Difference between revisions of "Assault rifle"

From RimWorld Wiki
Jump to navigation Jump to search
(Re-written, slightly different structure to include methodology for testing.)
 
(93 intermediate revisions by 18 users not shown)
Line 1: Line 1:
<onlyinclude>
+
{{Infobox main|weapon
{{infobox main|weapon|
+
| name = Assault rifle
|name = Assault rifle
+
| image = Assault rifle.png
|image = Assault Rifle.png|Assault rifle
+
| description = A general-purpose gas-operated assault rifle for field or urban combat. It has good range, decent power, and good accuracy.
|description = "A general-purpose military weapon for field or urban combat. It fires a three-round burst. Good range, low power, high rate of fire."
+
| type = Equipment
|type = Equipment
+
| type2 = Weapons
|type2 = Weapons
+
| tech level = Industrial
|mass base = 3.5
+
| mass base = 3.5
|class = Modern
+
| class = Industrial
|damage = 7
+
| damage = 11
|range = 31
+
| damage type = Bullet
|accuracyTouch = 70
+
| armorPenetration = 16
|accuracyShort = 87
+
| range = 30.9
|accuracyMedium = 77
+
| accuracyTouch = 60
|accuracyLong = 64
+
| accuracyShort = 70
|mode = Burst
+
| accuracyMedium = 65
|burst = 3
+
| accuracyLong = 55
|burstTicks = 7
+
| mode = Burst
|warmup = 54
+
| burst = 3
|cooldown = 81.5
+
| burstTicks = 10
|velocity = 70
+
| warmup = 60
|sell = {{icon|silver|425}}
+
| cooldown = 102
|DPS = DPS
+
| velocity = 70
|buy = {{icon|steel|60}} + {{icon|component|7}}
+
| marketvalue = 480
 +
| DPS = DPS
 +
| production facility 1 = Machining table
 +
| resource 1 = Steel
 +
| resource 1 amount = 60
 +
| resource 2 = Component
 +
| resource 2 amount = 7
 +
| stoppingPower = 0.5
 +
| research = Precision rifling
 +
| work to make = 40000
 +
| 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, AssaultRifle
 +
| tradeTags = WeaponRanged
 +
| thingSetMakerTags = RewardStandardQualitySuper
 
}}
 
}}
</onlyinclude>
+
{{Info|The '''assault rifle''' is a moderately heavy, automatic ranged [[weapon]] which fires 3-shot bursts of rounds which deal a moderate amount of damage each; a slightly shorter delay between each shot; a moderate time between bursts; slightly longer range and moderate overall accuracy. }}
{{info|The assault rifle is a moderately heavy, 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 slightly shorter time between bursts; slightly longer range and slightly higher accuracy.}}
 
===Combat Performance===
 
It'll take 6 shots to the torso to kill an unarmored human with a machine pistol, or around 10-12 shots against a human with a normal [[armor vest]]. The assault rifle can also instantly cripple digits, cripple eyeballs in two shots and cause debilitating brain damage if the victim's skull is unprotected. It takes 4 hits on an unprotected human limb to cripple it. Without factoring in any cover or shooter's accuracy, the assault rifle has an average time to down of 9.6 seconds against unarmored people or 12.1 seconds against a human with an armor vest.
 
  
 +
== Acquisition ==
 +
{{Acquisition}}
  
Since the assault rifle is multi-shot in nature, has a fairly quick fire rate and good all-round accuracy, it is a fairly skill-friendly weapon at shorter distances but also fairly skill-heavy at the upper bounds of its range. A healthy level 8 traitless shooter, level 4 careful shooter or level 11 careful shooter can somewhat efficiently use the assault rifle up to 22 cells. However, a level 13 traitless shooter, level 9 careful shooter or level 16 trigger-happy is advisable to efficiently use the assault rifle up to its maximum range of 31 cells.
+
They can also be found in [[ancient shrine]]s or [[trade|purchased]] from outlander and orbital combat suppliers, and [[outlander]] [[faction base]]s. They can also be found on the following [[raider#Humanlike|raider]] kinds:
  
