|“||Fully portable and constructed from lightweight components, this handy gadget will fire a steel-reinforced tether across any chasm you might happen upon in the depths.||„|
|~ Item Description|
The Zipline Launcher is a Support Tool used by the Gunner. It creates long-ranged ziplines which are designed to facilitate travel through the caves. The weapon features two barrels which fire the Zipline mount and cable from the bottom and front respectively.
To create a zipline the user must be standing on solid ground and aim the reticle in a way that is within the length and angle limitations; the zipline will then shoot out quickly and can be used near-instantly after firing. Ziplines are invincible – they will not be targeted by enemies nor will they break when the ground beneath them is destroyed.
Ziplines are powerful mobility tools which can carry any dwarf to a desired location. Once deployed, they can be used an infinite amount of times and it is possible to reverse directions when riding one by pressing E. Holding E will automatically snap to the nearest zipline when one comes into reach, eliminating the need to spam E or to wait for the pop-up.
Additionally, as of Hotfix 8 of Update 28: Feeling Perky, the sliding speed is relative to the angle of the zipline. In other words, if a zipline is steeply angled, going down a zipline will make you go mildly faster, and vice versa, with the addition of "releasing the brake" while going down a zipline by holding W. This will significantly increase your speed as you quickly slide down the cable. Although overall travel speed on a zipline is fairly slow, it is not inhibited by movement-slowing effects such as Sticky Goo, earthquakes in the Magma Core or – most importantly – while carrying heavy objects such as Gemstones (Aquarq, Compressed Gold, Jadiz etc.), Mini-M.U.L.E. Legs or Cargo Crate Batteries. This makes the Zipline Launcher an invaluable tool to carry on Point Extraction and Salvage Operation missions.
However, the Zipline Launcher has many limitations, such as the length and angle constraints mentioned earlier – it can be difficult to find a decent zipline path in tightly clustered caves. The launcher is also extremely light on ammo, with only a maximum of four ziplines available to use (3 in reserve, one loaded; one more in reserve when upgraded accordingly). The user must think carefully about how useful a given zipline will be before firing it. Using them for temporary jobs such as collecting ore veins is not advised as the remaining zipline will be pointless.
The most prominent flaw of the Zipline Launcher is the vulnerability aspect. While riding a zipline a dwarf cannot move except for reversing their trajectory, which is often too slow to get out of harm's way unless ridden downwards on a steep angle. If a Dwarf takes too much damage while riding a zipline they will get knocked off the cable and fall, potentially to their death. Enemies with projectiles are especially dangerous to face while riding a zipline, particularly Mactera Spawn with their spit attack which can instantly knock a Dwarf off the zipline. Make sure the area is clear to ride before attaching oneself to the zipline, or else be ready for any hostiles.
There are three tiers of modifications and each tier has one to three upgrades. Only one modification can be equipped per tier.
- Holding E will snap to the nearest zipline when it comes within range.
- Initial inertia gained while quickly sliding on a downwards slope will remain while dismounting. This creates the potential of making good leaping distance at the peak of the cable.
- (not up to date)
The maximum elevation, expressed as percentage, is 57.73%, for a maximum height difference of 17.3m. Upgrading maximum angle increases this to 70.02%, and 21m.