Difference between revisions of "Lancer"

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{{Rewrite|reason=Cleanup and format standardization}}{{infobox main|none|
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{{infobox main|none|
 
| name = Lancer
 
| name = Lancer
 
| image = MechanoidLancer.png|Lancer
 
| image = MechanoidLancer.png|Lancer
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==Summary==
 
==Summary==
All mechanoids are hostile to the colony, unable to be tamed or trained. They do not eat and are immune to [[toxic fallout]] and temperature extremes, despite having a Comfortable Temperature range. Like all mechanoids, they are vulnerable to [[EMP]] attacks.
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As mechanoids, lancers are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. Enemy mechs do not require power, though may spawn dormant. They will be stunned by [[EMP]] attacks and will "adapt" for {{Ticks|2200}}, rendering them immune to further EMP strikes.
  
Mechanoids can be found sealed in ancient ruins in all biomes, which spawn inside mountains or outside on the landscape. They may also raid the player's base through [[events]] and can also be found in most [[Crashed Ship Part#Poison Ship|poison ships]] and [[Crashed Ship Part#Psychic Ship|psychic ships]]. Pikemen are often supported by [[centipede]]s, [[scyther]]s, and [[pikeman|pikemen]]. They are slower than scythers, but faster than other mechanoids. They will not move around to seek cover, or avoid incoming fighters.
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Dead lancers may be shredded at a [[machining table]] or [[crafting spot]] for 15 [[steel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as any missing parts on the lancer.
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===As an enemy===
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Mechanoids can raid the player's base through [[events]], and are found in most [[Crashed Ship Part#Poison Ship|poison ships]], [[Crashed Ship Part#Psychic Ship|psychic ships]], and [[mech cluster]]s{{RoyaltyIcon}}.
  
===Scrapping===
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Lancers are fast-moving attackers. They will seek out colonists until they can fire, in which they will stay at maximum range to fire. While defending stationary threat (like a psychic ship), mechanoids will only contiue to case if a colonist is a close enough. They will not move around to seek cover, or avoid incoming fighters. They tend to run ahead of slower mechanoids like [[centipede]]s, and won't stop to catch up. Their armor is not especially good, so lancers aren't difficult to take out.
Dead lancers may be shredded at a [[machining table]] or [[crafting spot]] for 15 [[steel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as any missing parts on the lancer.
 
  
 
===Combat===
 
===Combat===
Lancers come equipped with the [[charge lance]], which can deal 30 damage per hit and a range of over 29 tiles, making them a threatening foe.
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Lancers come equipped with the [[charge lance]], which can deal 30 damage per hit from a range of over 29 tiles, making them a threatening foe.
  
 
Lancers 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.
 
Lancers 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.
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| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}}  }}
 
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}}  }}
 
|}
 
|}
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== As an ally ==
 +
{{Biotech}}
 +
{{Main|Mechanoid creation}}
 +
Pikemen are medium mechanoids, requiring [[Research#High Mechtech|High Mechtech]] to be researched. They are created from a [[large mech gestator]] with 1 [[standard subcore]], 75 [[steel]], 75 [[plasteel]], and 4 [[component]]s, taking up 2 [[bandwidth]] from a [[mechanitor]]. They take 1800 [[ticks]] to initally craft, and then it must gestate for 2 cycles. Mechanoids can be fully repaired at the cost of power and nothing else. A dead pikeman can be resurected for ? [[steel]] and 1 gestation cycle so long as the corpse is extant. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth.
 +
 +
Mechs under player control require power: pikemen 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]] (400W), for 50% power/day, creating 10 [[wastepack]]s whenever the recharger's waste is filled up.
  
 
== Analysis ==
 
== Analysis ==
 +
===As an enemy===
 
{{main|Defense tactics#Lancers}}
 
{{main|Defense tactics#Lancers}}
  
The DPS of a lancer is low compared to a centipede or scyther, but their slow-firing [[charge lance]] deals tremendous one-shot damage, enough to take out limbs and organs in 1 hit if not wearing good armor. They don't fire very often, but when they do it hurts.
+
The DPS of a lancer is low compared to a centipede or scyther, but their slow-firing [[charge lance]] deals tremendous one-shot damage, enough to take out exposed limbs and organs in 1 hit. They don't fire very often, but when they do, it hurts.
  
