Difference between revisions of "Assault rifle"

From RimWorld Wiki
Jump to navigation Jump to search
m (→‎Analysis: stats section)
 
(18 intermediate revisions by 6 users not shown)
Line 1: Line 1:
{{infobox main|weapon|
+
{{Infobox main|weapon
 
| name = Assault rifle
 
| name = Assault rifle
 
| image = Assault rifle.png
 
| image = Assault rifle.png
Line 16: Line 16:
 
| accuracyMedium = 65
 
| accuracyMedium = 65
 
| accuracyLong = 55
 
| accuracyLong = 55
| accuracyAvg = 65.2
 
 
| mode = Burst
 
| mode = Burst
 
| burst = 3
 
| burst = 3
Line 33: Line 32:
 
| research = Precision rifling
 
| research = Precision rifling
 
| work to make = 40000
 
| work to make = 40000
 +
| work speed stat = General Labor Speed
 
| meleeattack1dmg = 9
 
| meleeattack1dmg = 9
 
| meleeattack1type = blunt
 
| meleeattack1type = blunt
Line 48: Line 48:
 
| meleeattack3cool = 2.0
 
| meleeattack3cool = 2.0
 
| meleeattack3ap = 13
 
| meleeattack3ap = 13
| MeleeWeaponAverageDPS = 4.5
 
| MeleeWeaponAverageAP = 13
 
 
| page verified for version =
 
| page verified for version =
 
| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 6
 
| skill 1 level = 6
| weaponTags = Gun, IndustrialGunAdvanced
+
| has quality = True
 +
| weaponTags = Gun, IndustrialGunAdvanced, AssaultRifle
 +
| tradeTags = WeaponRanged
 
| thingSetMakerTags = RewardStandardQualitySuper
 
| thingSetMakerTags = RewardStandardQualitySuper
}}{{info|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. }}
+
}}
 +
{{Info|The '''assault rifle''' is a moderately heavy, automatic ranged [[weapon]] 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 ==
 
== Acquisition ==
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}}.
+
{{Acquisition}}
  
 
They can also be found in [[ancient shrine]]s or [[trade|purchased]] from outlander and orbital combat suppliers, and [[outlander]] [[faction base]]s. They can also be found on the following [[raider#Humanlike|raider]] kinds:
 
They can also be found in [[ancient shrine]]s or [[trade|purchased]] from outlander and orbital combat suppliers, and [[outlander]] [[faction base]]s. They can also be found on the following [[raider#Humanlike|raider]] kinds:
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
|-
 
 
! Raider Kind !! Chance !! Average Quality !! Health
 
! Raider Kind !! Chance !! Average Quality !! Health
 
|-
 
|-
Line 80: Line 80:
  
 
== Analysis ==
 
== Analysis ==
The assault rifle is the jack-of-all trades of RimWorld's firearms. Single-target damage is respectable, with accuracy and warmup time being good overall. Range is amazing - it's tied with the [[minigun]] for best of the multi-shot firearms (that are not [[triple rocket launcher|consumable]]). Having high range with good damage and accuracy is itself a powerful niche, one that makes the AR a very versatile weapon.  
+
The assault rifle is the jack-of-all trades of RimWorld's firearms. Single-target damage is respectable, with accuracy and warmup time being good overall. Range is amazing - tied for third of all non-consumable weapons and only beaten by weapons with considerably less {{DPS}}. Statistically, the assault rifle's only significant deficiency is it's [[stopping power]], as it's unable to stagger humans. Practically another consideration is its expense, though not as expensive as a charge rifle. You won't see raiders use assault rifles until the midgame somewhat limiting the chance to use looted rifles before the higher qualities available to colony-produced weapons take precedence.
  
In terms of actual damage, the assault rifle is consistently higher than the [[LMG]], lower than the [[heavy SMG]] until beyond short range (12 tiles), and generally outdamaged by the [[charge rifle]]. Either rifle is completely outdamaged by less flexible weapons like the [[minigun]] and [[chain shotgun]]. It is a moderately skill friendly-weapon, though the heavy SMG tends to fill that niche better. You may want to give pawns some cheaper weapons, like the [[machine pistol]].
+
In terms of actual {{DPS}}, the assault rifle is consistently higher than the [[LMG]], lower than the [[heavy SMG]] until beyond short range (12 tiles), and generally outdamaged before and after {{AP}} by the lower-ranged [[charge rifle]]. All four are completely outdamaged by less flexible weapons like the [[minigun]] and [[chain shotgun]] however. The assault rifle is a moderately skill friendly-weapon when the player manually controls the pawn's range, though the charge rifle and heavy SMG tends to fill that niche better.
  
The assault rifle can be used to good effect in virtually any use case, whether in close-quarters, out hunting, or on the field. The only real thing that the assault rifle lacks is stopping power, as it's unable to stagger humans. Another downside is that production is quite expensive, though not as expensive as a charge rifle. 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, out hunting, or on the field. Other weapons surpass the assault rifle in specific roles, and they should be used instead when those roles are consistently utilized by the player, but no other weapon is as flexible and versatileas as the assault rifle. For this reason, they are a common choice for standard issue when not optimizing for a specific strategy.
  
