skills who would otherwise not contribute much. As with other launchers, pawns with the [[trigger-happy]] trait can fire it much faster with essentially no downsides due to the forced miss radius. |
− | Smoke launchers of all [[quality|qualities]] are identical, except for their | + | Smoke launchers of all [[quality|qualities]] are functionally identical, except for their melee damage and {{AP}} and their market value.{{Check Tag|Verify|Does quality have any effect with the new gas mechanics}} |
=== Training === | === Training === | ||
Because it does no damage but trains shooting skill, you can use this to train low shooting skills by shooting colonists, animals, prisoners, etc. | Because it does no damage but trains shooting skill, you can use this to train low shooting skills by shooting colonists, animals, prisoners, etc. | ||
− | |||
== Quality table == | == Quality table == |
Revision as of 03:38, 1 November 2022
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Smoke launcher
A wide-barreled smoke shell launcher. The shell will upon impact release a cloud of smoke, obscuring incoming shots and preventing turrets from locking on.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 3.4 kg
Ranged Combat
- Mode
- Single-Shot
- Damage
- 0 dmg (Smoke)
- Warm-Up
- 210 ticks (3.5 secs)
- Cooldown
- 210 ticks (3.5 secs)
- Range
- 23.9 tile(s)
- Velocity
- 40 (m/s)
- Burst Count
- 1 (per burst)
- Miss Radius
- 1.9 tile(s)
- Blast Radius
- 2.4
Melee Combat
- Melee Attack 1
- Stock
9 dmg (Blunt)
13% AP
2.0 seconds cooldown - Melee Attack 2
- Barrel
9 dmg (Blunt)
13% AP
2.0 seconds cooldown - Melee Attack 3
- Barrel
9 dmg (Poke)
13% AP
2.0 seconds cooldown
Creation
- Required Research
- Gunsmithing
- Skill Required
- Crafting 4
- Work To Make
- 30,000 ticks (8.33 mins)
- weaponTags
- GrenadeSmoke
The smoke launcher fires smoke bombs that explode on impact, covering a small area with smoke equal to a 5x5 square without corners, regardless of item quality.
Acquisition
Smoke launchers can be crafted at a Machining table once the Gunsmithing research project has been completed. They require 75 Steel, 4 Components, 30,000 ticks (8.33 mins) of work, and a Crafting skill of 4.
Smoke launchers can also be purchased from outlander and orbital combat suppliers or outlander faction bases.
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: With new gas mechanics, this is necessary. Also check if quality affects new gas mechanics. |
Analysis
Smoke launchers are useful when disarming turrets, since the smoke can totally prevent them from locking on. Since the smoke blocks line-of-sight, you don't need to directly blanket the turret with smoke - as long as there is smoke between you and the turret, the turret will not lock on. By inching closer with a smoke launcher, you can approach safely. Continuously firing smoke at a turret can keep it blinded indefinitely - allowing others to safely destroy it or handle other threats. This is far easier to do with a smoke launcher than a smokepop pack due to the latters limited number of charges.
Smoke is also useful in preparing for a melee rush. By reducing the accuracy of ranged weapons your melee fighters will find it safer to charge in, without making your melee pawns give up a shield belt or better armor as with the jump pack or locust armor. Once you've closed with an enemy, the smoke grenadier can either continue to put down smoke, retreat, or engage using the weapon and any body part weapons in melee.
Smoke launchers deal no damage to pawns or structures, even on direct hits. Therefore, they are a purely support weapon, useful for pawns with low combat skills who would otherwise not contribute much. As with other launchers, pawns with the trigger-happy trait can fire it much faster with essentially no downsides due to the forced miss radius.
Smoke launchers of all qualities are functionally identical, except for their melee damage and AP and their market value.[Verify]
Training
Because it does no damage but trains shooting skill, you can use this to train low shooting skills by shooting colonists, animals, prisoners, etc.
Quality table
Template:Weapon Quality Table/Melee
Version history
- 1.1.0 - Added