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| flammability = 0
 
| flammability = 0
 
| marketvalue = 1200
 
| marketvalue = 1200
| combatPower = 250
 
 
| armorblunt = 40
 
| armorblunt = 40
 
| armorsharp = 80
 
| armorsharp = 80
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| lifespan =  
 
| lifespan =  
 
| attack1dmg = 22
 
| attack1dmg = 22
| attack1type = Scratch
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| attack1type = Blunt
 
| attack1cool = 2.9
 
| attack1cool = 2.9
 
| attack1part = left power claw
 
| attack1part = left power claw
 
| attack2dmg = 22
 
| attack2dmg = 22
| attack2type = Scratch
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| attack2type = Blunt
 
| attack2cool = 2.9
 
| attack2cool = 2.9
 
| attack2part = right power claw
 
| attack2part = right power claw
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| research = Standard mechtech
 
| research = Standard mechtech
 
| production facility 1 = Large mech gestator
 
| production facility 1 = Large mech gestator
| gestation cycles = 4
 
 
| 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]].
 
== Acquisition ==
 
Tunnelers 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 tunnelers can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the "''Resurrect heavy mechanoid''" bill. This requires the corpse of the friendly tunneler, {{Icon Small|Steel||100}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
 
  
 
== Summary ==
 
== Summary ==
 
{{Mechanoid Summary}}
 
{{Mechanoid Summary}}
  
Dead tunnelers may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||20}} [[steel]] and {{Icon Small|Plasteel||10}} [[plasteel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the tunneler.
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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 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 [[war queen]] and [[apocriton]] summon groups.
 
  
 
=== Combat ===
 
=== Combat ===
In combat, tunnelers use sharp melee attacks. They have an innate [[smokepop pack]] ability, but this has a cooldown of 15 days.
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In combat, tunnelers use blunt melee attacks. They have an innate [[smokepop pack]] ability, but this has a cooldown of 15 days.
  
 
Tunnelers have the highest armor values of any mechanoid in the game, with {{+|5%}} more Sharp and Blunt armor than the [[war queen]]. However, with a health scale of 1.52, it doesn't have the hit point pool of the larger mechs. They have an innate shield, which is equivalent to a [[shield belt]], just with 250 HP. This is higher than even a legendary [[quality]] shield belt.
 
Tunnelers have the highest armor values of any mechanoid in the game, with {{+|5%}} more Sharp and Blunt armor than the [[war queen]]. However, with a health scale of 1.52, it doesn't have the hit point pool of the larger mechs. They have an innate shield, which is equivalent to a [[shield belt]], just with 250 HP. This is higher than even a legendary [[quality]] shield belt.
  
Tunnelers use regular staggering mechanics, as with any other enemy. A tunneler can theoretically be staggered by a weapon with at least 3.5 [[stopping power]], however no weapon in the game has enough stopping power to do so.
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Uniquely, tunnelers are staggered by any ranged projectile that hits it - regardless of its stopping power. Instead of the usual {{ticks|95}} stagger time, tunnelers are slowed for {{ticks|120}} per hit, though tunnelers move slightly faster than a "usual" stagger. This stagger is caused even if the bullet hits the shield, or if the bullet's damage is negated entirely by armor.
 
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<!-- Just gonna comment out this info until someone more experienced than myself properly incorporates it into the article -Vilo
=== Armor ===
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  <bulletStaggerDelayTicks>120</bulletStaggerDelayTicks>
{| class="wikitable"
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<bulletStaggerSpeedFactor>0.2</bulletStaggerSpeedFactor>
|-
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<bulletStaggerIgnoreBodySize>true</bulletStaggerIgnoreBodySize>
! Armor
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<bulletStaggerEffecterDef>TunnelerSlowedDown</bulletStaggerEffecterDef> -->
|-
 
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}} }}
 
|}
 
  
=== As an ally ===
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== As an ally ==
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 are a heavy mechanoid, and require [[Research#Standard_mechtech|Standard Mechtech]] to create. They are created from a [[large mech gestator]] with {{Required Resources}}, taking up 3 [[bandwidth]] from a [[mechanitor]]. Then, they must gestate for 4 [[gestation cycle]]s 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. When killed, friendly tunnelers can be resurrected for the cost of {{icon small|steel}} 75 [[steel]], so long as the corpse is extant.
  
 
=== Work ===
 
=== Work ===
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Tunnelers are incredibly slow, with middling {{DPS}} and a decent durability. They have 152% the health of a human, armor slightly worse than normal [[recon armor]], and an innate shield better than a ''legendary'' [[shield belt]]. While they won't deal as much damage compared to a dedicated melee pawn, nor able to run or lock down enemies like a scyther, tunnelers can draw enemy fire. This lets other combatants focus on dealing damage.
 
Tunnelers are incredibly slow, with middling {{DPS}} and a decent durability. They have 152% the health of a human, armor slightly worse than normal [[recon armor]], and an innate shield better than a ''legendary'' [[shield belt]]. While they won't deal as much damage compared to a dedicated melee pawn, nor able to run or lock down enemies like a scyther, tunnelers can draw enemy fire. This lets other combatants focus on dealing damage.
  
