Difference between revisions of "Chain shotgun"
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| accuracyMedium = 55 | | accuracyMedium = 55 | ||
| accuracyLong = 45 | | accuracyLong = 45 | ||
− | |||
| mode = Burst | | mode = Burst | ||
| burst = 3 | | burst = 3 | ||
Line 33: | Line 32: | ||
| mass base = 4.5 | | mass base = 4.5 | ||
| work to make = 31000 | | work to make = 31000 | ||
+ | | work speed stat = General Labor Speed | ||
| meleeattack1dmg = 9 | | meleeattack1dmg = 9 | ||
| meleeattack1type = blunt | | meleeattack1type = blunt | ||
Line 54: | Line 54: | ||
| skill 1 level = 6 | | skill 1 level = 6 | ||
| has quality = True | | has quality = True | ||
− | | weaponTags = Gun, IndustrialGunAdvanced | + | | weaponTags = Gun, IndustrialGunAdvanced, ShortShots |
| thingSetMakerTags = RewardStandardQualitySuper | | thingSetMakerTags = RewardStandardQualitySuper | ||
+ | | tradeTags = WeaponRanged | ||
}} | }} | ||
{{Info|The '''chain shotgun''' is a very short range, multi-shot [[weapon]] which fires 3-shot bursts which deal fairly high damage individually (X3); a slightly shorter delay between each shot; a moderate time between bursts; slightly lower overall accuracy and slightly heavier weight.}} | {{Info|The '''chain shotgun''' is a very short range, multi-shot [[weapon]] which fires 3-shot bursts which deal fairly high damage individually (X3); a slightly shorter delay between each shot; a moderate time between bursts; slightly lower overall accuracy and slightly heavier weight.}} | ||
== Acquisition == | == Acquisition == | ||
− | + | {{Acquisition}} | |
Chain shotguns can be [[Trade|purchased]] from [[outlander]] and orbital combat suppliers, outlander [[faction base]]s, or obtained from the following [[raider#Humanlike|raider]] kinds: | Chain shotguns can be [[Trade|purchased]] from [[outlander]] and orbital combat suppliers, outlander [[faction base]]s, or obtained from the following [[raider#Humanlike|raider]] kinds: | ||
Line 66: | Line 67: | ||
! Raider Kind !! Chance !! Average Quality !! Health | ! Raider Kind !! Chance !! Average Quality !! Health | ||
|- | |- | ||
− | | Mercenary | + | | [[Raiders#Mercenary gunner|Mercenary gunner]] || 12.36% || Normal || 70-320% |
|- | |- | ||
− | | Ancient | + | | [[Ancients#Ancient soldier|Ancient soldier]] || 11.05% || Normal || 100% |
|} | |} | ||
== Analysis == | == Analysis == | ||
− | + | In terms of pure single-target {{DPS}}, the chain shotgun is the strongest firearm in the game and beat only by [[minigun]] against massed targets. This is counterbalanced by the shortest range of all human usable ranged weapons, equal to that of [[grenades]]. | |
− | It fires a 3-shot burst, with each | + | It fires a 3-shot burst, with each round as strong as a [[pump shotgun]], but with significantly higher fire rate. Raw damage output is amazing, only being surpassed by the [[minigun]] (before accuracy) and the single-use [[triple rocket launcher]]. In addition, the chain shotgun can stagger pawns as large as a [[centipede]]. The only enemies that cannot be staggered by the chain shotgun are the {{#ask: [[Body Size::>3.0001]] |
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sort = From DLC, Name | ||
+ | | sep = <nowiki>, </nowiki> | ||
+ | }} by virtue of body size as well as the [[hussar]]{{BiotechIcon}}, [[revenant]]{{AnomalyIcon}} and [[chimera]]{{AnomalyIcon}} when raging, by virtue of stagger immunity. | ||
− | + | While each burst is not particularly accurate, stray shots can occasionally hit surrounding targets, making it a good crowd-control weapon. The minigun has clear superiority for crowd control, but is much more expensive and has unique downsides such as terrible accuracy, a massive warmup/cooldown cycle, and a reduction in wielder [[move speed]]. | |
− | The chain shotgun is best suited as a close-quarters offensive weapon, though is an excellent supporting weapon due to its stopping power. It can be used behind melee fighters, and specialized [[killbox]]es take advantage of the shotgun's strength. It is especially good against [[infestation]]s and drop pods due to its stopping power, damage output, and crowd control, combined with the lack of range constraint. Note that even a shotgun won't be fired in melee combat, so keep your shotgun-wielding pawns out of melee, and engage shotgun-wielding enemies in melee. | + | The chain shotgun is best suited as a close-quarters offensive weapon, though is an excellent supporting weapon due to its stopping power. It can be used behind melee fighters, and specialized [[killbox]]es take advantage of the shotgun's strength. It is especially good against [[infestation]]s and drop pods due to its stopping power, damage output, and crowd control, combined with the lack of range constraint. Note that even a shotgun won't be fired in melee combat, so keep your shotgun-wielding pawns out of melee, make good use of [[melee block]]ers, and engage chain shotgun-wielding enemies in melee. |
=== Stats === | === Stats === | ||
− | Against an unarmored human, a chain 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 (~6. | + | Against an unarmored human, a chain 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 (~6.98 seconds average) to incapacitate that human from pain shock. |
Overall, the chain shotgun is best paired with a careful shooter up to level 6, then with a trigger-happy shooter beyond that point. | Overall, the chain shotgun is best paired with a careful shooter up to level 6, then with a trigger-happy shooter beyond that point. |
Latest revision as of 03:15, 23 August 2024
Chain shotgun
"A magazine-fed fully automatic shotgun. It is even shorter-ranged than a typical shotgun, but is extraordinarily dangerous due to burst fire."
