Difference between revisions of "Autopistol"

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==XP per salvo==
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You get 9 experience points per salvo in shooting, without any passion/flames
  
 
== Version history ==
 
== Version history ==

Revision as of 11:46, 5 June 2022

Autopistol

Autopistol

An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.

Base Stats

Type
EquipmentWeapons
Weapon Class
Industrial
Market Value
139 Silver
Mass
1.2 kg

Ranged Combat

Mode
Single-Shot
Damage
10 dmg (Bullet)
Armor penetration
15%
Warm-Up
18 ticks (0.3 secs)
Cooldown
60 ticks (1 sec)
Range
25.9 tile(s)
Accuracy
80% - 70% - 40% - 30%
Velocity
55 (m/s)
Burst Count
1 (per burst)
DPS
7.69
Stopping power
0.5

Melee Combat

Melee Attack 1
Grip
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 2 
Barrel
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 3 
Barrel
9 dmg (Poke)
13% AP
2.0 seconds cooldown

Creation

Crafted At
Machining table
Required Research
Blowback operation
Skill Required
Crafting 4
Work To Make
5,000 ticks (1.39 mins)
Resources to make
Steel 30 + Component 2
Technical
weaponTags
Gun, SimpleGun


The autopistol is a light, single-shot firearm in RimWorld which deals a moderate amount of damage per shot; a very short time between shots; moderate range and moderate overall accuracy.

Acquisition

Autopistols can be crafted at a machining table once the Blowback Operation research has been completed; from Steel 30 Steel, Component 2 Componentss and 5,000 ticks (1.39 mins) of work. A crafting skill of at least 4 is required.

Autopistols can also be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following raider kinds:

Raider Kind Chance Average Quality Health
Scavenger Gunner 25.72% Normal 40-110%
Pirate Gunner 14.55% Normal 70-230%
Villager 19.97% Poor 20-200%
Town Councilman 43.31% Good 100%
Town Guard 10.35% Normal 60-200%
Mercenary Gunner 6.65% Normal 70-320%
Ancient Soldier 5.15% Normal 100%

Analysis

The autopistol has a solid rate of fire for a single-shot weapon, actually having the shortest warmup/cooldown cycle out of all ranged weapons in the game. Short-distance accuracy is also somewhat respectable. With both of those characteristics combined, the autopistol is a good weapon for low-skilled shooters. Another strength that the autopistol has is that it's easy to acquire due to its very low manufacture costs and popularity amongst early-game raiders.

Its use is primarily in the early game, and thus it should be compared against other early game weapons. Compared to the revolver, its is largely superior with identical maximum range and better DPS at all ranges. The revolvers slightly higher damage does give a small increase to AP, however during the time this weapon will be in use this will largely be irrelevant. By the time it would be at least somewhat relevant, this weapon should have been replaced. The autopistol doesn't have a high enough stopping power to stagger advancing humans or human-sized mechanoids - one advantage the revolver has over the autopistol.

Compared to bows, it is between the Greatbow and Short bow in range, and tied with Recurve bow. It has significantly superior touch and short range DPS to all bows of equivalent quality, and slightly inferior DPS to Greatbows beyond that. Thus it is generally advisable to upgrade from bows to the autopistol whenever possible. Possible exceptions exist for if the maxmium range of the greatbow is required or when a higher quality recurve bow is available, as it has superior AP.

The last early game weapon, the Bolt-action rifle is less clear cut. The autopistol is significantly superior within short range, while the rifle is both significantly superior beyond this and has a significantly longer range. Rather than direct competitors, this makes them naturally complementary with each other, each covering their effective ranges.

The autopistol is significantly inferior to both the Machine pistol and Pump shotgun within the later two's admittedly shorter range. Despite this shorter range, it should be replaced as soon as possible by these more effective weapons. The autopistol is thoroughly outclassed by more advanced weapons, such as the Heavy SMG. It retains a viable niche as a hit-and-run weapon due to its very short warmup/cooldown cycle, however.

Against an unarmored human, an autopistol can kill with 4 hits to the torso, 3-4 hits to the head, 3 hits to the neck or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 7 hits (~14 seconds average) to incapacitate that human from pain shock.

