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{{infobox main
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{{Stub}}{{infobox main
 
| name = Smokepop pack
 
| name = Smokepop pack
| image = SmokepopPack.png
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| image = SmokepopBelt.png
 
| description = A defensive smokescreen. When activated, it will release a cloud of smoke, obscuring incoming shots and preventing turrets from locking on.
 
| description = A defensive smokescreen. When activated, it will release a cloud of smoke, obscuring incoming shots and preventing turrets from locking on.
 
| type = Gear
 
| type = Gear
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| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 3
 
| skill 1 level = 3
| lifestage = Adult
 
| clothing for nudity = False
 
 
| coverage = Waist
 
| coverage = Waist
 
| layer = Belt
 
| layer = Belt
 
| thingCategories = ApparelUtility
 
| thingCategories = ApparelUtility
 
| tags = BeltDefensePop
 
| tags = BeltDefensePop
| tradeTags = Clothing, Armor
 
 
}}
 
}}
The '''smokepop pack''' is a reusable [[utility]] item that releases a cloud of [[blind smoke]] on command, reducing ranged accuracy.
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The '''smokepop pack''' is a reusable defensive device that releases a cloud of [[smoke]] on command, reducing ranged accuracy.
  
 
== Acquisition ==
 
== Acquisition ==
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They can also be purchased from [[traders]] or found on [[raiders]].
 
They can also be purchased from [[traders]] or found on [[raiders]].
  
== Summary ==
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== Summary==
A smokepop pack is worn at the waist and can be manually activated to create [[blind smoke]] around its user. The smoke multiplies the hit chance of any projectile that paths through it by {{Bad|x70%}}. It does not affect melee hit or dodge chances. The smoke also prevents [[turret]]s from locking onto and firing at targets. Smoke has an effect even if the shooter and/or the target are outside it, so long as there's smoke in between. It dissipates after around 30 seconds.
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A smokepop pack can be manually activated to create [[smoke]] around its user. The smoke reduces hit chance by 70% for any projectile that paths through it. It does not affect melee hit or dodge chances. Smoke has an effect even if the shooter and the target are standing in it, as long as there's smoke in between. The smoke also prevents [[turret]]s from locking onto and firing at targets. It dissipates after around 30 seconds.
  
The pack can be activated 3 times before needing to be reloaded for {{Icon Small|Chemfuel||10}} [[chemfuel]]. Reloading smokepop packs always costs 10 chemfuel, even if there are charges left, as compared to the [[jump pack]]{{RoyaltyIcon}}, which uses 20 chemfuel per charge restored. Because of this, it is obviously more efficient, if less safe, to spend 2 or 3 charges before reloading.
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The pack can be activated 3 times before needing to be reloaded for {{Icon Small|Chemfuel||10}} [[chemfuel]]. Reloading smokepop packs always costs 10 chemfuel, even if there are charges left (as compared to the [[jump pack]]{{RoyaltyIcon}}, which uses 20 chemfuel per charge restored). Because of this, it is obviously more efficient, if less safe, to spend 2 or 3 charges before reloading.
 
 
{{Utility Note}}
 
  
 
=== Quality Table ===
 
=== Quality Table ===
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|- newline
 
|- newline
 
!Market Value
 
!Market Value
| {{Market Value Calculator|Smokepop pack||Awful}} {{icon Small|silver}}
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|{{#expr: {{Market Value|{{P|Market Value Base}}*0.5}} }} {{icon Small|silver}}
| {{Market Value Calculator|Smokepop pack||Poor}} {{icon Small|silver}}
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|{{#expr: {{Market Value|{{P|Market Value Base}}*0.75}} }} {{icon Small|silver}}
| {{Market Value Calculator|Smokepop pack||Normal}} {{icon Small|silver}}
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|{{#expr: {{Market Value|{{P|Market Value Base}}}} }} {{icon Small|silver}}
| {{Market Value Calculator|Smokepop pack||Good}} {{icon Small|silver}}
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|{{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.25}}>{{P|Market Value Base}}+500 |{{#expr:{{P|Market Value Base}}+500 }}| {{Market Value|{{P|Market Value Base}}*1.25}}}} {{icon Small|silver}}
| {{Market Value Calculator|Smokepop pack||Excellent}} {{icon Small|silver}}
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|{{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.50}}>{{P|Market Value Base}}+1000|{{#expr:{{P|Market Value Base}}+1000}}| {{Market Value|{{P|Market Value Base}}*1.50}}}} {{icon Small|silver}}
| {{Market Value Calculator|Smokepop pack||Masterwork}} {{icon Small|silver}}
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|{{#ifexpr: {{Market Value|{{P|Market Value Base}}*2.50}}>{{P|Market Value Base}}+2000|{{#expr:{{P|Market Value Base}}+2000}}| {{Market Value|{{P|Market Value Base}}*2.50}}}} {{icon Small|silver}}
| {{Market Value Calculator|Smokepop pack||Legendary}} {{icon Small|silver}}
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|{{#ifexpr: {{Market Value|{{P|Market Value Base}}*5.00}}>{{P|Market Value Base}}+3000|{{#expr:{{P|Market Value Base}}+3000}}| {{Market Value|{{P|Market Value Base}}*5.00}}}} {{icon Small|silver}}
 
|}
 
|}
  
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</li><div>
 
</li><div>
  
== Analysis ==
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== Analysis==
Smokepop packs are fast to research and cheap to craft, especially if you already have [[boomalope]]s or [[Research#Biofuel Refining|Biofuel Refining]]. The [[chemfuel]] cost isn't too expensive, and even in the extreme [[biome]]s, a [[hydroponics]] room should give plenty of extra supplies.
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Smokepop packs are very useful against turrets, such as in a [[mechanoid cluster]]{{RoyaltyIcon}}, who simply can't fire on targets hidden by smoke. Other pawns can then destroy it, hit it with EMP weapons, or handle other threats.
  
