Difference between revisions of "Industrial Weapons"
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<div class="pull-left" style="min-height:62em">{{:Pistol}}</div> | <div class="pull-left" style="min-height:62em">{{:Pistol}}</div> | ||
− | <div class="pull-left" style="min-height:62em">{{:Pump | + | <div class="pull-left" style="min-height:62em">{{:Pump shotgun}}</div> |
<div class="pull-left" style="min-height:62em">{{:PDW}}</div> | <div class="pull-left" style="min-height:62em">{{:PDW}}</div> | ||
<div class="pull-left" style="min-height:62em">{{:Heavy SMG}}</div> | <div class="pull-left" style="min-height:62em">{{:Heavy SMG}}</div> | ||
− | <div class="pull-left" style="min-height:62em">{{:Survival | + | <div class="pull-left" style="min-height:62em">{{:Survival rifle}}</div> |
− | <div class="pull-left" style="min-height:62em">{{:Assault | + | <div class="pull-left" style="min-height:62em">{{:Assault rifle}}</div> |
− | <div class="pull-left" style="min-height:62em">{{:Sniper | + | <div class="pull-left" style="min-height:62em">{{:Sniper rifle}}</div> |
<div class="pull-left" style="min-height:62em">{{:LMG}}</div> | <div class="pull-left" style="min-height:62em">{{:LMG}}</div> | ||
<div class="pull-left" style="min-height:62em">{{:Frag Grenades}}</div> | <div class="pull-left" style="min-height:62em">{{:Frag Grenades}}</div> |
Revision as of 03:24, 29 January 2017
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Version history
- 0.18.1722 - The pistol was split into revolver and autopistol. Although the autopistol uses the old pistol's sprite, the revolver is functionally closer to the old pistol.
Pump shotgun
An ancient design of shotgun that emits a tight-packed spray of pellets. Deadly, but short range.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 3.4 kg
Ranged Combat
- Mode
- Single-Shot
- Damage
- 18 dmg (Bullet)
- Armor penetration
- 14%
- Warm-Up
- 54 ticks (0.9 secs)
- Cooldown
- 75 ticks (1.25 secs)
- Range
- 15.9 tile(s)
- Accuracy
- 80% - 87% - 77% - 64%
- Velocity
- 55 (m/s)
- Burst Count
- 1 (per burst)
- DPS
- 8.37
- Stopping power
- 3
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
- Gunsmithing
- Skill Required
- Crafting 5
- Work To Make
- 12,000 ticks (3.33 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- True
- weaponTags
- Gun, ShortShots, PumpShotgun
- tradeTags
- WeaponRanged
The pump shotgun is a short range, medium DPS weapon known for its huge stopping power, capable of stunning any but the largest creatures.
It is the lower tech alternative to the faster firing but less accurate chain shotgun.
Acquisition
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.
Pump shotguns can also be purchased from outlander and orbital combat suppliers, outlander faction bases, or obtained from the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Scavenger gunner | 11.65% | Normal | 40-110% |
Pirate gunner | 22.62% | Normal | 70-230% |
Town guard | 18.90% | Normal | 60-200% |
Mercenary gunner | 12.13% | Normal | 70-320% |
Ancient soldier | 9.50% | Normal | 100% |
Analysis
With high per-shot damage, excellent accuracy (technically beating the bolt-action rifle), and decent firerate, the pump shotgun is a powerful weapon. The pump shotgun also has an amazing stopping power, able to stagger every pawn kind except the Elephant, Megasloth, Thrumbo, Bulbfreak , Devourer , Dreadmeld , Nociosphere , Centurion , Diabolus , War queen . But, as a shotgun, its range is lacking. Even hand-thrown pila out-range a pump shotgun, let alone low-tier firearms such as the revolver. Armor penetration is also quite poor, being in a similar league to the autopistol and greatbow.
Overall damage output falls behind cheaper burst-firing weapons such as the machine pistol, though the shotgun gains a slight advantage towards maximum range. Additionally, as it deals its DPS in fewer, more damaging shots, pump shotguns are more likely to destroy/severely damage limbs and organs than burst-firing weapons of equivalent DPS. This more rapidly degrades enemy combat performance and increases the chance of part destruction kills. These factors make pump shotguns an excellent damage base for the early game. However, more flexible weapons with similar or better DPS, such as the heavy SMG, will generally replace the pump shotgun by the early mid-game. Access to the chain shotgun, with the same damage per shot and a much higher DPS, essentially makes the pump shotgun obsolete.