Attack table

Ranged

  • Autopistol Autopistol Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 9 13.5% 64% 56% 32% 24% 6.92 4.43 3.88 2.21 1.66 70 Silver
    Poor 10 15% 72% 63% 36% 27% 7.69 5.54 4.84 2.77 2.08 104 Silver
    Normal 10 15% 80% 70% 40% 30% 7.69 6.15 5.38 3.08 2.31 139 Silver
    Good 10 15% 88% 77% 44% 33% 7.69 6.77 5.92 3.38 2.54 174 Silver
    Excellent 10 15% 96% 84% 48% 36% 7.69 7.38 6.46 3.69 2.77 210 Silver
    Masterwork 12.5 18.75% 100% 94.5% 54% 40.5% 9.61 9.61 9.13 5.19 3.94 345 Silver
    Legendary 15 22.5% 100% 100% 60% 45% 11.54 11.54 11.54 6.92 5.19 695 Silver

    For the full effects of qualities, see Quality. Values shown in Red indicate the weapon is out of range at the reference point for this range band.
    The value is provided due to the interpolated nature of accuracy between range points.

  • Melee

    Feature Toggle
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Autopistol Autopistol Grip (Blunt) Barrel (Blunt) Barrel (Poke) Human: Left & right fist (Blunt) HP Value
    Quality
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful 3.98 11.6% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 8.2 2s 12% 4.1 37.5% 100 70 Silver
    Poor 4.07 11.82% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.2 2s 12% 4.1 20% 100 104 Silver
    Normal 4.4 12.75% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 8.2 2s 12% 4.1 12.5% 100 139 Silver
    Good 4.74 13.73% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 8.2 2s 12% 4.1 12.5% 100 174 Silver
    Excellent 5.08 14.7% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 8.2 2s 12% 4.1 12.5% 100 210 Silver
    Masterwork 5.92 17.14% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 8.2 2s 12% 4.1 12.5% 100 345 Silver
    Legendary 6.59 19.09% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 8.2 2s 12% 4.1 12.5% 100 695 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Melee Combat

    Tool Attack Damage Type Power AP Cooldown Likelihood Base DPS
    Overall - - 9 13% 2.00s - 4.50
    Grip Blunt Blunt 9 13% 2.00s 50.00% 4.50
    Barrel Blunt Blunt 9 13% 2.00s 25.00% 4.50
    Barrel Poke Blunt 9 13% 2.00s 25.00% 4.50

    Autopistol vs. Comparable Weapons

    This section goes over how well the autopistol fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat.

    Methodology

    • All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease
    • All pawns have skill levels of 14 in ranged and melee
    • No pawns have any traits that affect combat performance
    • All pawns are of at least 18 years of age and completely healthy
    • Pawns are divided by walls to prevent stray shots from skewing results in any way
    • Weather is always kept clear
    • No cover is used for either team

    Results in the tables below are the percentages of battles that autopistols either won or tied against the weapon listed in the first column of said tables, with a sample size of 2,000 battles per result. Higher percentages are better.

    Unarmored

    For the unarmored testing, all pawns wore normal quality plainleather pants, plainleather button-down shirts, plainleather dusters and plainleather cowboy hats.

    Other Weapon 3 7 12 18 25 32 40
    Machine Pistol 19.34% 25.82% 33.07% 36.20% - - -
    Revolver 64.84% 59.91% 55.11% 56.19% 55.59% - -
    Pump Shotgun 48.66% 45.16% 36.78% - - - -

    Armored

    For the armored testing, all pawns wore normal quality flak pants, flak vests, plainleather button-down shirts, flak jackets and steel simple helmets.

    Other Weapon 3 7 12 18 25 32 40
    Machine Pistol 18.51% 24.36% 33.65% 37.08% - - -
    Revolver 60.82% 58.70% 54.27% 54.79% 52.49% - -
    Pump Shotgun 51.44% 46.94% 38.14% - - - -

    XP per salvo

    You get 9 experience points per salvo in shooting, without any passion/flames

    Version history

    • 0.18.1722 - Added when the pistol was split into revolver and autopistol. Although the autopistol uses the old pistol's sprite, the revolver is functionally closer to the old pistol.
    • Beta 19 - received a slight accuracy nerf and range buff