Difference between revisions of "Machine pistol"

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{{infobox main|weapon|
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{{Infobox main|weapon
 
| name = Machine pistol
 
| name = Machine pistol
| image = MachinePistol.png|Machine pistol
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| image = Machine pistol.png
| description = "A micro-submachine gun. It is short-ranged, but very light in the hands. Its rate of fire tends to make up for its weakness.
+
| description = A micro-submachine gun. It is short-ranged, but very light in the hands. Its rate of fire tends to make up for its weakness.
 
| type = Equipment
 
| type = Equipment
 
| type2 = Weapons
 
| type2 = Weapons
 +
| tech level = Industrial
 
| class = Industrial
 
| class = Industrial
 
| damage = 6
 
| damage = 6
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| accuracyMedium = 35
 
| accuracyMedium = 35
 
| accuracyLong = 15
 
| accuracyLong = 15
| accuracyAvg = 71.8
 
 
| mode = Burst
 
| mode = Burst
 
| burst = 3
 
| burst = 3
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| stoppingPower = 0.5
 
| stoppingPower = 0.5
 
| work to make = 11000
 
| work to make = 11000
 +
| work speed stat = General Labor Speed
 
| meleeattack1dmg = 9
 
| meleeattack1dmg = 9
 
| meleeattack1type = blunt
 
| meleeattack1type = blunt
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| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 4
 
| skill 1 level = 4
| weaponTags = Gun
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| has quality = True
}}{{info|The '''machine pistol''' is a slightly lighter, multi-shot firearm in RimWorld which fires 3-shot bursts of rounds which deal a low amount of damage each; a slightly shorter delay between each shot; a very short time between bursts; slightly shorter range and slightly higher overall accuracy.}}
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| weaponTags = Gun, ShortShots
==Acquisition==
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| tradeTags = WeaponRanged
Machine pistols can be crafted at a [[machining table]] once the [[Research#Blowback operation|blowback operation]] research has been completed; from {{Required Resources}}s and {{Ticks|{{P|Work To Make}}}} of work. A crafting skill of at least 4 is required.
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}}
 +
{{Info|The '''machine pistol''' is a slightly lighter, multi-shot firearm in RimWorld which fires 3-shot bursts of rounds which deal a low amount of damage each; a slightly shorter delay between each shot; a very short time between bursts; slightly shorter range and slightly higher overall accuracy.}}
  
Machine pistols can also be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following [[raider#Humanlike|raider]] kinds:
+
== Acquisition ==
 +
{{Acquisition}}
 +
 
 +
They can also be [[trade|purchased]] from outlander and orbital combat suppliers, outlander [[Faction base|settlements]], or obtained from the following [[raider#Humanlike|raider]] kinds:
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
|-
 
 
! Raider Kind !! Chance !! Average Quality !! Health
 
! Raider Kind !! Chance !! Average Quality !! Health
 
|-
 
|-
| Scavenger Gunner || 25.20% || Normal || 40-110%
+
| [[Pirates#Scavenger gunner|Scavenger gunner]] || 25.20% || Normal || 40-110%
 
|-
 
|-
| Pirate Gunner || 22.26% || Normal || 70-230%
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| [[Pirates#Pirate gunner|Pirate gunner]] || 22.26% || Normal || 70-230%
 
|-
 
|-
| Villager || 5.32% || Poor || 20-200%
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| [[Outlanders#Villager|Villager]] || 5.32% || Poor || 20-200%
 
|-
 
|-
| Town Guard || 17.63% || Normal || 60-200%
+
| [[Outlanders#Town guard|Town guard]] || 17.63% || Normal || 60-200%
 
|-
 
|-
| Mercenary Gunner || 10.38% || Normal || 70-320%
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| [[Raiders#Mercenary gunner|Mercenary gunner]] || 10.38% || Normal || 70-320%
 
|-
 
|-
| Ancient Soldier || 8.61% || Normal || 100%
+
| [[Ancient#Ancient soldier|Ancient soldier]] || 8.61% || Normal || 100%
 
|}
 
|}
  
==Analysis==
+
== Analysis ==
Despite its low per-shot damage, the machine pistol still has a respectable damage output owing to its excellent rate of fire, easily outclassing the [[autopistol]], and even going toe-to-toe with the more expensive [[pump shotgun]]. Its very high close-up accuracy and the aforementioned fire rate also makes the machine pistol an excellent weapon for low-skilled shooters, as well as general close-quarters combat. The machine pistol's also very easy to acquire due to earlygame raiders often using it as well as its relative ease of manufacture.
+
With high close-up accuracy and excellent rate of fire, the machine pistol is great for low-skill shooters, and has a respectable overall damage output. It easily outclasses the [[autopistol]] and goes toe-to-toe with the [[pump shotgun]]. It is cheap to manufacture, and commonly carried by earlygame [[raider]]s. However, almost every ranged weapon outranges the machine pistol, and armor penetration is unsuprisingly low.
  
