Difference between revisions of "Flashstorm (psycast)"

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(Added summary and analysis)
 
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== Summary ==
 
== Summary ==
<canUseAoeToGetTargets>False</canUseAoeToGetTargets>
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Upon casting Flashstorm, a miniature [[flashstorm]] will be created centered on the target tile, which can be any unroofed tile within 20 tiles of the caster, respecting line of sight. This flashstorm, like its natural counterpart, will create lightning strikes every {{Ticks|320}} to {{Ticks|800}}, though only on unroofed tiles in a reduced radius of 15 tiles (the displayed radius of 14 tiles is incorrect.) These strikes deal 10 [[Flame]] damage in a 3x3 radius centered on the strike, and ignite flammable pawns, objects, and items within. The flashstorm will persist for {{Ticks|{{P|Duration}}}} before dissipating. While the flashstorm persists, the area within the radius will be visually darkened by cloud cover, though this effect is only cosmetic - it has no effect on the [[Light]] level of the affected tiles.
<canTargetPawns>False</canTargetPawns>
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<canTargetLocations>True</canTargetLocations>
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Note that pawns that are incapable of violence are prevented from casting Flashstorm.
  
 
== Analysis ==
 
== Analysis ==
{{Rewrite|section=1|reason=Currently just a Copy-paste of minor tactics previously on [[Psycasts]] - needs verification, rewriting, formatting, and expansion}}
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Flashstorm is perhaps the single least useful psycast of the lot, despite its position as a level 5 psycast ostensibly placing it on par with [[Berserk]]{{RoyaltyIcon}} and [[Invisibility]]{{RoyaltyIcon}}. The effect radius, while smaller than a natural flashstorm, is large enough to render it wildly inaccurate, and the relatively slow rate of lightning strikes limits any potential damage dealt to being mediocre AT BEST. Additionally, lightning strikes deal pitifully low damage to organic targets (especially [[impids]]{{BiotechIcon}}), and none at all to the already-imposing [[mechanoids]]. All this combined with a significant psyfocus cost of 4% and a staggering neural heat gain of 65 render Flashstorm cumbersome to use for minimal gain.  
* '''Flashstorm''' [[lightning]] strikes can be targeted down to a specific tile by roofing the entire area of effect except for the single tile that is targeted. Lightning will still strike at the same rate, but will only strike that unroofed tile. Multiple flash storms can be stacked on top of each other with the number and frequency of strikes stacking directly
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** Without roofs, these are wildly inaccurate and only should be used: A) In a killbox with a single unroofed tile, or B) against massive stacks of tribals.
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Even against stationary targets that won't flee the effect radius, Flashstorm sees minimal use - [[Mech cluster]]s{{RoyaltyIcon}} and [[Crashed ship parts]] are guarded by the aforementioned mechanoids, being immune to flame damage. Against sieges, Flashstorm can deal minimal damage to the attackers, as they will remain stationary as they construct their fortifications, and the fire spread by the strikes can hamper their efforts to do so. However, any other method of attack will likely prove more efficient at disposing of your unwanted guests, once again solidifying Flashstorm as not remotely worth your time.
** Note that there is a substantial delay (60-180 seconds, at random on each cast) before the first strike, after which the ability lasts a fixed duration (164s).
 
  
Its not very good.
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However, if one is absolutely determined to make use of Flashstorm, it has two properties that, when combined, can give it some minor use in a [[killbox]] design - its inability to strike roofed tiles, and the lack of a limit to the number of flashstorms one can place in the same area. While Flashstorm does require an unroofed tile to target, there is no such limitation on the tiles surrounding it. By roofing nearly (or all) the tiles within the radius of the flashstorm, one can corral all the strikes from the flashstorm to a few specific tiles, such as a hallway in a killbox, at a chokepoint guarded by melee blockers, or tiles behind cover to bait enemies within. Secondarily, by casting flashstorm multiple times on the same tile, the rate of lightning strikes will be drastically improved, turning them from an inconsequential threat to a less-inconsequential source of damage and crowd control, panicking enemies and dealing minor damage. However, the large amounts of neural heat incurred per cast make this difficult to execute without methods of dissipating neural heat, such as [[neural heat dump]]{{RoyaltyIcon}}, [[eltex]]{{RoyaltyIcon}} gear, or high [[psychic sensitivity]]. Outside of this niche use case, Flashstorm should never be considered as an answer to combat, and your psyfocus is better spent on any other psycast.
  
