Difference between revisions of "Smokepop pack"

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| name = Smokepop pack
 
| name = Smokepop pack
 
| image = SmokepopBelt.png
 
| image = SmokepopBelt.png
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| tags = BeltDefensePop
 
| tags = BeltDefensePop
 
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The '''smokepop pack''' is a reusable defensive device that releases a cloud of [[smoke]] on command. The smoke reduces hit chance by 70% for any projectile that paths through smoke. Shooters will still be affected by smoke even when neither them nor the targets are standing in it, if there is smoke in between. The smoke also prevents [[turret]]s from locking onto and firing at targets. It dissipates after around 30 seconds.
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The '''smokepop pack''' is a reusable defensive device that releases a cloud of [[smoke]] on command, reducing ranged accuracy.
 
 
It does not affect melee hit or dodge chances.
 
 
 
It 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]], which uses 20 chemfuel per charge restored). Because of this, it is obviously more efficient to spend 2 or 3 charges before reloading.
 
  
 
== 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]].
  
== Analysis==
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== Summary==
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A smokepop pack is worn at the waist and 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.
It is a useful item for melee-based tactics, with the smoke giving melee colonists the chance to move in, though you will want to equip most of your colonists with the [[shield belt]] instead, which gives more solid protection on top of the smoke. However, if your attack force is mostly or completely comprised of brawlers or trained animals, a smokescreen deployed in the middle of a fight can protect your pawns from numerous enemy gunners better. Shield belts can significantly reduce or eliminate damage from few incompetent shooters, but they become useless if quickly destroyed by concentrated fire or [[EMP grenades|EMP explosions]]. A smokescreen covering the whole crowd can potentially prevent more damage by making a lot of enemy shots miss and allowing your shields to recharge, especially if outnumbered by somewhat skilled shooters with high-damage weapons. A good offensive tactic - [[Defense_tactics#Animals|combat-trained animals]] will take the first hits and force some gunners into melee, a pawn will rush in with them and cover the area with smoke followed by shielded allies, and everyone can enjoy combined ranged protection of smoke and shields. This tactic can be very effective against tight groups of enemies with few or no brawlers of their own and can devastate [[Raider#Siege|sieges]], but it is only relevant if you rely heavily on melee fighters, as covering enemies with smoke also greatly reduces effectiveness of your own gunners. For obvious reasons, smokescreens are useless when [[Defense_tactics#Melee_blocking|defending]] against all-melee raids or manhunter packs and should be swapped for shields to protect against potential friendly fire. You can also use the enemy's own packs to your advantage.
 
 
 
Smokepop packs can be used to neutralize turrets by placing a smokescreen in line of sight or directly on top of a turret, allowing other pawns to safely destroy it, hit it with EMP weapons, or handle other threats.
 
  
Ranged colonists don't synergize well with smoke while attacking, as it reduces their accuracy as well. It should not be used offensively when many other friendly gunners are nearby; rather, it should be used to cover ranged colonists so they can move out of a position under relative safety.
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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.
  
== Quality Table ==
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=== Quality Table ===
 
On explosion, the smokepop pack covers an area with smoke. The radius depends on the quality of the pack.
 
On explosion, the smokepop pack covers an area with smoke. The radius depends on the quality of the pack.
 
<div><li style="display: inline-table;">  
 
<div><li style="display: inline-table;">  
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Note that a larger explosion radius is not necessarily better, as smoke affects both sides of the battle.
 
Note that a larger explosion radius is not necessarily better, as smoke affects both sides of the battle.
 
</li><div>
 
</li><div>
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== Analysis==
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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.
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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.
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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.
  
 
== Version history ==
 
== Version history ==

Revision as of 06:30, 3 October 2022

Smokepop pack

Smokepop pack

A defensive smokescreen. When activated, it will release a cloud of smoke, obscuring incoming shots and preventing turrets from locking on.

Base Stats

Type
GearUtility
Tech Level
Industrial
Market Value
166 Silver
Mass
3 kg
HP
100

Apparel

Coverage
Waist
Layer
Belt

Creation

Crafted At
Machining table
Required Research
Smokepop packs
Skill Required
Crafting 3
Work To Make
1,200 ticks (20 secs)
Resources to make
Steel 20 + Component 1 + Chemfuel 40
Technical
thingCategories
ApparelUtility
tags
BeltDefensePop


The smokepop pack is a reusable defensive device that releases a cloud of smoke on command, reducing ranged accuracy.

Acquisition

Smokepop packs can be crafted at a Machining table once the Smokepop packs research project has been completed. Each requires Steel 20 Steel, Component 1 Component, Chemfuel 40 Chemfuel and 1,200 ticks (20 secs) of work.

They can also be purchased from traders or found on raiders.

Summary

A smokepop pack is worn at the waist and 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 turrets 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 Chemfuel 10 chemfuel. Reloading smokepop packs always costs 10 chemfuel, even if there are charges left (as compared to the jump packContent added by the Royalty DLC, 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.

Quality Table

On explosion, the smokepop pack covers an area with smoke. The radius depends on the quality of the pack.

  • Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Explosion radius (tiles) 4.1 4.5 4.9 5.3 5.7 6.4 7.4
    Market Value 83 Silver 125 Silver 166 Silver 205 Silver 250 Silver 415 Silver 830 Silver

    Note that a larger explosion radius is not necessarily better, as smoke affects both sides of the battle.

  • Analysis

    Smokepop packs are very useful against turrets, such as in a mechanoid clusterContent added by the Royalty DLC, 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.

    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 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.

    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.

    Version history

    • 0.17.1546 - Added as the smokepop belt.
    • 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.
    • 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