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| type        = Mechanoid
 
| type        = Mechanoid
 
| marketvalue  = {{Q|Centipede|Market Value Base}}
 
| marketvalue  = {{Q|Centipede|Market Value Base}}
| combatPower = {{Q|Centipede|Combat Power}}
 
 
| flammability = {{Q|Centipede|Flammability Base}}
 
| flammability = {{Q|Centipede|Flammability Base}}
 
| movespeed    = {{Q|Centipede|Move Speed Base}}
 
| movespeed    = {{Q|Centipede|Move Speed Base}}
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| research = High mechtech
 
| research = High mechtech
 
| production facility 1 = Large mech gestator
 
| production facility 1 = Large mech gestator
| gestation cycles = 6
 
 
| resource 1 = Steel
 
| resource 1 = Steel
 
| resource 1 amount = 255
 
| resource 1 amount = 255
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| resource 4 amount = 1
 
| resource 4 amount = 1
 
}}
 
}}
'''Centipede gunners''' are a variant of [[centipede]] that wield a [[minigun]].
 
  
== Acquisition ==
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'''{{PAGENAME}}s''' are a variant of [[centipede]] that wield a [[minigun]].
{{Biotech|section=1}}
 
{{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]]s taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.
 
 
 
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the "''Resurrect heavy mechanoid''" bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||100}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
 
  
 
==Summary==
 
==Summary==
 
{{Main|Centipede}}
 
{{Main|Centipede}}
As mechanoids, centipedes are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by [[EMP]] attacks and will "adapt" for {{Ticks|2200}}, starting from the stun, rendering them immune to further EMP strikes.
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As mechanoids, centipedes are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by [[EMP]] attacks and will "adapt" for {{Ticks|2200}}, starting from the stun, rendering them immune to further EMP strikes. Centipedes have a [[Psychic Sensitivity]] of 75%, reducing the effect of some [[psycasts]].{{RoyaltyIcon}}
 
 
Centipedes have a [[Psychic Sensitivity]] of 75%, reducing the duration of certain [[psycast]]s.{{RoyaltyIcon}} However, most other mechanoids have a psychic sensitivity of 50%, making centipedes more vulnerable than their contemporaries.
 
 
 
Dead centipedes may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||30}} [[steel]] and {{Icon Small|Plasteel||10}} [[plasteel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as missing parts on the centipede.
 
  
 
=== Combat ===
 
=== Combat ===
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Centipedes have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.
 
Centipedes have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.
  
===As an ally===
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==As an ally==
 
{{Biotech|section=1}}
 
{{Biotech|section=1}}
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{{PAGENAME}}s are heavy mechanoids; gunners require [[Research#High Mechtech|High Mechtech]] to be created. They require {{Required Resources}} and 4 [[bandwidth]] from a [[mechanitor]]. They take 1800 [[ticks]] to initally craft, and then it must gestate for 6 cycles. Mechanoids can be fully repaired at the cost of power and nothing else. A dead centipede can be resurected for 100 [[steel]] and 1 gestation cycle so long as the corpse is extant.
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Mechs under player control require power: centipedes use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[large mech recharger]] (constant 400W), for 50% power/day, creating 20 [[wastepack]]s whenever the recharger's waste is filled up.
 
Mechs under player control require power: centipedes use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[large mech recharger]] (constant 400W), for 50% power/day, creating 20 [[wastepack]]s whenever the recharger's waste is filled up.
  
 
==Analysis==
 
==Analysis==
{{stub|section=1|reason=As an enemy. As an ally: Comparisons to lighter mechs, in terms of firepower. General value proposition (when build?).}}
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{{stub|section=1|reason=Comparisons to lighter mechs, in terms of firepower. General value proposition (when build?). More detail for the general summary & existing comparisons}}
  
 
===As an ally===
 
===As an ally===
[[File:Centipede gunner miniguns.png|thumb|right|300px|Minigun setup with centipede gunners in front.<br>'''N.B.''' Likely needs more firepower.]]
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In general, centipedes are the tanks of the [[mechanitor]]'s arsenal - slow, but incredibly bulky. This is due to 2 key factors:
In general, centipedes are the tanks of the [[mechanitor]]'s arsenal - slow, with decent to great firepower, but incredibly bulky. This is due to 2 key factors:
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*High raw bulk. Centipedes have good armor, but a massive health scale of 4.32. Centipedes have much higher bulk than 4 [[bandwidth]] of any lighter mech combined.
*High raw bulk. Centipedes have good armor, but a massive health scale of 4.32. Centipedes have much higher bulk than 4 [[bandwidth]] of any lighter mech combined, even considering the [[tunneler]]'s shield belt.
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*Superior physiology. Most light mechs are bipedal, with 1 torso and 2 legs. Centipedes have 6 body rings, all with a roughly equal chance of being shot. Due to its higher health scale, a single headshot won't kill a centipede like it would a [[lancer]].  
*Superior physiology. Most light mechs are bipedal, with 1 torso and 2 legs. Centipedes have 6 body rings, all with a roughly equal chance of being shot. While the head is more likely to be hit, due to its higher health scale, a single headshot won't kill a centipede like it would a [[lancer]].  
 
