Difference between revisions of "IED EMP trap"
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== Summary == | == Summary == | ||
− | The IED EMP trap deals 50 [[EMP]] damage in a 10.9-tile radius when triggered, after a | + | IEDs are single use traps that may be triggered when a pawn of any kind, mechanoid or not, walks over it. |
+ | * The base trigger chance is 100% for enemies, including animals affected by the [[Mental break#Manhunter|manhunter]] mental state. Note that despite the name, animals currently hunting a human pawn for food are not "manhunters" and are not considered enemies. | ||
+ | * Non-manhunting wild animals have a 25% chance to trigger the trap. | ||
+ | * Colonists and tame animals have 0.4% (one in 250) to trigger the trap. | ||
+ | * Friendly visitors will never trigger a trap. | ||
+ | |||
+ | However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably possible. In all instances, the [[nimble]] trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns. | ||
+ | |||
+ | The IED EMP trap deals 50 [[EMP]] damage in a 10.9-tile radius when triggered, after a {{ticks|15}} delay. This will stun [[mechanoid]]s and [[turret]]s for 25 seconds, and break most forms of shield. IED traps can be triggered when walked over or shot on, and create a hissing noise. Enemies will attempt to run from an activated IED trap, even if it wouldn't affect them. {{Check Tag|Verify|verify this fact}} | ||
== Analysis == | == Analysis == | ||
Many [[mechanoid]] encampments will start dormant, including [[crashed ship parts]] and [[mech cluster]]s{{RoyaltyIcon}}. These mechanoids won't wake up until something is built within a 2-tile radius of any mechanoid (unless there is a [[proximity activator]]{{RoyaltyIcon}}). Therefore, you can place EMP traps instead of launching them from a mortar; traps can be planted precisely, and have a larger blast radius. | Many [[mechanoid]] encampments will start dormant, including [[crashed ship parts]] and [[mech cluster]]s{{RoyaltyIcon}}. These mechanoids won't wake up until something is built within a 2-tile radius of any mechanoid (unless there is a [[proximity activator]]{{RoyaltyIcon}}). Therefore, you can place EMP traps instead of launching them from a mortar; traps can be planted precisely, and have a larger blast radius. | ||
− | EMP traps are too niche to be placed where regular raiders will walk through. Either build them as mechanoids are arriving, or place traps to be shot at (rather than walked on). Either way, the large radius will often stun mechs | + | EMP traps are too niche to be placed where regular raiders will walk through. Either build them as mechanoids are arriving, or place traps to be shot at (rather than walked on). Either way, the large blast radius will often stun mechs from far away, causing them to adapt before colonists can attack. |
==Version history== | ==Version history== |
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IED EMP trap
A pair of EMP shells connected to a trigger which detonates on touch or bullet impact. The explosion can paralyze mechanoids for a few seconds. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.
Base Stats
Building
- Size
- 1 × 1
- Minifiable
- True
- Placeable
- True
- Terrain Affordance
- Light
Creation
- Required Research
- Ieds
- Skill Required
- Construction 3
- Work To Make
- 1,400 ticks (23.33 secs)
- Destroy yield
- nothing
- thingCategories
- BuildingsSecurity
The IED EMP trap is a landmine that explodes into a wide EMP blast when triggered, stunning mechanoids and breaking shields.
Acquisition
IED EMP traps can be constructed once the Ieds research project has been completed. They require 2 EMP shells, 1,400 ticks (23.33 secs) of work, and a Construction skill of 3.
Summary
IEDs are single use traps that may be triggered when a pawn of any kind, mechanoid or not, walks over it.
- The base trigger chance is 100% for enemies, including animals affected by the manhunter mental state. Note that despite the name, animals currently hunting a human pawn for food are not "manhunters" and are not considered enemies.
- Non-manhunting wild animals have a 25% chance to trigger the trap.
- Colonists and tame animals have 0.4% (one in 250) to trigger the trap.
- Friendly visitors will never trigger a trap.
However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably possible. In all instances, the nimble trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns.
The IED EMP trap deals 50 EMP damage in a 10.9-tile radius when triggered, after a 15 ticks (0.25 secs) delay. This will stun mechanoids and turrets for 25 seconds, and break most forms of shield. IED traps can be triggered when walked over or shot on, and create a hissing noise. Enemies will attempt to run from an activated IED trap, even if it wouldn't affect them. [Verify]
Analysis
Many mechanoid encampments will start dormant, including crashed ship parts and mech clusters. These mechanoids won't wake up until something is built within a 2-tile radius of any mechanoid (unless there is a proximity activator). Therefore, you can place EMP traps instead of launching them from a mortar; traps can be planted precisely, and have a larger blast radius.
EMP traps are too niche to be placed where regular raiders will walk through. Either build them as mechanoids are arriving, or place traps to be shot at (rather than walked on). Either way, the large blast radius will often stun mechs from far away, causing them to adapt before colonists can attack.
Version history
1.1.0 - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.