====Comparison to scythers====
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Tunnelers face competition from [[scyther]]s, a melee-focused mech also unlocked from [[Research#{{Q|Scyther|Required Research}}|{{Q|Scyther|Required Research}}]]. Tunnelers don't have a scyther's speed, and consume +1 [[bandwidth]]. However, they are significantly more durable, with significantly more armor, slightly higher health, and the aforementioned shield. The tunneler's {{Hover title|I.e. DPS after accounting for the melee verb system but without considering the target's attributes|base true DPS}} of 7.59 (4.71 after [[Melee Hit Chance]]) seems low at only {{%|7.59/10}} of the 10 (6.2 after Melee Hit Chance) of the scyther. However, tunnelers use [[Damage Types#Blunt|Blunt]] damage. Blunt attacks usually face far less armor than a scyther's Sharp blades.
Tunnelers face competition from [[scyther]]s, a melee-focused mech also unlocked from [[Research#{{Q|Scyther|Required Research}}|{{Q|Scyther|Required Research}}]]. Tunnelers don't have a scyther's speed, and consume +1 [[bandwidth]]. However, they are significantly more durable, with significantly more armor, slightly higher health, and the aforementioned shield. Tunnelers cost {{icon small|steel}} 75 [[steel]] more to make.
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*Against a normal [[flak vest]], the tunneler faces almost no DPS loss at all, while the scyther's DPS is more than halved.
 
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*Against [[centipede]]s, the scyther is reduced to 70% of their DPS, while the tunneler's {{AP}} totally negates their blunt armor.
This is at the cost of DPS. The tunneler has a {{Hover title|I.e. DPS after accounting for the melee verb system but without considering the target's attributes|true DPS}} of 7.59 (4.7 after [[Melee Hit Chance]]), {{%|7.59/10}} of the scyther. The slightly higher {{AP}} of the tunneler does not matter in practice. Both tunnelers and scythers deal sharp damage
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So, while the scyther still has superior DPS against most enemies, their damage output is far closer than it first appears. Blunt damage's superior damage propagation and overkill mechanics further help narrow the gap against enemies with health scales comparable to humans. If durability is completely irrelevant, such as when using [[Psycasts#Skip|Skip psycast]] {{RoyaltyIcon}} mobbing tactics, then scythers are superior due to their lower bandwidth cost.
 
 
If durability is completely irrelevant, such as when using [[Psycasts#Skip|Skip psycast]] {{RoyaltyIcon}} mobbing tactics, then scythers are superior due to their lower bandwidth cost. If durability is relevant, such as for melee block tactics, then you may want a tunneler. In addition, a tunneler used for mining might as well be used for combat whenever possible.
 
 
 
====Comparison to centipedes====
 
As durable mechs, tunnelers also face competition from [[centipede]]s. Centipedes have {{%|{{Q|Centipede|Health Scale}}/{{P|Health Scale}} round 2}} the health scale and thus {{HP}} of the tunneler. In return, it has slightly worse armor (Sharp: {{Q|Centipede|Armor - Sharp}}% Blunt: {{Q|Centipede|Armor - Blunt}}%) and no shield belt. In addition, centipedes cost 1 more bandwidth and are unlocked at [[Research#{{Q|Centipede gunner|Required Research}}|{{Q|Centipede gunner|Required Research}}]]. All centipedes have identical durability to each other.
 
 
 
Centipedes deal 86% of the {{Hover title|I.e. DPS after accounting for the melee verb system but without considering the target's attributes|base true melee DPS}}, however their melee attack deals ''Blunt'' damage. Against enemies with high sharp armor, centipedes can actually do more damage. For example, a centipede headbutt has enough {{AP}} to ignore another centipede's armor, but the tunneler would have its damage reduced by 70%. After considering the mechanics of the [[Damage types#Scratch|Scratch]] damage type, the tunneler is slightly better against unarmored targets and slightly worse against armored.
 
  
So for the sole purpose of tanking enemies, the centipede is almost always better even when considering the tunneler's shield. The centipede's ranged weaponry makes them more flexible in combat. But centipedes are more expensive. When a centipede is tied up in melee, unable to fire while being fired at, it won't be much better than a tunneler.
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[[Centipede]]s have {{%|{{Q|Centipede|Health Scale}}/{{P|Health Scale}} round 2}} the health scale and thus {{HP}} of the tunneler, slightly worse armor (Sharp: {{Q|Centipede|Armor - Sharp}}% Blunt: {{Q|Centipede|Armor - Blunt}}%), and no shield belt. They also have 86% of the {{Hover title|I.e. DPS after accounting for the melee verb system but without considering the target's attributes|base true melee DPS}}, cost 1 more bandwidth, and are unlocked at [[Research#{{Q|Centipede gunner|Required Research}}|{{Q|Centipede gunner|Required Research}}]]. For the sole purpose of tanking against melee enemies, the centipede is almost always better{{Check Tag|Verify|Increasing melee tank DPS can result in lowered enemy DPS due to injuries and significantly improves melee tank lifespans. 16% extra DPS and slightly better armor is probably not enough to overcome 2.9x the HP but needs in-game testing against common enemy types to confirm}} if they can be afforded. Their ranged weaponry also makes the centipede more flexible. However, lower melee DPS and lack of shield can be determental against mixed-range enemies. When a centipede is tied up in melee, unable to fire while being fired at, it will be worse (or at least, not much better) than a tunneler.
  
 
== Health ==
 
== Health ==
===Body Parts (Summary)===
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Specify body type when known.
{{Animal Health Table|Mech_Tunneler}}
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{{Animal Health Table}}
  
 
== Gallery ==
 
== Gallery ==
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== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Added
 
* [[Biotech DLC]] Release - Added
* Somewhere between Release and 1.4.3641 - Power claw attack changed from [[Damage Types#Blunt|Blunt]] to [[Damage Types#Scratch|Scratch]].
 
 
* [[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
* [[Version/1.4.3682|1.4.3682]] - Removed special stagger mechanic from tunneler mechs. Previously, tunnelers would be staggered for {{ticks|120}} on any ranged attack, no matter how strong it was. Staggering is now based on weapon stopping power as with all other pawns.
 
  
 
{{nav|mechanoid|wide}}
 
{{nav|mechanoid|wide}}
 
[[Category:Mechanoids]]
 
[[Category:Mechanoids]]

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