Difference between revisions of "LMG"
m (→Analysis: add low skill good (akin to minigun) and re-add that it's bad in a killbox) |
(→Analysis: remove contradictory info (minigun-like niche for low skill is one of the "main" purposes of the LMG)) |
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The LMG is an entry crowd-control weapon. It has a relatively long 6-shot burst, and high raw {{DPS}}, but this DPS is reduced heavily by poor accuracy. Single-shot damage is decent, but below average, worse than the [[heavy SMG]] until past short (12 tile) range. Range is good for a multi-shot firearm, and the LMG's stopping power is also high enough to stagger [[human]]s, [[lancer]]s and [[scyther]]s. The LMG is the most powerful overall weapon that is capable of staggering humans. | The LMG is an entry crowd-control weapon. It has a relatively long 6-shot burst, and high raw {{DPS}}, but this DPS is reduced heavily by poor accuracy. Single-shot damage is decent, but below average, worse than the [[heavy SMG]] until past short (12 tile) range. Range is good for a multi-shot firearm, and the LMG's stopping power is also high enough to stagger [[human]]s, [[lancer]]s and [[scyther]]s. The LMG is the most powerful overall weapon that is capable of staggering humans. | ||
− | + | Like the [[minigun]], LMGs are good against crowds, as any missed shots can hit other pawns in the area. Single-target damage improves against larger targets like [[centipede]]s, which are easier to hit, though the LMG loses its staggering advantage. The LMG is the 2nd heaviest weapon, though unlike the minigun, it does not slow the user down. | |
− | Overall, the LMG is a dedicated support and crowd-control weapon. It can be good for low-skill shooters, as missed shots can hit other enemies | + | Overall, the LMG is a dedicated support and crowd-control weapon. It can be good for low-skill shooters, as missed shots can hit other enemies no matter their accuracy. However, it's niche is relatively small. |
* Against lone or separated targets, it suffers due to low accuracy and sluggish warmup. For the same reasons, it is a poor weapon inside a [[killbox]]. | * Against lone or separated targets, it suffers due to low accuracy and sluggish warmup. For the same reasons, it is a poor weapon inside a [[killbox]]. | ||
* In short-range, it faces competition from the [[chain shotgun]], which has enough stopping power to stagger humans, decent accuracy, a 3-shot burst, and ''amazing'' DPS. | * In short-range, it faces competition from the [[chain shotgun]], which has enough stopping power to stagger humans, decent accuracy, a 3-shot burst, and ''amazing'' DPS. |
Revision as of 15:22, 8 February 2023
LMG
A gas-operated light machine gun. While it is somewhat unwieldy and inaccurate, its long bursts of fire are effective against groups of enemies.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 8.5 kg
Ranged Combat
- Mode
- Burst
- Damage
- 11 dmg (Bullet)
- Armor penetration
- 16%
- Warm-Up
- 108 ticks (1.8 secs)
- Cooldown
- 108 ticks (1.8 secs)
- Range
- 25.9 tile(s)
- Accuracy
- 40% - 48% - 35% - 26%
- Velocity
- 46 (m/s)
- Burst Count
- 6 (per burst)
- Burst Ticks
- 7 ticks (0.12 secs)
(514.29 RPM) - DPS
- 15.78
- Stopping power
- 1.0
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
- Gas operation
- Skill Required
- Crafting 6
- Work To Make
- 34,000 ticks (9.44 mins)
- weaponTags
- Gun, IndustrialGunAdvanced
- thingSetMakerTags
- RewardStandardQualitySuper
The LMG is a heavy, multi-shot firearm which fires 6-shot bursts of rounds which deal a moderate amount of damage each; a slightly shorter delay between each shot; a slightly longer time between bursts; moderate range and low overall accuracy.
Acquisition
LMGs can be crafted at a machining table once the gas operation research has been completed; from 75 Steel, 5 Components and 34,000 ticks (9.44 mins) of work. A crafting skill of at least 6 is required.
LMGs 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 |
---|---|---|---|
Mercenary Gunner | 11.32% | Normal | 70-320% |
Elite Mercenary | 46.53% | Normal | 100% |
Ancient Soldier | 10.56% | Normal | 100% |
Analysis
The LMG is an entry crowd-control weapon. It has a relatively long 6-shot burst, and high raw DPS, but this DPS is reduced heavily by poor accuracy. Single-shot damage is decent, but below average, worse than the heavy SMG until past short (12 tile) range. Range is good for a multi-shot firearm, and the LMG's stopping power is also high enough to stagger humans, lancers and scythers. The LMG is the most powerful overall weapon that is capable of staggering humans.
Like the minigun, LMGs are good against crowds, as any missed shots can hit other pawns in the area. Single-target damage improves against larger targets like centipedes, which are easier to hit, though the LMG loses its staggering advantage. The LMG is the 2nd heaviest weapon, though unlike the minigun, it does not slow the user down.
Overall, the LMG is a dedicated support and crowd-control weapon. It can be good for low-skill shooters, as missed shots can hit other enemies no matter their accuracy. However, it's niche is relatively small.
- Against lone or separated targets, it suffers due to low accuracy and sluggish warmup. For the same reasons, it is a poor weapon inside a killbox.
- In short-range, it faces competition from the chain shotgun, which has enough stopping power to stagger humans, decent accuracy, a 3-shot burst, and amazing DPS.
- For longer range combat, players often prefer the assault rifle and heavy SMG. Both weapons perform much better against separated targets, while remaining competitive against large crowds. In any situation, their superior accuracy, DPS, and warmup time are benefits of their own.
The LMG could see use as support for both long- and short- range combat at the same time, especially when fighting crowds of melee fighters. But this should be weighed against the benefits of the other weapons mentioned here, and the drawbacks of a longer warmup/cooldown cycle.
Stats
Against an unarmored human, an LMG 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 (~10 seconds average) to incapacitate that human from pain shock.
The LMG is best paired with a careful shooter up to level 12, then with a trigger-happy shooter beyond that point.
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 |
LMG | 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 | 210 |
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 | 320 |
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 | 425 |
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 | 530 |
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 | 635 |
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 | 1060 |
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 | 2125 |
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
Version history
- 0.3.410 - Can now spawn on pawns
- Alpha ? - Name changed from L-15 LMG