Difference between revisions of "EMP grenades"
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EMP grenades are very effective against [[centipede]]s. Their slow move speed and large size make them easy targets. They have a very high damage potential, so even temporarily shutting them down will give your colonists an advantage in a battle. | EMP grenades are very effective against [[centipede]]s. Their slow move speed and large size make them easy targets. They have a very high damage potential, so even temporarily shutting them down will give your colonists an advantage in a battle. | ||
− | It is a good idea to manually aim EMP grenades instead of letting your colonists do that. They will not lead the targets and will not attack targets which can only be hit by area of effect. Repeated applications while the target is already stunned will cause stun adaptation to happen earlier, while not affecting stun time significantly. | + | It is a good idea to manually aim EMP grenades instead of letting your colonists do that. They will not lead the targets and will not attack targets which can only be hit by area of effect. Repeated applications while the target is already stunned will cause stun adaptation to happen earlier, while not affecting stun time significantly. |
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+ | EMP Grenades are useful against mechanoid clusters if they don't have any proximity activators. | ||
[[Kind::Weapons| ]] | [[Kind::Weapons| ]] |
Revision as of 01:27, 23 August 2020
EMP grenades
"Electromagnetic pulse grenades damaging to electronic equipment."
Base Stats
-
"Modern Weapons" is not in the list (Neolithic Weapons, Medieval Weapons, Industrial Weapons, Spacer Weapons, Ultra Weapons, Mechanoid Weapons) of allowed values for the "Class" property.
- Weapon Class
- Modern
Ranged Combat
- Mode
- Single Thrown
- Damage
- 50 dmg
- Warm-Up
- 108 ticks (1.8 secs)
- Cooldown
- 160 ticks (2.67 secs)
- Range
- 12.9 tile(s)
- Accuracy
- -
- Velocity
- 12 (m/s)
- Burst Count
- 1 (per burst)
- Miss Radius
- 1.9 tile(s)
- Blast Radius
- 3.5
- DPS
- 11.19
Creation
EMP grenades are ranged weapons can stun mechanoids, turrets, mortars, and deplete shield belts, but do not deal physical damage. A target that is stunned shows a mote saying 'STUN'.
Each blast deals 50 EMP damage, stunning for 25 seconds.
After being stunned, mechanoids become 'Adapted' and gain immunity against further stuns for 2,200 ticks (36.67 secs). Immunity is applied on stun, and will not be extended by stunning an adapted or already stunned mechanoid.
They can be crafted, purchased or looted from dead raiders.
Using EMP grenades against friendlies counts as an attack even if they aren't hurt.
Usage
EMP grenades are very effective against centipedes. Their slow move speed and large size make them easy targets. They have a very high damage potential, so even temporarily shutting them down will give your colonists an advantage in a battle.
It is a good idea to manually aim EMP grenades instead of letting your colonists do that. They will not lead the targets and will not attack targets which can only be hit by area of effect. Repeated applications while the target is already stunned will cause stun adaptation to happen earlier, while not affecting stun time significantly.
EMP Grenades are useful against mechanoid clusters if they don't have any proximity activators.