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{{infobox main|none| | {{infobox main|none| | ||
| name = Lancer | | name = Lancer | ||
− | | image = MechanoidLancer.png | + | | image = MechanoidLancer.png|Lancer |
| description = Fast human-sized combat mechanoids built for medium and long-range combat. Their bodies are light, making them vulnerable targets at close range - especially in melee combat. | | description = Fast human-sized combat mechanoids built for medium and long-range combat. Their bodies are light, making them vulnerable targets at close range - especially in melee combat. | ||
| type = Mechanoid | | type = Mechanoid | ||
| marketvalue = 1200 | | marketvalue = 1200 | ||
− | |||
| movespeed = 4.7 | | movespeed = 4.7 | ||
| basemeatamount = 0 | | basemeatamount = 0 | ||
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<!-- Creation --> | <!-- Creation --> | ||
| research = High mechtech | | research = High mechtech | ||
− | | production facility 1 = | + | | production facility 1 = Mech gestator |
− | |||
| resource 1 = Steel | | resource 1 = Steel | ||
| resource 1 amount = 75 | | resource 1 amount = 75 | ||
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'''Lancers''' are a type of fast-moving [[mechanoid]], with strong mid-long range firepower. | '''Lancers''' are a type of fast-moving [[mechanoid]], with strong mid-long range firepower. | ||
− | + | ==Summary== | |
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− | == Summary == | ||
{{Mechanoid Summary}} | {{Mechanoid Summary}} | ||
− | Dead lancers may be shredded at a [[machining table]] or [[crafting spot]] for | + | Dead lancers may be shredded at a [[machining table]] or [[crafting spot]] for 15 [[steel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as any missing parts on the lancer. |
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===As an enemy=== | ===As an enemy=== | ||
Mechanoids can raid the player's base through [[events]], and are found in most [[Crashed Ship Part#Poison Ship|poison ships]], [[Crashed Ship Part#Psychic Ship|psychic ships]], and [[mech cluster]]s{{RoyaltyIcon}}. | Mechanoids can raid the player's base through [[events]], and are found in most [[Crashed Ship Part#Poison Ship|poison ships]], [[Crashed Ship Part#Psychic Ship|psychic ships]], and [[mech cluster]]s{{RoyaltyIcon}}. | ||
− | Lancers are fast-moving attackers. They will seek out colonists until they can fire, in which they will stay at maximum range to fire. While defending stationary threat (like a psychic ship), mechanoids will only | + | Lancers are fast-moving attackers. They will seek out colonists until they can fire, in which they will stay at maximum range to fire. While defending stationary threat (like a psychic ship), mechanoids will only contiue to case if a colonist is a close enough. They will not move around to seek cover, or avoid incoming fighters. They tend to run ahead of slower mechanoids like [[centipede]]s, and won't stop to catch up. Their armor is not especially good, so lancers aren't difficult to take out. |
===Combat=== | ===Combat=== | ||
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| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}} }} | | {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}} }} | ||
|} | |} | ||
+ | |||
+ | == As an ally == | ||
+ | {{Biotech|section=1}} | ||
+ | {{Main|Mechanoid creation}} | ||
+ | Lancers are medium mechanoids, and require [[Research#High Mechtech|High Mechtech]] to be researched. | ||
+ | |||
+ | They are created from a [[large mech gestator]] with {{Required Resources}}, taking up 3 [[bandwidth]] from a [[mechanitor]]. They take {{ticks|1800}} to initally craft, and then it must gestate for 2 cycles. Mechanoids can be fully repaired at the cost of power and nothing else. A dead lancer can be resurrected for 50 [[steel]] and 1 gestation cycle so long as the corpse is extant. | ||
+ | |||
+ | Mechs under player control require power: lancers 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]] (400W), for 50% power/day, creating 15 [[wastepack]]s whenever the recharger's waste is filled up. | ||
== Analysis == | == Analysis == | ||
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Lancers are analagous to human colonists. They move at similar speeds (and are slightly faster), have a similar health, and even use a human weapon. While they don't have quite the same firepower as a [[centipede]] (let alone bulk), lancers move much faster, allowing them to be used in strategies alongside ordinary colonists. As a lancer feels no [[pain]] and is easily repaired, they should be on the frontlines, and can be used in generally riskier positions than their organic counterparts. | Lancers are analagous to human colonists. They move at similar speeds (and are slightly faster), have a similar health, and even use a human weapon. While they don't have quite the same firepower as a [[centipede]] (let alone bulk), lancers move much faster, allowing them to be used in strategies alongside ordinary colonists. As a lancer feels no [[pain]] and is easily repaired, they should be on the frontlines, and can be used in generally riskier positions than their organic counterparts. | ||
