Difference between revisions of "Gunlink"
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− | {{Royalty}}{{ | + | {{Royalty}} |
+ | {{Infobox main | ||
| name = Gunlink | | name = Gunlink | ||
| image = Gunlink.png | | image = Gunlink.png | ||
Line 10: | Line 11: | ||
| research = Gunlink | | research = Gunlink | ||
| work to make = 15750 | | work to make = 15750 | ||
+ | | work speed stat = General Labor Speed | ||
| resource 1 = Plasteel | | resource 1 = Plasteel | ||
| resource 1 amount = 10 | | resource 1 amount = 10 | ||
Line 16: | Line 18: | ||
| skill 1 = Crafting | | skill 1 = Crafting | ||
| skill 1 level = 6 | | skill 1 level = 6 | ||
− | | marketvalue | + | | marketvalue = 345 |
− | | armorblunt | + | | armorblunt = 0 |
− | | armorsharp | + | | armorsharp = 0 |
− | | armorheat | + | | armorheat = 0 |
| insulationcold = 0 | | insulationcold = 0 | ||
| insulationheat = 0 | | insulationheat = 0 | ||
| mass base = 1 | | mass base = 1 | ||
+ | | lifestage = Adult | ||
+ | | clothing for nudity = False | ||
| coverage = Head, Left Ear, Right Ear | | coverage = Head, Left Ear, Right Ear | ||
| layer = Headgear | | layer = Headgear | ||
+ | | has quality = false | ||
| thingCategories = ArmorHeadgear | | thingCategories = ArmorHeadgear | ||
− | | tradeTags = HiTechArmor | + | | tradeTags = HiTechArmor, Clothing |
| tags = Gunlink | | tags = Gunlink | ||
| defaultOutfitTags = Soldier | | defaultOutfitTags = Soldier | ||
Line 32: | Line 37: | ||
}} | }} | ||
The '''gunlink''' is a piece of [[apparel|headwear]] added by the [[Royalty DLC]] that increases the wearer's [[Shooting accuracy|accuracy]] with ranged weapons but provides no protection or insulation. | The '''gunlink''' is a piece of [[apparel|headwear]] added by the [[Royalty DLC]] that increases the wearer's [[Shooting accuracy|accuracy]] with ranged weapons but provides no protection or insulation. | ||
+ | |||
== Acquisition == | == Acquisition == | ||
− | + | {{Acquisition}} | |
Alternatively, the armor can be received as a [[quest]] reward, purchased from [[traders]], or found on [[Empire#Pawns|Imperial forces]]. | Alternatively, the armor can be received as a [[quest]] reward, purchased from [[traders]], or found on [[Empire#Pawns|Imperial forces]]. | ||
== Summary == | == Summary == | ||
− | Gunlinks offer no protection or insulation but increase the wearer's [[Shooting_Accuracy|shooting accuracy]] by +3.0 | + | Gunlinks offer no protection or insulation but increase the wearer's [[Shooting_Accuracy|shooting accuracy]] by +3.0. Gunlinks prevent the wearing of any other headgear. It does not count as clothing for nudity, such as for the [[nudist]] trait. |
The table below shows post-processed shooting accuracy per tile of distance for each skill level, with and without a gunlink, assuming the pawn is healthy. It also shows the improvement to {{DPS}} of wearing the gunlink at Short (12 tiles), Medium (25 tiles), and Long (40 tiles) ranges. That is; if it shows 200%, a pawn wearing the gunlink will deal 200% of the {{DPS}} of an equally skilled pawn without a gunlink using the same weapon. | The table below shows post-processed shooting accuracy per tile of distance for each skill level, with and without a gunlink, assuming the pawn is healthy. It also shows the improvement to {{DPS}} of wearing the gunlink at Short (12 tiles), Medium (25 tiles), and Long (40 tiles) ranges. That is; if it shows 200%, a pawn wearing the gunlink will deal 200% of the {{DPS}} of an equally skilled pawn without a gunlink using the same weapon. | ||
<div><li style="display: inline-table;"> | <div><li style="display: inline-table;"> | ||
{| {{STDT| c_12 text-center}} | {| {{STDT| c_12 text-center}} | ||
− | !Skill Level !! | + | ! Skill<br/>Level !! Base !! With<br/>Gunlink !! GL DPS %<br/>@ Short !! GL DPS %<br/>@ Medium !! GL DPS %<br/>@ Long |
− | !Skill Level !! | + | ! Skill<br/>Level !! Base !! With<br/>Gunlink !! GL DPS %<br/>@ Short !! GL DPS %<br/>@ Medium !! GL DPS %<br/>@ Long |
|- | |- | ||
! 0 | ! 0 | ||
