![]() My job is to serve RimWorld players as a whole. Now extend that to hundreds of thousands of people. u/kezza596 says the game "MUST" have a 64-bit implementation. ![]() u/somuchdirt74 posted a system of on-map icons to express health effects (an idea we explored years ago and doesn't work and which I've actually never seen suggested before). u/NotScrollsApparently has a list of UI changes that was linked. There is zero overlap between suggestions. Just look at the responses to this post, for example. However these days, the things that people tend to mention in the context of "it has to be in the game or it's not finished" tend to be specific to the player who is suggesting them. ![]() When a suggestion comes up a lot from different sources, I take it really seriously. I don't expect everyone to agree with everything I write, but I hope you at least understand where I'm coming from. In this post I'll explain why many of the things you see requested won't be worked on. My purpose below is just to share a piece of my point of view. The below will ramble a bit, for which I apologize. Even legendary launchers are niche, due to the decreased blast radius.ĮMP Grenades, Poor/Norm/Good/Exc EMP launcherĠ ticks ( 0 secs) ( -50 ticks ( -0.There's a lot to say about this. Overall, excellent or lower EMP launchers see a lot less practical use than EMP grenades, relegated to tasks where range is very helpful (against certain Biotech mechanoids, when there's cover, or fighting against low-shield packs). In practice, it is almost impossible to get the timing perfect even before accounting for the risk of missed shots, unless you have multiple colonists with legendary launchers. Legendary launchers will stun for long enough that mechanoid adaptation ends before the stun, making it technically possible to 100% stun lock them. Unlike grenades, launchers are affected by quality Masterwork and Legendary launchers see an increase in damage (i.e. The larger blast radius means that they can hit more targets, and are simply more accurate, able to always hit a specific tile. Meanwhile, EMP grenades are fired much faster, giving combat flexibility and making it easier to aim at mobile targets. Range may be useful depending on the terrain and cover layout, and also helps when shutting down low shield packs or mechanoid shields. Most mechanoids ( all mechanoids without the Biotech DLC ) will outrange the launcher. The increased range seems like a major benefit, but is less practical than it seems. The key differences between EMP grenades and launchers are: Range, Rate of Fire, Blast Radius, and Quality. The launcher also has a very large warmup/cooldown, making it less useful on mobile targets like scythers. The small blast radius is a detriment because it's smaller than the miss radius, it cannot reliably hit a specific tile or target. Unlike EMP grenades, the launcher has quality, which affects stun time and range.ĮMP weapons in general are always useful for taking out mechanoids and other defense structures. Unless a wall is in the way, the blast will be within 1 tile of the intended target. A circular zone will generate to indicate line of fire, then another 3x3 indicator with a circular center will become the aiming spot. Launchers are fired like any other ranged weapon, so won't fire over walls. EMP also disables shield belts, causes brain shock on humanoids with brain implants, and vomiting on those with certain stomach implants. Immunity is applied on stun, and the duration is not extended by stunning an already adapted mechanoid. After being stunned, mechanoids become "Adapted" and gain immunity against further stuns for 2,200 ticks ( 36.67 secs). A normal quality EMP launcher deals 50 EMP damage, for a stun of 25 seconds. Instead, it stuns turrets, mechanoids, and mortars more damage means a longer stun time. It also has a forced miss radius, meaning colonist health or shooting skill doesn't matter, and careful shooter is purely a detriment.ĮMP damage does not deal physical damage. For players, it is the 2nd slowest non-consumable weapon, tied with the other launchers and only faster than the pila. For a full exploration of the effects of EMP damage, see EMP.ĮMP launchers have a decent range of 23.9, but a very long warmup/coolown cycle.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |