Editing Psychic insanity lance

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| image = Psychic_insanity_lance.png|Psychic insanity lance
 
| image = Psychic_insanity_lance.png|Psychic insanity lance
 
| description = A limited-use psychic effector. It overwhelms the target's mind with terrifying perceptual distortions, driving him into a berserk state. There is a risk of brain damage. It has a long range, but requires line of sight.
 
| description = A limited-use psychic effector. It overwhelms the target's mind with terrifying perceptual distortions, driving him into a berserk state. There is a risk of brain damage. It has a long range, but requires line of sight.
| type = Gear
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| type = Artifact
| type2 = Utility
 
 
| tech level = Archotech
 
| tech level = Archotech
 
| marketvalue = 650
 
| marketvalue = 650
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| flammability = 1
 
| flammability = 1
 
| mass base = 0.5
 
| mass base = 0.5
| lifestage = Adult
 
| clothing for nudity = False
 
 
| coverage = Waist
 
| coverage = Waist
 
| layer = Belt
 
| layer = Belt
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After a 0.5s warm-up, the target will instantaneously go [[berserk]] - this berserk state is essentially identical to the mental break with the same minimum recovery time of {{ticks|40000}} and the same end condition of unconsciousness. The warmup time before firing is affected by the [[Aiming Time]] stat of the wearer. There is also a 30% chance that the target will be set [[Fire|alight]] and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the [[Difficulty]] settings.   
 
After a 0.5s warm-up, the target will instantaneously go [[berserk]] - this berserk state is essentially identical to the mental break with the same minimum recovery time of {{ticks|40000}} and the same end condition of unconsciousness. The warmup time before firing is affected by the [[Aiming Time]] stat of the wearer. There is also a 30% chance that the target will be set [[Fire|alight]] and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the [[Difficulty]] settings.   
  
Pawns with 0% [[psychic sensitivity]], such as those with the [[psychically deaf]] trait, cannot be targeted by the lance. Sensitivity does not otherwise modify the effect. The three [[mechanoid commander]]s{{BiotechIcon}} are also immune to psychic lances.  
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Pawns with 0% [[psychic sensitivity]], such as those with the [[psychically deaf]] trait, cannot be targeted by the lance. Sensitivity does not otherwise modify the effect. [[Mechanoid]] commanders ([[Apocriton]]{{BiotechIcon}}, [[Diabolus]]{{BiotechIcon}}, [[War queen]]{{BiotechIcon}}) are also immune to psychic lances.  
  
 
If used on a non-hostile [[faction]]'s pawn, it will decrease [[goodwill]] with that faction by 200 points.
 
If used on a non-hostile [[faction]]'s pawn, it will decrease [[goodwill]] with that faction by 200 points.
 
{{Utility Note}}
 
  
 
== Analysis ==
 
== Analysis ==
 
As it has a significantly smaller warmup time (just 0.5s vs 4.5s) and comparable range (35 vs 36), it can be useful for making pesky [[triple rocket launcher]] and [[doomsday rocket launcher]] raiders annihilate their companions. For best value, use it on enemies with durability enhancements such as [[go-juice]], the [[Tough]] trait, [[power armor]], or a [[shield belt]]. It is also useful for causing raiders to clump up to target the berserked pawn, allowing a more effective use of doomsday rockets in an expensive but effective 1-2 combo.  
 
As it has a significantly smaller warmup time (just 0.5s vs 4.5s) and comparable range (35 vs 36), it can be useful for making pesky [[triple rocket launcher]] and [[doomsday rocket launcher]] raiders annihilate their companions. For best value, use it on enemies with durability enhancements such as [[go-juice]], the [[Tough]] trait, [[power armor]], or a [[shield belt]]. It is also useful for causing raiders to clump up to target the berserked pawn, allowing a more effective use of doomsday rockets in an expensive but effective 1-2 combo.  
  
It can also exceptionally useful when used on [[centipede gunner]]s and [[centipede blaster|blasters]] - not only does it distract the mechanoids around it, it will continue to attack its compatriots until it or the others are dead. Depending on the composition of the mechanoid forces, this can result in anything from just the target centipede dying to the destruction of all but one mechanoid. As all mechanoids are immune to fire, [[centipede burner]]s are less effective choices as they cannot harm their ex-comrades. However, they still make a good distraction and, sometimes more importantly, the centipede itself will die in the process.
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It can also exceptionally useful when used on [[centipede gunner]]s and [[centipede blaster|blasters]] - not only does it distract the mechanoids around it, it will continue to attack its compatriots until it or the others are dead. Depending on the composition of the mechanoid forces, this can result in anything just the target dying to the destruction of all but one mechanoid. As all mechanoids are immune to fire, [[centipede burner]]s cannot harm its ex-comrades. However, it makes a good distraction and, sometimes more importantly, will die in the process.
 
 
Insanity lances will not work on sleeping targets, even if the target is awoken by using the insanity lance. Therefore, dormant mechanoids must be woken up before targeting them with the lance.
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.12.906|0.12.906]] - Added
 
* [[Version/0.12.906|0.12.906]] - Added
* [[Version/1.2.2719|1.2.2719]] - Changed from a single-use artifact that occupied the pawn's weapon slot, and had to be activated by selecting a colonist, then right-clicking the artifact and selecting 'Activate' manually. It now also has a limited range and no longer works through walls.  
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* [[Version/1.2.2719|1.2.2719]] - changed from a single-use artifact that occupied the pawn's weapon slot, and had to be activated by selecting a colonist, then right-clicking the artifact and selecting 'Activate' manually. It now also has a limited range and no longer works through walls.  
 
* [[Version/1.4.3555|1.4.3555]] - Mechanoid commanders{{BiotechIcon}} now immune to psychic lances.
 
* [[Version/1.4.3555|1.4.3555]] - Mechanoid commanders{{BiotechIcon}} now immune to psychic lances.
  

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