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==Comparisons (ally)==
 
==Comparisons (ally)==
=== Compared to other centipedes ===
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===Compared to other centipedes===
Compared to [[centipede gunner]]s, blasters 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 {{Bad|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.  
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Compared to [[centipede gunner]]s, blasters 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 {{Bad|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 (sustained) {{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 {{ticks|60}} warmup time [[charge rifle]]s, 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 [[sapper]]s and [[breacher]]s.
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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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