 
== Version history ==
 
== Version history ==

Latest revision as of 17:09, 7 December 2024

Flashstorm

Flashstorm

Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissipating.

Base Stats

Type
Psycast

Ability

Psylink Level
5
Psyfocus Cost
4%
Neural Heat Gain
65
Casting Time
60 ticks (1 sec)
Range
19.9 tiles
Effect Radius
13.9 tiles
Duration
9,840 ticks (2.73 mins)
Goodwill Impact
-35

Flashstorm is a level 5 psycast that creates a brief lightning storm at the target location.

Acquisition[edit]

There are two ways to acquire the flashstorm psycast:

  1. Upon reaching psylink level 5, a random psycast of level 5 is granted regardless of how this level up is achieved. This won't apply if the psycaster already knew one or more level 5 psycast.
  2. Flashstorm can also be acquired from a psytrainer naming it. See the psytrainer page for further details.

Summary[edit]

Upon casting Flashstorm, a miniature flashstorm will be created centered on the target tile, which can be any unroofed tile within 20 tiles of the caster, respecting line of sight. This flashstorm, like its natural counterpart, will create lightning strikes every 320 ticks (5.33 secs) to 800 ticks (13.33 secs), though only on unroofed tiles in a reduced radius of 15 tiles (the displayed radius of 14 tiles is incorrect.) These strikes deal 10 Flame damage in a 3x3 radius centered on the strike, and ignite flammable pawns, objects, and items within. The flashstorm will persist for 9,840 ticks (2.73 mins) before dissipating. While the flashstorm persists, the area within the radius will be visually darkened by cloud cover, though this effect is only cosmetic - it has no effect on the Light level of the affected tiles.

Note that pawns that are incapable of violence are prevented from casting Flashstorm.

Analysis[edit]

Flashstorm is perhaps the single least useful psycast of the lot, despite its position as a level 5 psycast ostensibly placing it on par with BerserkContent added by the Royalty DLC and InvisibilityContent added by the Royalty DLC. The effect radius, while smaller than a natural flashstorm, is large enough to render it wildly inaccurate, and the relatively slow rate of lightning strikes limits any potential damage dealt to being mediocre AT BEST. Additionally, lightning strikes deal pitifully low damage to organic targets (especially impidsContent added by the Biotech DLC), and none at all to the already-imposing mechanoids. All this combined with a significant psyfocus cost of 4% and a staggering neural heat gain of 65 render Flashstorm cumbersome to use for minimal gain.

Even against stationary targets that won't flee the effect radius, Flashstorm sees minimal use - Mech clustersContent added by the Royalty DLC and Crashed ship parts are guarded by the aforementioned mechanoids, being immune to flame damage. Against sieges, Flashstorm can deal minimal damage to the attackers, as they will remain stationary as they construct their fortifications, and the fire spread by the strikes can hamper their efforts to do so. However, any other method of attack will likely prove more efficient at disposing of your unwanted guests, once again solidifying Flashstorm as not remotely worth your time.

However, if one is absolutely determined to make use of Flashstorm, it has two properties that, when combined, can give it some minor use in a killbox design - its inability to strike roofed tiles, and the lack of a limit to the number of flashstorms one can place in the same area. While Flashstorm does require an unroofed tile to target, there is no such limitation on the tiles surrounding it. By roofing nearly (or all) the tiles within the radius of the flashstorm, one can corral all the strikes from the flashstorm to a few specific tiles, such as a hallway in a killbox, at a chokepoint guarded by melee blockers, or tiles behind cover to bait enemies within. Secondarily, by casting flashstorm multiple times on the same tile, the rate of lightning strikes will be drastically improved, turning them from an inconsequential threat to a less-inconsequential source of damage and crowd control, panicking enemies and dealing minor damage. However, the large amounts of neural heat incurred per cast make this difficult to execute without methods of dissipating neural heat, such as neural heat dumpContent added by the Royalty DLC, eltexContent added by the Royalty DLC gear, or high psychic sensitivity. Outside of this niche use case, Flashstorm should never be considered as an answer to combat, and your psyfocus is better spent on any other psycast.

Version history[edit]