 
+
{| class="wikitable sortable"
On average, the assault rifle is best paired with a careful shooter up to level 15, then with a trigger-happy shooter beyond that point.
+
! Raider Kind !! Chance !! Average Quality !! Health
 
+
|-
====Melee Combat====
+
| [[Raiders#Mercenary gunner|Mercenary Gunner]]  ||  9.17% || Normal || 70-320%
An assault rifle has a weapon bulk of 100%, but weapon bulk doesn't seem to have any observable effect on actual gameplay.
+
|-
 
+
| [[Raiders#Elite mercenary|Elite Mercenary]]    || 53.37% || Normal || 100%
 
+
|-
All possible melee attacks with an assault rifle:
+
| [[Raiders#Boss|Boss]]                          || 53.37% || Normal || 100%
{| {{STDT| c_12 text-center}}
+
|-
!Tool
+
| [[Ancients#Ancient soldier|Ancient Soldier]]  || 10.81% || Normal || 100%
!Attack
+
|-
!Damage Type
+
| [[Empire#Trooper|Trooper]] {{RoyaltyIcon}}    || ? || ? || 70-230%
!Power
+
|-
!Cooldown
+
| [[Empire#Janissary|Janissary]] {{RoyaltyIcon}} || ? || ? || 70-230%
!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 ==
Assault rifles can be purchased from outlander and orbital combat suppliers, or obtained from the following [[raider#Humanlike|raider]] kinds:
+
The assault rifle is the jack-of-all trades of RimWorld's firearms. Single-target damage is respectable, with accuracy and warmup time being good overall. Range is amazing - tied for third of all non-consumable weapons and only beaten by weapons with considerably less {{DPS}}. Statistically, the assault rifle's only significant deficiency is it's [[stopping power]], as it's unable to stagger humans. Practically another consideration is its expense, though not as expensive as a charge rifle. You won't see raiders use assault rifles until the midgame somewhat limiting the chance to use looted rifles before the higher qualities available to colony-produced weapons take precedence.
 
 
'''Pirates:'''
 
* Pirate - 14.4% chance (normal [[quality]] on average, 40-150% health)
 
 
 
'''Outlanders:'''
 
* Town Guard - 5.6% chance (poor quality on average, 20-200% health)
 
 
 
'''Mercenaries:'''
 
* Mercenary Gunner - 13.6% chance (normal quality on average, 70-230% health)
 
* Elite Mercenary - 39.8% chance (normal quality on average, 80-350% health)
 
 
 
'''Spacers:'''
 
* Space Soldier - 8.5% chance (good quality on average, 100% health)
 
 
 
 
 
Assault rifles can also be crafted at a [[machining table]] once the [[Research#PrecisionRifling|precision rifling]] research has been completed; from 60 [[steel]], 7 [[component]]s and {{Ticks|45000}} of work.
 
 
 
 
 
===Comparison & Conclusion===
 
Assault rifles have the longest range out of any standard multi-shot ranged weapon in the game - that is excluding the single-use [[triple rocket launcher]] and the forced miss radius [[minigun]]. That being said, along with its accuracy profile favoring short-medium range and inferior damage output to most other multi-shot ranged weapons; the assault rifle is the boundary between shorter ranged high damage output weapons such as the [[heavy SMG]] and [[charge rifle]], and long-range support weapons such as the [[bolt-action rifle]]. The assault rifle also has the same 42 c/s projectile speed as the bolt-action rifle.
 
 
 
 
 
In terms of quickness, the assault rifle fires 1.2 bullets per second. This is slower than the [[LMG]] at 1.51 BPS, but faster than the charge rifle at 1.13 BPS.
 
 
 
 
 
It is also one of the most component-intensive weapons to produce, meaning that mass production will generally be difficult until fairly into the mid-game when a component surplus starts building up.
 
