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− | {{infobox main|none| | + | {{Rewrite|reason=Cleanup and format standardization}}{{infobox main|none| |
| name = Pikeman | | name = Pikeman | ||
| image = MechanoidPikeman.png|Pikeman | | image = MechanoidPikeman.png|Pikeman | ||
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| type = Mechanoid | | type = Mechanoid | ||
| marketvalue = 1200 | | marketvalue = 1200 | ||
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| 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 | ||
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| bodysize = 1 | | bodysize = 1 | ||
| healthscale = 0.85 | | healthscale = 0.85 | ||
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| attack3part = head | | attack3part = head | ||
| attack3chancefactor = 0.2 | | attack3chancefactor = 0.2 | ||
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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 = 100 | | resource 1 amount = 100 | ||
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}} | }} | ||
'''Pikemen''' are a type of slow-moving, long range [[mechanoid]]. | '''Pikemen''' are a type of slow-moving, long range [[mechanoid]]. | ||
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==Summary== | ==Summary== | ||
− | + | As mechanoids, pikemen are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. Enemy mechs do not require power, though may spawn dormant. They will be stunned by [[EMP]] attacks and will "adapt" for {{Ticks|2200}}, rendering them immune to further EMP strikes. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth. | |
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===As an enemy=== | ===As an enemy=== | ||
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===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 | + | 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, and has the possibility of getting a lucky shot to the head. 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. | 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. | ||
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|} | |} | ||
− | + | ==As an ally== | |
− | {{Biotech | + | {{Biotech}} |
+ | Pikemen are medium mechanoids. They are created from a [[large mech gestator]] with 1 [[standard subcore]] and ???, taking up 2 [[bandwidth]] from a [[mechanitor]]. They take 1800 [[ticks]] to initally craft, and then it must gestate for 2 cycle (default 1.8 game days per cycle). Mechanoids can be fully repaired at the cost of power and nothing else. A dead pikeman can be resurected for ? [[steel]] and 1 gestation cycle so long as the corpse is extant. | ||
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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. | 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. | ||
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===As an enemy=== | ===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]]. | + | Pikemen play a supportive role. While their damage output is atrocious, their range is massive, analogous to a [[sniper rifle]]. This makes kiting a group of mechanoids, or firing and backing away from them, a difficult task. It also gives a mechanoid group flat range. The needle gun's piercing value means that it has the potential to be lethal, if it hits the right body part. In large groups, they are not to be underestimated, and don't expect basic [[mini-turret]]s to be able to hit them. |
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− | 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. | 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. | ||
===As an ally=== | ===As an ally=== | ||
− | + | A pikeman's needle cannon is still as weak as ever. And, unlike your colonists, a tiny chance to instantly kill a raider doesn't really matter. Once you've researched [[Research#High Mechtech|High Mechtech]], [[lancer]]s become a much better option for general combat: they have the same bandwidth cost, move much faster, and have a much greater DPS. | |
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− | 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]], | + | 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]], getting into a sniper duel risks getting a colonist's head lobbed off. Thus, pikemen can lure [[sieges]] into attacking, pick off preparing [[raider]]s, or hunt with less risk than a human marksman. When using one, beware of their rather slow movement speed. For example, keep your fighting force fairly slow when getting a siege to attack. |
== Health == | == Health == |