Difference between revisions of "Rocketswarm launcher"
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[[File:Rocketswarm_blast.png|thumb|left|300px|Blast of 1 rocket, and the radius where blasts can hit.]] | [[File:Rocketswarm_blast.png|thumb|left|300px|Blast of 1 rocket, and the radius where blasts can hit.]] | ||
− | Rocketswarm launchers fire a volley of {{P|Burst Count}} rockets in {{ticks|{{#expr:{{P|Burst Ticks}} * ({{P|Burst Count}}-1)}}}}. Unlike most other turrets, it must activated by a pawn, and then manually targeted by the player. It takes {{ticks|60}} between targeting and actually firing. It can target any tile within its {{P|Range}} tile range and within line of sight. | + | Rocketswarm launchers fire a volley of {{P|Burst Count}} rockets in {{ticks|{{#expr:{{P|Burst Ticks}} * ({{P|Burst Count}}-1)}}}}. Unlike most other turrets, it must activated by a pawn, and then manually targeted by the player. It takes {{ticks|60}} between targeting and actually firing. It can target any tile within its {{P|Range}} tile range and within line of sight. Pawns that are [[incapable]] of violence cannot activate the launcher. |
The launcher can be activated once before needing to be reloaded for {{Icon Small|Chemfuel||180}} [[chemfuel]]. A partial load of rockets cannot be launched; the turret must be full. After launching, there is a {{ticks|7200}} cooldown before it can be fired again, and it cannot be reloaded during this time. | The launcher can be activated once before needing to be reloaded for {{Icon Small|Chemfuel||180}} [[chemfuel]]. A partial load of rockets cannot be launched; the turret must be full. After launching, there is a {{ticks|7200}} cooldown before it can be fired again, and it cannot be reloaded during this time. |
Revision as of 23:05, 28 March 2023
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Some details on how rockets work. Also analysis (when build / use). |
Rocketswarm launcher
An emergency-defense launcher that fires a single barrage of rockets covering a large area. The turret does not fire until someone activates it. It is very effective against large groups of weaker combatants, but less effective against small numbers of armored targets. Once fired, it must cool off for hours and be reloaded to fire again.
Base Stats
- Mass
- 8 kg
- Beauty
- -20
- HP
- 200
- Flammability
- 70%
- Path Cost
- 50 (21%)
Building
- Size
- 2 × 2
- Passability
- PassThroughOnly
- Cover Effectiveness
- 40%
- Terrain Affordance
- Heavy
- Power
- -150 W
Ranged Combat
- Mode
- Single-Use
- Damage
- 24 dmg (Bomb)
- Armor penetration
- 36%
- Warm-Up
- 0 ticks (0 secs)
- Cooldown
- 210 ticks (3.5 secs)
- Range
- 29.9 tile(s)
- Accuracy
- 28% - 75% - 66% - 50%
- Velocity
- 38 (m/s)
- Burst Count
- 12 (per burst)
- Burst Ticks
- 10 ticks (0.17 secs)
(360 RPM) - Miss Radius
- 5.75 tile(s)
- Blast Radius
- 2.9
- DPS
- 54
- Stopping power
- 0.5
Creation
- Required Research
- Rocketswarm launcher
- Skill Required
- Construction 5
- Work To Make
- 10,000 ticks (2.78 mins)
Rocketswarm launchers are security turrets that fire a barrage of rockets at a designated point when activated by a pawn.
Acquisition
Rocketswarm launchers can be constructed once the Rocketswarm launcher research project has been completed. They require 20 Plasteel, 200 Steel, 2 Components, 180 Chemfuel, 10,000 ticks (2.78 mins) of work, and a Construction skill of 5.
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Purpose of forcedMissEvenDispersal = True. |
Rocketswarm launchers fire a volley of 12 rockets in 110 ticks (1.83 secs). Unlike most other turrets, it must activated by a pawn, and then manually targeted by the player. It takes 60 ticks (1 sec) between targeting and actually firing. It can target any tile within its 29.9 tile range and within line of sight. Pawns that are incapable of violence cannot activate the launcher.
The launcher can be activated once before needing to be reloaded for 180 chemfuel. A partial load of rockets cannot be launched; the turret must be full. After launching, there is a 7,200 ticks (2 mins) cooldown before it can be fired again, and it cannot be reloaded during this time.
Each rocket deals 24 Bomb damage with an AP of 36% in a 2.9 tile radius. Note that per explosion, this is significantly below the default of 50 damage of other Bomb type weapons, although it is made up for by the volume of fire.
When damaged beyond ?% of its health, a rocketswarm launcher will spark and emit a hissing sound shortly before exploding 240 ticks (4 secs) later, dealing 50 Bomb damage in a 6.9 tile radius around itself.
Analysis
Rocketswarm launchers are highly effective against tribals and other lightly armored targets. Each enemy is likely to be hit by multiple rockets, which is enough to cripple or kill them.
The main downsides of the launcher are the high research cost, high material cost, and difficulty of aiming. As enemies, even tribals, are generally spaced apart, it is hard to hit more than a few at a time. Because enemies tend to spread out, the rocketswarm launcher is often much less impressive than it is on paper.
Explosions are very good at destroying walls, so plan your defensive structures around the rocket's radius.
Version history
- 1.4.3523 - Added.