Difference between revisions of "Shield belt"
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Shield belts lose power for {{ticks|3200}} before rebooting. They will recharge starting from 20 points, meaning they can be easily broken once again. | Shield belts lose power for {{ticks|3200}} before rebooting. They will recharge starting from 20 points, meaning they can be easily broken once again. | ||
− | Shield belts will stop damage from projectiles and explosives, but does not prevent them from being set on fire, or staggering from being hit by weapons with sufficient stopping power. | + | Shield belts will stop damage from projectiles and explosives, but does not prevent them from being set on fire, or staggering from being hit by weapons with sufficient stopping power. Upon being hit by an EMP blast from either [[EMP grenades]] or [[EMP shell]]s they instantly lose all power. |
== Visuals == | == Visuals == |
Revision as of 06:11, 2 November 2018
Shield belt
"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
The shield belt is an electrical defense accessory worn by melee fighters to absorb projectiles by creating a bubble of energy. Its sturdiness varies according to quality and durability, normally being 110 points. It blocks projectile attacks both from the outside and from within, meaning colonists will not fire with an active shield belt unless at point-blank.
Shield belts lose power for 3,200 ticks (53.33 secs) before rebooting. They will recharge starting from 20 points, meaning they can be easily broken once again.
Shield belts will stop damage from projectiles and explosives, but does not prevent them from being set on fire, or staggering from being hit by weapons with sufficient stopping power. Upon being hit by an EMP blast from either EMP grenades or EMP shells they instantly lose all power.
Visuals
The shield takes the form of a white bubble around them, which will shrink and diminish as the charge reduces and will vanish if the shield is downed. It shows up when the colonist is drafted, or under ranged attack.
Stats
The following table lists how much protection a shield belt provides at each quality level, assuming full durability.
When damaged, shields can lose maximum charge and recharge slower.
Shields take 3.3x damage from attacks (i.e. 3.3 charge blocks 1 point of damage). Upon impact, it also blocks all damage from a single projectile even if it can completely destroy the shield with more to spare.
Quality | Awful | Poor | Normal | Good | Excellent | Masterwork | Legendary |
---|---|---|---|---|---|---|---|
Maximum charge | 66 | 88 | 110 | 132 | 154 | 187 | 231 |
Recharge rate (energy per second) | 12 | 12 | 13 | 14 | 14 | 16 | 17 |
Tips
Shield belts 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 one 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.
Version History
Prior to Alpha 17 it was called the Personal shield. It received a rename in Alpha 17, has a crafting recipe and also a slight retexture.
In Beta 19 its crafting cost and market value is greatly reduced.