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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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| research = Standard mechtech | | research = Standard 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 = 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}} | ||
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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 [[war queen]] and [[apocriton]] summon groups. | 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 [[war queen]] and [[apocriton]] summon groups. | ||
=== Combat === | === Combat === | ||
− | In combat, tunnelers use | + | In combat, tunnelers use blunt melee attacks. They have an innate [[smokepop pack]] ability, but this has a cooldown of 15 days. |
Tunnelers have the highest armor values of any mechanoid in the game, with {{+|5%}} more Sharp and Blunt armor than the [[war queen]]. However, with a health scale of 1.52, it doesn't have the hit point pool of the larger mechs. They have an innate shield, which is equivalent to a [[shield belt]], just with 250 HP. This is higher than even a legendary [[quality]] shield belt. | Tunnelers have the highest armor values of any mechanoid in the game, with {{+|5%}} more Sharp and Blunt armor than the [[war queen]]. However, with a health scale of 1.52, it doesn't have the hit point pool of the larger mechs. They have an innate shield, which is equivalent to a [[shield belt]], just with 250 HP. This is higher than even a legendary [[quality]] shield belt. | ||
− | Tunnelers use regular staggering mechanics, as with any other enemy. A tunneler can | + | Tunnelers use regular staggering mechanics, as with any other enemy. A tunneler can be staggered by a weapon with at least 3.5 [[stopping power]], however no weapon in the game has enough stopping power to do so. |
− | === Armor === | + | ===Armor=== |
{| class="wikitable" | {| class="wikitable" | ||
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|} | |} | ||
− | + | == As an ally == | |
− | Once made, they recharge in a [[large mech recharger]] (50% power/day), creating 15 [[wastepack]]s whenever the recharger's waste is filled up. | + | Tunnelers are a heavy mechanoid, and require [[Research#Standard_mechtech|Standard Mechtech]] to create. They are created from a [[large mech gestator]] with {{Required Resources}}, taking up 3 [[bandwidth]] from a [[mechanitor]]. Then, they must gestate for 4 [[gestation cycle]]s 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. When killed, friendly tunnelers can be resurrected for the cost of {{icon small|steel}} 75 [[steel]], so long as the corpse is extant. |
=== Work === | === Work === | ||
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====Comparison to centipedes==== | ====Comparison to centipedes==== | ||
− | As durable mechs, tunnelers also face | + | As durable mechs, tunnelers also face compeitiotn from [[centipede]]s. Centipedes have {{%|{{Q|Centipede|Health Scale}}/{{P|Health Scale}} round 2}} the health scale and thus {{HP}} of the tunneler. In return, it has slightly worse armor (Sharp: {{Q|Centipede|Armor - Sharp}}% Blunt: {{Q|Centipede|Armor - Blunt}}%) and no shield belt. In addition, cnetiepdes cost 1 more bandwidth and are unlocked at [[Research#{{Q|Centipede gunner|Required Research}}|{{Q|Centipede gunner|Required Research}}]]. All centipedes have identical durability to each other. |
Centipedes deal 86% of the {{Hover title|I.e. DPS after accounting for the melee verb system but without considering the target's attributes|base true melee DPS}}, however their melee attack deals ''Blunt'' damage. Against enemies with high sharp armor, centipedes can actually do more damage. For example, a centipede headbutt has enough {{AP}} to ignore another centipede's armor, but the tunneler would have its damage reduced by 70%. After considering the mechanics of the [[Damage types#Scratch|Scratch]] damage type, the tunneler is slightly better against unarmored targets and slightly worse against armored. | Centipedes deal 86% of the {{Hover title|I.e. DPS after accounting for the melee verb system but without considering the target's attributes|base true melee DPS}}, however their melee attack deals ''Blunt'' damage. Against enemies with high sharp armor, centipedes can actually do more damage. For example, a centipede headbutt has enough {{AP}} to ignore another centipede's armor, but the tunneler would have its damage reduced by 70%. After considering the mechanics of the [[Damage types#Scratch|Scratch]] damage type, the tunneler is slightly better against unarmored targets and slightly worse against armored. | ||
− | So for the sole purpose of tanking enemies, the centipede is almost always better even when considering the tunneler's shield. The centipede's ranged weaponry makes them more flexible in combat. But centipedes are more expensive | + | So for the sole purpose of tanking enemies, the centipede is almost always better even when considering the tunneler's shield. The centipede's ranged weaponry makes them more flexible in combat. But centipedes are more expensive: when a centipede is tied up in melee, unable to fire while being fired at, it will be worse (or at least, not much better) than a tunneler. |
== Health == | == Health == | ||
− | + | Specify body type when known. | |
− | {{Animal Health Table | + | {{Animal Health Table}} |
== Gallery == | == Gallery == |