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− | The '''Nociosphere''' is an initially-dormant mechanical [[entity]] with | + | The '''Nociosphere''' is an initially-dormant mechanical [[entity]] with devastating combat capabilities. |
== Acquisition == | == Acquisition == | ||
− | The nociosphere will randomly appear on the map, playing a sound indicating its arrival | + | The nociosphere will randomly appear on the map, playing a sound indicating its arrival. It will spawn in a docile state where it can be easily captured. Having a holding requirement of 0 makes this even easier, as it will never randomly escape or attack. |
== Summary == | == Summary == | ||
− | The nociosphere is a black sphere with red highlights. | + | The nociosphere is a black sphere with red highlights. It can be suppressed, and should it reach 100% instability, it will become hostile & attack. |
− | + | Study will reveal it can be used as a weapon on the local map. Extended study will reveal that it is becoming unstable; Suppression will eventually become ineffective. Even if not studied, it will become unstable with time. A warning [[letter]] will notify the player 10 days before suppression will no longer lower the nociosphere's activity. | |
− | If sent out to attack, it will be active from 90-115 seconds depending on the stage of study{{Check Tag|Verify}}, starting from 115 seconds down to 90 seconds. Once this timer expires, the entity will reappear in a dormant state wherever the origin of the attack was initiated | + | If sent out to attack, it will be active from 90-115 seconds depending on the stage of study{{Check Tag|Verify}}, starting from 115 seconds down to 90 seconds. Once this timer expires, the entity will reappear in a dormant state wherever the origin of the attack was initiated. |
− | + | If the nociosphere has less than 10 days before it becomes unstable, and is not destroyed during an attack, it will depart and cannot be looted. | |
− | The | + | The sphere cannot be sent to a ''Pocket Map'' [[site]], even if that site originated within the same home tile the nociosphere occupies. |
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=== Yield === | === Yield === | ||
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== Analysis == | == Analysis == | ||
− | Before becoming unstable, there are no downsides to farming | + | Before becoming unstable, there are no downsides to farming from a nociosphere as it will not destabilize faster and cannot escape unless its activity reaches 100%. Be sure to always have a pawn available for suppression to avoid an early escape. |
− | + | The nociosphere is ''incredibly'' strong. Extreme care should be taken when being deployed as an offensive or defensive weapon to avoid friendly casualties. If possible, it should be released against a threat that can keep it busy for most of its 90-115 seconds of onslaught mode. | |
− | + | Once the point is reached where it can no longer be stabilized, it is imperative to get rid of the sphere before it can attack the entire colony that houses it. There are multiple strategies for doing so{{Check Tag|Add Details|Compile any other useful strategies below}}: | |
− | + | {{Rewrite|reason=Verify, reorganize and represent information within professionally}} | |
− | + | The author of this note conducted several real-world tests in order to assess the combat effectiveness of the nociosphere. | |
+ | Although the health parameters indicate that each part of the sphere withstands 12,500 damage, in fact it is destroyed much earlier. According to tests in developer mode, she can withstand 1,500 damage, which is 10 times more than a human. It also has protection no worse than that of marine armor. | ||
+ | Extremely effective against melee opponents due to constant teleportation and the inability to be surrounded by more than eight opponents. It can be continuously stunned by EMP grenades, which are often found among pirates. Due to its large size, it takes x200% damage from machine guns. | ||
+ | Uses attacks: | ||
+ | 1)Agony pulse- adds +100% pain. The effect is weakened against pain-resistant Neanderthals and piggies. useless against mentally deaf creatures and mechanoids. | ||
+ | 2)Heatspikes- machine gun fire with 18 damage. | ||
+ | 3)Fleshmelter bolt- it looks like a Diabolus weapon, but it shoots instantly. Reduced damage to the mechanoids. | ||
+ | The nociosphere was able to repel the attack of the impids with a number of 60 people, for 5,000 raid points, but failed to repel a Gorehulk attack of similar size. It may have been able to defeat 60 Gorehulks grouped tightly together, but if its opponents are distributed over the map, the nociosphere's attacks become way less efficient and its onslaught timer will run out before it was able to kill all its opponents. So beware if you are sending the nociosphere to defeat a single group of enemies, like a siege raid: it may be able to cause the raiders to flee with just a few attacks and then it has plenty of time left to teleport back to your base and end your run. | ||