All-in-all, the pump shotgun is best suited as a close-quarters offensive weapon, such as with drop pods or infestations. The high stopping power also make it a great support weapon, staggering pawns that approach. Keep a shotgun (pump or chain) in your rec room for those days when raids drop in right on top of you. Remember that pawns can't fire guns in melee, even if its a shotgun. It's not advisable to hunt dangerous animals with the pump shotgun as the short range makes the quarry more likely to turn manhunter.
Stats
Against an unarmored human, a pump shotgun can kill with 3 hits to the torso, 2 hits to the head or neck, or 1 hit to the brain; cripple or destroy limbs in 2 hits; and destroy eyes and digits with a single hit. It'll generally take around 4 hits (~9.5 seconds average) to incapacitate that human from pain shock.
Attack table
Industrial Weapons (Error: Page has no Property:Image) Industrial Weapons |
Dam. | AP | Accuracy (Touch) |
Accuracy (Short) |
Accuracy (Medium) |
Accuracy (Long) |
DPS (Optimal) |
DPS (Touch) |
DPS (Short) |
DPS (Medium) |
DPS (Long) |
Market value |
---|---|---|---|---|---|---|---|---|---|---|---|---|
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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.
Pump shotgun vs. comparable weapons
This section goes over how well the pump shotgun 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 pump shotguns 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 |
---|---|---|---|---|---|---|---|
Chain Shotgun | 26.25% | 27.06% | 28.20% | - | - | - | - |
Revolver | 61.01% | 62.96% | 66.75% | - | - | - | - |
Autopistol | 51.34% | 54.84% | 63.22% | - | - | - | - |
Machine Pistol | 23.56% | 33.66% | 48.88% | - | - | - | - |
Pila | 92.90% | 92.95% | 90.78% | - | - | - | - |
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 |
---|---|---|---|---|---|---|---|
Chain Shotgun | 25.89% | 26.14% | 23.16% | - | - | - | - |
Revolver | 57.57% | 60.52% | 66.60% | - | - | - | - |
Autopistol | 48.56% | 53.06% | 61.86% | - | - | - | - |
Machine Pistol | 22.63% | 30.87% | 48.24% | - | - | - | - |
Pila | 97.60% | 97.05% | 96.41% | - | - | - | - |
Graphs
The graphs assume a normal quality pump shotgun 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
- ?? - Received new sprite
- Beta 19/1.0 - Barrel melee attack damage reduced 10 -> 9, cooldown increased from 1.9s -> 2s. Stock cooldown increased from 1.8 -> 2.
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
- Tech Level
- Industrial
- Weapon Class
- Industrial
- 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
- 7 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
- Required Research
- Blowback operation
- Skill Required
- Crafting 4
- Work To Make
- 11,000 ticks (3.06 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- True
- weaponTags
- Gun, ShortShots
- tradeTags
- WeaponRanged
The machine pistol is a slightly lighter, multi-shot ranged weapon 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
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.
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
Industrial Weapons (Error: Page has no Property:Image) Industrial Weapons |
Dam. | AP | Accuracy (Touch) |
Accuracy (Short) |
Accuracy (Medium) |
Accuracy (Long) |
DPS (Optimal) |
DPS (Touch) |
DPS (Short) |
DPS (Medium) |
DPS (Long) |
Market value |
---|---|---|---|---|---|---|---|---|---|---|---|---|
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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.
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.
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)
- Work Speed Stat
- General Labor Speed
- Has Quality
- True
- weaponTags
- Gun, IndustrialGunAdvanced, ShortShots
- thingSetMakerTags
- RewardStandardQualitySuper
- tradeTags
- WeaponRanged
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
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.
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.
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 (~7.08 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.
Comparison to assault rifles
Heavy SMGs and assault rifles are the preferred weapons when it comes to "general" combat. The main differences are that the heavy SMG has a higher peak DPS, is cheaper and has better DPS at short range, while the assault rifle both has a longer range and has a better DPS 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. This is true for the vast majority of reasonable scenarios.[1] The reason the heavy SMG is "skill-friendly" is that a low-skill shooter will be next-to-useless when firing from far away, no matter how accurate their gun is. 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 (at this range).
The assault rifle has a range 8 tiles longer. This allows the assault rifle to comfortably outrange enemies like tribals, termites, and centipedes. The assault rifle dominates for kiting tactics, or if you're repelling breachers from a distance, or in a firefight when both parties are attacking from max range.
