Difference between revisions of "Personal shield"
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=== Tips === | === Tips === | ||
− | Personal shields make it viable to bait enemy fire without placing your colonists at serious risk. Simply equip a colonist with a shield and run them in front of your line. Enemy AI tends to target the closest victim possible so they'll target your shield bait. This is especially effective against mechanoids to absorb those lethal charge lance shots and stray minigun hits. | + | Personal shields make it viable to bait enemy fire without placing your colonists at serious risk. Simply equip a colonist with a shield and run them in front of your line. Enemy AI tends to target the closest victim possible so they'll target your shield bait. This is especially effective against mechanoids to absorb those lethal charge lance shots and stray minigun hits, or rocket-wielding raiders to take a direct rocket hit without much of a scratch (though weaker shields will be destroyed in 1 hit). |
It is also an important piece of equipment for melee colonists, as it blocks a significant portion of gunfire, allowing them to close in on ranged enemies to attack them. | It is also an important piece of equipment for melee colonists, as it blocks a significant portion of gunfire, allowing them to close in on ranged enemies to attack them. |
Revision as of 04:49, 21 April 2017
Personal shield
"A single-person energy shield device. It will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks or shots from point-blank range. Additionally, it prevents the wearer from firing outside their own shield, as well."
Base Stats
Personal shields are a defensive accessory worn by colonists or non-tribal raiders.
When active, the shield will continuously recharge, and block all range attacks both from the outside and from within, meaning colonists will not fire with an active personal shield.
Personal shields can be broken, in which the shield will stop working entirely for 50 seconds before returning online. They will recharge starting from 0, meaning they can be broken easily once again.
Stats
The following table lists how much protection a personal shield provides at each quality level, assuming full durability.
When damaged, shields can lose maximum charge and recharge slower.
Quality | Awful | Shoddy | Poor | Normal | Good | Superior | Excellent | Masterwork | Legendary |
---|---|---|---|---|---|---|---|---|---|
Maximum charge | 77 | 88 | 99 | 110 | 121 | 138 | 154 | 176 | 204 |
Recharge rate | 10%/s | 11%/s | 12%/s | 13%/s | 14%/s | 14%/s | 15%/s | 15%/s | 15%/s |
Tips
Personal shields make it viable to bait enemy fire without placing your colonists at serious risk. Simply equip a colonist with a shield and run them in front of your line. Enemy AI tends to target the closest victim possible so they'll target your shield bait. This is especially effective against mechanoids to absorb those lethal charge lance shots and stray minigun hits, or rocket-wielding raiders to take a direct rocket hit without much of a scratch (though weaker shields will be destroyed in 1 hit).
It is also an important piece of equipment for melee colonists, as it blocks a significant portion of gunfire, allowing them to close in on ranged enemies to attack them.