 
And like all mechanoids, centipedes are disposable - able to be repaired and resurrected for a rather cheap cost. A centipede placed in the front of your line can take a [[doomsday rocket launcher]] that would otherwise kill or dismember multiple colonists, and come out largely intact. While [[war queen]]s may be better in the tank role, centipedes have "regular" armament. See the [[#Compared to mech commanders|Comparisons]] section for more detail.
 
And like all mechanoids, centipedes are disposable - able to be repaired and resurrected for a rather cheap cost. A centipede placed in the front of your line can take a [[doomsday rocket launcher]] that would otherwise kill or dismember multiple colonists, and come out largely intact. While [[war queen]]s may be better in the tank role, centipedes have "regular" armament. See the [[#Compared to mech commanders|Comparisons]] section for more detail.
  
Centipede gunners are effectively an incredibly durable pawn with a [[minigun]]. They can be used alongside regular pawns if you were already using miniguns in the first place. Miniguns are great in a dedicated kill area, mowing down a crowd of raiders without worry for accuracy. In those cases, gunners add more firepower at little worry. The main disadvantage is that mechanoids can't wield higher [[quality]] weapons. If you find value in miniguns, you'll find value with a centipede gunner. Centipedes are also ''very'' slow, which can be troublesome against targets like [[breacher]]s.
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Centipede gunners are effectively an incredibly tanky pawn with a [[minigun]]. They can be used alongside regular pawns if you were already using miniguns in the first place. Miniguns are great in a dedicated kill area, mowing down a crowd of raiders without worry for accuracy. In those cases, gunners add more firepower at little worry. The only disadvantage is that mechanoids can't wield higher [[quality]] weapons. If you find value in miniguns, you'll find value with a centipede gunner.
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*'''Firepower'''
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In terms of raw firepower, centipede gunners are superior to [[lancer]]s and [[tessron]]s per bandwidth, as well as support-class mechs like [[pikemen]] and [[centurion]]s. A centipede is weaker against single targets than 4 [[militor]]s, but militors have a tiny 12-tile range. And miniguns become incredibly good when firing at a crowd, as missed shots can hit other nearby enemies.
  
In theoretical DPS, it beats mechs like [[lancer]]s and [[tesseron]]s per bandwidth. However, the minigun has issues in practice. It has a long warmup cycle, and often "overkills" due to the 25-bullet burst. A gunner will have to aim and cooldown for the same time no matter how quick any single target dies. If bandwidth is not an issue, then lancers are generally better for DPS/material. Of course, in situations where miniguns are good (large, compact crowds), the centipede gunner is one of the best mechs, and beats anything smaller than it.
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In return, the minigun is unwieldy. With a long firing cycle, it is less flexible. And because centipedes are slow, they aren't as great for repelling [[breacher]]s and the like. Centipedes are also poor at DPS / material cost, when bandwidth can be ignored.
  
 
==Comparisons - as an ally==
 
==Comparisons - as an ally==
=== Compared to other centipedes ===
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===Compared to other centipedes===
Compared to [[centipede blaster]]s, centipede gunners cost {{icon small|plasteel}} 100 [[plasteel]] less and are unlocked at [[Research#High mechtech|High mechtech]] rather than [[Research#Ultra mechtech|Ultra mechtech]]. The minigun has {{Bad|x66.6%}} the damage per shot, but has a firing cycle {{Good|x{{%|(75 + 444 + (5*24) )  / (150 + 138 + (5*25) ) round 3}}}} faster, and fires 1 more shot per cycle. In total, the minigun has slightly more raw {{DPS}}. The [[heavy charge blaster]]  has a shorter warmup than the minigun, but a ''much'' longer cooldown. In addition, the blaster is slightly more accurate and has {{+|7%}} {{AP}}, but 4 tiles less range.  
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Compared to [[centipede blaster]]s, centipede gunners cost {{icon small|plasteel}} 100 [[plasteel]] less and are unlocked at [[Research#High mechtech|High mechtech]] rather than [[Research#Ultra mechtech|Ultra mechtech]]. The minigun has {{Bad|66.6%}} the damage per shot, but has a firing cycle {{Good|{{%|(75 + 444 + (5*24) )  / (150 + 138 + (5*25) ) -1 round 3}}}} faster, and fires 1 more shot per cycle. The [[heavy charge blaster]]  has a shorter warmup than the minigun, but a ''much'' longer cooldown. In addition, the blaster is slightly more accurate and has {{+|7%}} {{AP}}, but 4 tiles less range.  
  
