Difference between revisions of "Megaspider"
(→Taming: Revise word choice and grammar for clarity. Add tip about selecting a handler. Add tip about handlers fleeing.) |
(→Taming: mentioning that wild megaspiders cannot be tended to unless drafted, come to think of it alot of this could be transcluded to scelopedes or megascarabs) |
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== Taming == | == Taming == | ||
− | Wild megaspiders always generate hostile, making them difficult to tame as they will try to attack the animal handler. However, animal interactions during the process will interrupt any attacks. It may be ideal to equip your handler with armor, or to select a handler with high | + | Wild megaspiders always generate hostile, making them difficult to tame as they will try to attack the animal handler. However, animal interactions during the process will interrupt any attacks. It may be ideal to equip your handler with armor, or to select a handler with a high [[melee]] skill for a higher [[melee dodge chance]] to reduce the risk of harm, though this is not strictly necessary. |
− | Megaspiders are practically impossible to tame when they first spawn from an [[infestation]]. In order to try and tame a megaspider, you will need to [[down]] them, then destroy all [[hive]]s from the infestation. With Too Deep: Infestation event and Wastepack Infestations, there are no hives, so all you need to do is down the insect. This ''does not make them non-hostile'', but it will prevent them from seeking out colonists like a raider would. | + | Megaspiders are practically impossible to tame when they first spawn from an [[infestation]]. In order to try and tame a megaspider, you will need to [[down]] them, then destroy all [[hive]]s from the infestation. With Too Deep: Infestation event and Wastepack Infestations, there are no hives, so all you need to do is down the insect. This ''does not make them non-hostile'', but it will prevent them from seeking out colonists like a raider would. Note that wild megaspiders unlike other animals cannot be operated on and thus can't be anesthetized and doctors will not tend to them unless drafted, as such they are prone to waking up and attacking the pawn treating them, Waiting for [[Ailments#Blood loss|blood loss]] to reach extreme can prevent this. |
Alternatively, a doctor has a small chance to [[bond]] when tending to a wild megaspider, instantly taming them. | Alternatively, a doctor has a small chance to [[bond]] when tending to a wild megaspider, instantly taming them. |
Revision as of 21:00, 19 March 2024
Megaspider
Not actually a spider, the megaspider is a genetically-engineered giant insectoid the size of a bear. Designed for heavy work and combat, its thick chitinous armor makes it hard to kill, while its long ripper-blades make it deadly at close quarters. It is, however, quite slow in open terrain.
Base Stats
Armor
- Armor - Sharp
- 27%
- Armor - Blunt
- 18%
Pawn Stats
- Combat Power
- 150
- Move Speed
- 3.6 c/s
- Health Scale
- 250% HP
- Body Size
- 1.2
- Mass - Baby
- 14.4 kg
- Mass - Juvenile
- 36 kg
- Mass - Adult
- 72 kg
- Carrying Capacity
- 90 kg
- Filth Rate
- 1
- Hunger Rate
- 0.56 Nutrition/Day
- Diet
- omnivorous, animal products
- Life Expectancy
- 6 years
- Manhunter Chance
- 50%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- Advanced
- Wildness
- 40%
- Minimum Handling Skill
- 3
- Maturity Age
- 0.2 years (12 days)
- Juvenile Age
- 0.03 years (1.8 days)
- Comfortable Temp Range
- -40 °C – 60 °C (-40 °F – 140 °F)
Production
- Meat Yield
- 168 Insect meat
Melee Combat
- Attack 1
- Head claw
12 dmg (Cut)
18 % AP
2.6 second cooldown - Attack 2
- Head
7 dmg (Blunt)
10 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 2.52
- tradeTags
- AnimalInsect
Megaspiders are giant, bio-engineered, subterranean invertebrates and the largest and most dangerous of the three insectoid types.
Summary
They are hostile towards any nearby colonists, have plated armor that makes them quite resistant to ranged attack, and can do lethal amounts of damage in close combat. Like all insects, megaspiders only begin spawning in events where colonists come into contact with their underground habitat: In caves, when opening an ancient danger, during an infestation, or by deep drilling.
All insectoids, including the megaspider, experience hypothermic slowdown instead of fatal hypothermia, have 100% Toxic Resistance, rendering them immune to toxic buildup from any source, and 80% Toxic Environment Resistance, rendering them resistant to environmental effects such as rot stink. They experience also pollution stimulus when in polluted terrain. See that page for full details.
Insectoids are incapable of sexual reproduction like other animals, due to their breeding type (EusocialInsect). Instead, wild insects reproduce via hives which create new insectoids periodically, up to a maximum value each hive can support. Tamed insectoids cannot reproduce at all. For more detail, see the Hive page.
Armor
Armor |
---|
Analysis
Combat
Megaspiders are slightly slower than spelopedes and megascarabs. A common feature of any insectoid swarm is for these smaller, less dangerous creatures to glove the megaspiders' approach, absorbing the fire of your colonists and bogging them down until the big hitters are in range. Fully fit humans can outrun even megascarabs, so the strongest tactic is to hit and run, continually falling back in front of the swarm. If they've infested your base, open your doors and try to lead them out into the open.
Melee block tactics are very effective, but otherwise you should avoid melee combat. Megaspiders are sturdy and can do a lot of damage very quickly. Do not underestimate how many bullets they take to go down.
Taming
Wild megaspiders always generate hostile, making them difficult to tame as they will try to attack the animal handler. However, animal interactions during the process will interrupt any attacks. It may be ideal to equip your handler with armor, or to select a handler with a high melee skill for a higher melee dodge chance to reduce the risk of harm, though this is not strictly necessary.
Megaspiders are practically impossible to tame when they first spawn from an infestation. In order to try and tame a megaspider, you will need to down them, then destroy all hives from the infestation. With Too Deep: Infestation event and Wastepack Infestations, there are no hives, so all you need to do is down the insect. This does not make them non-hostile, but it will prevent them from seeking out colonists like a raider would. Note that wild megaspiders unlike other animals cannot be operated on and thus can't be anesthetized and doctors will not tend to them unless drafted, as such they are prone to waking up and attacking the pawn treating them, Waiting for blood loss to reach extreme can prevent this.
Alternatively, a doctor has a small chance to bond when tending to a wild megaspider, instantly taming them.
As tamed pets, megaspiders offer few advantages over bears, cougars/panthers, or elephants. Although the latter are all easier to tame, Megaspiders can be tamed en-masse depending on how many were downed during an infestation, require less training because of their lower wildness, and produce less filth than comparable animals.
Colonists who go near a hostile megaspider will flee from it by default, so you may need to adjust your handler's threat response setting, or manually order your handler to interact with it.
Training
This animal can be trained as follows:
Guard: | |
---|---|
Attack: | |
Rescue: | |
Haul: |
*As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.
Health
Gallery
Version history
- Beta 19/1.0 - All insects main attack cooldowns 2.5 -> 2.9
- 1.3.3066 - Wildness decreased from 0.95 to 0.40, manhunter on tame chance reduced from 40% to 0. Trainability changed from intermediate to advanced, gestation changed from N/A to 6.
- 1.3.3200 - Fix: Remove gestation period stat, since they do not breed.
- Biotech DLC release - Now gains pollution stimulus on polluted terrain.