===Stats===
+
=== Stats ===
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.
+
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 (~10.1 seconds average) to incapacitate that human from pain shock.
  
{{Weapon Quality Table}}
+
{{Weapon Stats Table}}
  
 
== Version history ==
 
== Version history ==
 
* Approximately A9 - Renamed from '''M16''' to '''Assault rifle'''.
 
* Approximately A9 - Renamed from '''M16''' to '''Assault rifle'''.
 
* [[Version/0.12.910|0.12.910]] - Rebalanced.
 
* [[Version/0.12.910|0.12.910]] - Rebalanced.
 +
* Beta 19/1.0 - Barrel melee attack damage reduced 10 -> 9, cooldown increased from 1.9s -> 2s. Stock cooldown increased from 1.8 -> 2.
 
<gallery>
 
<gallery>
 
Equipment M16.png|Original M16 sprite
 
Equipment M16.png|Original M16 sprite
 
</gallery>
 
</gallery>
  
[[Kind::Weapons| ]]
+
{{Nav|weapon|wide}}
{{nav|weapon|wide}}
+
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]
[[Category:Weapons]]
+
[[Category:Ranged Weapons]] [[Category:Burst Weapons]] [[Category:Rifles]]
[[Category:Equipment]]
 

Latest revision as of 10:50, 22 November 2024

Assault rifle

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

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
480 Silver
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

Crafted At
Machining table
Required Research
Precision rifling
Skill Required
Crafting 6
Work To Make
40,000 ticks (11.11 mins)
Work Speed Stat
General Labor Speed
Resources to make
Steel 60 + Component 7
Technical
Has Quality
True
weaponTags
Gun, IndustrialGunAdvanced, AssaultRifle
thingSetMakerTags
RewardStandardQualitySuper
tradeTags
WeaponRanged


The assault rifle is a moderately heavy, automatic ranged weapon 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[edit]

Assault rifles can be crafted at a machining table once the precision rifling research project has been completed. Each requires Steel 60 Steel, Component 7 Components, 40,000 ticks (11.11 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 6.

They can also be found in ancient shrines or purchased from outlander and orbital combat suppliers, and outlander faction bases. They can also be found on the following raider kinds:

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 Content added by the Royalty DLC ? ? 70-230%
Janissary Content added by the Royalty DLC ? ? 70-230%

Analysis[edit]

The assault rifle is the jack-of-all trades of RimWorld's firearms. Single-target damage is respectable, with accuracy and warmup time being good overall. Range is amazing - tied for third of all non-consumable weapons and only beaten by weapons with considerably less DPS. Statistically, the assault rifle's only significant deficiency is it's stopping power, as it's unable to stagger humans. Practically another consideration is its expense, though not as expensive as a charge rifle. You won't see raiders use assault rifles until the midgame somewhat limiting the chance to use looted rifles before the higher qualities available to colony-produced weapons take precedence.

In terms of actual DPS, the assault rifle is consistently higher than the LMG, lower than the heavy SMG until beyond short range (12 tiles), and generally outdamaged before and after AP by the lower-ranged charge rifle. All four are completely outdamaged by less flexible weapons like the minigun and chain shotgun however. The assault rifle is a moderately skill friendly-weapon when the player manually controls the pawn's range, though the charge rifle and heavy SMG tends to fill that niche better.

The assault rifle can be used to good effect in virtually any use case, whether in close-quarters, out hunting, or on the field. Other weapons surpass the assault rifle in specific roles, and they should be used instead when those roles are consistently utilized by the player, but no other weapon is as flexible and versatileas as the assault rifle. For this reason, they are a common choice for standard issue when not optimizing for a specific strategy.

Stats[edit]

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 (~10.1 seconds average) to incapacitate that human from pain shock.

Attack table

Ranged

  • Assault rifle Assault rifle Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 9.9 14.4% 48% 56% 52% 44% 9.79 4.7 5.48 5.09 4.31 240 Silver
    Poor 11 16% 54% 63% 58.5% 49.5% 10.88 5.88 6.85 6.42 5.44 360 Silver
    Normal 11 16% 60% 70% 65% 55% 10.88 6.53 7.62 7.07 5.98 480 Silver
    Good 11 16% 66% 77% 71.5% 60.5% 10.88 7.18 8.38 7.83 6.64 600 Silver
    Excellent 11 16% 72% 84% 78% 66% 10.88 7.83 9.14 8.49 7.18 720 Silver
    Masterwork 13.75 20% 81% 94.5% 87.75% 74.25% 13.6 11.02 12.92 11.97 10.06 1200 Silver
    Legendary 16.5 24% 90% 100% 97.5% 82.5% 16.32 14.69 16.32 15.99 13.55 2400 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
  • Assault rifle 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 37.5% 100 240 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% 100 360 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% 100 480 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% 100 600 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% 100 720 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 1200 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 2400 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[edit]

    • Approximately A9 - Renamed from M16 to Assault rifle.
    • 0.12.910 - Rebalanced.
    • Beta 19/1.0 - Barrel melee attack damage reduced 10 -> 9, cooldown increased from 1.9s -> 2s. Stock cooldown increased from 1.8 -> 2.