This results in the gunner having more ''sustained'' {{DPS}} than the blaster, while the blaster has a faster ''time to kill'' against targets that will be killed before the blaster's burst finishes (regardless of whether that it is from the blaster alone, many blasters firing together, or other damage sources). This time to kill can be very important in some [[killbox]] setups. If all your colonists, armed with {{ticks|60}} warmup time [[charge rifle]]s, are generally killing raiders in the first burst, then either centipede should only shoot if an enemy gets lucky and survives all your colonist's attacks. In this case, centipede blasters will be the preferred option, due to the lowered warm up and higher per-shot damage. In contrast, the gunner's higher average {{DPS}} is preferred if the mechs are constantly firing, such as in minigun killbox setups. For the same reasons, gunners are better when fighting outside of a killbox, like when against [[sapper]]s and [[breacher]]s.
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This results in the gunner having more ''sustained'' {{DPS}} than the blaster, while the blaster has a faster ''time to kill''. In many [[killbox]] setups, time to kill can be very important. If all your colonists, armed with [[charge rifle]]s, are killing a pawn within the charge rifle's {{ticks|60}} warmup time, then the centipede should only shoot if an enemy gets lucky and survives all your colonist's attacks. In this case, centipede blasters will be the preferred option, due to the lowered warm up and higher per-shot damage. In contrast, the gunner's higher average {{DPS}} is good if it is constantly firing, such as in the aforementioned minigun kill setups.
  
 
===Compared to mech commanders===
 
===Compared to mech commanders===
[[War queen]]s are more durable than any centipede, both in health and health per bandwidth.  Centipedes have {{%|4.32 / 5.6 round 2}} the health and ''very'' slightly less armor ({{--|3%}} Sharp / Blunt armor rating) than the war queen. War queens are even better for defense when considering [[war urchin]]s, which can act as valuable distractions. If a [[doomsday rocket launcher]] is aimed at a war urchin, then little is lost. Centipedes are cheaper, require less research, and take 1 less bandwidth. They also come with (more) standard armament - which can be useful for its firepower. A possible niche is to use 1 war queen as a distraction, then have a squad of centipedes, with dual purpose of damage dealers and secondary tanks.
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Compared to [[mechanoid commander]]s, centipedes have less health ({{%|4.32 / 5.6 round 2}} the health as the [[war queen]]) and ''very'' slightly less armor - {{--|3%}} Sharp/Blunt armor. In turn, centipedes cost less and take up 1 less [[bandwidth]].  For the role of "pure" tank, the [[war queen]] has more health and health per bandwidth. This is further bolstered by its [[war urchin]]s, which can act as valuable distractions. If a [[doomsday rocket launcher]] is aimed at a war urchin, then it's little lost.
 
 
The [[diabolus]] has a radically different niche to the centipedes. Its hellsphere cannon can blow up your [[killbox]], but can be an equally devasting weapon against your enemies. A diabolus is only slightly bulkier than a centipede. Therefore, you should build diaboli if its cannon is desired, or centipedes if the cannon is not desired.
 
  
==Health==
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The main advantage of centipedes are that they are cheaper and that they have "regular" firearms. A [[diabolus]]' hellsphere cannon may destroy parts of your killbox. A [[war queen]]'s minions can end up being shot by [[friendly fire]]. Centipede gunners wield a minigun, so have none of the complications of either mech commander. The minigun itself can be valuable firepower, as mentioned in the Analysis section. A possible niche is to use 1 war queen as a distraction, then have a squad of centipedes for the dual purpose of damage dealers and emergency tanks.
===Body Parts (Summary)===
 
{{Animal Health Table|MechanicalCentipede}}
 
  
 
==Version history==
 
==Version history==
* [[Version/1.4.3523|1.4.3523]] - The base [[centipede]], which could wield a charge blaster or inferno cannon, was split into [[centipede blaster|blaster]], [[centipede burner|burner]], and gunner.
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* [[Version/1.4.3523|1.4.3523]] - The base [[centipede]], which could wield a charge blaster or inferno cannon, was split into [[centipede blaster|blaster]], burner, and [[centipede gunner|gunner]].
 
*[[Biotech DLC]] - Introduced ability to create and control centipedes.  
 
*[[Biotech DLC]] - Introduced ability to create and control centipedes.  
  
 
{{nav|mechanoid|wide}}
 
{{nav|mechanoid|wide}}
 
[[Category:Mechanoids]]
 
[[Category:Mechanoids]]

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