However, unlike the pump shotgun or even the [[revolver]], the machine pistol isn't able to stagger advancing [[human]]s or [[Lancer|human-]][[Scyther|sized]] [[mechanoid]]s. The machine pistol also unsurprisingly has poor armor penetration which somewhat limits it towards the midgame onwards, but it still manages to keep up with the pump shotgun. Almost every other ranged weapon in the game also out-ranges the machine pistol - exceptions including [[Pila|hand-]][[Frag grenades|thrown]] [[Molotov cocktails|weapons]] and shotguns.
+
The machine pistol is best suited as a close-quarters engagement weapon, also being good hit-and-run tactics due to its very short warmup/cooldown cycle. It's ill-advised to use the machine pistol as a hunting weapon since it'll easily send animals into a manhunting rage.
  
Another result of the machine pistol's low per-shot damage is that it's very unlikely to outright kill humans, but any human that gets downed by a machine pistol will usually have many bleeding gunshot wounds that need tending. Therefore, it's advisable to use at least [[herbal medicine]] to be able to patch up multiple wounds per tend, unless you're confident that your doctors can patch each individual wound quickly enough.
+
The low per-shot damage also makes it slightly worse for killing than raw DPS would suggest. As a result of this, survivors will usualy have many bleeding gunshot wounds to tend to. Therefore, it's advisable to use at least [[herbal medicine]] to be able to patch up multiple wounds per tend, unless you're confident that your doctors can patch each individual wound quickly enough.
  
The machine pistol is best suited as a close-quarters engagement weapon due to its high close-up accuracy and good damage output, and it's also a good weapon for hit-and-run tactics due to its burst-shot nature and very short warmup/cooldown cycle. Due to its low per-shot damage though, as well as its relatively short range, it's ill-advised to use the machine pistol as a hunting weapon since it'll easily send animals into a manhunting rage.
+
As an earlygame weapon, machine pistols will be outclassed as you advance through the game. Weapons that typically supplant them include the [[heavy SMG]], for general skill-friendly combat, and the [[chain shotgun]], which specializes in close combat.
  
Against an unarmored human, a machine pistol can kill with 7 hits to the torso, 5 hits to the head or 4 hits to the neck; cripple or destroy limbs in 5 hits; and cripple or destroy eyes and digits with 2 hits. A single hit to the brain will cause debilitating brain damage, but typically won't kill unless the victim's [[consciousness]] hits 0%. It'll generally take around 11 hits (~8.3 seconds average) to incapacitate that human from pain shock.  
+
=== Stats ===
 +
Against an unarmored human, a machine pistol can kill with 7 hits to the torso, 5 hits to the head or 4 hits to the neck; cripple or destroy limbs in 5 hits; and cripple or destroy eyes and digits with 2 hits. A single hit to the brain will cause debilitating brain damage, but typically won't kill unless the victim's [[consciousness]] hits 0%. It'll generally take around 11 hits (~8.67 seconds average) to incapacitate that human from pain shock.  
  
 
Overall, the machine pistol is best paired with a careful shooter up to level 12, then with a trigger-happy shooter beyond that point.
 
Overall, the machine pistol is best paired with a careful shooter up to level 12, then with a trigger-happy shooter beyond that point.
  
Weapons that would typically supplant the machine pistol include the [[chain shotgun]] and [[heavy SMG]].
+
{{Weapon Stats Table}}
  
{{Weapon Quality Table}}
+
== Machine pistol vs. comparable weapons==
==Machine Pistol vs. Comparable Weapons==
 
 
<!--
 
<!--
 
     Table cell hex colour values for win rates:
 
     Table cell hex colour values for win rates:
Line 117: Line 121:
 
* No cover is used for either team</div>
 
* No cover is used for either team</div>
 
</div>
 
</div>
 
  
 
Results in the tables below are the percentages of battles that machine pistols 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.
 
