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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 are 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 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 acts as a stationary mech group's effective 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. | ||
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===As an ally=== | ===As an ally=== | ||
{{Biotech|section=1}} | {{Biotech|section=1}} | ||
− | + | 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. Enemies almost always have larger numbers than you, so good overal {{DPS}} (leading to [[pain shock]]) is much more consistent. 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]], | + | 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. |
== Health == | == Health == |