Difference between revisions of "Heavy SMG"
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Heavy SMGs and [[assault rifle]]s are preferred weapons when it comes to "general" combat. The main differences are that the heavy SMG is cheaper and better at short range, and the assault rifle is better at medium-long range. | Heavy SMGs and [[assault rifle]]s are preferred weapons when it comes to "general" combat. The main differences are that the heavy SMG is cheaper and better at short range, and the assault rifle is better at medium-long range. | ||
− | Specifically, the heavy SMG is better until 13 tiles, regardless of Shooting skill | + | Specifically, the heavy SMG is better until 13 tiles, regardless of Shooting skill. The assault rifle is better past 13 tiles, regardless of Shooting skill. The reason the heavy SMG is "skill-friendly" is that a low-skill shooter will be next-to-useless when firing from far away, independent of gun. An unmodified, skill 0 pawn has a {{%| 0.89^25 round 2}} chance to hit from 25 tiles, which is ''then'' multiplied by x35% for a normal quality HSMG or x65% for normal AR. This is true at most reasonable qualities and shooting accuracy levels. |
The assault rifle has a range 8-tiles longer. This allows the assault rifle to comfortably outrange enemies like [[tribal]]s and [[centipede]]s. The assault rifle is a clear winner for [[kiting]] tactics, or if you're repelling [[breacher]]s from a distance, or in a firefight when both parties are attacking from max range. | The assault rifle has a range 8-tiles longer. This allows the assault rifle to comfortably outrange enemies like [[tribal]]s and [[centipede]]s. The assault rifle is a clear winner for [[kiting]] tactics, or if you're repelling [[breacher]]s from a distance, or in a firefight when both parties are attacking from max range. | ||
− | * In a [[killbox]], both weapons perform roughly the same, as you can change the length of the killbox to compensate for your weapon of choice. In a pure killbox scenario, Heavy SMGs are often the preferred weapon as they are cheaper. | + | * In a [[killbox]], both weapons perform roughly the same, as you can change the length of the killbox to compensate for your weapon of choice. In a pure killbox scenario, Heavy SMGs are often the preferred weapon, as they are significantly cheaper. |
− | * Outside of a killbox, but in a defensive emplacement, the superiority depends on shooting accuracy. The heavy SMG is best for low-skill shooters, while the assault rifle would be better for high skill. Assault rifles are better for general firefights, which only skilled shooters are competent at. Heavy SMGs are better against melee attackers, which any shooter can reasonably help with. | + | * Outside of a killbox,'but in a defensive emplacement, the superiority depends on shooting accuracy. The heavy SMG is best for low-skill shooters, while the assault rifle would be better for high skill. Assault rifles are better for general firefights, which only skilled shooters are competent at. Heavy SMGs are better against melee attackers, which any shooter can reasonably help with. They are also better against sudden [[drop pod]] raids and [[infestation]]s, due to the close-ranged nature of both fights. |
: Note that the [[chain shotgun]] is the ultimate short-range weapon, for both low and high skill shooters. However, the heavy SMG allows low-skill users to at least try to fire at long range, providing ''some'' help and eventually training up the Shooting skill. | : Note that the [[chain shotgun]] is the ultimate short-range weapon, for both low and high skill shooters. However, the heavy SMG allows low-skill users to at least try to fire at long range, providing ''some'' help and eventually training up the Shooting skill. | ||
* If relying on offensive or otherwise mobile tactics, the assault rifle is a clear winner due to its range and accuracy at higher ranges. | * If relying on offensive or otherwise mobile tactics, the assault rifle is a clear winner due to its range and accuracy at higher ranges. | ||
+ | |||
+ | It's worth noting that, with masterwork/legendary guns and amazing shooters ([[bionic eye]]s, [[luciferium]], [[shooting specialist]]{{IdeologyIcon}}, etc.), it is possible for the assault rifle to cap at 100% accuracy, namely against large targets like [[centipede]]s. This would ''technically'' make heavy SMGs better from a longer distance, but they still have an inferior max range. | ||
=== Stats === | === Stats === |
Revision as of 22:03, 10 February 2023
Heavy SMG
"A compact, wide-caliber slug-thrower. Very short range, but it packs a punch and handles quite well."
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 3.5 kg
Ranged Combat
- Mode
- Burst
- Damage
- 12 dmg (Bullet)
- Armor penetration
- 18%
- Warm-Up
- 54 ticks (0.9 secs)
- Cooldown
- 99 ticks (1.65 secs)
- Range
- 22.9 tile(s)
- Accuracy
- 85% - 65% - 35% - 20%
- Velocity
- 48 (m/s)
- Burst Count
- 3 (per burst)
- Burst Ticks
- 11 ticks (0.18 secs)
(327.27 RPM) - DPS
- 12.34
- 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
- Required Research
- Gas operation
- Skill Required
- Crafting 5
- Work To Make
- 24,000 ticks (6.67 mins)
- weaponTags
- Gun, IndustrialGunAdvanced
- thingSetMakerTags
- RewardStandardQualitySuper
The heavy SMG is a moderately heavy, multi-shot ranged weapon that fires 3-shot bursts of rounds which deal a moderate amount of damage each; a moderate delay between each shot; a moderate time between bursts; slightly shorter range and moderate overall accuracy. Recommended for low skill shooters.
