Difference between revisions of "Centipede blaster"
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| min comfortable temperature = {{Q|Centipede|Min Comfortable Temperature}} | | min comfortable temperature = {{Q|Centipede|Min Comfortable Temperature}} | ||
| max comfortable temperature = {{Q|Centipede|Max Comfortable Temperature}} | | max comfortable temperature = {{Q|Centipede|Max Comfortable Temperature}} | ||
− | | bandwidth = {{Q|Centipede|Bandwidth}} | + | | bandwidth cost = {{Q|Centipede|Bandwidth Cost}} |
| bodysize = {{Q|Centipede|Body Size}} | | bodysize = {{Q|Centipede|Body Size}} | ||
| healthscale = {{Q|Centipede|Health Scale}} | | healthscale = {{Q|Centipede|Health Scale}} |
Latest revision as of 12:13, 24 November 2024
Centipede blaster
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%
Mechanoid
- Bandwidth Cost
- 4
Armor
- Armor - Sharp
- 72%
- Armor - Blunt
- 22%
- Armor - Heat
- 200%
Pawn Stats
- Combat Power
- 400
- 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
- Ultra mechtech
- Gestation Cycles
- 6
- weaponTags
- ChargeBlasterHeavyGun
Centipede blasters are a variant of centipede that wield the heavy charge blaster
Acquisition[edit]
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Centipede blasters can be gestated by a mechanitor at a large mech gestator once the ultra mechtech research project has been completed. Note that this research requires a nano structuring chip to unlock. Each requires 255 Steel, 355 Plasteel, 8 Components, 1 High subcore and 6 gestation cycles taking 1,800 ticks (30 secs) each to initiate. They take up 4 bandwidth from their linked mechanitor.
Dead, friendly centipede blasters can also be resurrected at the large mech gestator using the "Resurrect heavy mechanoid" bill. This requires the corpse of the friendly Centipede blaster, 100 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.
Summary[edit]
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 duration of certain psycasts. However, most other mechanoids have a psychic sensitivity of 50%, making centipedes more vulnerable than their contemporaries.
Dead centipedes may be shredded at the machining table or crafting spot for 30 steel and 10 plasteel, though these values are affected by mechanoid shredding efficiency as well as missing parts on the centipede.
Combat[edit]
Centipedes are always equipped with a heavy charge blaster. It fires very similarly to a minigun, firing inaccurate but powerful spray of bullets. In comparison, the blaster has more AP and deals 50% more damage per shot, but has a much longer cooldown than the wieldable 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[edit]
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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.
Analysis[edit]
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: As an enemy. Tactics to fight (if any), threat level compared to burners/gunners/other mechs.. |
As an ally[edit]
In general, centipedes are the tanks of the mechanitor's arsenal - slow, with decent to great firepower, but incredibly bulky. This is due to 2 key factors:
- High raw bulk. Centipedes have good armor, but a massive health scale of 4.32. Centipedes have much higher bulk than 4 bandwidth of any lighter mech combined, even considering the tunneler's shield belt.
- Superior physiology. Most light mechs are bipedal, with 1 torso and 2 legs. Centipedes have 6 body rings, all with a roughly equal chance of being shot. While the head is more likely to be hit, due to its higher health scale, a single headshot won't kill a centipede like it would a lancer.
And 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 largely intact. While war queens may be better in the tank role, centipedes are cheaper, cost less bandwidth, and have "regular" armament. See the Comparisons section for more detail.
Comparisons (ally)[edit]
Compared to other centipedes[edit]
Compared to centipede gunners, blasters cost 100 plasteel more and are unlocked at Ultra mechtech. The heavy charge blaster has ×150% damage per shot, but fires bursts ×64.6% slower, and fires 1 less shot. Overall, the minigun actually has slightly more raw DPS. The blaster has a shorter warmup than 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 time to kill against targets that will be killed before the blaster's burst finishes (regardless of whether that it is from the blaster alone, many blasters firing together, or other damage sources). This time to kill can be very important in some killbox setups. If all your colonists, armed with 60 ticks (1 sec) warmup time charge rifles, are generally killing raiders in the first burst, then either centipede should only shoot if an enemy gets lucky and survives all your colonist's attacks. 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 preferred if the mechs are constantly firing, such as in minigun killbox setups. For the same reasons, gunners are better when fighting outside of a killbox, like when against sappers and breachers.
Compared to mech commanders[edit]
War queens are more durable than any centipede, both in health and health per bandwidth. Centipedes have 77% the health and very slightly less armor (−3% Sharp / Blunt armor rating) than the war queen. This bulk is further bolstered by its war urchins, which can act as valuable distractions. If a doomsday rocket launcher is aimed at a war urchin, then little is lost. Centipedes are cheaper, require less research, and take 1 less bandwidth. They also come with (more) standard armament - which can be useful for its firepower. A possible niche is to use 1 war queen as a distraction, then have a squad of centipedes, with dual purpose of damage dealers and secondary tanks.
The diabolus has a radically different niche to the centipedes. Its hellsphere cannon can blow up your killbox, but can be an equally devasting weapon against your enemies. A diabolus is only slightly bulkier than a centipede. Therefore, you should build diaboli if its cannon is desired, or centipedes if the cannon is not desired.
Health[edit]
Body parts[edit]
Part Name | Health | Quantity | Coverage[1] | Target Chance[2] | Subpart of | Internal | Capacity[3] | Effect if Destroyed/Removed |
---|---|---|---|---|---|---|---|---|
First body ring | 194.4 | 1 | 100% | 14% | N/A[4] | Moving Manipulation |
Death −16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Head | 129.6 | 1 | 15% | 8.3% | First body ring | - | Death Will never take permanent injury. | |
Artificial brain | 43.2 | 1 | 5% | 0.75% | Head | Data Processing | Death Will never take permanent injury. | |
Sight sensor | 43.2 | 2 | 8% | 1.2% | Head | Sight | −25% Sight. −100% if both lost. Will never take permanent injury. | |
Hearing sensor | 43.2 | 2 | 8% | 1.2% | Head | Hearing | −25% Hearing. −100% if both lost. Will never take permanent injury. | |
Chemical analyzer | 43.2 | 1 | 8% | 1.2% | Head | - | Will never take permanent injury. | |
Second body ring | 172.8 | 1 | 71% | 11% | First body ring | Moving Manipulation |
Death −16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Reactor | 86.4 | 1 | 5% | 3.6% | Second body ring | Power Generation | Death. Will never take permanent injury. | |
Third body ring | 151.2 | 1 | 80% | 11% | Second body ring | Moving Manipulation |
Death −16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Fluid reprocessor | 64.8 | 1 | 5% | 2.80% | Third body ring | Fluid Reprocessing | Death if both lost −50% Fluid reprocessing Will never take permanent injury | |
Fourth body ring | 129.6 | 1 | 75% | 12% | Third body ring | Moving Manipulation |
−16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Fluid reprocessor | 64.8 | 1 | 6% | 2.60% | Fourth body ring | Fluid Reprocessing | Death if both lost −50% Fluid reprocessing Will never take permanent injury | |
Fifth body ring | 108 | 1 | 66% | 14% | Fourth body ring | Moving Manipulation |
−16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Sixth body ring | 86.4 | 1 | 50% | 14% | Fifth body ring | Moving Manipulation |
−16.6% Moving −16.6% Manipulation Will never take permanent injury |
- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
Gallery[edit]
Version history[edit]
- 1.4.3523 - The base centipede, which could wield both the charge blaster and inferno cannon, was split into blaster, burner, and gunner.
- Biotech DLC Release - Introduced ability to create and control centipedes.