Lancers play an offensive role, providing firepower to pick off lone colonists while centipedes mow down groups and scythers charge your gunners. Lancers will quickly charge until they are in range, at which point they will stay at maximum range to fire. They will not move around to seek cover, or avoid incoming fighters.  Lancers are often supported by [[centipede]]s and [[scyther]]s, though they outrun centipedes by a huge margin, and will not stop to let them catch up.
+
Lancers are vulnerable to [[spike trap]]s, with only a few hits required to kill them. They should be priority targets during the early game, as your pawns will likely lack armor to prevent dismemberment.
  
Lancers have a moderate resistance to sharp damage and a small resistance to blunt damage but somewhat low health, making them trivial to disable at range with sufficient firepower. Lancers are vulnerable to [[spike trap]]s, with only a few hits required to kill them. They should be priority targets during the early game, as your pawns will likely lack armor to prevent dismemberment.
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As the description says, charging lancers can be a viable way to take them down, once you have taken care of any scythers.  
  
As the description says, charging lancers can be a viable way to take them down, once you have taken care of any scythers.
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===As an ally===
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{{Biotech}}
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Lancers are analagous to human colonists. They move at similar speeds (slightly faster), have a similar health, and even use a human weapon. While they don't have quite the same firepower as a [[centipede]] (let alone bulk), lancers move much faster, allowing them to be used in strategies along with ordinary colonists.
 +
 
 +
[[Tesseron]]s are another ranged, fast, medium-size mechanoid. Lancers are better when targets are few. Meanwhile, a tesseron's beam graser excels at hitting clumped up groups, such as tribals. The [[legionary]] is another fast mechanoid, but is clearly meant for shield utility rather than raw combat.
  
 
== Health ==
 
== Health ==
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====Diet====
 
====Diet====
Much like Centipedes, it's unknown what exactly drives a Lancer, but it's likely it would be similar to whatever powers the Centipede.
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Player lancers can be recharged with regular [[power]]. However, enemy mechanoids don't require power at all, and even gestated variants can get "free" power when entering dormancy. It is unknown where their power comes from.
  
 
===Body Parts (Summary)===
 
===Body Parts (Summary)===
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{| {{STDT| sortable c_08 text-center}}
 
{| {{STDT| sortable c_08 text-center}}
 
! Body Part Name !! Health (&times;1.5 Health Scale) !! Base Health !! Quantity !! Coverage (per part)<ref name="coverage">Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.</ref>  !! Group !! Function / Required for following System !! Effect if Destroyed/Removed
 
! Body Part Name !! Health (&times;1.5 Health Scale) !! Base Health !! Quantity !! Coverage (per part)<ref name="coverage">Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.</ref>  !! Group !! Function / Required for following System !! Effect if Destroyed/Removed
|-
+
-
 
! [[#Mechanical Thorax|Mechanical Thorax]]
 
! [[#Mechanical Thorax|Mechanical Thorax]]
 
| 40 || | 40 || | 1 || | ? || | Core part || | Functioning in general || | Machine failure
 
| 40 || | 40 || | 1 || | ? || | Core part || | Functioning in general || | Machine failure

Revision as of 01:30, 28 October 2022

Lancer

Lancer

Fast human-sized combat mechanoids built for medium and long-range combat. Their bodies are light, making them vulnerable targets at close range - especially in melee combat.

Base Stats

Type
Mechanoid
Market Value
1200 Silver

Armor

Armor - Sharp
40%
Armor - Blunt
20%
Armor - Heat
200%

Pawn Stats

Move Speed
4.7 c/s
Health Scale
72% HP
Body Size
1
Mass
60 kg
Pack Capacity
35 kg
Carrying Capacity
75 kg
Filth Rate
1
Life Expectancy
2500 years
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack 1
Left fist
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 2
Right fist
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 3
Head
8.5 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor
Average DPS
3.36

Creation

Crafted At
Mech gestator
Required Research
High mechtech
Resources to make
Steel 75 + Plasteel 75 + Component 4 + Standard subcore 1

Lancers are a type of fast-moving mechanoid, with strong mid-long range firepower.

Summary

As mechanoids, lancers are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. Enemy mechs do not require power, though may spawn dormant. They will be stunned by EMP attacks and will "adapt" for 2,200 ticks (36.67 secs), rendering them immune to further EMP strikes.

Dead lancers may be shredded at a machining table or crafting spot for 15 steel, though these values are affected by mechanoid shredding efficiency as well as any missing parts on the lancer.

As an enemy

Mechanoids can raid the player's base through events, and are found in most poison ships, psychic ships, and mech clustersContent added by the Royalty DLC.

