Difference between revisions of "Mech low-shield"

From RimWorld Wiki
Jump to navigation Jump to search
 
Line 20: Line 20:
 
| page verified for version = 1.3.3117
 
| page verified for version = 1.3.3117
 
}}
 
}}
'''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 {{Ticks|1080}}. Every 10 days, it goes down to charge for 1 day. When deconstructed, they are a valuable source of [[shield core]]s needed to create [[low-shield pack]]s.
+
'''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 {{Ticks|1080}}. Every 10 days, it goes down to charge for 1 day.
 
 
 
== Acquisition ==
 
== Acquisition ==
 
Mech low-shields can arrive as a component of mechanoid clusters. Mech low-shields cannot be acquired for player use, and shutdown when the cluster is defeated.  
 
Mech low-shields can arrive as a component of mechanoid clusters. Mech low-shields cannot be acquired for player use, and shutdown when the cluster is defeated.  
Line 27: Line 26:
 
== Summary ==
 
== Summary ==
 
{{Stub|section=1|reason=Compare [[low shield pack]] for adequate detail. Radius graphics similar to the low shield pack page would be nice.}}
 
{{Stub|section=1|reason=Compare [[low shield pack]] for adequate detail. Radius graphics similar to the low shield pack page would be nice.}}
Mech low-shields can arrive as parts of a mechanoid cluster. Upon landing, they will begin projecting a shield, with a radius of 20 cells, that stops all incoming ground-level fire from passing into the bubble, but does not prevent pawns or turrets inside from firing out. Note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] will not be blocked by the shield, nor will explosions crossing the boundary. The mech low-shield will not intercept fire from mechanoids or mechanoid turrets, even if they are on the outside of the shield radius.  
+
Mech low-shields can arrive as parts of a mechanoid cluster. Upon landing, they will begin projecting a shield, with a radius of 20 cells, that stops all incoming ground-level fire from passing into the bubble, and detonating explosive projectiles at the point of impact with the shield radius. In contrast to the otherwise similar [[Skipshield]] psycast, which prevents all incoming and outgoing projectiles, the low-shield does not prevent pawns inside from firing out. Also note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] will not be blocked by the shield, nor will explosions crossing the boundary including those from intercepted projectiles. The mech low-shield will also not intercept fire from mechanoids or mechanoid turrets, even if they are on the outside of the shield radius.  
  
 
Low-shields will continuously project their shield without material or power requirements from the cluster. Every 10 days, the shield projector will be disabled for a 24 hour charge cycle. The projector will automatically re-enable itself after the charge cycle is complete. Once the cluster is defeated, they will be permanently disabled.
 
Low-shields will continuously project their shield without material or power requirements from the cluster. Every 10 days, the shield projector will be disabled for a 24 hour charge cycle. The projector will automatically re-enable itself after the charge cycle is complete. Once the cluster is defeated, they will be permanently disabled.
  
Mech low-shields have a 10 day charge cycle. Every 10 days, the shield will be disabled for 24 hours to recharge. Low-shields can also be disabled with EMP. EMPing a mech Low-shield will not wake up a dormant mech cluster. However, disabling a low-shield with an [[EMP shell]] requires hitting the low-shield emitter with the explosion of the mortar shell. Since EMP shells have a large area of effect, it is very likely that other buildings or mechanoids would be affected by the EMP, which would awaken the cluster.
+
Low-shields will be disabled when the shield intercepts a projectile that deals [[EMP]] damage or when EMP damage from any source is dealt to the emitter itself. Projectiles that the shield type does not stop, such as [[EMP shells]], will not have any effect when crossing the shield, nor does an EMP's area of effect overlapping with the projected shield - a projectile must be intercepted or the EMP damage must be dealt to the structure itself. The shield will be disabled for {{ticks|1080}} when hit by an EMP from any source.{{Check Tag|Scale with EMP damage?|E.g. EMP launcher of dif qualities hitting the emitter}} EMPing a mech low-shield will not wake up a dormant mech cluster.{{Check Tag|Verify|Verify core idea, and then also check that getting a mech hit with the EMP radius doens't trigger wake now that it detonates on the edge - if the first is true but the second triggers wake, note specifically}}<!--However, disabling a low-shield with an [[EMP shell]] requires hitting the low-shield emitter with the explosion of the mortar shell. Since EMP shells have a large area of effect, it is very likely that other buildings or mechanoids would be affected by the EMP, which would awaken the cluster.-->
 +
 
 +
Low-shields will continuously project their shield without material or power requirements from the cluster. Every 10 days, the shield projector will be disabled for a 24 hour charge cycle. The projector will automatically re-enable itself after the charge cycle is complete. Once the cluster is defeated, they will be permanently disabled.
  
Low shields will be temporarily disabled for {{ticks|1080}} when either the shield stops an EMP projectile, or when EMP damage from any source is dealt to the emitter itself. Projectiles that the shield type does not stop will not have any effect when crossing the shield - the projectile must be intercepted by the shield to disable it. Low shields will be disabled when intercepting an EMP grenade or EMP launcher projectile that crosses the shield boundary. The projectile will be destroyed in the process and will not be have any AoE effects even if it normally would. Hitting the shield emitter with an EMP from any source will also disable the shield.
+
When deconstructed, they are a valuable source of [[shield core]]s needed to create [[low-shield pack]]s.
  
