Difference between revisions of "Charge lance"

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==Analysis==
 
==Analysis==
The charge lance deals the highest amount of damage per shot out of all non-explosive ranged weapons in the game, and therefore has gained quite the reputation for dismembering and outright killing people alongside the [[pila]] and [[sniper rifle]]. This is combined with the highest projectile velocity ingame, as well as decent range and accuracy. Stopping power is also good: high enough to stagger [[human]]s, as well as slightly larger creatures such as [[cougar]]s and all [[insectoids|insectoid]] variations.
+
The charge lance deals the highest damage per shot, of all non-explosive ranged weapons in the game, so has gained a reputation for dismembering and outright killing people (along with the [[pila]] and [[sniper rifle]]). It also has the highest amror penetration of all wieldable weapons, and it can stagger [[human]]s and slightly larger targets like [[megaspider]]s.
  
In addition to its high damage, its also has the highest armor penetration of any hand-held weapon, making the charge lance an excellent weapon against more heavily-armored opponents such as [[mechanoid]]s or late-game raiders.  Since it fires relatively slowly with very high damage per shot, it is also exceptionally good at quickly killing targets, for example by destroying vital organs or body parts like the head.  This also makes it exceptionally dangerous in the hands of hostiles, as the high damage and armor penetration make the charge lance unusually capable of one-shotting colonists. As a result, [[lancer]]s, charge lance wielding [[mechanoid]]s and raiders should be priority targets, especially earlier in the game, lest you want your pawn dismembered or killed outright.
+
But, for an endgame weapon, the charge lance's overall DPS is actually quite low. It's worse than an [[assault rifle]] of the same [[quality]] outside of point blank range. Close up, it loses to the [[heavy SMG]] and even [[machine pistol]], let alone the [[chain shotgun]]. Again, this is ''before'' quality.
  
Rate of fire is quite slow; slower than the bolt-action rifle and significantly slower than the charge rifle, but significantly faster than the sniper rifle. DPS output is rather poor at shorter ranges and middle-of-the-road at medium range. Also, similarly to the charge rifle, the charge lance is very difficult to acquire until late-game, since it's expensive to produce and either unobtainable from raiders entirely {{RimworldIcon}} or only obtainable from difficult [[Empire]] raiders {{RoyaltyIcon}}.
+
The high damage per shot means that it can quickly dismember pawns. Not a great quality against [[raider]]s, as higher DPS is more likely to damage movement, causes [[pain]], and will cause [[downed|Pain Shock]] faster; which is more likely than death from organ loss. However, it is an very dangerous property when used against your pawns. The game will constantly spew out [[lancer]]s and other enemies, and just one lucky shot can cause instant death. As a result, lancers should be priority targets, especially before you have easy access to [[artifical parts]]. It also makes a great hunting weapon, though a [[sniper rifle]] remains better.
 
 
In terms of usage in combat, the charge lance is best suited as a medium-to-long-range support or targeted assassination weapon (especially against heavily-armored targets), or in field combat. The charge lance can also be used as a powerful hunting weapon, though its tendency to destroy entire body parts can reduce the butcher yield on the resulting corpse.
 
  
 
Against a human target with 45% or lower armor on all layers, a normal-quality charge lance can kill with 2 hits to the torso, 1-2 hits to the head, or 1 hit to the neck or brain; cripple or destroy limbs with a single hit; and destroy eyes and digits with a single hit. It'll generally take around 3 hits (~16.6 seconds average) to incapacitate that human from pain shock.  A legendary-quality charge lance can 1-shot any body part or organ in a human pawn's body, and with an armor penetration of 67.5%, can do so against even quite heavily armored targets.
 
Against a human target with 45% or lower armor on all layers, a normal-quality charge lance can kill with 2 hits to the torso, 1-2 hits to the head, or 1 hit to the neck or brain; cripple or destroy limbs with a single hit; and destroy eyes and digits with a single hit. It'll generally take around 3 hits (~16.6 seconds average) to incapacitate that human from pain shock.  A legendary-quality charge lance can 1-shot any body part or organ in a human pawn's body, and with an armor penetration of 67.5%, can do so against even quite heavily armored targets.
  
Regarding [[Traits#Shooting_Accuracy|shooting traits]], a charge lance is best paired with a trigger-happy pawn at shorter ranges and a careful shooter at longer ranges. The exact range transition depends on shooting level, being as low as 4 cells at Shooting level 5 and as high as 24 cells at Shooting level 20.  At its maximum range of 30 cells, a charge lance is always better in the hands of a careful shooter than a trigger-happy pawn or one without either trait, regardless of Shooting level.   
+
A charge lance is best paired with a trigger-happy pawn at shorter ranges and a careful shooter at longer ranges. The exact range transition depends on shooting level, being as low as 4 cells at Shooting level 5 and as high as 24 cells at Shooting level 20.  At its maximum range of 30 cells, a charge lance is always better in the hands of a careful shooter than a trigger-happy pawn, or one without either trait, regardless of Shooting level.   
  
 
{{Weapon Quality Table}}
 
{{Weapon Quality Table}}
  
 
== Version history ==
 
== Version history ==
* Beta 19 - received a slight damage buff (27 --> 30), a slight reduction in time to aim and increase in attack cooldown, leaving fire rate more or less the same. It also received a crafting recipe allowing humans to use them.
+
* Beta 19 - received a slight damage buff (27 --> 30), a slight reduction in time to aim and increase in attack cooldown, leaving fire rate more or less the same. It also received a crafting recipe, allowing humans to use them.
 