Acquisition
Heavy SMGs can be crafted at a machining table once the Gas Operation research has been completed; from 75 Steel, 4 Componentss and 24,000 ticks (6.67 mins) of work. A crafting skill of at least 5 is required.
They are also commonly carried by Outlanders and Pirates and sold by traders or obtained from the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Town Guard | 6.09% | Normal | 60-200% |
Mercenary Gunner | 14.62% | Normal | 70-320% |
Ancient Soldier | 11.40% | Normal | 100% |
Analysis
The heavy SMG is a flexible, but close-quarters focused offensive weapon. Its accuracy makes it very friendly towards low Shooting skill users.
Specifically, the heavy SMG combines good low-range accuracy, decent rate of fire, and high per-shot damage to make an overall effective weapon for any skill. At said ranges, it will outdamage the machine pistol, assault rifle, and even the charge rifle (for up to 10 cells). It's worse than the chain shotgun at close-quarters fights, but has a greater max range, making it more effective for general firefights and flexible overall.
Range, though not as short as other weapons in its class, still leaves a little to be desired. Similarly to the machine pistol, the heavy SMG's stopping power isn't high enough to stagger humans, only small animals like tortoises and boomrats.
Compared to assault rifles
Heavy SMGs and assault rifles are preferred weapons when it comes to "general" combat. The main differences are that the heavy SMG is cheaper and better at short range, and the assault rifle is better at medium-long range.
Specifically, the heavy SMG is better until 13 tiles, regardless of Shooting skill. The assault rifle is better past 13 tiles, regardless of Shooting skill. The reason the heavy SMG is "skill-friendly" is that a low-skill shooter will be next-to-useless when firing from far away, independent of gun. An unmodified, skill 0 pawn has a 5% chance to hit from 25 tiles, which is then multiplied by x35% for a normal quality HSMG or x65% for normal AR. This is true at most reasonable qualities and shooting accuracy levels.
The assault rifle has a range 8-tiles longer. This allows the assault rifle to comfortably outrange enemies like tribals and centipedes. The assault rifle is a clear winner for kiting tactics, or if you're repelling breachers from a distance, or in a firefight when both parties are attacking from max range.
- In a killbox, both weapons perform roughly the same, as you can change the length of the killbox to compensate for your weapon of choice. In a pure killbox scenario, Heavy SMGs are often the preferred weapon, as they are significantly cheaper.
- Outside of a killbox,'but in a defensive emplacement, the superiority depends on shooting accuracy. The heavy SMG is best for low-skill shooters, while the assault rifle would be better for high skill. Assault rifles are better for general firefights, which only skilled shooters are competent at. Heavy SMGs are better against melee attackers, which any shooter can reasonably help with. They are also better against sudden drop pod raids and infestations, due to the close-ranged nature of both fights.
- Note that the chain shotgun is the ultimate short-range weapon, for both low and high skill shooters. However, the heavy SMG allows low-skill users to at least try to fire at long range, providing some help and eventually training up the Shooting skill.
- If relying on offensive or otherwise mobile tactics, the assault rifle is a clear winner due to its range and accuracy at higher ranges.
It's worth noting that, with masterwork/legendary guns and amazing shooters (bionic eyes, luciferium, shooting specialist, etc.), it is possible for the assault rifle to cap at 100% accuracy, namely against large targets like centipedes. This would technically make heavy SMGs better from a longer distance, but they still have an inferior max range.
Stats
Against an unarmored human, a heavy SMG can kill with 4 hits to the torso, 3 hits to the head, 2 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 6 hits (~8.8 seconds average) to incapacitate that human from pain shock.
The heavy SMG is best paired with a careful shooter up to level 13, 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 |
Heavy SMG | 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 | 2× 37.5% | 100 | 178 |
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 | 265 |
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 | 355 |
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 | 445 |
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 | 530 |
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 | 885 |
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 | 1775 |
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
Graphs
This section is suggested to be rewritten. Reason: Outdated info/comparison. You can help the RimWorld Wiki by improving it. |
The graphs assume a normal quality heavy SMG against an adult human that's out in the open in clear weather. For DPS, projectile speed has also been factored into the equation, with the weighting based on the base amount of attacks that it'll take to put the aforementioned target into pain shock.
Version history
- 0.9.722 - Added.
- Beta 19 or prior - Sprite updated, old sprite used on machine pistol
- Beta 19/1.0 - All melee attack damages increased 8 -> 9, cooldown increased from 1.6s -> 2s.
Original Heavy SMG sprite, now used on the Machine pistol