Difference between revisions of "Autopistol"
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| accuracyMedium = 40 | | accuracyMedium = 40 | ||
| accuracyLong = 30 | | accuracyLong = 30 | ||
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| mode = Single-Shot | | mode = Single-Shot | ||
| warmup = 18 | | warmup = 18 | ||
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| skill 1 level = 4 | | skill 1 level = 4 | ||
| has quality = True | | has quality = True | ||
− | | weaponTags = Gun, SimpleGun | + | | weaponTags = Gun, SimpleGun, Autopistol |
| tradeTags = WeaponRanged | | tradeTags = WeaponRanged | ||
}} | }} | ||
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| [[Pirates#Pirate gunner|Pirate gunner]] || 14.55% || Normal || 70-230% | | [[Pirates#Pirate gunner|Pirate gunner]] || 14.55% || Normal || 70-230% | ||
|- | |- | ||
− | | [[Outlanders# | + | | [[Outlanders#Villager|Villager]] || 19.97% || Poor || 20-200% |
|- | |- | ||
| [[Outlanders#Town councilman|Town councilman]] || 43.31% || Good || 100% | | [[Outlanders#Town councilman|Town councilman]] || 43.31% || Good || 100% |
Latest revision as of 03:14, 23 August 2024
Autopistol
An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 1.2 kg
Ranged Combat
- Mode
- Single-Shot
- Damage
- 10 dmg (Bullet)
- Armor penetration
- 15%
- Warm-Up
- 18 ticks (0.3 secs)
- Cooldown
- 60 ticks (1 sec)
- Range
- 25.9 tile(s)
- Accuracy
- 80% - 70% - 40% - 30%
- Velocity
- 55 (m/s)
- Burst Count
- 1 (per burst)
- DPS
- 7.69
- 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 - Melee Average DPS
- 4.5
- Melee Average AP
- 13%
Creation
- Required Research
- Blowback operation
- Skill Required
- Crafting 4
- Work To Make
- 5,000 ticks (1.39 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- True
- weaponTags
- Gun, SimpleGun, Autopistol
- tradeTags
- WeaponRanged
The autopistol is a light, single-shot firearm in RimWorld which deals a moderate amount of damage per shot; a very short time between shots; moderate range and moderate overall accuracy.
Acquisition[edit]
Autopistols can be crafted at a machining table once the blowback operation research project has been completed. Each requires 30 Steel, 2 Components, 5,000 ticks (1.39 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 4.
Autopistols 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 | 25.72% | Normal | 40-110% |
Pirate gunner | 14.55% | Normal | 70-230% |
Villager | 19.97% | Poor | 20-200% |
Town councilman | 43.31% | Good | 100% |
Town guard | 10.35% | Normal | 60-200% |
Mercenary gunner | 6.65% | Normal | 70-320% |
Ancient soldier | 5.15% | Normal | 100% |
Analysis[edit]
The autopistol has the shortest warmup/cooldown cycle out of all ranged weapons in the game, though RPM is low due to being single shot. Short-distance accuracy is also somewhat respectable. Therefore, the autopistol is a decent weapon for low-skill shooters, and has another small niche as a hit-and-run weapon. It's also easy to acquire, from both raiders or manufacturing.
Comparisons[edit]
In terms of actual damage, the autopistol is clearly an early game weapon, found on early game raiders, so should be compared to other weapons of its caliber:
- Revolver - The autopistol has identical maximum range, but better DPS at all ranges. The revolver can stagger humans and human-sized mechanoids, a noticeable advantage for close-range combat. The autopistol is also slightly worse against armor, though early raiders won't have much to begin with.
- Bows - Autopistols have the same maximum range as a recurve bow. The pistol is superior to all bows up to short ranges, and only beaten by the great bow from medium range onwards. Unless you need the greatbow's range, or have a high quality recurve bow / greatbow, there is no reason not to upgrade to the pistol.
- Bolt-action rifle - less clear cut. The pistol is significantly superior within short range, while the rifle is both significantly superior beyond this and has a significantly longer range. Rather than direct competitors, this makes them naturally complementary with each other, each covering their effective ranges.
The autopistol is outclassed by the machine pistol and pump shotgun. Both guns outdamage the autopistol at any range they can fire from. Despite the autopistol having a higher max range, firing from that distance is a poor use for the autopistol. It is thoroughly outclassed by more advanced weapons, such as the Heavy SMG.
Stats[edit]
Against an unarmored human, an autopistol can kill with 4 hits to the torso, 3-4 hits to the head, 3 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 7 hits (~13.3 seconds average) to incapacitate that human from pain shock.
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 |
Autopistol | Grip (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 | 70 |
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 | 104 |
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 | 139 |
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 | 174 |
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 | 210 |
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 | 345 |
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 | 695 |
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
Autopistol vs. comparable weapons[edit]
This section goes over how well the autopistol 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 autopistols 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 |
---|---|---|---|---|---|---|---|
Machine Pistol | 19.34% | 25.82% | 33.07% | 36.20% | - | - | - |
Revolver | 64.84% | 59.91% | 55.11% | 56.19% | 55.59% | - | - |
Pump Shotgun | 48.66% | 45.16% | 36.78% | - | - | - | - |
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 |
---|---|---|---|---|---|---|---|
Machine Pistol | 18.51% | 24.36% | 33.65% | 37.08% | - | - | - |
Revolver | 60.82% | 58.70% | 54.27% | 54.79% | 52.49% | - | - |
Pump Shotgun | 51.44% | 46.94% | 38.14% | - | - | - | - |
XP per salvo[edit]
You get 9 experience points per salvo in shooting, without any passion/flames
Version history[edit]
- 0.18.1722 - Added when 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.
- Beta 19 - received a slight accuracy nerf and range buff