Difference between revisions of "Chain shotgun"

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__NOTOC__
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{{Infobox main|weapon
<onlyinclude>
+
| name = Chain shotgun
{{infobox main|weapon|
+
| image = ChainShotgun.png
|name = Chain Shotgun
+
| description ="A magazine-fed fully automatic shotgun. It is even shorter-ranged than a typical shotgun, but is extraordinarily dangerous due to burst fire."
|image = ChainShotgun.png|Chain Shotgun
+
| type = Equipment
|description ="A magazine-fed fully automatic shotgun. Short range and very low accuracy, but extraordinarily dangerous due to burst fire.
+
| type2 = Weapons
|type = Equipment
+
| tech level = Industrial
|type2 = Weapons
+
| class = Industrial
|class = Modern
+
| damage = 18
|damage = 18
+
| damage type = Bullet
|range = 9
+
| armorPenetration = 14
|velocity = 55
+
| range = 12.9
|accuracyTouch = 40
+
| velocity = 55
|accuracyShort = 43
+
| accuracyTouch = 57
|accuracyMedium = 38
+
| accuracyShort = 64
|accuracyLong = 32
+
| accuracyMedium = 55
|mode = Burst
+
| accuracyLong = 45
|burst = 3
+
| mode = Burst
|burstTicks = 12
+
| burst = 3
|warmup = 72
+
| burstTicks = 10
|cooldown = 81
+
| warmup = 72
|DPS = DPS
+
| cooldown = 81
|sell = {{icon|silver|400}}
+
| DPS = DPS
|buy = {{icon|steel|70}} + {{icon|component|5}}
+
| stoppingPower = 3.0
|mass base = 4.5
+
| marketvalue = 405
 +
| production facility 1 = Machining table
 +
| research = Gas operation
 +
| resource 1 = Steel
 +
| resource 1 amount = 70
 +
| resource 2 = Component
 +
| resource 2 amount = 5
 +
| mass base = 4.5
 +
| work to make = 31000
 +
| work speed stat = General Labor Speed
 +
| meleeattack1dmg = 9
 +
| meleeattack1type = blunt
 +
| meleeattack1part = Stock
 +
| meleeattack1cool = 2.0
 +
| meleeattack1ap = 13
 +
| meleeattack2dmg = 9
 +
| meleeattack2type = blunt
 +
| meleeattack2part = Barrel
 +
| meleeattack2cool = 2.0
 +
| meleeattack2ap = 13
 +
| meleeattack3dmg = 9
 +
| meleeattack3type = Poke
 +
| meleeattack3part = Barrel
 +
| meleeattack3cool = 2.0
 +
| meleeattack3ap = 13
 +
| page verified for version =
 +
| skill 1 = Crafting
 +
| skill 1 level = 6
 +
| has quality = True
 +
| weaponTags = Gun, IndustrialGunAdvanced, ShortShots
 +
| thingSetMakerTags = RewardStandardQualitySuper
 +
| tradeTags = WeaponRanged
 
}}
 
}}
</onlyinclude>
+
{{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 slightly heavier, multi-shot firearm in RimWorld which fires 3-shot bursts of rounds which deal a slightly higher amount of damage each; a moderate delay between each shot; a moderate time between bursts; very low accuracy and very short range.}}
+
== Acquisition ==
It'll take 3 shots to the torso to kill an unarmored human with a chain shotgun, or around 5 shots against a human with a normal [[armor vest]]. The chain shotgun can also instantly remove digits, cripple eyeballs and cause lethal brain damage if the victim's skull is unprotected. Limbs can be crippled in 2 shots against an unarmored human. Without factoring in any cover or shooter's accuracy, the chain shotgun has an average time to down of around 8.7 seconds against unarmored people or 12 seconds against a person with an armor vest.
+
{{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:
  
