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Latest revision | Your text | ||
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| flammability = 0 | | flammability = 0 | ||
| marketvalue = 1200 | | marketvalue = 1200 | ||
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| armorblunt = 40 | | armorblunt = 40 | ||
| armorsharp = 80 | | armorsharp = 80 | ||
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| lifespan = | | lifespan = | ||
| attack1dmg = 22 | | attack1dmg = 22 | ||
− | | attack1type = | + | | attack1type = Blunt |
| attack1cool = 2.9 | | attack1cool = 2.9 | ||
| attack1part = left power claw | | attack1part = left power claw | ||
| attack2dmg = 22 | | attack2dmg = 22 | ||
− | | attack2type = | + | | attack2type = Blunt |
| attack2cool = 2.9 | | attack2cool = 2.9 | ||
| attack2part = right power claw | | attack2part = right power claw | ||
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<!-- Creation --> | <!-- Creation --> | ||
| research = Standard mechtech | | research = Standard mechtech | ||
− | | production facility 1 = | + | | production facility 1 = Mech gestator |
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| resource 1 = Steel | | resource 1 = Steel | ||
| resource 1 amount = 150 | | resource 1 amount = 150 | ||
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}} | }} | ||
A '''tunneler''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | A '''tunneler''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | ||
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== Summary == | == Summary == | ||
{{Mechanoid Summary}} | {{Mechanoid Summary}} | ||
− | + | Tunnelers do not seem to spawn in regular mech [[raid]]s, [[crashed ship parts]], or [[mech cluster]]s{{RoyaltyIcon}}.{{Check Tag|Verify|Not thoroughly checked}} However, they appear as part of certain [[apocriton]] summon groups. | |
− | Tunnelers | + | ===Work=== |
+ | Tunnelers are a heavy mechanoid, and require [[Research#Standard_mechtech|Standard Mechtech]] to create. Mechs in general count as a partial pawn in terms of [[raid points]], and still contribute towards wealth. | ||
− | + | They are created from a [[large mech gestator]] with {{Required Resources}}, taking up 3 [[bandwidth]] from a [[mechanitor]]. They must gestate for 4 cycles to be made. Once made, they recharge in a [[large mech recharger]] (50% power/day), creating 15 [[wastepack]]s whenever the recharger's waste is filled up. | |
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− | Tunnelers | + | Tunnelers will do tasks associated with the Mining tab, though are unable to use [[deep drill]]s. They cannot be manually controlled, except when drafted for combat. They have an effective Mining skill of 10, but with a [[Global Work Speed]] of 150%. |
− | + | === Combat === | |
− | + | In combat, tunnelers have a shield (equivalent to a [[shield belt]]) of 250 power. They can also emit smoke, though with a cooldown of 15 days. They have a melee attack. Its weakness is that each time it takes damage, it slows for a few seconds{{Check Tag|Detail needed|Details: e.g. how slow, how long, when the body takes damage on when the shield does, wb when armor negates the hit etc}} - this means that when tunnelers attack you, even if you can’t kill them quickly, you can intelligently kite them by falling back from your position to escape the blocking smoke, maintain distance and slowly whittle the tunnelers down. | |
− | === | + | <!-- Just gonna comment out this info until someone more experienced than myself properly incorporates it into the article -Vilo |
− | + | <bulletStaggerDelayTicks>120</bulletStaggerDelayTicks> | |
− | + | <bulletStaggerSpeedFactor>0.2</bulletStaggerSpeedFactor> | |
− | + | <bulletStaggerIgnoreBodySize>true</bulletStaggerIgnoreBodySize> | |
− | + | <bulletStaggerEffecterDef>TunnelerSlowedDown</bulletStaggerEffecterDef> --> | |
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== Analysis == | == Analysis == | ||
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=== As an ally in combat === | === As an ally in combat === | ||
− | Tunnelers are incredibly slow, | + | Tunnelers are incredibly slow, and deal poor DPS - especially compared to [[Scythers]], who are in the same research tier and take one less bandwidth. However, they are fairly bulky. They have roughly 150% the health of a normal human, armor slightly worse than normal [[recon armor]], and an innate shield better than a ''legendary'' [[shield belt]]. This makes them an excellent tank throughout most of the game. While they won't deal much damage on their own, they can draw enemy fire and let your colonists or other mechs focus on dealing damage. |
− | + | A [[centipede]] has a health scale of 4.32 (2.88x more HP than the tunneler), and slightly worse Sharp armor (72% vs 80%), but no shield belt. It also has worse Blunt armor (22%), is weaker melee, costs 1 more bandwidth, and is unlocked at [[Research#High mechtech|High Mechtech]]. For the sole purpose of melee tanking, the centipede is strictly better. And in ranged combat, the centipede can fire back. (Of course, a centipede can't mine for you.) | |
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== Health == | == Health == | ||
− | + | Specify body type when known. | |
− | {{Animal Health Table | + | {{Animal Health Table}} |
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== Version history == | == Version history == | ||
* [[Biotech DLC]] Release - Added | * [[Biotech DLC]] Release - Added | ||
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* [[Version/1.4.3531|1.4.3531]] - Increased armor values from 40/20/200 to 80/40/200 | * [[Version/1.4.3531|1.4.3531]] - Increased armor values from 40/20/200 to 80/40/200 | ||
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{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} | ||
[[Category:Mechanoids]] | [[Category:Mechanoids]] |