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.
+
They not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type.
  
 
== Analysis ==
 
== Analysis ==
{{Stub|section=1|reason=General stub - current is just a couple of very  rough suggestions}}
+
{{Stub|section=1|reason=General stub - current is just a couple of very  rough suggestions. also specific attention to how to adapt to and use the explosions on the edge - soemtiems you change positions and sometiems it means you use a large AOE to still hit the target.}}
 
=== Countering ===
 
=== Countering ===
 
Low shields can be countered fairly easily by throwing [[EMP grenades]] or firing an [[EMP launcher]] at the shield border. Each time the shield intercepts an EMP grenade or projectile, it will be disabled for {{ticks|1080}}. Disabling the shield will allow pawns to engage targets inside the shield's radius without the shield intercepting their projectiles.
 
Low shields can be countered fairly easily by throwing [[EMP grenades]] or firing an [[EMP launcher]] at the shield border. Each time the shield intercepts an EMP grenade or projectile, it will be disabled for {{ticks|1080}}. Disabling the shield will allow pawns to engage targets inside the shield's radius without the shield intercepting their projectiles.
Line 48: Line 49:
  
 
Doesn't work against mechanoids, it doesn't matter if they are from another mech cluster:
 
Doesn't work against mechanoids, it doesn't matter if they are from another mech cluster:
 
== Trivia ==
 
Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|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 ==
 
== Version history ==
 
* [[Version/1.1.2575|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.
 
* [[Version/1.1.2575|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.
 
* [[Version/1.2.2753|1.2.2753]] - Renamed from '''bullet shield''' to '''mech low-shield'''.
 
* [[Version/1.2.2753|1.2.2753]] - Renamed from '''bullet shield''' to '''mech low-shield'''.
 +
* [[Version/1.4.3523|1.4.3523]] - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.
  
 
== See also ==  
 
== See also ==  

Latest revision as of 03:46, 9 March 2025

Mech low-shield

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
BuildingMechanoid 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

Deconstruct yield
Plasteel 7 + Shield core 1
Destroy yield
Plasteel 7

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.

Acquisition[edit]

Mech low-shields can arrive as a component of mechanoid clusters. Mech low-shields cannot be acquired for player use, and shutdown when the cluster is defeated.

Summary[edit]

Mech low-shields can arrive as parts of a mechanoid cluster. Upon landing, they will begin projecting a shield, with a radius of 20 cells, that stops all incoming ground-level fire from passing into the bubble, and detonating explosive projectiles at the point of impact with the shield radius. In contrast to the otherwise similar Skipshield psycast, which prevents all incoming and outgoing projectiles, the low-shield does not prevent pawns inside from firing out. Also note that this only applies to ground-level fire, i.e. fire from ranged weapons carried by all types of pawn and turrets, including grenades that cross the boundary of the shield. Fire from mortars, orbital bombardment, or aerodrone strikes or salvos will not be blocked by the shield, nor will explosions crossing the boundary including those from intercepted projectiles. The mech low-shield will also not intercept fire from mechanoids or mechanoid turrets, even if they are on the outside of the shield radius.

Low-shields will continuously project their shield without material or power requirements from the cluster. Every 10 days, the shield projector will be disabled for a 24 hour charge cycle. The projector will automatically re-enable itself after the charge cycle is complete. Once the cluster is defeated, they will be permanently disabled.

Low-shields will be disabled when the shield intercepts a projectile that deals EMP damage or when EMP damage from any source is dealt to the emitter itself. Projectiles that the shield type does not stop, such as EMP shells, will not have any effect when crossing the shield, nor does an EMP's area of effect overlapping with the projected shield - a projectile must be intercepted or the EMP damage must be dealt to the structure itself. The shield will be disabled for 1,080 ticks (18 secs) when hit by an EMP from any source.[Scale with EMP damage?] EMPing a mech low-shield will not wake up a dormant mech cluster.[Verify]

Low-shields will continuously project their shield without material or power requirements from the cluster. Every 10 days, the shield projector will be disabled for a 24 hour charge cycle. The projector will automatically re-enable itself after the charge cycle is complete. Once the cluster is defeated, they will be permanently disabled.

When deconstructed, they are a valuable source of shield cores needed to create low-shield packs.

They not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type.

Analysis[edit]

Countering[edit]

Low shields can be countered fairly easily by throwing EMP grenades or firing an EMP launcher at the shield border. Each time the shield intercepts an EMP grenade or projectile, it will be disabled for 1,080 ticks (18 secs). Disabling the shield will allow pawns to engage targets inside the shield's radius without the shield intercepting their projectiles.

Low shields can also be countered by ordering pawns to enter the radius of the shield. Projectiles fired from inside the shield boundary will not be intercepted. Once inside the shield boundary, the emitter itself is also vulnerable to EMP explosions. EMP grenades thrown inside the shield boundary will explode normally, and if the explosion hits the emitter, the shield will be disabled.

Exploiting[edit]

Doesn't work against mechanoids, it doesn't matter if they are from another mech cluster:

Version history[edit]

  • 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.
  • 1.4.3523 - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.

See also[edit]