Since the chain shotgun has an extremely short range and fires in bursts - a quicker factoring in of odds with continuous failure - the chain shotgun can be considered a great weapon for inexperienced shooters, but not so good for skilled shooters; even the best shooters will struggle to be accurate with a chain shotgun and you're better off pairing them with longer-ranged weapons. A healthy level 0 traitless shooter, level 0 careful shooter or level 0 trigger-happy can somewhat efficiently use the chain shotgun up to 6 cells. However, a level 3 traitless shooter, level 0 careful shooter or level 6 trigger-happy is advisable to efficiently use the chain shotgun up to its maximum range of 9 cells.
+
{| class="wikitable sortable"
 
+
! Raider Kind !! Chance !! Average Quality !! Health
 
+
|-
On average, the chain shotgun is best paired with a careful shooter until level 5, then with a trigger-happy shooter beyond that point.
+
| [[Raiders#Mercenary gunner|Mercenary gunner]] || 12.36% || Normal || 70-320%
 
+
|-
 
+
| [[Ancients#Ancient soldier|Ancient soldier]] || 11.05% || Normal || 100%
====Melee Combat====
 
A chain shotgun has a weapon bulk of 100%, but weapon bulk doesn't seem to have any observable effect on actual gameplay.
 
 
 
 
 
All possible melee attacks with a chain shotgun:
 
{| {{STDT| c_12 text-center}}
 
!Tool
 
!Attack
 
!Damage Type
 
!Power
 
!Cooldown
 
!Likelihood
 
!Base DPS
 
!Armored DPS
 
|-  
 
!Overall
 
!-
 
!-
 
!9.69
 
!1.869s
 
!-
 
!5.181
 
!4.767
 
|- newline
 
|Stock
 
|Smash
 
|Blunt
 
|9
 
|1.8s
 
|31%
 
|5
 
|4.6
 
|- newline
 
|Barrel
 
|Smash
 
|Blunt
 
|10
 
|1.9s
 
|34.5%
 
|5.263
 
|4.842
 
|- newline
 
|Barrel
 
|Poke
 
|Blunt
 
|10
 
|1.9s
 
|34.5%
 
|5.263
 
|4.842
 
 
|}
 
|}
  
===Obtaining===
+
== Analysis ==
Chain shotguns can be purchased from outlander and orbital combat suppliers, or obtained from the following [[raider#Humanlike|raider]] kinds:
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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]].
  
'''Pirates:'''
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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]]
* Pirate - 3.9% chance (normal [[quality]] on average, 40-150% health)
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    | 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.
  
'''Outlanders:'''
+
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]].
* Town Guard - 1.9% chance (poor quality on average, 20-200% health)
 
  
'''Mercenaries:'''
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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.
* Mercenary Gunner - 4% chance (normal quality on average, 70-230% health)
 
  
'''Spacers:'''
+
=== Stats ===
* Space Soldier - 2.6% chance (good quality on average, 100% health)
+
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.
  
Chain shotguns can also be crafted at a [[machining table]] once the [[Research#GasOperation|gas operation]] research is completed; from 70 [[steel]], 5 [[component]]s and {{Ticks|45000}} of work.
+
{{Weapon Stats Table}}
  
 +
== Chain shotgun vs. comparable weapons ==
 +
<!--
 +
    Table cell hex colour values for win rates:
 +
    0 - 20.83% win rate = #FF6969
 +
    20.84 - 31.24% win rate = #FF9B72
 +
    31.25 - 43.74% win rate = #FFCD7B
 +
    43.75 - 56.25% win rate = #FFFF85
 +
    56.26 - 68.75% win rate = #CDFF7B
 +
    68.76 - 79.16% win rate = #9BFF72
 +
    79.17 - 100.00% win rate = #69FF69
 +
-->
 +
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.
  
