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| type = Mechanoid
 
| type = Mechanoid
 
| marketvalue = 1200
 
| 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 -->
 
<!-- Creation -->
 
| research = Standard mechtech
 
| research = Standard mechtech
 
| production facility 1 = Large mech gestator
 
| production facility 1 = Large mech gestator
| gestation cycles = 2
 
 
| 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]].  
 
== 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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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.
 
 
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.
 
  
 
===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. 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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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 ===
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==As an ally==
{{Biotech|section=1}}
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{{Biotech}}
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{{Main|Mechanoid creation}}
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Pikemen are medium mechanoids, requiring [[Research#Standard Mechtech|Standard Mechtech]] to be researched. They are created from a [[large mech gestator]] with 1 [[standard subcore]], 100 [[steel]], 40 [[plasteel]], and 4 [[component]]s, taking up 2 [[bandwidth]] from a [[mechanitor]]. They take 1800 [[ticks]] 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 pikeman can be resurected for ? [[steel]] and 1 gestation cycle so long as the corpse is extant. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth.
 +
 
 
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]]. Thus, a pikeman serves a few functions:
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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.  
*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.
 
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===
{{Biotech|section=1}}
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{{Biotech}}
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.
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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]], getting into a sniper duel risks getting a colonist's head lobbed off. Thus, pikemen are a safer way to lure [[siege]]s 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 ready and somewhere nearby when getting a siege to attack.
  
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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Note that the [[Legionary]] shares the needle cannon, moves ''much'' faster, has a useful shield, and has the same bandwidth cost. This comes at slightly less health scale (0.72 vs 0.85 for pikeman; pikeman also has superior body formation), and a higher material / time cost. If you have [[Research#High Mechtech|High Mechtech]] researched, then it is recommended to just get legionaries.
  
 
== Health ==
 
== Health ==

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