Electromagnetic sensor
0 lbs. Weight | |
Complexity
|
3 |
---|---|
Character
|
ç |
ID?
|
ElectromagneticSensor |
Spawns in
|
|
Infobox data from game version 2.0.207.72
|
License point cost
|
1 |
---|---|
Slots
|
Head • Face • Back • Body • Feet • Arm • Hands |
Destroyed when removed
|
No |
Reason: Lacks details about identification
An electromagnetic sensor is a cybernetic that allows the player to detect robotic creatures within a radius of 9 tiles regardless of light level or occluding objects. Similarly to Heightened Hearing, the implant only provides an outline of nearby robots, preventing the usage of look for additional information. The implant is not guaranteed to immediately identify creatures, with some detected robots initially being represented by a ? tile, which may take multiple turns to be fully identified. If a creature leaves the implant's radius for any reason, they may need to be identified again.
Formula
The following formula is used to determine the maximum range at which the user is able to detect robots, based on compute power.
Robot detection range | 9 X (100+ compute power)/100
|
---|
Compute Power Table
Compute Power | Range |
---|---|
10 | 9 tiles |
20 | 10 tiles |
30 | 11 tiles |
40 | 12 tiles |
50 | 13 tiles |
60 | 14 tiles |
70 | 15 tiles |
80 | 16 tiles |
90 | 17 tiles |
100 | 18 tiles |
Compute Power | Range |
---|---|
110 | 18 tiles |
120 | 19 tiles |
130 | 20 tiles |
140 | 21 tiles |
150 | 22 tiles |
160 | 23 tiles |
170 | 24 tiles |
180 | 25 tiles |
190 | 26 tiles |
200 | 27 tiles |
Compute Power | Range |
---|---|
210 | 27 tiles |
220 | 28 tiles |
230 | 29 tiles |
240 | 30 tiles |
250 | 31 tiles |
260 | 32 tiles |
270 | 33 tiles |
280 | 34 tiles |
290 | 35 tiles |
300 | 36 tiles |
Advantages & Disadvantages
Advantages
- Only costs 1 license point and can be installed into any cybernetics slot, allowing a high degree of flexibility.
- Relatively easy to find or purchase.
- Can help prevent deadly early game ambushes from chaingun turrets.
- Immune to EMP blasts.
Disadvantages
- Disrupts auto-explore and cannot be deactivated without uninstalling.
- Takes up a cybernetics slot which could be replaced with the similarly functioning but broadly more useful penetrating radar.
Tips
- Creatures detected by the implant can be manually fired upon. This works with phase-adaptive scope, allowing the user to attack visible enemies through walls.
- Unlike penetrating radar, this implant is capable of detecting creatures through forcefields, letting the user use a phase-adaptive scope to target chrome pyramids from a safe distance through walls.