 
 
====1 vs. 1 Testing====
 
=====Methodology=====
 
Twenty naked level 8 shooters are split into groups of ten and each group equips one type of weapon at normal quality. These shooters are neutral in terms of traits, completely healthy and at least 18 years old to avoid teenage body size accuracy penalties which would skew the results. Shooters on each side are spaced 2 cells apart to avoid stray shots from hitting somebody else's target and everybody has a single granite chunk for cover. For armored tests, all people are equipped with normal quality armor vests and steel [[simple helmet]]s.
 
 
 
Every run, each weapon gets a score directly based on how many people with that weapon are left standing - people that were downed and got back up aren't counted, but ties are counted. For both apparel combinations, 10 runs are taken for a total of 100 trials each; the scores are tallied and then divided to get a final performance differential. Runs with changes in weather, trauma savantism or shooting frenzies won't be counted and therefore re-done. '''''Deviations:''' The standard method was used; no deviations were made.''
 
 
 
=====Testing=====
 
 
 
At 15 cells, the assault rifle is on par with the LMG, but performs 10% worse when armor is factored in - this could be down to margin of error though. Against the bolt-action rifle, the assault rifle is 196% better and 141.4% better against naked and armored respectively. The charge rifle naturally wipes the floor with the assault rifle though; the latter performs 74.7% worse without armor and 70.1% worse with armor. Finally, against the heavy SMG, things are quite interesting: the assault rifle performs 25% worse than the heavy SMG without any armor, but actually performs 22.2% better when armor is factored in.
 
 
 
 
 
Further testing at 25 cells shows the assault rifle assuming a 50% performance lead over the LMG without armor, extending to 80% once armor gets factored in. Things still don't really look any better for the bolt-action rifle, with the assault rifle still boasting a 170.4% performance lead without armor and 153.6% with.
 
 
 
====Field Testing====
 
=====Methodology=====
 
The biome's a temperate forest with small hills, with all shooters on both sides being neutral in terms of traits, level 8 in shooting, at least 18 years old and perfectly healthy. The raider group's arsenal consists of one sniper rifle; two bolt-action rifles; one assault rifle; one LMG; one heavy SMG; one  [[machine pistol]]; one [[autopistol]] and one [[pump shotgun]], all at normal quality and mint condition. Five raiders are wearing armor vests, one of which is also wearing a [[power armor helmet]] and another wears a steel [[advanced helmet]] - all of their apparel is also normal quality. Since the raider group size was originally 11 but cut down to 9 for the purpose of a fairer test, the raider group will route when there's only 3 of them left. The entire colonist group is dressed in [[cloth]] [[jacket]]s, [[pants]], [[t-shirt]]s and normal quality armor vests, and equipped with six normal quality assault rifles.
 
 
 
Ten trials are taken here ([[Media:FieldTestTacticalMapHalf.jpg|see illustrated screenshot for attack points]]): three of which are done with route A; two of which with route B; two of which with route C and three of which with ambush point D. Scores are based on how many colonists are left standing, with the total score being tallied up after the ten trials. The total score is then divided by 60, multiplied by 100 and then square rooted to get a final rating, from which the conclusion is drawn.
 
 
 
=====Testing=====
 
As to be expected from the very well-rounded nature of the assault rifle combined with its decent range; it's an excellent weapon for field combat, performing better than the bolt-action rifle. The shooters may occasionally hold the assault rifle back at the upper bounds of its range, but it still held up.
 
 
 
 
 
====Conclusion====
 
Although expensive, the assault rifle more than compensates for its production cost with its versatility. Although it doesn't excel in close-quarters combat, it offers great performance from the mid-range onwards, handily beating the bolt-action rifle which in turn beats the sniper rifle. Like any other multi-shot weapon, hits from the assault rifle will generally be frequent meaning that the target's manipulation and therefore shooting accuracy will likely go down quicker.
 
