Difference between revisions of "Pikeman"

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{{Rewrite|reason=Cleanup and format standardization}}{{infobox main|none|
+
{{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."
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| 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{{!}}Mechanoid
+
| type = Mechanoid
|type2 = Characters{{!}}Characters
+
| marketvalue = 1200
|movespeed = 4.9
+
| combatPower = 110
|attack1dmg = 12
+
| movespeed = 2.5
|attack1type = blunt
+
| basemeatamount = 0
|attack1part = left fist
+
| baseleatheramount = 0
|attack1cool = 120
+
| armorblunt = 20
|attack2dmg = 12
+
| armorsharp = 40
|attack2type = blunt
+
| armorheat = 200
|attack2part = right fist
+
| min comfortable temperature = -100
|attack2cool = 120
+
| max comfortable temperature = 250
|attack3dmg = 8.5
+
| bandwidth = 2
|attack3type = blunt
+
| bodysize = 1
|attack3part = head
+
| healthscale = 0.85
|attack3cool = 120
+
| lifespan = 2500
|armorblunt = 20
+
| attack1dmg = 12
|armorsharp = 40
+
| attack1type = Blunt
<!--|bodysize = 1.0-->
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| attack1cool = 2
|min comfortable temperature = -100
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| attack1part = front left leg
|max comfortable temperature = 250
+
| attack2dmg = 12
|healthscale = 0.85
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| attack2type = Blunt
 +
| attack2cool = 2
 +
| attack2part = front right leg
 +
| attack3dmg = 8.5
 +
| attack3type = Blunt
 +
| attack3cool = 2
 +
| attack3part = head
 +
| 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 sniping [[mechanoid]]. Like other mechanoids, pikemen are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony. Pikemen have moderate resistance to sharp damage and very small resistance to blunt damage being able to be taken down by Fist at close range, making them trivial to disable if one can get close enough to them.
+
'''Pikemen''' are a type of slow-moving, long range [[mechanoid]].  
  
They are always equipped with the [[needle gun]], which while not dealing too much damage has an extremely long range and also better-than-average armor penetration.
+
== 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?
  
They can be found sealed in ancient ruins in all biomes, either spawned inside mountains or outside on the landscape. They may also raid the player's base through a random raid-type event and can also be found in most [[Crashed Ship Part#Poison Ship|poison ships]] and [[Crashed Ship Part#Psychic Ship|psychic ships]].
+
Ancient shrines = Yes
  
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.
+
Clusters = Yes
  
Like other mechanoids, pikemen are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony. Pikemen have a moderate resistance to sharp damage, a small resistance to blunt damage
+
Diabolus summons = Waves 2, 3, 6
  
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.
+
War queen summons = Waves 1, 3, 5
  
Dead pikemen may be shredded at the [[machining table]] or [[crafting spot]] for 15 [[steel]] though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as missing parts on the pikeman.
+
Apocriton summons = No.  
  
== Combat & Strategy ==
+
== Acquisition ==
{{main|Defense tactics#Pikemen}}
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{{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==
 +
{{Mechanoid Summary}}
 +
 
 +
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===
 +
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 play a supportive role, providing firepower at long range to keep your colonists' heads down while the other mechs deal the damage.
+
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.
  
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.  
+
===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.
  
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.
+
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===
{{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}}  }}
+
{| class="wikitable"
 +
|-
 +
! Armor
 +
|-
 +
| {{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 ==
 +
===As an enemy===
 +
{{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.
 +
 
 +
===As an ally===
 +
{{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.
  
 
== Health ==
 
== Health ==
Line 57: Line 118:
 
==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.
+
*Introduced in 1.1.
 +
*[[Biotech DLC]] - Introduced ability to [[Mechanoid creation|create and control friendly mechanoids]], including pikemen.
  
 
<noinclude>
 
<noinclude>
{{nav|mechanoid}}
+
{{nav|mechanoid|wide}}
 
</noinclude>
 
</noinclude>
 
[[Category:Mechanoids]]
 
[[Category:Mechanoids]]

Latest revision as of 04:01, 26 January 2024

Pikeman

Pikeman

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.
Veterans of mechanoid wars know that often, the safest place to be around a pikeman is touching it.

Base Stats

Type
Mechanoid
Market Value
1200 Silver

Apparel

Armor - Sharp
40%
Armor - Blunt
20%
Armor - Heat
200%

Pawn Stats

Combat Power
110
Bandwidth
2
Move Speed
2.5 c/s
Health Scale
0.85
Body Size
1
Mass
60 kg
Pack Capacity
35 kg
Carrying Capacity
75 kg
Filth Rate
1
Life Expectancy
2500 years
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack 1
Front left leg
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 2
Front right leg
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 3
Head
8.5 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor
Average DPS
3.36

Creation

Crafted At
Large mech gestator
Required Research
Standard mechtech
Gestation Cycles
2
Resources to make
Steel 100 + Plasteel 40 + Component 4 + Standard subcore 1
Technical
weaponTags
MechanoidGunLongRange


Pikemen are a type of slow-moving, long range mechanoid.

Occurrence[edit]

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[edit]

Pikemen can be gestated by a mechanitor at a Large mech gestator once the Standard mechtech research project has been completed. They require Steel 100 Steel, Plasteel 40 Plasteel, Component 4 Components, Standard subcore 1 Standard subcore and 2 gestation cycles taking 1,800 ticks (30 secs) each to initiate. They take up 2 bandwidth from their linked mechanitor.

Dead, friendly pikemans can also be resurrected at the large mech gestator using the "Resurrect medium mechanoid" bill. This requires the corpse of the friendly Pikeman, Steel 50 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.


Summary[edit]

As mechanoids, every pikeman is immune to fire, Flame and Heat damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% Toxic Resistance and Toxic Environment Resistance, making them immune to toxic buildup, rot stink and other toxic effects. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks for a time proportional to the EMP damage inflicted and will "adapt" and rendered immune to further EMP strikes for 2,200 ticks (36.67 secs).

Dead pikemen may be shredded at a machining table or crafting spot for Steel 15 steel, though these values are affected by mechanoid shredding efficiency as well as any missing parts on the pikeman.

As an enemy[edit]

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 poison ships, psychic ships, and mech clustersContent added by the Royalty DLC. Pikemen are often supported by centipedes, scythers, and lancers, though their speed and range difference often leaves them at the back of the formation.

Combat[edit]

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.

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[edit]

Armor

As an ally[edit]

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 wastepacks whenever the recharger's waste is filled up.

Analysis[edit]

As an enemy[edit]

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 parts and mech clustersContent added by the Royalty DLC 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-turrets 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 an ally[edit]

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 High Mechtech, lancers 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.

Health[edit]

Note, that due to mechanoids having different body part structures, this table is only provided as a rough guide.


Body part Health
Head 21
Skull 21
Brain 9
Nose 9
Neck 21
Jaw 17
Eye [1]
(left, right)
9
Ear
(left, right)
9
Body 34
Kidney[2]
(left, right)
13
Lung[2]
(left, right)
13
Liver[2] 17
Heart[2] 13
Spine[2] 21
Stomach[2] 17
Limbs
(left, right, fore, hind)
26
Appendage
(left, right, fore, hind)
17
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

Trivia[edit]

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[edit]