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 4.5 kg
Ranged Combat
- Mode
- Burst
- Damage
- 18 dmg (Bullet)
- Armor penetration
- 14%
- Warm-Up
- 72 ticks (1.2 secs)
- Cooldown
- 81 ticks (1.35 secs)
- Range
- 12.9 tile(s)
- Accuracy
- 57% - 64% - 55% - 45%
- Velocity
- 55 (m/s)
- Burst Count
- 3 (per burst)
- Burst Ticks
- 10 ticks (0.17 secs)
(360 RPM) - DPS
- 18.73
- Stopping power
- 3.0
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 - Melee Average DPS
- 4.5
- Melee Average AP
- 13%
Creation
- Required Research
- Gas operation
- Skill Required
- Crafting 6
- Work To Make
- 31,000 ticks (8.61 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- True
- weaponTags
- Gun, IndustrialGunAdvanced, ShortShots
- thingSetMakerTags
- RewardStandardQualitySuper
- tradeTags
- WeaponRanged
The chain shotgun is a very short range, multi-shot weapon which fires 3-shot bursts which deal fairly high damage individually (X3); a slightly shorter delay between each shot; a moderate time between bursts; slightly lower overall accuracy and slightly heavier weight.
Acquisition[edit]
Chain shotguns can be crafted at a machining table once the gas operation research project has been completed. Each requires 70 Steel, 5 Components, 31,000 ticks (8.61 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 6.
Chain shotguns can be purchased from outlander and orbital combat suppliers, outlander faction bases, or obtained from the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Mercenary gunner | 12.36% | Normal | 70-320% |
Ancient soldier | 11.05% | Normal | 100% |
Analysis[edit]
In terms of pure single-target DPS, the chain shotgun is the strongest firearm in the game and beat only by minigun against massed targets. This is counterbalanced by the shortest range of all human usable ranged weapons, equal to that of grenades.
It fires a 3-shot burst, with each round as strong as a pump shotgun, but with significantly higher fire rate. Raw damage output is amazing, only being surpassed by the minigun (before accuracy) and the single-use triple rocket launcher. In addition, the chain shotgun can stagger pawns as large as a centipede. The only enemies that cannot be staggered by the chain shotgun are the Elephant, Megasloth, Thrumbo, Bulbfreak , Devourer , Dreadmeld , Nociosphere , Centurion , Diabolus , Tunneler , War queen by virtue of body size as well as the hussar, revenant and chimera when raging, by virtue of stagger immunity.
While each burst is not particularly accurate, stray shots can occasionally hit surrounding targets, making it a good crowd-control weapon. The minigun has clear superiority for crowd control, but is much more expensive and has unique downsides such as terrible accuracy, a massive warmup/cooldown cycle, and a reduction in wielder move speed.
The chain shotgun is best suited as a close-quarters offensive weapon, though is an excellent supporting weapon due to its stopping power. It can be used behind melee fighters, and specialized killboxes take advantage of the shotgun's strength. It is especially good against infestations and drop pods due to its stopping power, damage output, and crowd control, combined with the lack of range constraint. Note that even a shotgun won't be fired in melee combat, so keep your shotgun-wielding pawns out of melee, make good use of melee blockers, and engage chain shotgun-wielding enemies in melee.
Stats[edit]
Against an unarmored human, a chain 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 (~6.98 seconds average) to incapacitate that human from pain shock.
Overall, the chain shotgun is best paired with a careful shooter up to level 6, then with a trigger-happy shooter beyond that point.
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 |
Chain shotgun | Stock (Blunt) | Barrel (Blunt) | Barrel (Poke) | Human: Left & rigth 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 | 200 |
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 | 305 |
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 | 405 |
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 | 505 |
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 | 605 |
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 | 1010 |
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 | 2025 |
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
Chain shotgun vs. comparable weapons[edit]
This section goes over how well the chain shotgun fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat.
Methodology[edit]
- 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 chain 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[edit]
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 |
---|---|---|---|---|---|---|---|
Pump Shotgun | 73.75% | 72.94% | 71.80% | - | - | - | - |
Heavy SMG | 40.30% | 52.64% | 64.30% | - | - | - | - |
LMG | 70.41% | 67.51% | 67.06% | - | - | - | - |
Charge Rifle | 70.27% | 66.55% | 64.00% | - | - | - | - |
Minigun | 76.82% | 66.55% | 58.93% | - | - | - | - |
Armored[edit]
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 |
---|---|---|---|---|---|---|---|
Pump Shotgun | 74.11% | 73.86% | 76.84% | - | - | - | - |
Heavy SMG | 40.13% | 50.64% | 61.06% | - | - | - | - |
LMG | 72.44% | 71.78% | 67.40% | - | - | - | - |
Charge Rifle | 52.81% | 52.22% | 49.98% | - | - | - | - |
Minigun | 80.61% | 69.19% | 62.05% | - | - | - | - |
Version history[edit]
- 0.17.1546 - Added.
- Beta 19 - Received a buff to accuracy, range and ticks between burst shots. It also got a 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.