Difference between revisions of "Shield belt"
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{{infobox main | {{infobox main | ||
|name = Shield belt | |name = Shield belt | ||
− | |image = | + | |image = ShieldBelt.png|Shield belt |
|description = "A single-person energy shield device. It will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks or shots from point-blank range. Additionally, it prevents the wearer from firing outside their own shield, as well." | |description = "A single-person energy shield device. It will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks or shots from point-blank range. Additionally, it prevents the wearer from firing outside their own shield, as well." | ||
|type = Gear | |type = Gear |
Revision as of 01:09, 3 June 2017
Shield belt
"A single-person energy shield device. It will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks or shots from point-blank range. Additionally, it prevents the wearer from firing outside their own shield, as well."
Base Stats
Description
The shield belt is an electrical defense accessory worn by melee fighters to absorb projectiles by creating a bubble of energy. Its sturdiness varies according to quality and durability, normally being 110 points. It blocks projectile attacks both from the outside and from within, meaning colonists will not fire with an active shield belt unless at point-blank. Shield belts lose power for 3,200 ticks (53.33 secs) before rebooting when their electrical resistance reaches zero. They will recharge starting from 20 points, meaning they can be easily broken once again.
Visuals
The shield takes the form of a white bubble around them, which will shrink and diminish as the charge reduces and will vanish if the shield is downed. It shows up when the colonist is drafted, or under ranged attack.
Stats
The following table lists how much protection a shield belt provides at each quality level, assuming full durability.
When damaged, shields can lose maximum charge and recharge slower.
Shields take 3.3x damage from attacks (i.e. 3.3 charge blocks 1 point of damage). Upon impact, it also blocks all damage from a single projectile even if it can completely destroy the shield with more to spare.
Quality | Awful | Shoddy | Poor | Normal | Good | Superior | Excellent | Masterwork | Legendary |
---|---|---|---|---|---|---|---|---|---|
Maximum charge | 77 | 88 | 99 | 110 | 121 | 138 | 154 | 176 | 204 |
Recharge rate (energy per second) | 10 | 11 | 12 | 13 | 14 | 14 | 15 | 15 | 15 |
Tips
Shield belts make it viable to bait enemy fire without placing your colonists at serious risk. Simply equip a colonist with a shield and run them in front of your line. Enemy AI tends to target the closest victim possible so they'll target your shield bait. This is especially effective against mechanoids to absorb those lethal charge lance shots and stray minigun hits, or rocket-wielding raiders to take a direct rocket hit without much of a scratch (though weaker shields will be destroyed in one hit).
It is also an important piece of equipment for melee colonists, as it blocks a significant portion of gunfire, allowing them to close in on ranged enemies to attack them.
Version History
- Prior to Alpha 17 it is called the Personal shield. It received a rename in Alpha 17, and also has a crafting recipe.