===Conclusion & Comparison===
+
=== Methodology ===
The chain shotgun is a weapon that has an incredibly high base DPS, which in turn is offset by its very low base accuracy, meaning that it benefits greatly from high quality levels and being used against large targets. Alternatively, stray shots could also make it useful as a close-quarters crowd control weapon - though the [[minigun]] would likely perform better at this and it's unlikely that you'll end up in those situations prior to typically acquiring miniguns.
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<div class="mw-collapsible mw-collapsed" style="width:800px;overflow:auto">
  
 +
<div class="mw-collapsible-content">
 +
* 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</div>
 +
</div>
  
When it comes to head-on fights, the chain shotgun wins out against the single-shot [[pump shotgun]] more often than not, with both of them faring equally well when both shooters are either naked or wearing armor vests and [[simple helmet]]s of normal quality. However, the chain shotgun gets consistently outperformed by the cheaper and less advanced [[machine pistol]] when both shooters are naked, only achieving parity when both shooters wear the aforementioned armor. This naturally means that the chain shotgun doesn't stand a chance against the [[heavy SMG]] owing to the latter's superior accuracy, not to forget that the heavy SMG also requires less research and has twice the chain shotgun's range - the gulf doesn't change with armor either.
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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 ====
 +
For the unarmored testing, all pawns wore normal quality [[plainleather]] [[pants]], plainleather [[button-down shirt]]s, plainleather [[duster]]s and plainleather [[cowboy hat]]s.
  
Due to its abysmal 9 cell range, the chain shotgun naturally isn't a very feasible weapon for field combat since it's likely that people equipped with chain shotguns will get injured or even downed while trying to get in range with their target.
+
{| class="wikitable sortable" style="text-align: center"
 +
! Other Weapon !! 3 !! 7 !! 12 !! 18 !! 25 !! 32 !! 40
 +
|-
 +
! Pump Shotgun
 +
| style="background: #9BFF72" | 73.75% || style="background: #9BFF72" | 72.94% || style="background: #9BFF72" | 71.80% || - || - || - || -
 +
|-
 +
! Heavy SMG
 +
| style="background: #FFCD7B" | 40.30% || style="background: #FFFF85" | 52.64% || style="background: #CDFF7B" | 64.30% || - || - || - || -
 +
|-
 +
! LMG
 +
| style="background: #9BFF72" | 70.41% || style="background: #CDFF7B" | 67.51% || style="background: #CDFF7B" | 67.06% || - || - || - || -
 +
|-
 +
! Charge Rifle
 +
| style="background: #9BFF72" | 70.27% || style="background: #CDFF7B" | 66.55% || style="background: #CDFF7B" | 64.00% || - || - || - || -
 +
|-
 +
! Minigun
 +
| style="background: #9BFF72" | 76.82% || style="background: #CDFF7B" | 66.55% || style="background: #CDFF7B" | 58.93% || - || - || - || -
 +
|}
  
  
In conclusion, the chain shotgun really should be avoided if you're looking to progress your arsenal in terms of power; go with the budget but still superior machine pistol or the venerable heavy SMG instead. Its best use case is holding doorways against large animals such as [[grizzly bear]]s or [[megasloth]]s where its accuracy potential will be mostly realized. Other than that, it's worse than the pump shotgun owing to only having a slightly better damage output but that simply can't compensate for such a large range deficit which melee units can easily close after one burst.
+
==== Armored ====
 +
For the armored testing, all pawns wore normal quality [[flak pants]], [[flak vest]]s, plainleather button-down shirts, [[flak jacket]]s and [[steel]] [[simple helmet]]s.
  
 +
{| class="wikitable sortable" style="text-align: center"
 +
! Other Weapon !! 3 !! 7 !! 12 !! 18 !! 25 !! 32 !! 40
 +
|-
 +
! Pump Shotgun
 +
| style="background: #9BFF72" | 74.11% || style="background: #9BFF72" | 73.86% || style="background: #9BFF72" | 76.84% || - || - || - || -
 +
|-
 +
! Heavy SMG
 +
| style="background: #FFCD7B" | 40.13% || style="background: #FFFF85" | 50.64% || style="background: #CDFF7B" | 61.06% || - || - || - || -
 +
|-
 +
! LMG
 +
| style="background: #9BFF72" | 72.44% || style="background: #9BFF72" | 71.78% || style="background: #CDFF7B" | 67.40% || - || - || - || -
 +
|-
 +
! Charge Rifle
 +
| style="background: #FFFF85" | 52.81% || style="background: #FFFF85" | 52.22% || style="background: #FFFF85" | 49.98% || - || - || - || -
 +
|-
 +
! Minigun
 +
| style="background: #69FF69" | 80.61% || style="background: #9BFF72" | 69.19% || style="background: #CDFF7B" | 62.05% || - || - || - || -
 +
|}
  