− | | 89% | + | | 89% || 93.5% || {{%|0.935^12 / 0.89^12 round 2}} || {{%|0.935^25 / 0.89^25 round 2}} || {{%|0.935^40 / 0.89^40 round 2}} |
! - | ! - | ||
| - || - || - || - || - | | - || - || - || - || - | ||
|- | |- | ||
! 1 | ! 1 | ||
− | | 91% || 94% | + | | 91% || 94% || {{%|0.94^12 / 0.91^12 round 2}} || {{%|0.94^25 / 0.91^25 round 2}} || {{%|0.94^40 / 0.91^40 round 2}} |
! 11 | ! 11 | ||
− | | 97.25% || 98% | + | | 97.25% || 98% || {{%|0.98^12 / 0.9725^12 round 2}} || {{%|0.98^25 / 0.9725^25 round 2}} || {{%|0.98^40 / 0.9725^40 round 2}} |
|- | |- | ||
! 2 | ! 2 | ||
Line 100: | Line 106: | ||
! 20 | ! 20 | ||
| 99% || 99.313% || {{%|0.99313^12 / 0.99^12 round 2}} || {{%|0.99313^25 / 0.99^25 round 2}} || {{%|0.99313^40 / 0.99^40 round 2}} | | 99% || 99.313% || {{%|0.99313^12 / 0.99^12 round 2}} || {{%|0.99313^25 / 0.99^25 round 2}} || {{%|0.99313^40 / 0.99^40 round 2}} | ||
− | |}</li><div> | + | |}</li></div> |
'''Note''' that shooting accuracy for the pawn has exponential decay calculated '''per tile''', meaning that a small increase (even 1%) in shooting accuracy will have a significant effect at longer ranges. | '''Note''' that shooting accuracy for the pawn has exponential decay calculated '''per tile''', meaning that a small increase (even 1%) in shooting accuracy will have a significant effect at longer ranges. | ||
For example: | For example: | ||
− | *A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away (0.99<sup>32</sup> = 0.7249) | + | * A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away (0.99<sup>32</sup> = 0.7249) |
− | *With 98% accuracy, the base accuracy against the same target becomes only 52.4% (0.98<sup>32</sup> = 0.5239). | + | * With 98% accuracy, the base accuracy against the same target becomes only 52.4% (0.98<sup>32</sup> = 0.5239). |
== Analysis == | == Analysis == | ||
− | {{ | + | {{Stub|section=1|reason=Doesn't actually give analysis re: use proposition - only use if you don't have a helmet is reductive and inaccurate. Consider Hanif's analyis}} |
− | |||
− | |||
The gunlink provides an additional +3 shooting accuracy, translating into an additional 3 levels of skill at the cost of providing absolutely no protection or insulation to the head. In normal firefights, the gunlink should be passed over for helmets, but should be prioritized over hats and masks. The gunlink is better used for snipers with a [[Sniper rifle]] to take out far away targets. | The gunlink provides an additional +3 shooting accuracy, translating into an additional 3 levels of skill at the cost of providing absolutely no protection or insulation to the head. In normal firefights, the gunlink should be passed over for helmets, but should be prioritized over hats and masks. The gunlink is better used for snipers with a [[Sniper rifle]] to take out far away targets. | ||
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}} | }} | ||
|} | |} | ||
− | |||
− | |||
== Version history == | == Version history == | ||
* [[Version/1.2.2753|1.2.2753]] - Added. Fix: Gunlink displays shooting accuracy stat offset as %. | * [[Version/1.2.2753|1.2.2753]] - Added. Fix: Gunlink displays shooting accuracy stat offset as %. | ||
* [[Version/1.4.3523|1.4.3523]] - No longer counts as clothing for nudity. | * [[Version/1.4.3523|1.4.3523]] - No longer counts as clothing for nudity. | ||
− | {{ | + | * [[Version/1.4.3563|1.4.3563]] - Reduce the frequency at which they appear in quest rewards, as they're overrepresented at low colony wealth values. |
+ | * [[Version/1.5.4241|1.5.4241]] - Gunlinks no longer have qualities. | ||
+ | |||
+ | {{Nav|clothing|wide}} | ||
[[Category:Armor]] | [[Category:Armor]] |
Latest revision as of 21:19, 8 October 2024
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Gunlink
A targeting computer that helps the user aim. It detects and analyzes targets using infrared, visible, and millimeter-wave electromagnetic sensors. An onboard targeting computer displays firing solutions on a retinal projection. It offers no protection at all.
