Difference between revisions of "EMP launcher"

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== Analysis  ==
 
== Analysis  ==
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While [[EMP]] is always useful in taking care of [[mechanoids]], the launcher is generally less useful than its [[EMP Grenades|grenade]] counterpart. The problem is the smaller blast radius than the grenade. This has the obvious effect of hitting fewer targets, but also because the blast radius is now smaller than the miss radius, it cannot reliably hit a specific tile or target. This makes it much less reliable and effective. Additionally, the launcher has a longer cool-down and warm-up time but only stuns targets for the same length of time.
  
It is useful in taking care of mechanoids. The problem with it is that it is outranged by all ranged mechanoids, and it cannot reliably hit single targets, often requiring several shots to successfully stun the target.
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The EMP launchers primary advantage over EMP grenades, namely range, does little to improve its prospects. It is outranged by all ranged mechanoids and against [[Shield belt|shielded]] and [[Ailments#Brain shock|brain shockable]] enemies the decreased blast radius and rate of fire reduces the chance to hit far more than the increased range and projectile velocity increase it.
  
 
===Melee Combat===
 
===Melee Combat===
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==Version History==
 
==Version History==
 
* [[Version/1.1.0|1.1.0]] - Added
 
* [[Version/1.1.0|1.1.0]] - Added

Revision as of 15:45, 2 December 2020

EMP launcher

EMP launcher

"A wide-barreled EMP shell launcher. The shell will upon impact release a burst of electromagnetic energy, stunning mechanical targets (mechanoids, turrets, mortars) and depleting shields in the area of effect."

Base Stats

Type
EquipmentWeapons
Weapon Class
Industrial
Market Value
505 Silver
Mass
3.4 kg

Ranged Combat

Mode
Single-Shot
Damage
50 dmg (EMP)
Warm-Up
210 ticks (3.5 secs)
Cooldown
210 ticks (3.5 secs)
Range
23.9 tile(s)
Velocity
40 (m/s)
Burst Count
1 (per burst)
Miss Radius
1.9 tile(s)
Blast Radius
1.1
DPS
7.14

Creation


The EMP launcher fires EMP bolts that explode on impact, creating a small EMP pulse that downs shields, and stuns mechanoids, mortars and turrets.

Acquisition

EMP launchers can be crafted with skill level 4 at a machining table once the microelectronics research has been completed; with 75 steel, 8 components and 30,000 ticks (8.33 mins) of work. EMP launchers can also be purchased from orbital pirate merchants and orbital combat suppliers or outlander settlements.

Analysis

While EMP is always useful in taking care of mechanoids, the launcher is generally less useful than its grenade counterpart. The problem is the smaller blast radius than the grenade. This has the obvious effect of hitting fewer targets, but also because the blast radius is now smaller than the miss radius, it cannot reliably hit a specific tile or target. This makes it much less reliable and effective. Additionally, the launcher has a longer cool-down and warm-up time but only stuns targets for the same length of time.

The EMP launchers primary advantage over EMP grenades, namely range, does little to improve its prospects. It is outranged by all ranged mechanoids and against shielded and brain shockable enemies the decreased blast radius and rate of fire reduces the chance to hit far more than the increased range and projectile velocity increase it.

Melee Combat

Tool Attack Damage Type Power AP Cooldown Likelihood Base DPS
Overall - - 9 13% 2.00s - 4.50
Stock Blunt Blunt 9 13% 2.00s 50.00% 4.50
Barrel Blunt Blunt 9 13% 2.00s 25.00% 4.50
Barrel Poke Blunt 9 13% 2.00s 25.00% 4.50


Version History