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| flammability = 0 | | flammability = 0 | ||
| marketvalue = 1200 | | marketvalue = 1200 | ||
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| armorblunt = 40 | | armorblunt = 40 | ||
| armorsharp = 80 | | armorsharp = 80 | ||
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| lifespan = | | lifespan = | ||
| attack1dmg = 22 | | attack1dmg = 22 | ||
− | | attack1type = | + | | attack1type = Blunt |
| attack1cool = 2.9 | | attack1cool = 2.9 | ||
| attack1part = left power claw | | attack1part = left power claw | ||
| attack2dmg = 22 | | attack2dmg = 22 | ||
− | | attack2type = | + | | attack2type = Blunt |
| attack2cool = 2.9 | | attack2cool = 2.9 | ||
| attack2part = right power claw | | attack2part = right power claw | ||
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<!-- Creation --> | <!-- Creation --> | ||
| research = Standard mechtech | | research = Standard mechtech | ||
− | | production facility 1 = | + | | production facility 1 = Mech gestator |
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| resource 1 = Steel | | resource 1 = Steel | ||
| resource 1 amount = 150 | | resource 1 amount = 150 | ||
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}} | }} | ||
A '''tunneler''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | A '''tunneler''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | ||
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== Summary == | == Summary == | ||
{{Mechanoid Summary}} | {{Mechanoid Summary}} | ||
− | + | Tunnelers do not seem to spawn in regular mech [[raid]]s, [[crashed ship parts]], or [[mech cluster]]s{{RoyaltyIcon}}.{{Check Tag|Verify|Not thoroughly checked}} However, they appear as part of certain [[apocriton]] summon groups. | |
− | Tunnelers | + | ===Work=== |
+ | Tunnelers are a heavy mechanoid, and require [[Research#Standard_mechtech|Standard Mechtech]] to create. Mechs in general count as a partial pawn in terms of [[raid points]], and still contribute towards wealth. | ||
− | + | They are created from a [[large mech gestator]] with {{Required Resources}}, taking up 3 [[bandwidth]] from a [[mechanitor]]. They must gestate for 4 cycles to be made. Once made, they recharge in a [[large mech recharger]] (50% power/day), creating 15 [[wastepack]]s whenever the recharger's waste is filled up. | |
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− | Tunnelers | + | Tunnelers will do tasks associated with the Mining tab, though are unable to use [[deep drill]]s. They cannot be manually controlled, except when drafted for combat. They have an effective Mining skill of 10, but with a [[Global Work Speed]] of 150%. |
− | + | === Combat === | |
− | + | In combat, tunnelers have a shield (equivalent to a [[shield belt]]) of 250 power. They can also emit smoke, though with a cooldown of 15 days. They have a melee attack. Its weakness is that each time it takes damage, it slows for a few seconds{{Check Tag|Detail needed|Details: e.g. how slow, how long, when the body takes damage on when the shield does, wb when armor negates the hit etc}} - this means that when tunnelers attack you, even if you can’t kill them quickly, you can intelligently kite them by falling back from your position to escape the blocking smoke, maintain distance and slowly whittle the tunnelers down. | |
− | === | + | <!-- Just gonna comment out this info until someone more experienced than myself properly incorporates it into the article -Vilo |
− | + | <bulletStaggerDelayTicks>120</bulletStaggerDelayTicks> | |
− | + | <bulletStaggerSpeedFactor>0.2</bulletStaggerSpeedFactor> | |
− | + | <bulletStaggerIgnoreBodySize>true</bulletStaggerIgnoreBodySize> | |
− | + | <bulletStaggerEffecterDef>TunnelerSlowedDown</bulletStaggerEffecterDef> --> | |
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== Analysis == | == Analysis == | ||
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=== As an ally in combat === | === As an ally in combat === | ||
− | Tunnelers are incredibly slow, with middling {{DPS}} and a decent durability | + | Tunnelers are incredibly slow, with middling {{DPS}} and a decent durability. |
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− | + | Compared to [[scyther]]s, with whom tunnelers share a research tier, they are incredibly slow and consume one more bandwidth. They also significantly more durable due to their significantly higher armor (slightly worse than normal [[recon armor]]), slightly higher health scale, and an innate shield better than a ''legendary'' [[shield belt]]. Their {{Hover title|I.e. DPS after accounting for the melee verb system but without considering the target's attributes|base true DPS}} of 7.59 (4.71 after [[Melee Hit Chance]]) seems low at only {{%|7.59/10}} of the 10 (6.2 after Melee Hit Chance) of the scyther, however using [[Damage Types#Blunt|Blunt]] damage means that the tunneler's attacks face far less armor than the scyther's. Against a normal [[flak vest]], the tunneler faces almost no DPS loss at all, while the scyther's DPS is more than halved. Against [[centipede]]s, the scyther is reduced to 70% of their DPS while the tunneler's {{AP}} totally negates their blunt armor. Thus, while the scyther does still provide superior DPS against most enemies, their damage output is far closer than it first appears. Blunt damage's superior damage propagation and overkill mechanics further help narrow the gap against enemies with health scales comparable to humans. | |
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− | + | This makes them an excellent tank throughout most of the game. While they won't deal as much damage compared to a dedicated melee pawn, nor run or lock down enemies with minimal risk like a scyther, they can draw enemy fire and let your colonists or other mechs focus on dealing damage. If their durability is not needed, such as when using [[Psycasts#Skip|Skip psycast]] {{RoyaltyIcon}} mobbing tactics, scythers with their lower bandwidth cost are the superior melee mechanoid. | |
− | + | [[Centipede]]s have {{%|{{Q|Centipede|Health Scale}}/{{P|Health Scale}} round 2}} the health scale and thus {{HP}} of the tunneler, and slightly worse armor (Sharp: {{Q|Centipede|Armor - Sharp}}% Blunt: {{Q|Centipede|Armor - Blunt}}%) and no shield belt. They also have 86% of the {{Hover title|I.e. DPS after accounting for the melee verb system but without considering the target's attributes|base true DPS}}, cost 1 more bandwidth, and are unlocked at [[Research#{{Q|Centipede gunner|Required Research}}|{{Q|Centipede gunner|Required Research}}]]. For the sole purpose of tanking against melee enemies, the centipede is almost always better{{Check Tag|Verify|Increasing melee tank DPS can result in lowered enemy DPS due to injuries and significantly improves melee tank lifespans. 16% extra DPS and slightly better armor is probably not enough to overcome 2.9x the HP but needs in-game testing against common enemy types to confirm}} if they can be afforded, but their lower DPS and lack of shield can be detrimental against mixed-range enemies when tied up in melee and unable to fire. Additionally, their ranged weaponry make them even more flexible. | |
== Health == | == Health == | ||
− | + | Specify body type when known. | |
− | {{Animal Health Table | + | {{Animal Health Table}} |
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== Version history == | == Version history == | ||
* [[Biotech DLC]] Release - Added | * [[Biotech DLC]] Release - Added | ||
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* [[Version/1.4.3531|1.4.3531]] - Increased armor values from 40/20/200 to 80/40/200 | * [[Version/1.4.3531|1.4.3531]] - Increased armor values from 40/20/200 to 80/40/200 | ||
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{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} | ||
[[Category:Mechanoids]] | [[Category:Mechanoids]] |