 
 
  
==Graphs==
+
In terms of actual {{DPS}}, the assault rifle is consistently higher than the [[LMG]], lower than the [[heavy SMG]] until beyond short range (12 tiles), and generally outdamaged before and after {{AP}} by the lower-ranged [[charge rifle]]. All four are completely outdamaged by less flexible weapons like the [[minigun]] and [[chain shotgun]] however. The assault rifle is a moderately skill friendly-weapon when the player manually controls the pawn's range, though the charge rifle and heavy SMG tends to fill that niche better.
The graphs assume a normal quality assault rifle 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.
 
  
[[File:AssaultRifleAccuracyNoTrait.png|494px|Assault rifle's accuracy with various shooters without any trait.]]
+
The assault rifle can be used to good effect in virtually any use case, whether in close-quarters, out hunting, or on the field. Other weapons surpass the assault rifle in specific roles, and they should be used instead when those roles are consistently utilized by the player, but no other weapon is as flexible and versatileas as the assault rifle. For this reason, they are a common choice for standard issue when not optimizing for a specific strategy.
[[File:AssaultRifleDPSNoTrait.png|494px|Assault rifle's DPS with various shooters without any trait.]]
 
  
[[File:AssaultRifleAccuracyCarefulShooter.png|494px|Assault rifle's accuracy with various shooters with careful shooter.]]
+
=== Stats ===
[[File:AssaultRifleDPSCarefulShooter.png|494px|Assault rifle's DPS with various shooters with careful shooter.]]
+
Against an unarmored human, an assault rifle can kill with 4 hits to the torso, 3 hits to the head or 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 6 hits (~10.1 seconds average) to incapacitate that human from pain shock.
  
[[File:AssaultRifleAccuracyTriggerHappy.png|494px|Assault rifle's accuracy with various shooters with trigger-happy.]]
+
{{Weapon Stats Table}}
[[File:AssaultRifleDPSTriggerHappy.png|494px|Assault rifle's DPS with various shooters with trigger-happy.]]
 
  
 +
== Version history ==
 +
* Approximately A9 - Renamed from '''M16''' to '''Assault rifle'''.
 +
* [[Version/0.12.910|0.12.910]] - Rebalanced.
 +
* Beta 19/1.0 - Barrel melee attack damage reduced 10 -> 9, cooldown increased from 1.9s -> 2s. Stock cooldown increased from 1.8 -> 2.
 +
<gallery>
 +
Equipment M16.png|Original M16 sprite
 +
</gallery>
  
[[Kind::Weapons| ]]
+
{{Nav|weapon|wide}}
{{nav|weapon|wide}}
+
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]
[[Category:Weapons]]
+
[[Category:Ranged Weapons]] [[Category:Burst Weapons]] [[Category:Rifles]]
[[Category:Equipment]]
 

Latest revision as of 10:50, 22 November 2024

Assault rifle

Assault rifle

A general-purpose gas-operated assault rifle for field or urban combat. It has good range, decent power, and good accuracy.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
480 Silver
Mass
3.5 kg

Ranged Combat

Mode
Burst
Damage
11 dmg (Bullet)
Armor penetration
16%
Warm-Up
60 ticks (1 sec)
Cooldown
102 ticks (1.7 secs)
Range
30.9 tile(s)
Accuracy
60% - 70% - 65% - 55%
Velocity
70 (m/s)
Burst Count
3 (per burst)
Burst Ticks
10 ticks (0.17 secs)
(360 RPM)
DPS
10.88
Stopping power
0.5

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
Precision rifling
Skill Required
Crafting 6
Work To Make
40,000 ticks (11.11 mins)
Work Speed Stat
General Labor Speed
Resources to make
Steel 60 + Component 7
Technical
Has Quality
True
weaponTags
Gun, IndustrialGunAdvanced, AssaultRifle
thingSetMakerTags
RewardStandardQualitySuper
tradeTags
WeaponRanged


The assault rifle is a moderately heavy, automatic ranged weapon which fires 3-shot bursts of rounds which deal a moderate amount of damage each; a slightly shorter delay between each shot; a moderate time between bursts; slightly longer range and moderate overall accuracy.