==Graphs==
+
== Version history ==
The graphs assume a normal quality chain 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/0.17.1546|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.
[[File:ChainShotgunAccuracyNoTrait.png|494px|Chain Shotgun's accuracy with various shooters without any trait.]]
+
<gallery>
[[File:ChainShotgunDPSNoTrait.png|494px|Chain Shotgun's DPS with various shooters without any trait.]]
+
OldChainShotgun.png|Original sprite of the Chain shotgun
 
+
</gallery>
[[File:ChainShotgunAccuracyCarefulShooter.png|494px|Chain Shotgun's accuracy with various shooters with careful shooter.]]
 
[[File:ChainShotgunDPSCarefulShooter.png|494px|Chain Shotgun's DPS with various shooters with careful shooter.]]
 
 
 
[[File:ChainShotgunAccuracyTriggerHappy.png|494px|Chain Shotgun's accuracy with various shooters with trigger-happy.]]
 
[[File:ChainShotgunDPSTriggerHappy.png|494px|Chain Shotgun's DPS with various shooters with trigger-happy.]]
 
  
[[Kind::Weapons| ]]
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{{Nav|weapon|wide}}
{{nav|weapon|wide}}
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[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]
[[Category:Weapons]]
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[[Category:Ranged Weapons]] [[Category:Burst Weapons]] [[Category:Shotguns]]
[[Category:Equipment]]
 

Latest revision as of 07:06, 15 November 2024

Chain shotgun

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

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
405 Silver
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

Creation

Crafted At
Machining table
Required Research
Gas operation
Skill Required
Crafting 6
Work To Make
31,000 ticks (8.61 mins)
Work Speed Stat
General Labor Speed
Resources to make
Steel 70 + Component 5
Technical
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 Steel 70 Steel, Component 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 Content added by the Anomaly DLC, Devourer Content added by the Anomaly DLC, Dreadmeld Content added by the Anomaly DLC, Nociosphere Content added by the Anomaly DLC, Centurion Content added by the Biotech DLC, Diabolus Content added by the Biotech DLC, Tunneler Content added by the Biotech DLC, War queen Content added by the Biotech DLC by virtue of body size as well as the hussarContent added by the Biotech DLC, revenantContent added by the Anomaly DLC and chimeraContent added by the Anomaly DLC 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

  • Chain shotgun Chain shotgun Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 16.2 12.6% 45.6% 51.2% 44% 36% 16.86 7.75 8.6 7.42 - 200 Silver
    Poor 18 14% 51.3% 57.6% 49.5% 40.5% 18.73 9.55 10.86 9.37 - 305 Silver
    Normal 18 14% 57% 64% 55% 45% 18.73 10.68 11.99 10.3 - 405 Silver
    Good 18 14% 62.7% 70.4% 60.5% 49.5% 18.73 11.8 13.11 11.43 - 505 Silver
    Excellent 18 14% 68.4% 76.8% 66% 54% 18.73 12.74 14.42 12.36 - 605 Silver
    Masterwork 22.5 17.5% 76.95% 86.4% 74.25% 60.75% 23.41 18.03 20.13 17.33 - 1010 Silver
    Legendary 27 21% 85.5% 96% 82.5% 67.5% 28.1 24.16 26.97 23.32 - 2025 Silver

    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
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Chain shotgun Chain shotgun Stock (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 37.5% 100 200 Silver
    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 20% 100 305 Silver
    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 12.5% 100 405 Silver
    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 12.5% 100 505 Silver
    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 12.5% 100 605 Silver
    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 12.5% 100 1010 Silver
    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 12.5% 100 2025 Silver

    For the full effects of qualities, see Quality.

    1. 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.
    2. 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.