Editing Power claw
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | {{ | + | {{Define|Body Part |
− | | | + | | image = Artificial Organ |
− | | image = | + | | always haulable = true |
− | | | + | | def name = PowerClaw |
− | | | + | | description = A combat-oriented hand replacement consisting of a mechanical hand with a vicious claw on each finger. It is vicious in combat, and its powerful mini-servos can crush a skull like a natural hand crushes an egg. The blades can retracted, making it as useful as a biological hand for non-combat tasks. |
− | + | | graphic class = Graphic_Single | |
− | | description = A combat-oriented hand replacement consisting of a mechanical hand with a | + | | graphic path = Things/Item/BodyPart/ArtificialOrgan |
− | | class = | + | | is body part = true |
− | | | + | | label = power claw |
− | + | | parent name = BodyPartBase | |
− | + | | path cost = 10 | |
− | + | | selectable = true | |
− | + | | thing class = ThingWithComps | |
− | | body part = | + | | ticker type = Never |
− | | | + | | use hit points = true |
− | | | + | | flammability base = 1.0 |
− | | | + | | market value base = 1200 |
− | | | ||
− | | | ||
− | | | ||
− | | | ||
− | | | ||
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| max hit points base = 50 | | max hit points base = 50 | ||
− | | | + | |mass = 4 |
− | |||
− | |||
}} | }} | ||
− | {{ | + | {{#set:Melee Damage Base = 18| Melee Cooldown Base = 100| Damage Type = Sharp}}{{#set:Maximum DPS = 9 }} |
− | + | {{Info|Power claws can sometimes be purchased from traders. They can then be installed onto a colonist as replacements for their hands. A power claw can only be installed on a natural arm. If a power claw is installed on a arm which gets replaced with an artificial arm, the claw will be removed and boxed for reuse. A power claw deals 18 damage compared to 6 damage from a fist. | |
− | |||
− | + | When meleeing a target, a colonist with no weapon often switches hands to attack. This means that a colonist with one power claw and one normal fist is less effective than having two claws. A colonist equipped with one or more claws should not wield a melee weapon because they will use the weapon instead of their claws. | |
+ | }} | ||
− | + | 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 while allowing you to use a ranged weapon as well. | |
− | |||
− | |||
− | + | When social fighting, colonists will not use the power claw to attack their opponent. | |
− | |||
− | + | {| {{STDT| c_06 text-center}} | |
− | + | ! Melee Attack !! Damage Amount !! Cooldown !!DPS | |
− | |||
− | {| {{STDT| | ||
− | ! | ||
− | |||
− | |||
− | ! | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
+ | ![[Injury#Scratch|Scratch]] | ||
+ | |{{Q|{{BASEPAGENAME}}|Melee Damage Base}} | ||
+ | |{{Q|{{BASEPAGENAME}}|Melee Cooldown Base}} | ||
+ | |{{Q|{{BASEPAGENAME}}|Maximum DPS}} | ||
|} | |} | ||
− | |||
− | + | [[Kind::Weapons| ]] | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | == History == | |
+ | Before B19, the power claw had a body part efficiency of 92% | ||
− | + | {{nav/body_parts}} | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |