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{{infobox main|none|
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{{Rewrite|reason=Cleanup and format standardization}}{{infobox main|none|
 
| name = Pikeman
 
| name = Pikeman
 
| image = MechanoidPikeman.png|Pikeman
 
| image = MechanoidPikeman.png|Pikeman
 
| description = A clunky multi-legged combat mechanoid specialized as a long-range weapons platform. While effective at distance, it is weak in close-range fights and in melee combat.<br>Veterans of mechanoid wars know that often, the safest place to be around a pikeman is touching it.
 
| description = A clunky multi-legged combat mechanoid specialized as a long-range weapons platform. While effective at distance, it is weak in close-range fights and in melee combat.<br>Veterans of mechanoid wars know that often, the safest place to be around a pikeman is touching it.
 
| type = Mechanoid
 
| type = Mechanoid
| marketvalue = 1200
 
| combatPower = 110
 
 
| movespeed = 2.5
 
| movespeed = 2.5
 
| basemeatamount = 0
 
| basemeatamount = 0
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| min comfortable temperature = -100
 
| min comfortable temperature = -100
 
| max comfortable temperature = 250
 
| max comfortable temperature = 250
| bandwidth = 2
 
 
| bodysize = 1
 
| bodysize = 1
 
| healthscale = 0.85
 
| healthscale = 0.85
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| attack3part = head
 
| attack3part = head
 
| attack3chancefactor = 0.2
 
| attack3chancefactor = 0.2
| weaponTags = MechanoidGunLongRange
 
<!-- Creation -->
 
| research = Standard mechtech
 
| production facility 1 = Large mech gestator
 
| gestation cycles = 2
 
| resource 1 = Steel
 
| resource 1 amount = 100
 
| resource 2 = Plasteel
 
| resource 2 amount = 40
 
| resource 3 = Component
 
| resource 3 amount = 4
 
| resource 4 = Standard subcore
 
| resource 4 amount = 1
 
 
}}
 
}}
 
'''Pikemen''' are a type of slow-moving, long range [[mechanoid]].  
 
'''Pikemen''' are a type of slow-moving, long range [[mechanoid]].  
 
== Occurrence ==
 
{{Stub|section=1|reason = General. Ensure parity with other non-commander mechs, whatever standard you or others might decide to set.}}
 
Raids = Yes. When?
 
 
Ancient shrines = Yes
 
 
Clusters = Yes
 
 
Diabolus summons = Waves 2, 3, 6
 
 
War queen summons = Waves 1, 3, 5
 
 
Apocriton summons = No.
 
 
== Acquisition ==
 
{{Biotech|section=1}}
 
Pikemen can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]]s taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.
 
 
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the "''Resurrect medium mechanoid''" bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||50}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
 
 
  
 
==Summary==
 
==Summary==
{{Mechanoid Summary}}
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All mechanoids are hostile to the colony, unable to be tamed or trained. They do not eat and are immune to [[toxic fallout]] and temperature extremes, despite having a Comfortable Temperature range. Like all mechanoids, they are vulnerable to [[EMP]] attacks.
  
Dead pikemen may be shredded at a [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||15}} [[steel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as any missing parts on the pikeman.
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Mechanoids can be found sealed in ancient ruins in all biomes, which spawn inside mountains or outside on the landscape. They may also raid the player's base through [[events]] and can also be found in most [[Crashed Ship Part#Poison Ship|poison ships]] and [[Crashed Ship Part#Psychic Ship|psychic ships]]. Pikemen are often supported by [[centipede]]s, [[scyther]]s, and [[lancer]]s, though their speed and range difference often leaves them at the back of the formation.  
  
===As an enemy===
 
 
Pikemen will slowly move until they are at range, in which they will stay at maximum range to fire. They will not move around to seek cover, or avoid incoming fighters. Pikemen have moderate resistance to sharp damage and very small resistance to blunt damage, making them trivial to disable if one can get close enough to them.
 
Pikemen will slowly move until they are at range, in which they will stay at maximum range to fire. They will not move around to seek cover, or avoid incoming fighters. Pikemen have moderate resistance to sharp damage and very small resistance to blunt damage, making them trivial to disable if one can get close enough to them.
  
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}}. Pikemen are often supported by [[centipede]]s, [[scyther]]s, and [[lancer]]s, though their speed and range difference often leaves them at the back of the formation.
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Pikemen 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.
  