Results in the tables below are the percentages of battles that machine pistols 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 ====
====Unarmored====
 
 
For the unarmored testing, all pawns wore normal quality [[plainleather]] [[pants]], plainleather [[button-down shirt]]s, plainleather [[duster]]s and plainleather [[cowboy hat]]s.
 
For the unarmored testing, all pawns wore normal quality [[plainleather]] [[pants]], plainleather [[button-down shirt]]s, plainleather [[duster]]s and plainleather [[cowboy hat]]s.
  
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! Autopistol
 
! Autopistol
 
| style="background: #69FF69" | 80.66% || style="background: #9BFF72" | 74.18% || style="background: #CDFF7B" | 66.93% || style="background: #CDFF7B" | 63.80% || - || - || -
 
| style="background: #69FF69" | 80.66% || style="background: #9BFF72" | 74.18% || style="background: #CDFF7B" | 66.93% || style="background: #CDFF7B" | 63.80% || - || - || -
|-
 
 
|}
 
|}
  
  
====Armored====
+
==== Armored ====
 
For the armored testing, all pawns wore normal quality [[flak pants]], [[flak vest]]s, plainleather button-down shirts, [[flak jacket]]s and [[steel]] [[simple helmet]]s.
 
For the armored testing, all pawns wore normal quality [[flak pants]], [[flak vest]]s, plainleather button-down shirts, [[flak jacket]]s and [[steel]] [[simple helmet]]s.
  
Line 154: Line 155:
 
! Autopistol
 
! Autopistol
 
| style="background: #69FF69" | 81.49% || style="background: #9BFF72" | 75.64% || style="background: #CDFF7B" | 66.35% || style="background: #CDFF7B" | 62.92% || - || - || -
 
| style="background: #69FF69" | 81.49% || style="background: #9BFF72" | 75.64% || style="background: #CDFF7B" | 66.35% || style="background: #CDFF7B" | 62.92% || - || - || -
|-
 
 
|}
 
|}
  
 
== Version history ==
 
== Version history ==
*~2015 - renamed from '''Uzi''' to PDW''' and texture updated
+
* ~2015 - Renamed from '''Uzi''' to '''PDW''' and texture updated
* [[Version/0.15.1279|0.15.1279]] - renamed '''PDW''' to '''Machine Pistol'''.
+
* [[Version/0.15.1279|0.15.1279]] - Renamed '''PDW''' to '''Machine Pistol'''.
*Beta 19 - texture replaced with one that had previously been used by the Heavy SMG.
+
* Beta 19 - Texture replaced with one that had previously been used by the Heavy SMG.
*1.0 - It received an accuracy buff in close ranged combat.
+
* Beta 19/1.0 - Beta 19/1.0 - All melee attack damages increased 8 -> 9, cooldown increased from 1.6s -> 2s.
 +
* 1.0 - Received an accuracy buff in close ranged combat.
  
 
<gallery>
 
<gallery>
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</gallery>
 
</gallery>
  
[[Kind::Weapons| ]]
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{{Nav|weapon|wide}}
{{nav|weapon|wide}}
+
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]
[[Category:Weapons]]
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[[Category:Ranged Weapons]] [[Category:Burst Weapons]]
[[Category:Equipment]]
 

Revision as of 05:33, 23 August 2024

Machine pistol

Machine pistol

A micro-submachine gun. It is short-ranged, but very light in the hands. Its rate of fire tends to make up for its weakness.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
220 Silver
Mass
2.5 kg

Ranged Combat

Mode
Burst
Damage
6 dmg (Bullet)
Armor penetration
9%
Warm-Up
30 ticks (0.5 secs)
Cooldown
54 ticks (0.9 secs)
Range
19.9 tile(s)
Accuracy
90% - 65% - 35% - 15%
Velocity
55 (m/s)
Burst Count
3 (per burst)
Burst Ticks
ticks (0.12 secs)
(514.29 RPM)
DPS
11.02
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
11,000 ticks (3.06 mins)
Work Speed Stat
General Labor Speed
Resources to make
Steel 45 + Component 3
Technical
Has Quality
True
weaponTags
Gun, ShortShots
tradeTags
WeaponRanged


The machine pistol is a slightly lighter, multi-shot firearm in RimWorld which fires 3-shot bursts of rounds which deal a low amount of damage each; a slightly shorter delay between each shot; a very short time between bursts; slightly shorter range and slightly higher overall accuracy.

