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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. | 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. | ||
− | In | + | In terms of raw firepower, centipede gunners are superior to [[lancer]]s and [[tesseron]]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 powerful when firing at a crowd, as missed shots can hit other nearby enemies. However, the minigun is unwieldy due to its long firing cycle. A gunner will have to aim and cooldown for the same time no matter how quick any single target dies. For comparisons between other centipede variants, see the section below. |
== Comparisons - as an ally == | == Comparisons - as an ally == |