Swarm rack: Difference between revisions

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Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2
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-25 move speed{{)}}}}
-25 move speed{{)}}}}
| categories = Heavy Weapons
| categories = Heavy Weapons
| gameversion = 2.0.206.57
| gameversion = 2.0.207.72
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}}
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Ways to remove the swarm rack include:
Ways to remove the swarm rack include:


- The [[Pistol]] skill [[Disarming Shot]] - note that this can trigger even if the pistols do not penetrate. Shots that do no damage will not make the target hostile, so this is a relatively safe option to use against non-hostile robots with low-PV pistols. {{favilink|chain pistol|plural}} have several shots per round, which increases the probability per turn against an EMP-disabled target.
- The {{f|Pistol}} skill {{f|Disarming Shot}} - note that this can trigger even if the pistols do not penetrate. Shots that do no damage will not make the target hostile, so this is a relatively safe option to use against non-hostile robots with low-PV pistols. {{favilink|chain pistol|plural}} have several shots per round, which increases the probability per turn against an EMP-disabled target.


- The [[Long Blade]] skill [[Swipe]] with [[Dueling Stance]]. This is guaranteed to hit and penetrate once, making the target hostile, but gives the target a [[strength]] save to resist it.
- The {{f|Long Blade}} skill {{f|Swipe}} with {{f|Dueling Stance}}. This is guaranteed to hit and penetrate once, making the target hostile, but gives the target a [[Strength]] save to resist it.


- The [[serrated]] mod adds a 3% dismemberment chance to weapon attacks even when they fail to penetrate. However, this takes time to trigger and will not always remove one of the limbs on which the {{name}} is equipped.
- The [[serrated]] mod adds a 3% dismemberment chance to weapon attacks even when they fail to penetrate. However, this takes time to trigger and will not always remove one of the limbs on which the {{name}} is equipped.


- The [[Axe]] skills [[Dismember]] and [[Berserk]] also allow for dismemberment, but require the attack to penetrate the target's armor. Critical hits with melee weapons are guaranteed to penetrate at least once, so the [[masterwork]] mod could be helpful here. Like [[serrated]], these take time and effort to trigger.
- The {{f|Axe}} skills {{F|Dismember}} and {{f|Berserk!}} also allow for dismemberment, but require the attack to penetrate the target's {{AV}}[[AV]]. Critical hits with melee weapons are guaranteed to penetrate at least once, so the [[masterwork]] mod could be helpful here. Like [[serrated]], these take time and effort to trigger.


== Advantages and Disadvantages ==
== Advantages and Disadvantages ==
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=== Disadvantages ===
=== Disadvantages ===
* It is incredibly heavy, weighing 1500 lbs by default. This can be reduced to 750 lbs. with the [[Strapping Shoulders]] skill (from unlocking the [[Heavy Weapon]] skill tree), and further with the [[Slender]] and [[Willowy]] item mods. With the [[Tinker III]] skill, the [[Fitted with suspensors]] mod is another way of dealing with the rack's enormous weight. With either of these methods, it becomes feasible to carry the {{name}} itself.
* It is incredibly heavy, weighing 1500 lbs by default. This can be reduced to 750 lbs. with the {{f|Strapping Shoulders}} skill (from unlocking the {{f|Heavy Weapon}} skill tree), and further with the [[Slender]] and [[Willowy]] item mods. With the [[Tinker III]] skill, the [[Fitted with suspensors]] mod is another way of dealing with the rack's enormous weight. With either of these methods, it becomes feasible to carry the {{name}} itself.


* It also requires a huge number of [[HE Missile|HE Missiles]], each of which weighs 2 lbs. A single full shot takes 20 lbs., and filling up the ammo takes 200 lbs. Suspensors will remove the weight of the missiles within the {{name}} itself, but not offset the amount required to reload.
* It also requires a huge number of [[HE Missile|HE Missiles]], each of which weighs 2 lbs. A single full shot takes 20 lbs., and filling up the ammo takes 200 lbs. Suspensors will remove the weight of the missiles within the {{name}} itself, but not offset the amount required to reload.