Difference between revisions of "EMP launcher"
m (→Summary) |
|||
Line 58: | Line 58: | ||
{{For|a full exploration of the effects of EMP damage|EMP}} | {{For|a full exploration of the effects of EMP damage|EMP}} | ||
− | EMP launchers have a decent range of 23.9, but a very long warmup/coolown cycle, tied with the [[smoke launcher|other]] [[incendiary launcher|launchers]] and only faster than the [[pila]] | + | EMP launchers have a decent range of 23.9, but a very long warmup/coolown cycle. For players, it is the 2nd slowest non-consumable weapon, tied with the [[smoke launcher|other]] [[incendiary launcher|launchers]] and only faster than the [[pila]]. It also has a forced miss radius, meaning colonist health or shooting skill doesn't matter, and [[careful shooter]] is purely a detriment. |
EMP damage does not deal physical damage. Instead, it stuns [[turret]]s, [[mechanoid]]s, and [[mortar]]s; more damage means a longer stun time. A normal [[quality]] EMP launcher deals 50 EMP damage, for a stun of 25 seconds. After being stunned, mechanoids become "Adapted" and gain immunity against further stuns for {{ticks|2200}}. Immunity is applied on stun, and will not be extended by stunning an adapted or already stunned mechanoid. EMP also disables [[shield belt]]s and causes [[Brain shock]] on humanoids with brain implants, and vomitting on those with certain stomach implants. | EMP damage does not deal physical damage. Instead, it stuns [[turret]]s, [[mechanoid]]s, and [[mortar]]s; more damage means a longer stun time. A normal [[quality]] EMP launcher deals 50 EMP damage, for a stun of 25 seconds. After being stunned, mechanoids become "Adapted" and gain immunity against further stuns for {{ticks|2200}}. Immunity is applied on stun, and will not be extended by stunning an adapted or already stunned mechanoid. EMP also disables [[shield belt]]s and causes [[Brain shock]] on humanoids with brain implants, and vomitting on those with certain stomach implants. |
Revision as of 08:17, 6 October 2022
EMP launcher
A wide-barreled EMP shell launcher. The shell will upon impact release a burst of electromagnetic energy, stunning mechanical targets (mechanoids, turrets, mortars) and depleting shields in the area of effect.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 3.4 kg
Ranged Combat
- Mode
- Single-Shot
- Damage
- 50 dmg (EMP)
- 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
- 1.1
- DPS
- 7.14
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
- Microelectronics
- Skill Required
- Crafting 4
- Work To Make
- 30,000 ticks (8.33 mins)
- weaponTags
- Gun, GrenadeEMP
The EMP launcher is a ranged weapon that fires EMP bolts that explode on impact, creating a small EMP pulse that downs shields, and stuns mechanoids, mortars and turrets.
Acquisition
EMP launchers can be crafted at a Machining table once the Microelectronics research project has been completed. They require 75 Steel, 8 Components, 30,000 ticks (8.33 mins) of work, and a Crafting skill of 4.
EMP launchers can also be purchased from orbital pirate merchants and orbital combat suppliers or outlander faction bases.
Summary
EMP launchers have a decent range of 23.9, but a very long warmup/coolown cycle. For players, it is the 2nd slowest non-consumable weapon, tied with the other launchers and only faster than the pila. It also has a forced miss radius, meaning colonist health or shooting skill doesn't matter, and careful shooter is purely a detriment.
EMP damage does not deal physical damage. Instead, it stuns turrets, mechanoids, and mortars; more damage means a longer stun time. A normal quality EMP launcher deals 50 EMP damage, for a stun of 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. EMP also disables shield belts and causes Brain shock on humanoids with brain implants, and vomitting on those with certain stomach implants.
Launchers are fired like any other ranged weapon, and so can't be thrown over walls. A circular zone will generate to indicate range, then another 3x3 indicator with a circular center will become the aiming spot. Unless a wall is in the way, the blast will be within 1 tile of the intended target.
Unlike EMP grenades, the launcher has quality, which affects stun time and range.
Analysis
EMP weapons in general are always useful for taking out mechanoids and other defense structures. The small blast radius is a detriment; because it's smaller than the miss radius, it cannot reliably hit a specific tile or target. The launcher also has a very large warmup/cooldown, making it less useful on mobile targets like scythers.
Comparison to EMP grenades
The key differences between EMP grenades and launchers are: Range, Rate of Fire, Blast Radius, and Quality.
