Difference between revisions of "Assault rifle"
(Acquisition, removed bad template argument, XP gained is just a function of how long the pawn spends shooting the gun and XP per salvo is just how long it takes to complete a burst (warmup + time to complete burst + cooldown)) |
|||
Line 59: | Line 59: | ||
Assault rifles can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. | Assault rifles can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. | ||
− | + | They can also be [[trade|purchased]] from outlander and orbital combat suppliers, and [[outlander]] [[faction base]]s. They can also be found on the following [[raider#Humanlike|raider]] drops: | |
{| class="wikitable sortable" | {| class="wikitable sortable" |
Revision as of 06:23, 29 June 2022
Assault rifle
A general-purpose gas-operated assault rifle for field or urban combat. It has good range, decent power, and good accuracy.
Base Stats
- Weapon Class
- Industrial
- Mass
- 3.5 kg
Ranged Combat
- Mode
- Burst
- Damage
- 11 dmg (Bullet)
- Armor penetration
- 16%
- Warm-Up
- 60 ticks (1 sec)
- Cooldown
- 102 ticks (1.7 secs)
- Range
- 30.9 tile(s)
- Accuracy
- 60% - 70% - 65% - 55%
- Velocity
- 70 (m/s)
- Burst Count
- 3 (per burst)
- Burst Ticks
- 10 ticks (0.17 secs)
(360 RPM) - DPS
- 10.88
- Stopping power
- 0.5
Melee Combat
- Melee Attack 1
- Stock
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
- Required Research
- Precision rifling
- Skill Required
- Crafting 6
- Work To Make
- 40,000 ticks (11.11 mins)
- weaponTags
- Gun, IndustrialGunAdvanced
- thingSetMakerTags
- RewardStandardQualitySuper
The assault rifle is a moderately heavy, automatic ranged weapon in RimWorld which fires 3-shot bursts of rounds which deal a moderate amount of damage each; a slightly shorter delay between each shot; a moderate time between bursts; slightly longer range and moderate overall accuracy.
Acquisition
Assault rifles can be crafted at a Machining table once the Precision rifling research project has been completed. They require 60 Steel, 7 Components, 40,000 ticks (11.11 mins) of work, and a Crafting skill of 6.
They can also be purchased from outlander and orbital combat suppliers, and outlander faction bases. They can also be found on the following raider drops:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Mercenary Gunner | 9.17% | Normal | 70-320% |
Elite Mercenary | 53.37% | Normal | 100% |
Boss | 53.37% | Normal | 100% |
Ancient Soldier | 10.81% | Normal | 100% |
Trooper | ? | ? | 70-230% |
Janissary | ? | ? | 70-230% |
Analysis
The assault rifle is somewhat middle-of-the-road in many aspects, with the exception of a decent range - tied with the Minigun for the longest range out of all multi-shot firearms (barring the single-use triple rocket launcher), but not as long as the bolt-action rifle's. Unlike more specialized weapons such as the LMG and bolt-action rifle, the assault rifle is more of a jack-of-all trades; master of none. Interestingly, as a result, the assault rifle's biggest strength which in turn sets it apart from other weapons really is just its versatility. Single-target damage output is respectable: consistently higher than the LMG's, though lower than the heavy SMG's until beyond short distance.
Given its respectable rate-of-fire and somewhat consistent accuracy profile, the assault rifle is a somewhat skill-friendly weapon, though it's advisable to use cheaper weapons for inexperienced shooters such as the machine pistol.
The only real thing that the assault rifle lacks is stopping power, only being high enough to stagger smaller creatures such as tortoises and boomrats. Production is also quite expensive, and you won't see raiders use assault rifles until the midgame.
The assault rifle can be used to good effect in virtually any use case, whether in close-quarters or on the field - though slightly weaker as a support weapon due to its low stopping power. Hunting is also a viable option with the assault rifle due to its moderate per-shot damage and decent range. This makes it possibly be the best all-round ranged weapon of the mid-late game.
Against an unarmored human, an assault rifle can kill with 4 hits to the torso, 3 hits to the head or 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 6 hits (~9.3 seconds average) to incapacitate that human from pain shock.
Attack table
Ranged
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 |
---|---|
Attacks |
Assault rifle | Stock (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 | 2× 37.5% | 100 | 240 |
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 | 2× 20% | 100 | 360 |
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 | 2× 12.5% | 100 | 480 |
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 | 2× 12.5% | 100 | 600 |
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 | 2× 12.5% | 100 | 720 |
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 | 2× 12.5% | 100 | 1200 |
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 | 2× 12.5% | 100 | 2400 |
For the full effects of qualities, see Quality.
- ↑ 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. - ↑ 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 |
Stock | 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 |