Therefore, whenever heavy SMGs or ARs are better will depend on what you are looking for:
- 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 the player can control the engagement distance to reliably benefit from the higher peak DPS of the heavy SMG. They are also significantly cheaper and easier to research, meaning they can come online earlier. (When using an SMG killbox, give yourself a bit more than 13 tiles of range.)
- Outside of a killbox, but in a defensive emplacement, the superiority depends on shooting accuracy.
- Assault rifles are better for higher skill shooters. They are a lot better at medium-long range, so are a lot better in a firefight that begins at the long ranges or that occurs over a variety of ranges. Note that only skilled shooters are competent at shooting at this range however.
- Heavy SMGs are better for low-skill shooters. HSMGs are better against melee attackers, which shooters of any skill can 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 regardless of skill due to its range and accuracy at longer ranges.
Notes:
- 1 When fighting larger targets, like centipedes, it is possible to cap at 100% accuracy with assault rifles. This requires a high quality weapon and an great shooter. As further shooting bonuses (masterwork/legendary weapons, bionic eyes, luciferium, shooting specialist, etc.) would boost the heavy SMG but not the assault rifle, this would make the SMG better than the AR from a longer distance. However, assault rifles still have a superior max range.
- For human targets, reaching the accuracy cap should be impossible unless the Combat in Darkness precept is used in darkness.
Attack table
Industrial Weapons (Error: Page has no Property:Image) Industrial Weapons |
Dam. | AP | Accuracy (Touch) |
Accuracy (Short) |
Accuracy (Medium) |
Accuracy (Long) |
DPS (Optimal) |
DPS (Touch) |
DPS (Short) |
DPS (Medium) |
DPS (Long) |
Market value |
---|---|---|---|---|---|---|---|---|---|---|---|---|
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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.
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.
- 1.5.4062 - Texture updated again
Texture prior to Beta 19, now used on the Machine pistol
Bolt-action rifle
An ancient pattern bolt-action rifle. With its long range, and low fire rate, it is unlikely to drive animals to revenge, which makes it a favorite weapon for hunting.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 3.5 kg
Ranged Combat
- Mode
- Single-Shot
- Damage
- 18 dmg (Bullet)
- Armor penetration
- 27%
- Warm-Up
- 102 ticks (1.7 secs)
- Cooldown
- 90 ticks (1.5 secs)
- Range
- 36.9 tile(s)
- Accuracy
- 65% - 80% - 90% - 80%
- Velocity
- 70 (m/s)
- Burst Count
- 1 (per burst)
- DPS
- 5.63
- 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
- Required Research
- Gunsmithing
- Skill Required
- Crafting 5
- Work To Make
- 12,000 ticks (3.33 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- True
- weaponTags
- Gun
- tradeTags
- WeaponRanged
The bolt-action rifle is a moderately heavy, single-shot firearm in RimWorld which deals a slightly higher amount of damage per shot; moderate time between shots; long range and very high overall accuracy.
The bolt-action rifle will deteriorate when left outdoors, under the usual conditions.
Acquisition
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.
Bolt-action rifles can be purchased from outlanders and orbital combat suppliers, or obtained from the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Scavenger gunner | 11.67% | Normal | 40-110% |
Pirate gunner | 22.61% | Normal | 70-230% |
Town guard | 18.63% | Normal | 60-200% |
Mercenary gunner | 12.17% | Normal | 70-320% |
Ancient soldier | 10.28% | Normal | 100% |
A single example is also given at the beginning with Crashlanded scenario.
Analysis
With a range of 36.9 tiles, the bolt-action rifle has extremely good range - the 2nd highest in the game, only beaten by an actual sniper rifle. It also has great accuracy, even beating the charge lance. In addition, the bolt-action rifle is able to stagger humans, cougars, and all insectoids. This makes it great as a hunting weapon, for field engagements (e.g. attacking siege camps), or as a general support weapon.
However, the bolt-action rifle performs poorly in close ranges. In close quarters, it is easily outclassed by the likes of the revolver and autopistol, let alone any sort of burst-fire weapon.
Because this gun is most effective at a distance, a competent shooter is required to get the most use out of it. This is because a pawn's own Shooting Accuracy, which is in part dependent on Shooting skill, is more important when the target is further away. For example, a baseline Shooting 0 pawn has a ×3% multiplier on their real chance to hit a target 30 tiles away, regardless of the weapon used. A Shooting 8 pawn has ×29% multiplier from the same distance. With Shooting 0, it wouldn't matter if their gun had 10% accuracy or 80% accuracy, they'd struggle with hitting anything from 30 tiles.