Smoke is very useful against turrets, such as in a [[mechanoid cluster]]{{RoyaltyIcon}} - smoke completely negates their ability to target and fire. Other pawns can then destroy it, hit it with EMP weapons, or handle other threats. However, turrets easily outrange your colonists, and 3 charges is not likely to be enough to approach in melee. You can have your pawns use walls and other obstructions to their advantage, use [[locust armor]]{{RoyaltyIcon}} or the skip [[psycast]]{{RoyaltyIcon}} to bring important pawns in (EMP, smoke, or just high firepower), bring multiple smoke packs, or simply take the hit. Turrets are less accurate from further away, meaning that you should save smoke charges until you get closer.
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Against humanoid raiders, smoke is more useful with a largely melee or otherwise low range group. They can allow colonists to approach enemies, which is very effective against tight groups of enemies with few or no brawlers of their own, which may include [[Raider#Siege|sieges]]. A melee alternative is the [[shield belt]], which fully eliminates damage until it runs out. However, smokepop requires less research (so long as you have [[chemfuel]]), works after [[EMP]] attacks, and applies to all pawns in an area, as opposed to needing one shield belt per colonist. Smoke will also apply to animals, which can be very useful in melee combat. Finally, only one colonist needs to wear a smokepop belt, meaning the rest can stick with a shield.
 
 
Against humanoid raiders, smoke is more useful if your pawns are largely melee or otherwise low range group. They can allow colonists to approach enemies, which is very effective against tight groups of enemies with few or no brawlers of their own, which may include [[Raider#Siege|sieges]]. A melee alternative is the [[shield belt]], which fully eliminates damage until it runs out. However, smokepop works after [[EMP]] attacks and applies to all pawns in an area, as opposed to needing one shield belt per colonist. Smoke will also apply to animals, which can be very useful in melee combat. Finally, only one colonist needs to wear a smokepop belt, meaning the rest can stick with a shield.
 
  
 
As covering enemies with smoke also greatly reduces effectiveness of your own gunners, it isn't very effective if you can outrange the enemy, or if you're otherwise in a firefight. But even with a ranged group, you can use the cover of smoke to reposition your group in a safer manner, or to approach turrets.
 
As covering enemies with smoke also greatly reduces effectiveness of your own gunners, it isn't very effective if you can outrange the enemy, or if you're otherwise in a firefight. But even with a ranged group, you can use the cover of smoke to reposition your group in a safer manner, or to approach turrets.
 
=== Comparison to Smoke Launchers ===
 
Smokepop packs have two major advantages over [[smoke launcher]]s: they can be used with another weapon, and they deploy instantly. Meanwhile, smoke launchers have one of the slowest firing rates in the game, taking {{Ticks|{{Q|Smoke launcher|Aiming Time Base}}}} to aim and fire, even more time for the shot to actually land, and {{Ticks|{{Q|Smoke launcher|Aiming Time Base}}+{{Q|Smoke launcher|Ranged Cooldown Base}}}} to fully cycle from shot to shot. The instant smoke is very useful for repositioning, but it also requires the pawn being where you want the smoke to be.
 
 
Smoke launchers use the weapon slot, so will definitely bring one colonist out of raw combat. However, smoke is useful even if the colonist is bad at combat, and the utility slot is freed for further support items like a [[psychic insanity lance]]. Turrets, one of the stronger cases for smoke, are entirely stationary, so players can prepare and fire a launcher in advance. Against a largely turret-centric force, a single colonist losing their weapon isn't as important as the smoke itself. Launchers can also be used at range and have no cost or limit for firing. Against large [[mechanoid cluster]]s,{{RoyaltyIcon}} which can have a large number of turrets with a variety of different firing angles, a smokepop pack may simply not provide enough time to destroy all the turrets. 
 
 
In general, smokepop packs are much more flexible as they allow pawns to wield other weapons. Smoke launchers have the advantage of ammo and range, but their slow firing means that they are best against turret encampments and are fairly weak otherwise.
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.17.1546|0.17.1546]] - Added as the '''smokepop belt'''.
 
* [[Version/0.17.1546|0.17.1546]] - Added as the '''smokepop belt'''.
* [[Version/1.2.2719|1.2.2719]] - Renamed to the '''smokepop pack''' from '''smokepop belt''', now has 3 charges instead of 1, no longer disappears on use, and can be triggered manually instead of automatically triggering when hit by a projectile.  
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* [[Version/1.2.2719|1.2.2719]] - Renamed to the '''smokepop pack''' from '''smokepop belt''', now has 3 charges, no longer disappears on use, and can be triggered manually instead of automatically triggering when hit by a projectile.  
 
* [[Version/1.2.2753|1.2.2753]] - AI will now only deploy an NPC's Smokepop pack if the offending attacker is hostile. This prevents friendly-fire from activating an NPC's Smokepop
 
* [[Version/1.2.2753|1.2.2753]] - AI will now only deploy an NPC's Smokepop pack if the offending attacker is hostile. This prevents friendly-fire from activating an NPC's Smokepop
* [[Version/1.4.3523|1.4.3523]] - Texture replaced.
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<gallery>
 
SmokepopBelt.png|Pre-1.4.3523 Texture
 
</gallery>
 
 
{{nav|utility|wide}}
 
{{nav|utility|wide}}
 
[[Category:Utility]]
 
[[Category:Utility]]

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