Difference between revisions of "Scyther blade"
(Undo revision 47223 by PigeonGuru (talk) Scyther blades are installed on arms, not hands.) |
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Though it seems medical skill is taken into account for this job success check instead of construction skill (0.16.1393) | Though it seems medical skill is taken into account for this job success check instead of construction skill (0.16.1393) | ||
− | A scyther blade can only be installed on a natural | + | A scyther blade can only be installed on a natural hand and it deals 20 damage, compared to 5 damage from a fist. If a scyther blade is installed on an hand which gets replaced with an artificial arm, then the blade will be removed and boxed for reuse. Scyther blades come with a significant tradeoff, by reducing the hand's efficiency to 20%. A colonist with one normal hand and a blade on the other has 60% manipulation. A colonist with two blades installed has 20% manipulation, making one great at melee but not so good at anything needing good manipulation. |
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When meleeing a target, a colonist with no weapon often switches hands to attack. This means that a colonist with one blade and one normal fist is less effective than having two blades. A colonist equipped with one or more blades should not wield a melee weapon because they will use the weapon instead of their blades. | When meleeing a target, a colonist with no weapon often switches hands to attack. This means that a colonist with one blade and one normal fist is less effective than having two blades. A colonist equipped with one or more blades should not wield a melee weapon because they will use the weapon instead of their blades. | ||
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When social fighting, colonists will not use the scyther blade to hit the opponent. | When social fighting, colonists will not use the scyther blade to hit the opponent. |
Revision as of 04:51, 20 April 2017
Scyther blade
Once removed from an incapacitated scyther, scyther blades can then be installed onto a colonist as replacements for their fists. A scyther blade cannot be salvaged if it has been damaged or if the scyther is dead. To remove a blade, add a bill in the scyther's Health, Modifications tab. Only a colonist set as a constructor can extract the blade.
Though it seems medical skill is taken into account for this job success check instead of construction skill (0.16.1393)
A scyther blade can only be installed on a natural hand and it deals 20 damage, compared to 5 damage from a fist. If a scyther blade is installed on an hand which gets replaced with an artificial arm, then the blade will be removed and boxed for reuse. Scyther blades come with a significant tradeoff, by reducing the hand's efficiency to 20%. A colonist with one normal hand and a blade on the other has 60% manipulation. A colonist with two blades installed has 20% manipulation, making one great at melee but not so good at anything needing good manipulation.
When meleeing a target, a colonist with no weapon often switches hands to attack. This means that a colonist with one blade and one normal fist is less effective than having two blades. A colonist equipped with one or more blades should not wield a melee weapon because they will use the weapon instead of their blades.
When social fighting, colonists will not use the scyther blade to hit the opponent.
Melee Attack | Damage Amount | Cooldown | DPS |
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Cut |