Base Stats
Apparel
- Insulation - Cold
- 0 °C (0 °F)
- Insulation - Heat
- 0 °C (0 °F)
- Armor - Sharp
- 0%
- Armor - Blunt
- 0%
- Armor - Heat
- 0%
- Clothing For Nudity
- False
- Lifestage
- Adult
- Coverage
- Head, Left Ear, Right Ear
- Layer
- Headgear
Creation
- Required Research
- Gunlink
- Skill Required
- Crafting 6
- Work To Make
- 15,750 ticks (4.38 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- False
- thingCategories
- ArmorHeadgear
- thingSetMakerTags
- RewardStandardHighFreq
- defaultOutfitTags
- Soldier
- tags
- Gunlink
- tradeTags
- HiTechArmor, Clothing
The gunlink is a piece of headwear added by the Royalty DLC that increases the wearer's accuracy with ranged weapons but provides no protection or insulation.
Acquisition[edit]
Gunlinks can be crafted at a fabrication bench once the gunlink research project has been completed. Each requires 10 Plasteel, 1 Advanced component, 15,750 ticks (4.38 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 6.
Alternatively, the armor can be received as a quest reward, purchased from traders, or found on Imperial forces.
Summary[edit]
Gunlinks offer no protection or insulation but increase the wearer's shooting accuracy by +3.0. Gunlinks prevent the wearing of any other headgear. It does not count as clothing for nudity, such as for the nudist trait.
The table below shows post-processed shooting accuracy per tile of distance for each skill level, with and without a gunlink, assuming the pawn is healthy. It also shows the improvement to DPS of wearing the gunlink at Short (12 tiles), Medium (25 tiles), and Long (40 tiles) ranges. That is; if it shows 200%, a pawn wearing the gunlink will deal 200% of the DPS of an equally skilled pawn without a gunlink using the same weapon.
Skill Level |
Base | With Gunlink |
GL DPS % @ Short |
GL DPS % @ Medium |
GL DPS % @ Long |
Skill Level |
Base | With Gunlink |
GL DPS % @ Short |
GL DPS % @ Medium |
GL DPS % @ Long |
---|---|---|---|---|---|---|---|---|---|---|---|
0 | 89% | 93.5% | 181% | 343% | 719% | - | - | - | - | - | - |
1 | 91% | 94% | 148% | 225% | 366% | 11 | 97.25% | 98% | 110% | 121% | 136% |
2 | 93% | 94.5% | 121% | 149% | 190% | 12 | 97.5% | 98.167% | 109% | 119% | 131% |
3 | 93.5% | 95% | 121% | 149% | 189% | 13 | 97.75% | 98.333% | 107% | 116% | 127% |
4 | 94% | 95.5% | 121% | 149% | 188% | 14 | 98% | 98.5% | 106% | 114% | 123% |
5 | 94.5% | 96% | 121% | 148% | 188% | 15 | 98.167% | 98.666% | 106% | 114% | 122% |
6 | 95% | 96.5% | 121% | 148% | 187% | 16 | 98.333% | 98.833% | 106% | 114% | 122% |
7 | 95.5% | 97% | 121% | 148% | 187% | 17 | 98.5% | 99% | 106% | 113% | 122% |
8 | 96% | 97.25% | 117% | 138% | 168% | 18 | 98.666% | 99.125% | 106% | 112% | 120% |
9 | 96.5% | 97.5% | 113% | 129% | 151% | 19 | 98.833% | 99.25% | 105% | 111% | 118% |
10 | 97% | 97.75% | 110% | 121% | 136% | 20 | 99% | 99.313% | 104% | 108% | 113% |
Note that shooting accuracy for the pawn has exponential decay calculated per tile, meaning that a small increase (even 1%) in shooting accuracy will have a significant effect at longer ranges.
For example:
- A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away (0.9932 = 0.7249)
- With 98% accuracy, the base accuracy against the same target becomes only 52.4% (0.9832 = 0.5239).
Analysis[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Doesn't actually give analysis re: use proposition - only use if you don't have a helmet is reductive and inaccurate. Consider Hanif's analyis. |
The gunlink provides an additional +3 shooting accuracy, translating into an additional 3 levels of skill at the cost of providing absolutely no protection or insulation to the head. In normal firefights, the gunlink should be passed over for helmets, but should be prioritized over hats and masks. The gunlink is better used for snipers with a Sniper rifle to take out far away targets.
DPS Impact by Skill |
---|
Version history[edit]
- 1.2.2753 - Added. Fix: Gunlink displays shooting accuracy stat offset as %.
- 1.4.3523 - No longer counts as clothing for nudity.
- 1.4.3563 - Reduce the frequency at which they appear in quest rewards, as they're overrepresented at low colony wealth values.
- 1.5.4241 - Gunlinks no longer have qualities.