Acquisition[edit]

Assault rifles can be crafted at a machining table once the precision rifling research project has been completed. Each requires Steel 60 Steel, Component 7 Components, 40,000 ticks (11.11 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 6.

They can also be found in ancient shrines or purchased from outlander and orbital combat suppliers, and outlander faction bases. They can also be found on the following raider kinds:

Raider Kind Chance Average Quality Health
Mercenary Gunner 9.17% Normal 70-320%
Elite Mercenary 53.37% Normal 100%
Boss 53.37% Normal 100%
Ancient Soldier 10.81% Normal 100%
Trooper Content added by the Royalty DLC ? ? 70-230%
Janissary Content added by the Royalty DLC ? ? 70-230%

Analysis[edit]

The assault rifle is the jack-of-all trades of RimWorld's firearms. Single-target damage is respectable, with accuracy and warmup time being good overall. Range is amazing - tied for third of all non-consumable weapons and only beaten by weapons with considerably less DPS. Statistically, the assault rifle's only significant deficiency is it's stopping power, as it's unable to stagger humans. Practically another consideration is its expense, though not as expensive as a charge rifle. You won't see raiders use assault rifles until the midgame somewhat limiting the chance to use looted rifles before the higher qualities available to colony-produced weapons take precedence.

In terms of actual DPS, the assault rifle is consistently higher than the LMG, lower than the heavy SMG until beyond short range (12 tiles), and generally outdamaged before and after AP by the lower-ranged charge rifle. All four are completely outdamaged by less flexible weapons like the minigun and chain shotgun however. The assault rifle is a moderately skill friendly-weapon when the player manually controls the pawn's range, though the charge rifle and heavy SMG tends to fill that niche better.

The assault rifle can be used to good effect in virtually any use case, whether in close-quarters, out hunting, or on the field. Other weapons surpass the assault rifle in specific roles, and they should be used instead when those roles are consistently utilized by the player, but no other weapon is as flexible and versatileas as the assault rifle. For this reason, they are a common choice for standard issue when not optimizing for a specific strategy.

Stats[edit]

Against an unarmored human, an assault rifle can kill with 4 hits to the torso, 3 hits to the head or 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 6 hits (~10.1 seconds average) to incapacitate that human from pain shock.

Attack table

Ranged

  • Assault rifle Assault rifle Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 9.9 14.4% 48% 56% 52% 44% 9.79 4.7 5.48 5.09 4.31 240 Silver
    Poor 11 16% 54% 63% 58.5% 49.5% 10.88 5.88 6.85 6.42 5.44 360 Silver
    Normal 11 16% 60% 70% 65% 55% 10.88 6.53 7.62 7.07 5.98 480 Silver
    Good 11 16% 66% 77% 71.5% 60.5% 10.88 7.18 8.38 7.83 6.64 600 Silver
    Excellent 11 16% 72% 84% 78% 66% 10.88 7.83 9.14 8.49 7.18 720 Silver
    Masterwork 13.75 20% 81% 94.5% 87.75% 74.25% 13.6 11.02 12.92 11.97 10.06 1200 Silver
    Legendary 16.5 24% 90% 100% 97.5% 82.5% 16.32 14.69 16.32 15.99 13.55 2400 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
  • Assault rifle Assault rifle 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% 100 240 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% 100 360 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% 100 480 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% 100 600 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% 100 720 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 1200 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 2400 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

    Version history[edit]

    • Approximately A9 - Renamed from M16 to Assault rifle.
    • 0.12.910 - Rebalanced.
    • Beta 19/1.0 - Barrel melee attack damage reduced 10 -> 9, cooldown increased from 1.9s -> 2s. Stock cooldown increased from 1.8 -> 2.