Acquisition

Machine pistols can be crafted at a machining table once the blowback operation research project has been completed. Each requires Steel 45 Steel, Component 3 Components, 11,000 ticks (3.06 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 4.

They 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 25.20% Normal 40-110%
Pirate gunner 22.26% Normal 70-230%
Villager 5.32% Poor 20-200%
Town guard 17.63% Normal 60-200%
Mercenary gunner 10.38% Normal 70-320%
Ancient soldier 8.61% Normal 100%

Analysis

With high close-up accuracy and excellent rate of fire, the machine pistol is great for low-skill shooters, and has a respectable overall damage output. It easily outclasses the autopistol and goes toe-to-toe with the pump shotgun. It is cheap to manufacture, and commonly carried by earlygame raiders. However, almost every ranged weapon outranges the machine pistol, and armor penetration is unsuprisingly low.

The machine pistol is best suited as a close-quarters engagement weapon, also being good hit-and-run tactics due to its very short warmup/cooldown cycle. It's ill-advised to use the machine pistol as a hunting weapon since it'll easily send animals into a manhunting rage.

The low per-shot damage also makes it slightly worse for killing than raw DPS would suggest. As a result of this, survivors will usualy have many bleeding gunshot wounds to tend to. Therefore, it's advisable to use at least herbal medicine to be able to patch up multiple wounds per tend, unless you're confident that your doctors can patch each individual wound quickly enough.

As an earlygame weapon, machine pistols will be outclassed as you advance through the game. Weapons that typically supplant them include the heavy SMG, for general skill-friendly combat, and the chain shotgun, which specializes in close combat.

Stats

Against an unarmored human, a machine pistol can kill with 7 hits to the torso, 5 hits to the head or 4 hits to the neck; cripple or destroy limbs in 5 hits; and cripple or destroy eyes and digits with 2 hits. A single hit to the brain will cause debilitating brain damage, but typically won't kill unless the victim's consciousness hits 0%. It'll generally take around 11 hits (~8.67 seconds average) to incapacitate that human from pain shock.

Overall, the machine pistol is best paired with a careful shooter up to level 12, then with a trigger-happy shooter beyond that point.

Attack table

Ranged

  • Machine pistol Machine pistol Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 5.4 8.1% 72% 52% 28% 12% 9.92 7.14 5.16 2.78 - 110 Silver
    Poor 6 9% 81% 58.5% 31.5% 13.5% 11.02 8.93 6.5 3.53 - 165 Silver
    Normal 6 9% 90% 65% 35% 15% 11.02 9.92 7.16 3.86 - 220 Silver
    Good 6 9% 99% 71.5% 38.5% 16.5% 11.02 10.91 7.93 4.3 - 275 Silver
    Excellent 6 9% 100% 78% 42% 18% 11.02 11.02 8.6 4.63 - 330 Silver
    Masterwork 7.5 11.25% 100% 87.75% 47.25% 20.25% 13.78 13.78 12.12 6.47 - 550 Silver
    Legendary 9 13.5% 100% 97.5% 52.5% 22.5% 16.53 16.53 16.2 8.76 - 1100 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
  • Machine pistol Machine pistol 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% 100 110 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% 100 165 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% 100 220 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% 100 275 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% 100 330 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% 100 550 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 1100 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

    Machine pistol vs. comparable weapons

    This section goes over how well the machine pistol 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 machine pistols 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
    Heavy SMG 37.43% 38.81% 36.61% 38.85% - - -
    Pump Shotgun 76.44% 66.34% 51.12% - - - -
    Autopistol 80.66% 74.18% 66.93% 63.80% - - -


    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
    Heavy SMG 35.69% 34.13% 33.68% 35.79% - - -
    Pump Shotgun 77.37% 69.13% 51.76% - - - -
    Autopistol 81.49% 75.64% 66.35% 62.92% - - -

    Version history

    • ~2015 - Renamed from Uzi to PDW and texture updated
    • 0.15.1279 - Renamed PDW to Machine Pistol.
    • Beta 19 - Texture replaced with one that had previously been used by the Heavy SMG.
    • Beta 19/1.0 - Beta 19/1.0 - All melee attack damages increased 8 -> 9, cooldown increased from 1.6s -> 2s.
    • 1.0 - Received an accuracy buff in close ranged combat.