Difference between revisions of "Centipede"

From RimWorld Wiki
Jump to navigation Jump to search
 
Line 53: Line 53:
 
Centipedes have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. Note that the inferno cannon has a forced miss radius that their shots will always land within, and so their accuracy has no bearing on their lethality with that weapon. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.
 
Centipedes have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. Note that the inferno cannon has a forced miss radius that their shots will always land within, and so their accuracy has no bearing on their lethality with that weapon. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.
  
{|
+
{{Pawn Armor Effect|{{P|Armor - Sharp}}|{{P|Armor - Blunt}}}}
! Effect of armor
 
|-
 
| {{Damage Comparison Chart/Melee| sharpArmor1={{P|Armor - Sharp}} | bluntArmor1={{P|Armor - Blunt}} }}
 
|}
 
  
 
== As an ally ==
 
== As an ally ==

Latest revision as of 03:32, 7 December 2024

Centipede

Centipede

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
Market Value
1200 Silver
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
3.0
Mass
180 kg
Pack Capacity
105 kg
Carrying Capacity
225 kg
Filth Rate
1
Life Expectancy
2500 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
4.0548

Centipedes are heavily armored, slow mechanoids designed as siege units.

They have 3 variants, each with their own armament:

Summary[edit]

As mechanoids, every centipede is immune to fire, Flame and Heat damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% Toxic Resistance and Toxic Environment Resistance, making them immune to toxic buildup, rot stink and other toxic effects. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks for a time proportional to the EMP damage inflicted and will "adapt" and rendered immune to further EMP strikes for 2,200 ticks (36.67 secs).

Centipedes have a Psychic Sensitivity of 75%, reducing the duration of certain psycasts.Content added by the Royalty DLC 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 Steel 30 steel and Plasteel 10 plasteel, though these values are affected by mechanoid shredding efficiency as well as missing parts on the centipede.

As an enemy[edit]

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 poison ships and psychic ships. Centipedes are often supported by scythers or lancers, though they usually outpace the centipedes by a great margin and won't stop to wait for them.

Combat[edit]

Centipedes are always equipped with either an heavy charge blaster, inferno cannon, or minigun, but 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. Note that the inferno cannon has a forced miss radius that their shots will always land within, and so their accuracy has no bearing on their lethality with that weapon. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.

    Effect of its armor on melee damage

    As an ally[edit]

    Centipedes are heavy mechanoids. They are created from a large mech gestator, taking up 4 bandwidth from a mechanitor.

    Centipede burners and gunners require the High Mechtech research, and are created with Steel 255 Steel, Plasteel 255 Plasteel, Component 8 Components, High subcore 1 High subcore. Centipede blasters require the Ultra Mechtech research and take Plasteel 100 more plasteel. They take 1800 ticks to initially 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 resurrected 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.

    Analysis[edit]

    Centipedes are slow-moving and highly resistant to sharp damage, which includes bullets, so they require many shots to take down with guns. Centipedes are always equipped with an inaccurate, but powerful ranged weapon, with a range of 27 tiles.

    As an enemy[edit]

    Centipedes have two major weaknesses: they are slow, and are ineffective against melee and scattered forces. They will target doors, walls, base production tables and furniture.

    Scythers and lancers are much faster than Centipedes, so they are easy to separate. Once separated, a pawn with a default movement speed using a long-ranged weapon (sniper rifle or charge lance) should be able to safely take a shot and move away before the Centipede is able to respond.

    Centipedes in melee range are much less of a threat, provided pawns can safely close the distance. Shield belts or simply spreading out your pawns will draw their fire. Jumping (from jump packsContent added by the Royalty DLC, locust armorContent added by the Royalty DLC, the skip psycastContent added by the Royalty DLC, or the longjump geneContent added by the Biotech DLC) lets you come in quickly. With multiple centipedes, all must be engaged so none can use their weapons. Micromanagement should make sure that weaker fighters are targeted first, so that better ones can fight for longer before passing out from bruise pain.

    Centipedes are good at crowd control, but struggle against single or widely scattered targets. One effective way of distracting fire from them (if they are not equipped with the inferno cannon or supported by lancers) is to simply let a colonist with a shield belt stand in front of other colonists; the centipedes will focus fire on the shielded colonist, allowing your other colonists to fire at the centipedes while taking less damage.

    • Other Tactics

    If you can spare the resources, uranium slug turrets can be effective against Centipedes, as they outrange them greatly and their shots are powerful enough to pierce their thick armor. Their tendency to stay at range keeps them roughly within the slug turret's effective range.

    Centipedes are prime targets for psychic insanity lances. A berserk Centipede will draw the attention of other mechanoids, and will continue to attack its compatriots until it or the others are dead. As the inferno cannon does no damage to other mechanoids, use it against those equipped with the heavy charge blaster. As Centipedes are very well armored, it will generally result several in dead mechanoids, depending on the composition of the mechanoid force.

    Assault rifles outrange centipede blasters and burners by three tiles. Due to the slow movement of the centipede, this allows for kitting. To kite a centipede, wait for you pawns to fire, then as soon as they fire, move back a few tiles.

    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. In effective HP, centipedes are only beaten by the diabolus and war queen, which both take 5 bandwidth and require boss mech chips to create.
    • 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. This prevents death from torso loss. 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.

    Centipedes are incredibly slow, which must be taken into account when gestating a centipede and using it in battle. This makes them poor against breacher and drop pod raids, which can attack from any angle. Their main value is their incredible durability, so they are good in all sorts of blocking tactics. Centipedes are best at the front of defensive formations, blocking shots and dealing significant crowd-relevant damage. Note that player mechanoids can use cover, making them even better than their enemy counterparts.

