Difference between revisions of "Shield belt"

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{{rewrite|reason=Format standardization}}{{infobox main
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{{stub}}{{infobox main
 
|name = Shield belt
 
|name = Shield belt
 
|image = ShieldBelt.png|Shield belt
 
|image = ShieldBelt.png|Shield belt
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| tags = BeltDefense
 
| tags = BeltDefense
 
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The '''shield belt''' is an electrical defense accessory worn by melee fighters to absorb projectiles by creating a bubble of energy. Its sturdiness varies according to quality, normally being 110 points (corresponding to 30 damage). It blocks projectile attacks both from the outside and from within, meaning colonists will not fire with an equipped shield belt.  
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The '''shield belt''' is an electrical defense accessory worn by melee fighters to absorb projectiles by creating a bubble of energy. It blocks projectile attacks both from the outside and from within, meaning colonists will not fire with an equipped shield belt.  
  
Shield belts lose power for {{ticks|3200}} before rebooting. They will recharge starting from 20 points, meaning they can be easily broken once again.
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==Acquisition==
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After having been researched, shield belts can be crafted on the [[machining table]].
 +
 
 +
==Analysis==
 +
The shield belt is a vital piece of equipment for melee colonists, as it blocks a significant portion of gunfire, allowing them to close in on ranged enemies to attack them. Once in melee range, melee pawns can be devastating as their [[DPS]] with a dedicated melee weapon will signficantly outclass that of ranged enemies.
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Shield belts will stop damage from projectiles and explosives, but does not prevent them from being set on fire, or staggering from being hit by weapons with sufficient stopping power.  
  
Shield belts will stop damage from projectiles and explosives, but does not prevent them from being set on fire, or staggering from being hit by weapons with sufficient stopping power. Upon being hit by an EMP blast from either [[EMP grenades]] or [[EMP shell]]s they instantly lose all power.
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A shield belt's sturdiness varies according to [[quality]], normally being 110 points (corresponding to 30 damage). Once that energy is expended, the shield will break and the the belt will need to recharge. Upon being hit by an [[EMP]] from any source they instantly lose all power and the shield will break. It takes {{ticks|3200}} after breaking before it begins to recharge again. They will recharge starting from 20 points, meaning they can be easily broken once again. Their recharge rate also varies with quality.
  
After having been researched, shield belts can be crafted on the [[machining table]].
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=== Tips ===
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Shield belts make it viable to bait enemy fire without placing your colonists at serious risk. Simply equip a colonist with a shield and run them in front of your line. Enemy AI tends to target the closest victim possible so they'll target your shield bait. This is especially effective against mechanoids to absorb those lethal charge lance shots and stray minigun hits, or rocket-wielding raiders to take a direct rocket hit without much of a scratch (though weaker shields will be destroyed in one hit).
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Shields used to block attacks from [[Spike trap]]s as if they were ranged attacks. It is unclear if this is still the case.
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=== Visuals ===
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The shield takes the form of a white bubble around them, which will shrink and diminish as the charge reduces and will vanish if the shield is downed. It shows up when the colonist is drafted, or under ranged attack.
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<gallery widths="320px" heights="320px" class="center" mode="nolines">
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File:Shielded colonists example.png|Shielded colonists (left) and unshielded ones (right).
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File:Depleted shield.png|Full shield (left) compared to nearly depleted shield (right).
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</gallery>
  
== Stats ==
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== Quality Table ==
The following table lists how much protection a shield belt provides at each quality level, assuming full durability.
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The following table lists how much protection a shield belt provides at each [[quality]] level, assuming full durability.
  
 
Shields take 3.3x damage from attacks (i.e. 3.3 charge blocks 1 point of damage). Upon impact, it also blocks all damage from a single projectile even if it can completely destroy the shield with more to spare.
 
Shields take 3.3x damage from attacks (i.e. 3.3 charge blocks 1 point of damage). Upon impact, it also blocks all damage from a single projectile even if it can completely destroy the shield with more to spare.
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|}
 
|}
 
</li><div>
 
</li><div>
 
== Tips ==
 
Shield belts make it viable to bait enemy fire without placing your colonists at serious risk. Simply equip a colonist with a shield and run them in front of your line. Enemy AI tends to target the closest victim possible so they'll target your shield bait. This is especially effective against mechanoids to absorb those lethal charge lance shots and stray minigun hits, or rocket-wielding raiders to take a direct rocket hit without much of a scratch (though weaker shields will be destroyed in one hit).
 
