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− | + | {{infobox main|none| | |
| name = Centipede blaster | | name = Centipede blaster | ||
| image = Centipede east.png | | image = Centipede east.png | ||
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| type = Mechanoid | | type = Mechanoid | ||
| marketvalue = {{Q|Centipede|Market Value Base}} | | marketvalue = {{Q|Centipede|Market Value Base}} | ||
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| flammability = {{Q|Centipede|Flammability Base}} | | flammability = {{Q|Centipede|Flammability Base}} | ||
| movespeed = {{Q|Centipede|Move Speed Base}} | | movespeed = {{Q|Centipede|Move Speed Base}} | ||
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| research = Ultra mechtech | | research = Ultra mechtech | ||
| production facility 1 = Large mech gestator | | production facility 1 = Large mech gestator | ||
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| resource 1 = Steel | | resource 1 = Steel | ||
| resource 1 amount = 255 | | resource 1 amount = 255 | ||
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| resource 4 amount = 1 | | resource 4 amount = 1 | ||
}} | }} | ||
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− | + | '''Centipede blasters''' are a variant of [[centipede]] that wield the [[heavy charge blaster]]. | |
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− | + | ==Summary== | |
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− | == Summary == | ||
{{Main|Centipede}} | {{Main|Centipede}} | ||
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 {{Ticks|2200}}, starting from the stun, rendering them immune to further EMP strikes. | 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 {{Ticks|2200}}, starting from the stun, rendering them immune to further EMP strikes. | ||
Centipedes have a [[Psychic Sensitivity]] of 75%, reducing the duration of certain [[psycast]]s.{{RoyaltyIcon}} However, most other mechanoids have a psychic sensitivity of 50%, making centipedes more vulnerable than their contemporaries. | Centipedes have a [[Psychic Sensitivity]] of 75%, reducing the duration of certain [[psycast]]s.{{RoyaltyIcon}} However, most other mechanoids have a psychic sensitivity of 50%, making centipedes more vulnerable than their contemporaries. | ||
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=== Combat === | === Combat === | ||
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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. | 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== | |
{{Biotech|section=1}} | {{Biotech|section=1}} | ||
+ | {{PAGENAME}}s are heavy mechanoids. Unlike their [[centipede burner|other]] [[centipede gunner|variants]], blasters require [[Research#Ultra Mechtech|Ultra Mechtech]] to be created. They require {{Required Resources}} (100 [[plasteel]] more than other centipedes), and 4 [[bandwidth]] from a [[mechanitor]]. 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. | ||
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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 [[wastepack]]s whenever the recharger's waste is filled up. | 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 [[wastepack]]s whenever the recharger's waste is filled up. | ||
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*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]]. | *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 queen]]s may be better in the tank role, centipedes | + | 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 queen]]s may be better in the tank role, centipedes have "regular" armament. See the [[#Compared to mech commanders|Comparisons]] section for more detail. |
==Comparisons (ally)== | ==Comparisons (ally)== | ||
− | === Compared to other centipedes === | + | ===Compared to other centipedes=== |
− | Compared to [[centipede gunner]]s, | + | Compared to [[centipede gunner]]s, gunners cost {{icon small|plasteel}} 100 [[plasteel]] more and are unlocked at [[Research#Ultra mechtech|Ultra mechtech]]. The [[heavy charge blaster]] has {{Good|x150%}} damage per shot, but fires bursts {{Good|x{{%| (150 + 138 + (5*25) ) / (75 + 444 + (5*24) ) round 3}}}} 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'' | + | This results in the gunner having more ''sustained'' DPS than the blaster, while the blaster has a faster ''time to kill''. In many [[killbox]] setups, time to kill can be very important. If all your colonists, armed with [[charge rifle]]s, are generally killing raiders within the charge rifle's {{ticks|60}} warmup time, 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 mechs are constantly firing, such as in the aforementioned minigun kill setups. For the same reasons, gunners are better when fighting outside of a killbox, like when against [[sapper]]s and [[breacher]]s. |
===Compared to mech commanders=== | ===Compared to mech commanders=== | ||
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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. | 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. | ||
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== Gallery == | == Gallery == |