Stats
Against an unarmored human, a bolt-action rifle can kill with 3 hits to the torso, 2 hits to the head or neck, or 1 hit to the brain; cripple or destroy limbs in 2 hits; and destroy eyes and digits with a single hit. It'll generally take around 4 hits (~14.5 seconds average) to incapacitate that human from pain shock.
Overall, the bolt-action rifle is best paired with a careful shooter up to level 13, then with a trigger-happy shooter beyond that point.
Attack table
Industrial Weapons (Error: Page has no Property:Image) Industrial Weapons |
Dam. | AP | Accuracy (Touch) |
Accuracy (Short) |
Accuracy (Medium) |
Accuracy (Long) |
DPS (Optimal) |
DPS (Touch) |
DPS (Short) |
DPS (Medium) |
DPS (Long) |
Market value |
---|---|---|---|---|---|---|---|---|---|---|---|---|
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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.
Bolt-action rifle vs. comparable weapons
This section goes over how well the bolt-action rifle 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 bolt-action rifles 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 |
---|---|---|---|---|---|---|---|
Sniper Rifle | 72.94% | 73.11% | 70.76% | 67.98% | 64.76% | 63.01% | - |
Assault Rifle | 14.70% | 13.75% | 14.55% | 20.45% | 27.29% | - | - |
Revolver | 25.94% | 35.20% | 44.38% | 58.87% | 79.46% | - | - |
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 |
---|---|---|---|---|---|---|---|
Sniper Rifle | 73.07% | 70.27% | 68.81% | 64.03% | 61.41% | 59.91% | - |
Assault Rifle | 20.85% | 23.55% | 22.40% | 27.77% | 32.62% | - | - |
Revolver | 32.68% | 40.00% | 48.04% | 64.51% | 81.97% | - | - |
Version history
- Approximately A9 - Renamed from Lee-Enfield to Survival rifle.
- A16 - Renamed from Survival rifle to Bolt-action rifle
- Beta 19/1.0 - Barrel melee attack damage reduced 10 -> 9, cooldown increased from 1.9s -> 2s. Stock cooldown increased from 1.8 -> 2.
- 1.0 - Accuracy was nerfed in Prior to that, it was the most accurate weapon in-game, capable of reaching 100% accuracy at all ranges above Masterwork quality.
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
- Tech Level
- Industrial
- Weapon Class
- Industrial
- 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
- Required Research
- Precision rifling
- Skill Required
- Crafting 6
- Work To Make
- 40,000 ticks (11.11 mins)
- Work Speed Stat
- General Labor Speed
- 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
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.
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 | ? | ? | 70-230% |
Janissary | ? | ? | 70-230% |
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 - tied for third of all non-consumable weapons and only beaten by weapons with considerably less DPS. 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, such as the chain shotgun in maximum DPS and in close quarters, but no other weapon is as flexible and versatile. For this reason, assault rifles are a common choice for standard issue when not optimizing for a specific strategy.
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 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 also 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.
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 (~10.1 seconds average) to incapacitate that human from pain shock.
Attack table
Industrial Weapons (Error: Page has no Property:Image) Industrial Weapons |
Dam. | AP | Accuracy (Touch) |
Accuracy (Short) |
Accuracy (Medium) |
Accuracy (Long) |
DPS (Optimal) |
DPS (Touch) |
DPS (Short) |
DPS (Medium) |
DPS (Long) |
Market value |
---|---|---|---|---|---|---|---|---|---|---|---|---|
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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.
Version history
- 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.
Sniper rifle
An ancient design of precision sniper rifle. Bolt action. It has an exceptionally long range, great accuracy and good power. Because it's so unwieldy, other weapons outclass it at close range.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 4 kg
Ranged Combat
- Mode
- Single-Shot
- Damage
- 25 dmg (Bullet)
- Armor penetration
- 38%
- Warm-Up
- 210 ticks (3.5 secs)
- Cooldown
- 138 ticks (2.3 secs)
- Range
- 44.9 tile(s)
- Accuracy
- 50% - 70% - 86% - 88%
- Velocity
- 100 (m/s)
- Burst Count
- 1 (per burst)
- DPS
- 4.31
- 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
- Required Research
- Precision rifling
- Skill Required
- Crafting 7
- Work To Make
- 45,000 ticks (12.5 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- True
- weaponTags
- SniperRifle
- thingSetMakerTags
- RewardStandardQualitySuper
- tradeTags
- WeaponRanged
The sniper rifle is a slightly heavier, single-shot firearm in RimWorld which deals a high amount of damage per shot; a long time between shots; very long range and high overall accuracy.
