Difference between revisions of "Power claw"
Line 14: | Line 14: | ||
|MeleeWeaponAverageAP = 33 | |MeleeWeaponAverageAP = 33 | ||
|mode = Melee | |mode = Melee | ||
− | | | + | |resource 1 = Steel |
+ | |resource 1 amount = 40 | ||
+ | |resource 2 = Component | ||
+ | |resource 2 amount = 8 | ||
|damage type = Sharp | |damage type = Sharp | ||
| mass = 4 | | mass = 4 | ||
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{{Info|Power claws are powerful bionic hand replacements. A power claw can only be installed on a natural arm. If a power claw is installed on an arm which then gets replaced with an artificial arm, the claw will be removed and boxed for reuse. A power claw deals 22 damage compared to 8 damage from a fist and slows movement by 8%.}} | {{Info|Power claws are powerful bionic hand replacements. A power claw can only be installed on a natural arm. If a power claw is installed on an arm which then gets replaced with an artificial arm, the claw will be removed and boxed for reuse. A power claw deals 22 damage compared to 8 damage from a fist and slows movement by 8%.}} | ||
− | In the basegame, power claws cannot be crafted and must be bought, given as a quest reward or found in item stashes | + | ==Acquisition== |
+ | In the basegame, power claws cannot be crafted and must be bought, given as a quest reward or found in item stashes. | ||
+ | With the [[Royalty DLC]], power claws can be made at the [[Machining table]] and requires [[Research#Specialized Limbs|Specialized Limbs]] to be researched, which requires a [[techprint]] in order to be constructed. Crafting the claw requires {{icon|steel|40}} [[steel]] and {{icon|component|8}} [[component]]s. | ||
+ | |||
+ | ==Analysis== | ||
The power claw makes a good hand replacement for a colonist using both melee and ranged combat, as the claws work as good melee weapons allowing colonists to hold off melee attackers effectively. | The power claw makes a good hand replacement for a colonist using both melee and ranged combat, as the claws work as good melee weapons allowing colonists to hold off melee attackers effectively. | ||
Revision as of 00:57, 8 January 2021
Power claw
A combat-oriented hand replacement consisting of a mechanical hand with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, making it as useful as a natural hand for non-combat tasks, however its overall ungainlyness[sic] slows down movement slightly.
Base Stats
- Type
- Medical Items – Body Parts
- Weapon Class
- Spacer
Ranged Combat
- Mode
- Melee
Melee Combat
- Mode
- Melee
- Melee Attack 1
- Claw
22 dmg (Scratch)
33% AP
2 seconds cooldown
Creation
Power claws are powerful bionic hand replacements. A power claw can only be installed on a natural arm. If a power claw is installed on an arm which then gets replaced with an artificial arm, the claw will be removed and boxed for reuse. A power claw deals 22 damage compared to 8 damage from a fist and slows movement by 8%.
Acquisition
In the basegame, power claws cannot be crafted and must be bought, given as a quest reward or found in item stashes.
With the Royalty DLC, power claws can be made at the Machining table and requires Specialized Limbs to be researched, which requires a techprint in order to be constructed. Crafting the claw requires 40 steel and 8 components.
Analysis
The power claw makes a good hand replacement for a colonist using both melee and ranged combat, as the claws work as good melee weapons allowing colonists to hold off melee attackers effectively.
When social fighting, colonists will not use the power claw to attack their opponent.
Version history
- 0.7.581 - Added
- Before B19, the power claw had a body part efficiency of 92%.
- A crafting recipe was added with the release of the Royalty DLC.
- 1.1.2587 - DPS was buffed but it also slowed movement.