=== Colony Defense === | === Colony Defense === | ||
− | Whenever the colony might be raided, or otherwise have hostile creatures within the home tile, the nociosphere can be sent to dispatch them. | + | Whenever the colony might be raided, or otherwise have hostile creatures within the home tile, the nociosphere can be sent to dispatch them. Even low threat raids should be considered a target for the sphere, as each fight will weaken the sphere for subsequent raids. This may allow the sphere's loot to be obtained before it is able to disappear permanently. |
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− | Even low threat raids should be considered a target for the sphere, as each fight will weaken the sphere for subsequent | ||
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=== Distractions === | === Distractions === | ||
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In the event there are no enemies, the sphere can be sent near [[animals]] to distract it until the end of its onslaught. Faster animals can sometimes kite the nociosphere until its onslaught mode deactivates. Be careful that these animals do not bring the sphere back towards the colony. | In the event there are no enemies, the sphere can be sent near [[animals]] to distract it until the end of its onslaught. Faster animals can sometimes kite the nociosphere until its onslaught mode deactivates. Be careful that these animals do not bring the sphere back towards the colony. | ||
− | Active or inactive [[mechanoid | + | Active or inactive [[mechanoid clusters]]{{RoyaltyIcon}} can also be a prime target for the sphere, sometimes allowing the entire cluster to be wiped out. Note that this method will likely destroy any valuable resources from the cluster, such as the [[mech node]] and [[unstable power cell]]. |
− | A skilled animal handler or a [[mechanitor]]{{BiotechIcon}} can use disposable animals or [[mechanoids]] to either kite or distract the sphere. The use of allowed [[zones]] can be helpful in keeping | + | A skilled animal handler or a [[mechanitor]]{{BiotechIcon}} can use disposable animals or [[mechanoids]] to either kite or distract the sphere. The use of allowed [[zones]] can be helpful in keeping your trainer or mechanitor at a distance while the bait keeps the sphere away from the colony. |
The use of [[psychic rituals]] can also serve as a nice distraction, provided the colony has the [[Bioferrite]] and manpower to conduct one. [[Psychic_rituals#Draw_Shamblers|Summoning]] [[Shambler|Shamblers]] is the best option as they always enter from a map edge which usually will not be right on top of your colony, tend to wander less than Fleshbeasts, and at higher ritual percentages the summoned horde will usually survive the Nociosphere onslaught with at least some surviving members. | The use of [[psychic rituals]] can also serve as a nice distraction, provided the colony has the [[Bioferrite]] and manpower to conduct one. [[Psychic_rituals#Draw_Shamblers|Summoning]] [[Shambler|Shamblers]] is the best option as they always enter from a map edge which usually will not be right on top of your colony, tend to wander less than Fleshbeasts, and at higher ritual percentages the summoned horde will usually survive the Nociosphere onslaught with at least some surviving members. | ||
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=== Direct Combat === | === Direct Combat === | ||
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EMP weaponry does affect the nociosphere and the acquisition of such weapons should considered a priority if direct combat with the sphere is warranted. Directly attacking the nociosphere without EMP weaponry is ill-advised without end-game gear and/or highly skilled colonists. and/or a large amount of disposable creatures. | EMP weaponry does affect the nociosphere and the acquisition of such weapons should considered a priority if direct combat with the sphere is warranted. Directly attacking the nociosphere without EMP weaponry is ill-advised without end-game gear and/or highly skilled colonists. and/or a large amount of disposable creatures. | ||
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Deploying the sphere at the farthest possible point can delay the attack by a precious few seconds, although the sphere's teleportation ability will quickly make up this distance if no targets are available nearby. | Deploying the sphere at the farthest possible point can delay the attack by a precious few seconds, although the sphere's teleportation ability will quickly make up this distance if no targets are available nearby. |