While the increased range seems like a major benefit, launchers are still outranged by all ranged mechanoids, meaning your pawns won't be much safer. Range may be useful depending on the terrain and cover layout, but is nearly useless out in a "neutral" scenario against mechanoids. The range can be useful when shutting down low shield packs or mechanoid shields.
Meanwhile, EMP grenades are fired faster, giving combat flexibility and making it easier to aim at mobile targets. The larger blast radius means that they can hit more targets, and are simply more accurate, able to always hit a specific tile.
Unlike grenades, launchers are affected by quality. Masterwork and Legendary launchers in particular see an increase in damage (i.e. stun duration). Legendary launchers will stun for long enough that mechanoid adaptation ends before the stun making it technically possible to 100% stun lock them. In practice, it is almost impossible to get the timing perfect even before accounting for the risk of missed shots, unless you have multiple colonists with legendary launchers.
Overall, excellent or lower EMP launchers see a lot less practical use than EMP grenades, relegated to tasks where range is very helpful (when there's cover, or fighting against low-shield packs).
Source | Damage | Stun Duration | Post-Stun Adaption Duration | Ideal Stun Uptime |
---|---|---|---|---|
Awful EMP launcher | 45 | 1,350 ticks (22.5 secs) | 850 ticks (14.17 secs) | 61.36% |
EMP Grenades, Poor/Norm/Good/Exc EMP launcher | 50 | 1,500 ticks (25 secs) | 700 ticks (11.67 secs) | 68.18% |
Masterwork EMP launcher | 62.5 | 1,875 ticks (31.25 secs) | 325 ticks (5.42 secs) | 85.23% |
Legendary EMP launcher | 75 | 2,250 ticks (37.5 secs) | 0 ticks (0 secs) (-50 ticks (-0.83 secs)) | 100% |
Attack table
Ranged
For the full effects of qualities, see Quality.
Melee
Feature | Toggle |
---|---|
Attacks |
EMP launcher | Stock (Blunt) | Barrel (Blunt) | Barrel (Poke) | Human: Left & right fist (Blunt) | HP | Value | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Quality |
DPS[1] | AP[1] | Dam. | Cool. | AP | DPS | Chance[2] | Dam. | Cool. | AP | DPS | Chance[2] | Dam. | Cool. | AP | DPS | Chance[2] | Dam. | Cool. | AP | DPS | Chance[2] | ||
Awful | 3.98 | 11.6% | 7.2 | 2s | 10.4% | 3.6 | 8.33% | 7.2 | 2s | 10.4% | 3.6 | 8.33% | 7.2 | 2s | 10.4% | 3.6 | 8.33% | 8.2 | 2s | 12% | 4.1 | 2× 37.5% | 100 | 250 |
Poor | 4.07 | 11.82% | 8.1 | 2s | 11.7% | 4.05 | 20% | 8.1 | 2s | 11.7% | 4.05 | 20% | 8.1 | 2s | 11.7% | 4.05 | 20% | 8.2 | 2s | 12% | 4.1 | 2× 20% | 100 | 380 |
Normal | 4.4 | 12.75% | 9 | 2s | 13% | 4.5 | 25% | 9 | 2s | 13% | 4.5 | 25% | 9 | 2s | 13% | 4.5 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 505 |
Good | 4.74 | 13.73% | 9.9 | 2s | 14.3% | 4.95 | 25% | 9.9 | 2s | 14.3% | 4.95 | 25% | 9.9 | 2s | 14.3% | 4.95 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 630 |
Excellent | 5.08 | 14.7% | 10.8 | 2s | 15.6% | 5.4 | 25% | 10.8 | 2s | 15.6% | 5.4 | 25% | 10.8 | 2s | 15.6% | 5.4 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 755 |
Masterwork | 5.92 | 17.14% | 13.05 | 2s | 18.85% | 6.53 | 25% | 13.05 | 2s | 18.85% | 6.53 | 25% | 13.05 | 2s | 18.85% | 6.53 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 1260 |
Legendary | 6.59 | 19.09% | 14.85 | 2s | 21.45% | 7.43 | 25% | 14.85 | 2s | 21.45% | 7.43 | 25% | 14.85 | 2s | 21.45% | 7.43 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 2525 |
For the full effects of qualities, see Quality.
- ↑ 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human. - ↑ Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder
Version history
- 1.1.0 - Added