 
It is also an important piece of equipment for melee colonists, as it blocks a significant portion of gunfire, allowing them to close in on ranged enemies to attack them.
 
 
Shields used to block attacks from [[Spike trap]]s as if they were ranged attacks. It is unclear if this is still the case.
 
 
== Visuals ==
 
The shield takes the form of a white bubble around them, which will shrink and diminish as the charge reduces and will vanish if the shield is downed. It shows up when the colonist is drafted, or under ranged attack.
 
 
<gallery widths="320px" heights="320px" class="center" mode="nolines">
 
File:Shielded colonists example.png|Shielded colonists (left) and unshielded ones (right).
 
File:Depleted shield.png|Full shield (left) compared to nearly depleted shield (right).
 
</gallery>
 
  
 
== Notes ==
 
== Notes ==

Revision as of 09:25, 8 April 2021

Shield belt

Shield belt

A projectile-repulsion device. It will attempt to stop incoming projectiles or shrapnel, but does nothing against melee attacks or heat. It prevents the wearer from firing out, and shuts down instantly if hit by EMP.

Base Stats

Type
GearUtility
Market Value
390 Silver
Mass
3 kg
HP
100

Apparel

Coverage
Waist
Layer
Belt

Creation

Skill Required
Crafting 6
Work To Make
14,000 ticks (3.89 mins)
Resources to make
Steel 50 + Plasteel 20 + Component 2
Technical
defName
Apparel_ShieldBelt
thingCategories
ApparelUtility
thingSetMakerTags
RewardStandardMidFreq, RewardStandardQualitySuper
tags
BeltDefense


The shield belt is an electrical defense accessory worn by melee fighters to absorb projectiles by creating a bubble of energy. It blocks projectile attacks both from the outside and from within, meaning colonists will not fire with an equipped shield belt.

Acquisition

After having been researched, shield belts can be crafted on the machining table.

Analysis

The shield belt is a vital piece of equipment for melee colonists, as it blocks a significant portion of gunfire, allowing them to close in on ranged enemies to attack them. Once in melee range, melee pawns can be devastating as their DPS with a dedicated melee weapon will signficantly outclass that of ranged enemies.

Shield belts will stop damage from projectiles and explosives, but does not prevent them from being set on fire, or staggering from being hit by weapons with sufficient stopping power.

A shield belt's sturdiness varies according to quality, normally being 110 points (corresponding to 30 damage). Once that energy is expended, the shield will break and the the belt will need to recharge. Upon being hit by an EMP from any source they instantly lose all power and the shield will break. It takes 3,200 ticks (53.33 secs) after breaking before it begins to recharge again. They will recharge starting from 20 points, meaning they can be easily broken once again. Their recharge rate also varies with quality.

Tips

Shield belts make it viable to bait enemy fire without placing your colonists at serious risk. Simply equip a colonist with a shield and run them in front of your line. Enemy AI tends to target the closest victim possible so they'll target your shield bait. This is especially effective against mechanoids to absorb those lethal charge lance shots and stray minigun hits, or rocket-wielding raiders to take a direct rocket hit without much of a scratch (though weaker shields will be destroyed in one hit).

Shields used to block attacks from Spike traps as if they were ranged attacks. It is unclear if this is still the case.

Visuals

The shield takes the form of a white bubble around them, which will shrink and diminish as the charge reduces and will vanish if the shield is downed. It shows up when the colonist is drafted, or under ranged attack.

Quality Table

The following table lists how much protection a shield belt provides at each quality level, assuming full durability.

Shields take 3.3x damage from attacks (i.e. 3.3 charge blocks 1 point of damage). Upon impact, it also blocks all damage from a single projectile even if it can completely destroy the shield with more to spare.

  • Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Maximum charge 66 88 110 132 154 187 231
    Recharge rate (energy per second) 11.7 12.4 13 13.7 14.3 15.6 16.9
    Market Value 195 Silver 290 Silver 390 Silver 485 Silver 585 Silver 975 Silver 1950 Silver
  • Notes

    • By some quirk colonists don't fire even if a shield belt is inactivated by damage or EMP.

    Version History

    • 0.9.722 - added.
    • Prior to Alpha 17 it was called the Personal shield. It received a rename in Alpha 17, has a crafting recipe and also a slight retexture.
    • In Beta 19 its crafting cost and market value is greatly reduced.