 
===Combat===
 
===Combat===
Pikemen are always equipped with [[needle gun]]. It doesn't deal too much damage, but has an extremely long range, better-than-average armor penetration. Like any other weapon, the needle gun has the possibility of getting a lucky shot to the head. They are also able to engage in (less effective) melee combat with colonists.
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Centipedes are always equipped with [[needle gun]], which doesn't deal too much damage, but has aan extremely long range and also better-than-average armor penetration.
 
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They also able to engage in (less effective) melee combat with colonists.
Pikemen 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.
 
  
 
===Armor===
 
===Armor===
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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}}
 
Mechs under player control require power: pikemen 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 10 [[wastepack]]s whenever the recharger's waste is filled up.
 
  
 
== Analysis ==
 
== Analysis ==
===As an enemy===
 
 
{{main|Defense tactics#Pikemen}}
 
{{main|Defense tactics#Pikemen}}
Pikemen play a supportive role. While their damage output is atrocious, their range is massive, analogous to a [[sniper rifle]]. Thus, a pikeman serves a few functions:
 
*They make [[kiting]] a group of mechanoids, i.e. firing and backing away from them, more difficult. Kiting a lone centipede is easy, but kiting a centipede with a pikeman firing potshots is very difficult.
 
*They allow [[crashed ship part]]s and [[mech cluster]]s{{RoyaltyIcon}} to fire from far away.
 
*They have a small chance to instantly kill a pawn. If the needle gun hits the right body part (brain, heart) without protection, it can flat out kill.
 
In large groups, they are not to be underestimated, and don't expect basic [[mini-turret]]s to be able to hit them.
 
  
As their description says, engaging pikemen at close range can be a viable way to take them down, though you'll have to deal with their comrades first. Their gun is weak, but their melee is even weaker.
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Pikemen play a supportive role, providing firepower at long range to keep your colonists' heads down while the other mechs deal the damage.
  
===As an ally===
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Their damage output is atrocious: their needle gun deals a measly 15 damage, has a slow fire rate, and pikemen themselves are not good snipers, equivalent to a level 8 shooter only. However the needle gun has a huge range, analogous to a [[sniper rifle]], and its piercing value means it can be lethal even against well armored pawns if the pikeman is lucky enough to hit the right bodypart. In large groups they are not to be underestimated by unshielded units, and don't expect basic [[mini-turret]]s to be able to hit them.
{{Biotech|section=1}}
 
Pikemen are quite weak. Enemy pikemen can be threats as they can headshot colonists, but a tiny chance to instakill a raider doesn't really matter. Thus, they aren't the best for combat. Once you've researched [[Research#High Mechtech|High Mechtech]], [[lancer]]s become a better option for general combat: they move much faster and have a much greater DPS.
 
  
Therefore, the pikeman is a niche support unit, using its massive range to its advantage. While any pawn can boast the same range with a [[sniper rifle]], pikemen are safer to use. When fighting enemy snipers, a colonist risks getting their head lobbed off. Pikemen can easily be revived, so this is not a problem. Thus, pikemen can be used to lure sieges into attacking, pick off preparing raiders, or hunt animals. When using one, beware of their rather slow movement speed. For example, keep your fighting force ready and somewhere nearby when getting a siege to attack.
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As the description says, engaging pikemen at close range can be a viable way to take them down, once all others have been dealt with.
  
 
== Health ==
 
== Health ==
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==Trivia==
 
==Trivia==
 
The line in the description, ''"Veterans of mechanoid wars know that often, the safest place to be around a pikeman is touching it."'' is copied almost verbatim from a previous version of the [[Lancer]]'s description, namely: ''"Veterans of mechanoid wars know that often, the safest thing to do against a lancer is to charge."''
 
The line in the description, ''"Veterans of mechanoid wars know that often, the safest place to be around a pikeman is touching it."'' is copied almost verbatim from a previous version of the [[Lancer]]'s description, namely: ''"Veterans of mechanoid wars know that often, the safest thing to do against a lancer is to charge."''
 
 
== Version history ==
 
== Version history ==
*Introduced in 1.1.
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Introduced in 1.1.
*[[Biotech DLC]] - Introduced ability to [[Mechanoid creation|create and control friendly mechanoids]], including pikemen.
 
  
 
<noinclude>
 
<noinclude>
{{nav|mechanoid|wide}}
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{{nav|mechanoid}}
 
</noinclude>
 
</noinclude>
 
[[Category:Mechanoids]]
 
[[Category:Mechanoids]]

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