Lancers are fast-moving attackers. They will seek out colonists until they can fire, in which they will stay at maximum range to fire. While defending stationary threat (like a psychic ship), mechanoids will only contiue to case if a colonist is a close enough. They will not move around to seek cover, or avoid incoming fighters. They tend to run ahead of slower mechanoids like centipedes, and won't stop to catch up. Their armor is not especially good, so lancers aren't difficult to take out.

Combat

Lancers come equipped with the charge lance, which can deal 30 damage per hit from a range of over 29 tiles, making them a threatening foe.

Lancers 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.

Armor

Armor

As an ally

Pikemen are medium mechanoids, requiring High Mechtech to be researched. They are created from a large mech gestator with 1 standard subcore, 75 steel, 75 plasteel, and 4 components, taking up 2 bandwidth from a mechanitor. They take 1800 ticks to initally craft, and then it must gestate for 2 cycles. Mechanoids can be fully repaired at the cost of power and nothing else. A dead pikeman can be resurected for ? steel and 1 gestation cycle so long as the corpse is extant. Mechs do not count as a pawn for determining raid points, but still contribute towards wealth.

Mechs under player control require power: pikemen 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 (400W), for 50% power/day, creating 10 wastepacks whenever the recharger's waste is filled up.

Analysis

As an enemy

The DPS of a lancer is low compared to a centipede or scyther, but their slow-firing charge lance deals tremendous one-shot damage, enough to take out exposed limbs and organs in 1 hit. They don't fire very often, but when they do, it hurts.

Lancers are vulnerable to spike traps, with only a few hits required to kill them. They should be priority targets during the early game, as your pawns will likely lack armor to prevent dismemberment.

As the description says, charging lancers can be a viable way to take them down, once you have taken care of any scythers.

As an ally

Lancers are analagous to human colonists. They move at similar speeds (slightly faster), have a similar health, and even use a human weapon. While they don't have quite the same firepower as a centipede (let alone bulk), lancers move much faster, allowing them to be used in strategies along with ordinary colonists.

Tesserons are another ranged, fast, medium-size mechanoid. Lancers are better when targets are few. Meanwhile, a tesseron's beam graser excels at hitting clumped up groups, such as tribals. The legionary is another fast mechanoid, but is clearly meant for shield utility rather than raw combat.

Health

Biology

Lancers, although mechanical and not very human-looking, are actually almost the same in structure as a typical human (minus the organs). However, they're more durable than humans, don't feel pain and do not fear for their life - they don't even use cover. This can make them very dangerous to fight against when under-armed.

They have two arms, run on two legs, and (surprisingly) have a neck and make vocal communication. Why a machine would use standard human-like air-based vocalization is unknown at this time - especially when Centipedes are completely unable to manually communicate.

Diet

Player lancers can be recharged with regular power. However, enemy mechanoids don't require power at all, and even gestated variants can get "free" power when entering dormancy. It is unknown where their power comes from.

Body Parts (Summary)

Lancers, again, are practically humans in biology, although they lack many of the human organs and bones.

  • Body Part Name Health (×1.5 Health Scale) Base Health Quantity Coverage (per part)[1] Group Function / Required for following System Effect if Destroyed/Removed

    -

    Mechanical Thorax 40 40 1 ? Core part Functioning in general Machine failure
    Mechanical Neck 30 30 1 8.0% Top of Thorax Communication (vocal),
    connector of thorax and head
    Machine failure
    Mechanical Head 30 30 1 75% Neck Houses Artificial Brain, Sensors Machine failure
    Artificial Brain 30 30 1 15% Head Dataprocessing Machine failure
    Sight Sensor 10 10 2 15% Head Sight Loss of sight/Blindness
    Hearing Sensor 10 10 2 5.0% Head Hearing Loss of hearing/Deafness
    Smell Sensor 10 10 1 10% Head - -
    Arm 30 30 2 10% Thorax Manipulation Loss of manipulation ability/Unable to work (if both lost)
    Hand 20 20 2 20% Arm Manipulation Loss of manipulation ability
    Fingers 7 7 10 5.0% Hand Manipulation Loss of manipulation ability (minor)
    Leg 30 30 2 10% Thorax Moving Unable to move
    Foot 20 20 2 20% Leg Moving Loss of moving ability
    Toes 10 10 10 5.0% Foot Moving Loss of moving ability (minor)
    1. Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.

    Trivia

    A real life “Lancer” is a soldier who is armed with a Lance, and while the Lancer isn’t armed with a traditional lance. the charge lance variant they wield gives them their “Lancer” status.

    Version history

    In 1.1 they now have 200% heat armor, essentially making them completely immune to fire damage. Since the charge lance was nerfed, they also suffered from a range reduction.