Acquisition
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.
Sniper rifles can also be purchased from outlander and orbital combat suppliers or from outlander faction bases, or recovered from raiders:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Mercenary sniper | 99.89% | Normal | 70-320% |
Analysis
Sniper rifles have the longest range of all weapons, along with excellent long-distance accuracy. With high per-shot damage, they have a propensity to destroy limbs. Therefore, they are a poor choice if you intend to take prisoners after a raid.
While per-shot damage is high, snipers have a sluggish firerate. Their actual DPS is among the worst of firearms, just on par with the neolithic greatbow. Thus, snipers are a poor "general" weapon. If range is important, though, then snipers are a strong choice. They can be used to provoke sieges, kite centipedes, or be one of the safest weapons to hunt with. Due to poor DPS and slow firerate, it is a tedious weapon to kite with and should generally be avoided unless you really need the range.
As a shooter's personal accuracy is reduced for each tile of distance, sniper rifles are one of the most skill-heavy weapons in the game. For example, a shooter with a Shooting Accuracy of 95% (Shooting 6) would have a 0.95^30
chance, or only ~21%, to hit a target from 30 tiles. This is regardless of weapon - weapons apply another penalty after shooter-side accuracy. In contrast, a shooter with Shooting Accuracy 99% (Shooting 20) would have a ~74% shooter-side chance to hit, a DPS increase of +252%. If using a sniper for long-range combat, then have your highest skill shooters wield it.
Compared to the bolt-action rifle, the sniper rifle has worse firerate, DPS, and close-range accuracy in exchange for higher range, extra per-shot damage, and improved long-distance accuracy. The sniper rifle is more expensive, has a larger research requirement, and isn't common from raiders (barring sniper-only mercenary raids).
Stats
Against an unarmored human, the sniper rifle can kill with 2 shots to the torso or 1 shot to the head, brain or any vital organ. It'll generally take around 3 hits (~20.9 seconds average) to incapacitate that human from pain shock.
Attack table
Industrial Weapons (Error: Page has no Property:Image) Industrial Weapons |
Dam. | AP | Accuracy (Touch) |
Accuracy (Short) |
Accuracy (Medium) |
Accuracy (Long) |
DPS (Optimal) |
DPS (Touch) |
DPS (Short) |
DPS (Medium) |
DPS (Long) |
Market value |
---|---|---|---|---|---|---|---|---|---|---|---|---|
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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.
Version history
- Aproximately A9 - Name changed from M-24 to Sniper Rifle, sprite changed.
- Beta 19 - Received a great reduction in damage dealt, but fires slightly faster; overall, its DPS was massively nerfed.
- Beta 19/1.0 - Barrel melee attack damage reduced 10 -> 9, cooldown increased from 1.9s -> 2s. Stock cooldown increased from 1.8 -> 2.
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)
- Work Speed Stat
- General Labor Speed
- Has Quality
- True
- weaponTags
- Gun, IndustrialGunAdvanced
- thingSetMakerTags
- RewardStandardQualitySuper
- tradeTags
- WeaponRanged
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
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.
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, its 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 ranged combat, players often prefer the assault rifle and heavy SMG. Both weapons perform much better against separated targets, while remaining competitive against large crowds.
- The AR is better than the LMG for long range combat. Meanwhile, the SMG is better for damage at close ranges. Damage is a major benefit of its own - it can even slow enemies through pain. Their superior accuracy and warmup time are helpful in a variety of siuations.
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 (~10.4 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
Industrial Weapons (Error: Page has no Property:Image) Industrial Weapons |
Dam. | AP | Accuracy (Touch) |
Accuracy (Short) |
Accuracy (Medium) |
Accuracy (Long) |
DPS (Optimal) |
DPS (Touch) |
DPS (Short) |
DPS (Medium) |
DPS (Long) |
Market value |
---|---|---|---|---|---|---|---|---|---|---|---|---|
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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.
Version history
- 0.3.410 - Can now spawn on pawns
- Alpha ? - Name changed from L-15 LMG
- 1.5.4062 - Texture recreated with higher quality