*  1.1 - range and long range accuracy was nerfed (37 --> 30; 80% --> 75%).
 
*  1.1 - range and long range accuracy was nerfed (37 --> 30; 80% --> 75%).
 
<gallery>
 
<gallery>

Revision as of 02:23, 31 October 2022

Charge lance

Charge lance

A pulse-charged rail-assisted lance weapon. It fires a single shot at high velocity, charging it with unstable energy as it leaves the acceleration rail.

Base Stats

Type
EquipmentWeapons
Tech Level
Spacer
Weapon Class
Spacer
Market Value
1355 Silver
Mass
8 kg

Ranged Combat

Mode
Single-Shot
Damage
30 dmg (Bullet)
Armor penetration
45%
Warm-Up
102 ticks (1.7 secs)
Cooldown
162 ticks (2.7 secs)
Range
29.9 tile(s)
Accuracy
65% - 85% - 85% - 75%
Velocity
120 (m/s)
Burst Count
1 (per burst)
DPS
6.82
Stopping power
1.5

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

Crafted At
Fabrication bench
Required Research
Pulse charged munitions
Skill Required
Crafting 9
Work To Make
60,000 ticks (16.67 mins)
Resources to make
Plasteel 60 + Advanced component 3
Technical
weaponTags
Gun, SpacerGun, MechanoidGunMedium
thingSetMakerTags
RewardStandardLowFreq, RewardStandardQualitySuper


The charge lance is a heavy, single-shot ranged weapon which deals a high amount of damage per shot with commensurate AP, a longer time between shots, an above-average range and high overall accuracy.

Acquisition

Charge lances can be produced at a fabrication bench with a minimum crafting skill of 9 once the pulse charged munitions research has been completed for Plasteel 60 Plasteel, Advanced component 3 Advanced components and 60,000 ticks (16.67 mins) of work. Charge lances can also be found in ancient shrines or purchased from outlander and orbital combat suppliers, as well as outlander settlements.

Lancers are the only enemy in the core game to use charge lances, but they aren't dropped when the lancer dies. Therefore, there is no way to acquire charge lances from raiders in the core game. With the Royalty DLC enabled, however, Janissaries, Cataphracts, and Stellic Defenders from the Empire have a possibility to spawn with a charge lance equipped.

Analysis

The charge lance deals the highest damage per shot, of all non-explosive ranged weapons in the game, so has gained a reputation for dismembering and outright killing people (along with the pila and sniper rifle). It also has the highest amror penetration of all wieldable weapons, and it can stagger humans and slightly larger targets like megaspiders.

But, for an endgame weapon, the charge lance's overall DPS is actually quite low. It's worse than an assault rifle of the same quality outside of point blank range. Close up, it loses to the heavy SMG and even machine pistol, let alone the chain shotgun. Again, this is before quality.

The high damage per shot means that it can quickly dismember pawns. Not a great quality against raiders, as higher DPS is more likely to damage movement, causes pain, and will cause Pain Shock faster; which is more likely than death from organ loss. However, it is an very dangerous property when used against your pawns. The game will constantly spew out lancers and other enemies, and just one lucky shot can cause instant death. As a result, lancers should be priority targets, especially before you have easy access to artifical parts. It also makes a great hunting weapon, though a sniper rifle remains better.

Against a human target with 45% or lower armor on all layers, a normal-quality charge lance can kill with 2 hits to the torso, 1-2 hits to the head, or 1 hit to the neck or brain; cripple or destroy limbs with a single hit; and destroy eyes and digits with a single hit. It'll generally take around 3 hits (~16.6 seconds average) to incapacitate that human from pain shock. A legendary-quality charge lance can 1-shot any body part or organ in a human pawn's body, and with an armor penetration of 67.5%, can do so against even quite heavily armored targets.

A charge lance is best paired with a trigger-happy pawn at shorter ranges and a careful shooter at longer ranges. The exact range transition depends on shooting level, being as low as 4 cells at Shooting level 5 and as high as 24 cells at Shooting level 20. At its maximum range of 30 cells, a charge lance is always better in the hands of a careful shooter than a trigger-happy pawn, or one without either trait, regardless of Shooting level.

Attack table

Ranged

  • Charge lance Charge lance Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 27 40.5% 52% 68% 68% 60% 6.14 3.19 4.17 4.17 3.68 675 Silver
    Poor 30 45% 58.5% 76.5% 76.5% 67.5% 6.82 4.02 5.25 5.25 4.64 1015 Silver
    Normal 30 45% 65% 85% 85% 75% 6.82 4.43 5.8 5.8 5.12 1355 Silver
    Good 30 45% 71.5% 93.5% 93.5% 82.5% 6.82 4.91 6.41 6.41 5.66 1695 Silver
    Excellent 30 45% 78% 100% 100% 90% 6.82 5.32 6.82 6.82 6.14 2030 Silver
    Masterwork 37.5 56.25% 87.75% 100% 100% 100% 8.53 7.5 8.53 8.53 8.53 3355 Silver
    Legendary 45 67.5% 97.5% 100% 100% 100% 10.23 10.03 10.23 10.23 10.23 4355 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
  • Charge lance Charge lance 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 37.5% 100 675 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 1015 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 1355 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 1695 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 2030 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 3355 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 4355 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

    Version history

    • Beta 19 - received a slight damage buff (27 --> 30), a slight reduction in time to aim and increase in attack cooldown, leaving fire rate more or less the same. It also received a crafting recipe, allowing humans to use them.
    • 1.1 - range and long range accuracy was nerfed (37 --> 30; 80% --> 75%).