Difference between revisions of "Centipede gunner"
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==Comparisons== | ==Comparisons== | ||
===Compared to other centipedes=== | ===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|66.6%}} the damage per shot, but has a firing cycle {{Good|{{%|(75 + 444 + (5*24) ) / (150 + 138 + (5*25) ) round 3}}}} faster. The [[heavy charge blaster]] has a shorter warmup, but ''much'' longer cooldown | + | 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) ) 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 ''single-target 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. 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=== |
Revision as of 04:21, 23 January 2023
Centipede gunner
Heavy combat mechanoids that glide on dozens of tiny legs. Their thick carapace and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics.
Base Stats
- Type
- Mechanoid
- Flammability
- 0%
Armor
- Armor - Sharp
- 72%
- Armor - Blunt
- 22%
- Armor - Heat
- 200%
Pawn Stats
- Move Speed
- 1.9 c/s
- Health Scale
- 432% HP
- Body Size
- 3
- Mass
- 180 kg
- Pack Capacity
- 105 kg
- Carrying Capacity
- 225 kg
- Filth Rate
- 1
- Life Expectancy
- 2,500 years
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Melee Combat
- Attack
- Head
17 dmg (Blunt)
25 % AP
2.6 second cooldown - Average DPS
- 4.05
Creation
- Required Research
- High mechtech
- weaponTags
- Minigun
Centipede gunners are a variant of centipede that wield a minigun.
Summary
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 2,200 ticks (36.67 secs), starting from the stun, rendering them immune to further EMP strikes. Centipedes have a Psychic Sensitivity of 75%, reducing the effect of some psycasts.
Combat
Centipede gunners are always equipped with a minigun. They are also able to engage in (less effective) melee combat with colonists.
Melee Attacks | Damage Amount | Cooldown |
---|---|---|
Blunt | 11.7 | 2.6 sec |
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
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Centipede gunners are heavy mechanoids; gunners require High Mechtech to be created. They require 255 Steel, 255 Plasteel, 8 Components, 1 High subcore 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.
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 wastepacks whenever the recharger's waste is filled up. Mechs do not count as a pawn for determining raid points, but still contribute towards wealth.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Comparisons to lighter mechs, in terms of firepower. General value proposition (good? bad? expensive? when build?). More detail for the general summary & existing comparisons. |
Centipede gunners are effectively an incredibly tanky pawn with a minigun. 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 intact.
Centipede gunners 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 masses of accuracy without worry for accuracy. In those cases, centipede gunners add more firepower at little worry.
Comparisons
Compared to other centipedes
Compared to centipede blasters, centipede gunners cost 100 plasteel less and are unlocked at High mechtech rather than Ultra mechtech. The minigun has 66.6% the damage per shot, but has a firing cycle 154.7% 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 single-target time to kill. In many killbox setups, time to kill can be very important. If all your colonists, armed with charge rifles, are killing a pawn within the charge rifle's 60 ticks (1 sec) warmup time, then the centipede should only shoot if an enemy gets lucky. 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 mechanoid commanders, centipedes have less health (4.32, 77% as much war queen) and very slightly less armor (-3% Sharp / Blunt armor), but cost less and take up 1 less bandwidth.
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. War urchins can be an effective bait for explosives and the like, but each individual urchin is frail. Centipede gunners wield a minigun, so have none of the complications of either mech commander.
Version history
- 1.4.3523 - The base centipede, which could wield a charge blaster or inferno cannon, was split into blaster, burner, and gunner.
- Biotech DLC - Introduced ability to create and control centipedes.