    In terms of firepower, both centipede blasters and gunners offer good DPS / bandwidth, however they are not nearly as mobile as mechs like militors and lancers. In addition, as their weapons have high cooldowns, they are not as flexible in combat. Note that 4 militors technically out-damage 1 centipede, but militors have only 12 tiles of range.

    One really good use for centipedes is for tanking doomsday (or triple) rocket launchers. If a raid carries these and its a breach, it can be very deadly, as a rocket can wipe out and entire colony in one shot. Placing a centipede in front of your colonists is useful because a centipede can survive multiple doomsday shot and still be mostly fine, the centipede is also good at tanking other enemy fire.

    Centipede variants[edit]

    • Centipede blasters and gunners are very similar in practice, with minigun-like weapons that fire a burst of shots. The centipede blaster has a much faster warmup than a gunner but a much slower cooldown, which makes it great in a killbox where single-file enemies are expected to die as fast as possible. In addition, the blaster has a higher AP.
    • Centipede gunners are cheaper, have a superior "true" DPS and has higher range. This makes centipede gunners best in target-rich environments, like in "kill-zones" where a minigun would be preferred over a charge rifle.
    • Centipede burners fire an explosive bolt, much like a molotov cocktail. This offers a much different weapon profile. Against single targets, the burner is very inaccurate, due to the Forced Miss Radius of its inferno cannon. Fire can cause pawns to run around wildly, but is poor for actual damage. Note that enemy mechanoids are immune to fire, so a centipede burner would just act as a damage sponge.

    Every Centipede in a mixed standard Mech raid, or in a Mech Breach Raid, will always be a Centipede Blaster. Inferno and Minigun Centipedes only appear in all Centipede threats and in Mech Clusters.

    Health[edit]

    Biology[edit]

    Centipedes consist entirely of mechanical parts, and are mostly composed of very large 'rings' that make their appearance similar to that of a real-life centipede. Despite being somewhat sluggish (in movement and appearance), they are immensely durable and can absorb a significant amount of fire before they are killed. Like pirates, they have a hostile appearance to every faction in the world (including ancients and insectoids).

    Centipedes have six body rings, several sensors for hearing, sight, and smell, and an artificial brain that drives them. Interestingly enough, they lack any sort of communication parts and always spawn with their communication indicated as 'None', or no ability to. The only other external body part a centipede has other than its rings is its head, making it very difficult to actually kill a centipede.

    List of body parts:


    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] Ex.png Moving
    Manipulation
    Death
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Head 129.6 1 15% 8.3% First body ring Ex.png - Death
    Will never take permanent injury.
    Artificial brain 43.2 1 5% 0.75% Head Check.png Data Processing Death
    Will never take permanent injury.
    Sight sensor 43.2 2 8% 1.2% Head Ex.png Sight −25% Sight. −100% if both lost.
    Will never take permanent injury.
    Hearing sensor 43.2 2 8% 1.2% Head Ex.png Hearing −25% Hearing. −100% if both lost.
    Will never take permanent injury.
    Chemical analyzer 43.2 1 8% 1.2% Head Ex.png - Will never take permanent injury.
    Second body ring 172.8 1 71% 11% First body ring Ex.png Moving
    Manipulation
    Death
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Reactor 86.4 1 5% 3.6% Second body ring Check.png Power Generation Death.
    Will never take permanent injury.
    Third body ring 151.2 1 80% 11% Second body ring Ex.png 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 Check.png 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 Ex.png Moving
    Manipulation
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Fluid reprocessor 64.8 1 6% 2.60% Fourth body ring Check.png Fluid Reprocessing Death if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    Fifth body ring 108 1 66% 14% Fourth body ring Ex.png Moving
    Manipulation
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Sixth body ring 86.4 1 50% 14% Fifth body ring Ex.png Moving
    Manipulation
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    1. 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.
    2. 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.
    3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.

    Diet[edit]

    Centipedes are machines, and machines don't need to eat - but they do need some source of power.

    In the Biotech DLCContent added by the Biotech DLC, centipedes use standard electric power from a large mech recharger, creating toxic wastepacks in the process. However, enemy mechs get their power from a unknown source, and even player mechs can enter dormant self-charging from an independent power source.

    Body Parts (Summary)[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] Ex.png Moving
    Manipulation
    Death
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Head 129.6 1 15% 8.3% First body ring Ex.png - Death
    Will never take permanent injury.
    Artificial brain 43.2 1 5% 0.75% Head Check.png Data Processing Death
    Will never take permanent injury.
    Sight sensor 43.2 2 8% 1.2% Head Ex.png Sight −25% Sight. −100% if both lost.
    Will never take permanent injury.
    Hearing sensor 43.2 2 8% 1.2% Head Ex.png Hearing −25% Hearing. −100% if both lost.
    Will never take permanent injury.
    Chemical analyzer 43.2 1 8% 1.2% Head Ex.png - Will never take permanent injury.
    Second body ring 172.8 1 71% 11% First body ring Ex.png Moving
    Manipulation
    Death
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Reactor 86.4 1 5% 3.6% Second body ring Check.png Power Generation Death.
    Will never take permanent injury.
    Third body ring 151.2 1 80% 11% Second body ring Ex.png 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 Check.png 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 Ex.png Moving
    Manipulation
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Fluid reprocessor 64.8 1 6% 2.60% Fourth body ring Check.png Fluid Reprocessing Death if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    Fifth body ring 108 1 66% 14% Fourth body ring Ex.png Moving
    Manipulation
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Sixth body ring 86.4 1 50% 14% Fifth body ring Ex.png Moving
    Manipulation
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    1. 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.
    2. 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.
    3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.

    Version history[edit]