However, devilstrand pants and any power provide superior protection. The exact protection of the legs offered by flak pants vs pants of varying materials and power armor is reliant on the interactions between Armor Rating calculations and is currently unclear. Note that flak pants are unable to be worn with plate armor or any form of power armor. However, devilstrand pants offer a significant amount of Heat armor, equal to a 45% reduction in damage from fire even at Normal quality. Regular pants only equal flak pants with rare, late-game materials in hyperweave and thrumbofur. Unlike flak jackets, they are not made totally obsolete by devilstrand. The legs, while important, can be replaced. Flak vests have the same material cost while protecting many vital organs, like the torso, neck, and heart. Generally, you should prioritize getting flak vests and possibly flak jackets or flak helmets first. The penalty of -0.12 c/s to movement speed can make it less valuable for day to day life on pawns that need to walk around often (e.g. While not vital, permanent leg damage can severely impair colonists before bionic legs are available. You can get a flak jacket on top of all that when you find one. If you can't make flak or marine-type armor, then use broadwrap + mask for the head and devilstrand/thrumbo duster for the body. Then best armor you can get for the rest of the body. Low resource costs, accessible research, and the ability to be worn with a duster all give it merit. Button down shirts and pants made of devilstrand or thrumbofur for everyone. Overall, flak pants can provide useful protection in the early- to mid- game. For example, a pawn with 125% Moving would have their speed decreased by −0.15 c/s, while a pawn with only 50% Moving would only have their speed decreased by −0.06 c/s. As offsets such as these apply before multiplicative effects such as from Moving capacity, the actual impact on move speed can be larger or smaller than this value. When equipped, a flak pants reduces the pawn's base move speed by −0.12 c/s. They require 60 Steel, 30 Cloth, 1 Component, 9,000 ticks ( 2.5 mins) of work, and a Crafting skill of 4.įlak pants can also be commonly found on Outlanders, Pirates, Ancients, and Imperial Troopers. You may also want to use a tribal headdress if you obtain a particularly great / high quality one for protection in the early game.įor the full effects of qualities, see Quality.Flak pants can be crafted at a Machining table once the Flak armor research project has been completed. Thus, the tribal headdress has a very small niche: when you have access to fabric AND when you need a Social Impact boost, but before you have access to Complex Clothing. If you have spare hyperweave leftover, it's likely better to use it on the more protective veil instead. A steel simple helmet beats a hyperweave headdress, the best material of headdress, of the same quality. It is better to swap to some sort of helmet when engaging in battle. Ideally, you should not be using a tribal headdress for combat, but if you have no other materials, then it offers some sort of protection. The hood offers the same protection, somewhat better heat insulation, costs the same amount of material and work to make, and offers +20% Social Impact instead of +15%. Once you have researched Complex clothing, there is even less purpose for this item. When used for rituals, only 1 person needs a headdress, and it can be taken off as soon as the ritual is over. Social Impact increases opinion impact (positive and negative), and boosts the qualify of certain rituals. Veils cost less material, they take less work to make, they protect just as much against bullets, insulate better against temperature, and they cover the entire face, whilst the tribal headdress only covers the head and ears. Tuques can also be purchased or stripped from Outlanders and Pirates. Leathers cannot be used to create tuques. They require 20 Stuff (), 1,200 ticks (20 secs) of work, and a skill of. Tribal headdresses can be used to increase Social Impact in the very early game, before you have access to a hand tailor bench. Tuques can be crafted at a Hand tailor bench or Electric tailor bench once the Complex clothing research project has been completed. This stacks additively with all other forms of suppression loss rate offsets. When worn by a slave, a tribal headdress increases the rate that suppression is lost by 10% per day. Nor does it affect prisoner recruitment, beyond slightly hastening how quickly the prisoners like the warden, as that is instead dependent on Negotiation Ability. It does NOT affect trade prices, as that is instead dependent on Trade Price Improvement. Note: Social impact predominantly affects the Opinion bonuses and maluses pawn interactions can create, the success chance of Speeches and some rituals. A tribal headdress offers a +15% increase to Social Impact.
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