Difference between revisions of "Shield belt"

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(Created page with "<onlyinclude> {{infobox main |name = Shield belt |image = PersonalShield.png|Shield belt |description = "A single-person energy shield device. It will attempt to stop any rapi...")
 
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<onlyinclude>
 
<onlyinclude>
 
{{infobox main
 
{{infobox main
 
|name = Shield belt
 
|name = Shield belt
|image = PersonalShield.png|Shield belt
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|image = ShieldBelt.png|Shield belt
 
|description = "A single-person energy shield device. It will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks or shots from point-blank range. Additionally, it prevents the wearer from firing outside their own shield, as well."
 
|description = "A single-person energy shield device. It will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks or shots from point-blank range. Additionally, it prevents the wearer from firing outside their own shield, as well."
 
|type = Gear
 
|type = Gear
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|marketvalue  = 1200
 
|marketvalue  = 1200
 
|mass base = 3
 
|mass base = 3
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|buy =  {{icon|plasteel|50}} + {{icon|component|6}} + {{icon|uranium|50}}
 
}}</onlyinclude>
 
}}</onlyinclude>
 
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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 and durability, normally being 110 points. It blocks projectile attacks both from the outside and from within, meaning colonists will not fire with an active shield belt unless at point-blank. Shield belts lose power for {{ticks|3200}} before rebooting when their electrical resistance reaches zero. They will recharge starting from 20 points, meaning they can be easily broken once again.
== Description ==
 
 
 
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 and durability, normally being 110 points. It blocks projectile attacks both from the outside and from within, meaning colonists will not fire with an active personal shield. Personal shields lose power for 50 seconds before rebooting when their electrical resistance reaches zero. They will recharge starting from zero, so they can be easily broken once again.
 
  
 
== Visuals ==
 
== Visuals ==
Pawns equipped with a shield belt will have a white bubble around them, which will shrink and diminish as the charge reduces.
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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.
  
 
<gallery widths="320px" heights="320px" class="center" mode="nolines">
 
<gallery widths="320px" heights="320px" class="center" mode="nolines">
File:Shielded colonists example.png|Shielded colonists (left) and unshielded ones (right).
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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).
 
File:Depleted shield.png|Full shield (left) compared to nearly depleted shield (right).
 
</gallery>
 
</gallery>
  
 
== Stats ==
 
== Stats ==
 
 
The following table lists how much protection a shield belt provides at each quality level, assuming full durability. <br>
 
The following table lists how much protection a shield belt provides at each quality level, assuming full durability. <br>
 
When damaged, shields can lose maximum charge and recharge slower.
 
When damaged, shields can lose maximum charge and recharge slower.
  
Note that shields appear to take ~2.7x the damage that an attack normally does.
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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.
  
 
{| {{STDT| c_12 text-center}}
 
{| {{STDT| c_12 text-center}}
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|204
 
|204
 
|- newline
 
|- newline
!Recharge rate
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!Recharge rate (energy per second)
|10%/s
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|10
|11%/s
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|11
|12%/s
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|12
|13%/s
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|13
|14%/s
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|14
|14%/s
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|14
|15%/s
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|15
|15%/s
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|15
|15%/s
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|15
 
|}
 
|}
  
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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.
 
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.
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== Version History ==
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*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.
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{{nav|clothing|wide}}
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[[Category:Armor]]

Revision as of 14:17, 12 January 2018


Shield belt

Shield belt

"A single-person energy shield device. It will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks or shots from point-blank range. Additionally, it prevents the wearer from firing outside their own shield, as well."

Base Stats

Type
GearArmor
Market Value
1200 Silver
Mass
3 kg
HP
100

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 and durability, normally being 110 points. It blocks projectile attacks both from the outside and from within, meaning colonists will not fire with an active shield belt unless at point-blank. Shield belts lose power for 3,200 ticks (53.33 secs) before rebooting when their electrical resistance reaches zero. They will recharge starting from 20 points, meaning they can be easily broken once again.

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.

Stats

The following table lists how much protection a shield belt provides at each quality level, assuming full durability.
When damaged, shields can lose maximum charge and recharge slower.

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 Shoddy Poor Normal Good Superior Excellent Masterwork Legendary
Maximum charge 77 88 99 110 121 138 154 176 204
Recharge rate (energy per second) 10 11 12 13 14 14 15 15 15

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.

Version History

  • 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.