− | [[Tesseron]]s are another ranged, fast, medium-size mechanoid. Lancers are better against high armored targets, like other mechanoids, or when targets arrive in low numbers: whenever | + | [[Tesseron]]s are another ranged, fast, medium-size mechanoid. Lancers are better against high armored targets, like other mechanoids, or when targets arrive in low numbers: whenever seperated, killed quickly in a [[killbox]], or when their actual quantity is low. Meanwhile, a tesseron's beam graser excels at hitting clumped up groups, such as tribals. The [[legionary]] is another fast mechanoid, but is clearly meant for shield utility rather than raw combat. |
== Health == | == Health == | ||
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===Body Parts (Summary)=== | ===Body Parts (Summary)=== | ||
− | {{ | + | Lancers, again, are practically humans in biology, although they lack many of the human organs and bones. |
+ | |||
+ | <!-- *Note: Scythers have a health scale of '''1.5''' - meaning their parts have ×1.5 the health of body parts listed in the files.--> | ||
+ | <div><li style="display: inline-table;"> | ||
+ | {| {{STDT| sortable c_08 text-center}} | ||
+ | ! Body Part Name !! Health (×1.5 Health Scale) !! Base Health !! Quantity !! Coverage (per part)<ref name="coverage">Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.</ref> !! Group !! Function / Required for following System !! Effect if Destroyed/Removed | ||
+ | |- | ||
+ | ! [[#Mechanical Thorax|Mechanical Thorax]] | ||
+ | | 40 || | 40 || | 1 || | ? || | Core part || | Functioning in general || | Machine failure | ||
+ | |- | ||
+ | ! [[#Mechanical Neck|Mechanical Neck]] | ||
+ | | 30 || | 30 || | 1 || | 8.0% || | Top of Thorax || | Communication (vocal),<br/>connector of thorax and head || | Machine failure | ||
+ | |- | ||
+ | ! [[#Mechanical Head|Mechanical Head]] | ||
+ | | 30 || | 30 || | 1 || | 75% || | Neck || | Houses Artificial Brain, Sensors || | Machine failure | ||
+ | |- | ||
+ | ! [[#Artificial Brain|Artificial Brain]] | ||
+ | | 30 || | 30 || | 1 || | 15% || | Head || | Dataprocessing || | Machine failure | ||
+ | |- | ||
+ | ! [[#Sensors|Sight Sensor]] | ||
+ | | 10 || | 10 || | 2 || | 15% || | Head || | Sight || | Loss of sight/Blindness | ||
+ | |- | ||
+ | ! [[#Sensors|Hearing Sensor]] | ||
+ | | 10 || | 10 || | 2 || | 5.0% || | Head || | Hearing || | Loss of hearing/Deafness | ||
+ | |- | ||
+ | ! [[#Sensors|Smell Sensor]] | ||
+ | | 10 || | 10 || | 1 || | 10% || | Head || | - || | - | ||
+ | |- | ||
+ | ! [[#Arm|Arm]] | ||
+ | | 30 || | 30 || | 2 || | 10% || | Thorax || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost) | ||
+ | |- | ||
+ | ! [[#Hand|Hand]] | ||
+ | | 20 || | 20 || | 2 || | 20% || | Arm || | Manipulation || | Loss of manipulation ability | ||
+ | |- | ||
+ | ! [[#Fingers|Fingers]] | ||
+ | | 7 || | 7 || | 10 || | 5.0% || | Hand || | Manipulation || | Loss of manipulation ability (minor) | ||
+ | |- | ||
+ | ! [[#Leg|Leg]] | ||
+ | | 30 || | 30 || | 2 || | 10% || | Thorax || | Moving || | Unable to move | ||
+ | |- | ||
+ | ! [[#Foot|Foot]] | ||
+ | | 20 || | 20 || | 2 || | 20% || | Leg || | Moving || | Loss of moving ability | ||
+ | |- | ||
+ | ! [[#Toes|Toes]] | ||
+ | | 10 || | 10 || | 10 || | 5.0% || | Foot || | Moving || | Loss of moving ability (minor) | ||
+ | |} | ||
+ | </li><div> | ||
+ | <references/> | ||
== Trivia == | == Trivia == | ||
− | A real life “Lancer” is a soldier who is armed with a Lance, and while the Lancer isn’t armed with a traditional lance | + | A real life “Lancer” is a soldier who is armed with a Lance, and while the Lancer isn’t armed with a traditional lance. the [[charge lance]] variant they wield gives them their “Lancer” status. |
== Gallery == | == Gallery == | ||
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== Version history == | == Version history == | ||
− | * | + | * In 1.1 they now have 200% heat armor, essentially making them completely immune to fire damage. Since the charge lance was nerfed, they also suffered from a range reduction. |
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* [[Version/1.4.3555|1.4.3555]] - Bandwidth cost increased from 2 to 3. | * [[Version/1.4.3555|1.4.3555]] - Bandwidth cost increased from 2 to 3. | ||
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<noinclude> | <noinclude> |