Difference between revisions of "Machine pistol"
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{{infobox main|weapon| | {{infobox main|weapon| | ||
|name = Machine pistol | |name = Machine pistol | ||
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|stoppingPower = 0.5 | |stoppingPower = 0.5 | ||
|work to make = 11000 | |work to make = 11000 | ||
− | }} | + | }}{{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.}} |
===Acquisition=== | ===Acquisition=== | ||
Machine pistols can be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following [[raider#Humanlike|raider]] kinds: | Machine pistols can be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following [[raider#Humanlike|raider]] kinds: | ||
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| Ancient Soldier || 8.61% || Normal || 100% | | Ancient Soldier || 8.61% || Normal || 100% | ||
|} | |} | ||
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Machine pistols can also be crafted at a [[machining table]] once the [[Research#BlowbackOperation|blowback operation]] research has been completed; from 45 [[steel]], 3 [[component]]s and {{Ticks|11000}} of work. A crafting skill of at least 4 is required. | Machine pistols can also be crafted at a [[machining table]] once the [[Research#BlowbackOperation|blowback operation]] research has been completed; from 45 [[steel]], 3 [[component]]s and {{Ticks|11000}} of work. A crafting skill of at least 4 is required. | ||
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==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. | 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. | ||
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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. | 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. | ||
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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. | 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. | ||
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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. | 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. | ||
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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. | 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. | ||
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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. | ||
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Weapons that would typically supplant the machine pistol include the [[chain shotgun]] and [[heavy SMG]]. | Weapons that would typically supplant the machine pistol include the [[chain shotgun]] and [[heavy SMG]]. | ||
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==Melee Combat== | ==Melee Combat== | ||
+ | <div><li style="display: inline-table;"> | ||
{| {{STDT| c_12 text-center}} | {| {{STDT| c_12 text-center}} | ||
!Tool | !Tool | ||
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|4.50 | |4.50 | ||
|} | |} | ||
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==Machine Pistol vs. Comparable Weapons== | ==Machine Pistol vs. Comparable Weapons== | ||
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=== Methodology === | === Methodology === | ||
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| 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% || - || - || - | ||
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Revision as of 11:28, 2 February 2021
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
- Weapon Class
- Industrial
- Mass
- 2.5 kg
Ranged Combat
- Mode
- Burst
- Damage
- 6 dmg
- 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
Creation
- Work To Make
- 11,000 ticks (3.06 mins)
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 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% |
Machine pistols can also be crafted at a machining table once the blowback operation research has been completed; from 45 steel, 3 components and 11,000 ticks (3.06 mins) of work. A crafting skill of at least 4 is required.
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.
However, unlike the pump shotgun or even the revolver, the machine pistol isn't able to stagger advancing humans or human-sized mechanoids. 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 hand-thrown weapons and shotguns.
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 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.
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.
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.
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 |
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 | 2× 37.5% | 100 | 110 |
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 | 165 |
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 | 220 |
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 | 275 |
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 | 330 |
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 | 550 |
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 | 1100 |
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
Melee Combat
Tool | Attack | Damage Type | Power | AP | Cooldown | Likelihood | Base DPS |
---|---|---|---|---|---|---|---|
Overall | - | - | 9 | 13% | 2.00s | - | 4.50 |
Grip | Blunt | Blunt | 9 | 13% | 2.00s | 50.00% | 4.50 |
Barrel | Blunt | Blunt | 9 | 13% | 2.00s | 25.00% | 4.50 |
Barrel | Poke | Blunt | 9 | 13% | 2.00s | 25.00% | 4.50 |
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% | - | - | - |
Graphs
The graphs assume a normal quality machine pistol 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
- Originally called the Uzi,
- ~2015 - renamed to the PDW and texture updated
- A15 - renamed to the Machine Pistol in A15.
- 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.