Mechcommander helmet
| This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Mechcommander helmet
A plasteel-weave combat helmet designed for battle mechanitors. It is embedded with computers and signal enhancers that moderately increase the wearer's maximum control bandwidth. This allows the mechanitor to control more mechs.
Base Stats
Apparel
- Insulation - Cold
- 3 °C (5.4 °F)
- Insulation - Heat
- 1.5 °C (2.7 °F)
- Armor - Sharp
- 69%
- Armor - Blunt
- 30%
- Armor - Heat
- 34.5%
- Coverage
- Head, Left eye, Right eye, Left ear, Right ear, Nose, Jaw
- Layer
- Headgear
- Lifestage
- Adult
- Equip Delay
- 120 ticks (2 secs)
Stat Effects
- Vacuum Resistance Offset
- +67%
Creation
- Required Research
- Standard mechtech
- Skill Required
- Crafting 6
- Work To Make
- 15,750 ticks (4.38 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- True
- thingCategories
- ArmorHeadgear
- thingSetMakerTags
- RewardStandardHighFreq
The mechcommander helmet is a piece of apparel added by the Biotech DLC.
Acquisition[edit]
Mechcommander helmets can be crafted at a machining table once the Standard mechtech research project has been completed. Note that this research requires a signal chip to unlock. Each requires
60 Plasteel,
6 Components,
1 Signal chip, 15,750 ticks (4.38 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 6.
Summary[edit]
In addition to its protective stats, wearing a mechcommander helmet gives +6 bandwidth.
A mechcommander helmet increases the vacuum resistance
of its wearer by +67%. Quality does not affect this resistance.
Analysis[edit]
The mechcommander helmet offers armor ratings roughly equivalent to a steel flak helmet of the same quality, but covers the full face, gives additional bandwidth, offers vacuum
protection, and is significantly more expensive.
If the only goal is to gain bandwidth, then the array headset gives the same +6 bandwidth, is also unlocked at Standard mechtech, and doesn't require a signal chip to make. The benefit of the mechcommander helmet is that it offers head protection. If the mechanitor isn't expected to see combat, then the headset is generally a better choice.
However, even if head protection is wanted, it is generally better to spend signal chips on a bandwidth pack first. The pack can be worn with a protective helmet, but also gives +3 additional bandwidth, doesn't degrade over time or in combat, and never becomes obsolete. Once the pack is built, then mechcommander helmets can be built to achieve maximum bandwidth.
Once mechlord helmets become available, the mechcommander helmet is essentially outmoded. Mechlord helmets provide better protection and +6 additional bandwidth. While these improvements do come at the cost of Shooting Accuracy and Melee Hit Chance, if that is a relevant consideration then the additional bandwidth can be spent on combat mechs to more than make up for the difference in combat capability while still being more protective. This also means that depending on the colony's rate of progress through both mech commanders and research, it may be unnecessary to ever make a mechcommander helmet.
The mechcommander helmet can see use for mechanitors in orbit,
offering more protection than a vacsuit helmet and providing some bandwidth. For non-mechanitors, it is more protective but the signal chip cost makes it too cost-prohibitive. By the time signal chips are easy to farm, power armor helmets should be available for non-mechanitors.
Stats table
For the full effects of qualities, see Quality.
Version history[edit]
- Biotech DLC Release - Added.
