Difference between revisions of "Chain shotgun"

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<onlyinclude>
+
{{Infobox main|weapon
{{infobox main|weapon|
+
| name = Chain shotgun
|name = Chain shotgun
+
| image = ChainShotgun.png
|image = ChainShotgun.png|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."
|description ="A magazine-fed fully automatic shotgun. It is even shorter-ranged than a typical shotgun, but is extraordinarily dangerous due to burst fire."
+
| type = Equipment
|type = Equipment
+
| type2 = Weapons
|type2 = Weapons
+
| tech level = Industrial
|class = Industrial
+
| class = Industrial
|damage = 18
+
| damage = 18
|armorPenetration = 14
+
| damage type = Bullet
|range = 12.9
+
| armorPenetration = 14
|velocity = 55
+
| range = 12.9
|accuracyTouch = 57
+
| velocity = 55
|accuracyShort = 64
+
| accuracyTouch = 57
|accuracyMedium = 55
+
| accuracyShort = 64
|accuracyLong = 45
+
| accuracyMedium = 55
|accuracyAvg = 59.7
+
| accuracyLong = 45
|mode = Burst
+
| mode = Burst
|burst = 3
+
| burst = 3
|burstTicks = 10
+
| burstTicks = 10
|warmup = 72
+
| warmup = 72
|cooldown = 81
+
| cooldown = 81
|DPS = DPS
+
| DPS = DPS
|stoppingPower = 3.0
+
| stoppingPower = 3.0
|marketvalue = 405
+
| marketvalue = 405
|resource 1 = Steel
+
| production facility 1 = Machining table
|resource 1 amount = 70
+
| research = Gas operation
|resource 2 = Component
+
| resource 1 = Steel
|resource 2 amount = 5
+
| resource 1 amount = 70
|mass base = 4.5
+
| resource 2 = Component
|work to make = 31000
+
| 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 very short range, multi-shot firearm in RimWorld 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 purchased from outlander and orbital combat suppliers, outlaner settlements, 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:
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
|-
 
 
! Raider Kind !! Chance !! Average Quality !! Health
 
! Raider Kind !! Chance !! Average Quality !! Health
 
|-
 
|-
| Mercenary Gunner || 12.36% || Normal || 70-320%
+
| [[Raiders#Mercenary gunner|Mercenary gunner]] || 12.36% || Normal || 70-320%
 
|-
 
|-
| Ancient Soldier || 11.05% || Normal || 100%
+
| [[Ancients#Ancient soldier|Ancient soldier]] || 11.05% || Normal || 100%
 
|}
 
|}
  
 +
== 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]].
  
Chain shotguns can also be crafted at a [[machining table]] once the [[Research#GasOperation|gas operation]] research has been completed; from 70 [[steel]], 5 [[component]]s and {{Ticks|31000}} of work. A crafting skill of at least 6 is required.
+
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
==Analysis==
+
    | link = none
Compared to the [[pump shotgun]], the chain shotgun trades range and accuracy for the ability to fire in 3-shot bursts rather than being single-shot.
+
    | 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.  
Similarly to the pump shotgun, the chain shotgun has a respectable per-shot damage as well as exceptionally high stopping power, being able to stagger all pawn kinds in the game except for [[elephant]]s, [[thrumbo]]s and [[megasloth]]s. However, the chain shotgun also combines the aforementioned traits with a deadly 3-shot burst which results in a significantly higher overall rate of fire than the pump shotgun; a single burst can occasionally deal enough damage to incapacitate a perfectly healthy human from pain shock if internals are also struck.
 
 
 
 
 
Raw damage output is exceptional as a result, only being surpassed by the [[minigun]] and the single-use [[triple rocket launcher]]. Although accuracy is rather poor, this actually allows the chain shotgun to do some crowd controlling due to its rate of fire. Despite the aforementioned accuracy, the chain shotgun's single-target damage output is also the highest out of all ranged weapons in the game (excluding the single-use rocket launchers); only the [[heavy SMG]], [[charge rifle]] and [[minigun]] come somewhat close in this area.
 
 
 
 
 
However, the chain shotgun's range is the shortest in its class, being tied with [[frag grenades|grenades]] and [[molotov cocktails|molotovs]]. Additionally, the chain shotgun is heavier than most other ranged weapons, being high enough to have a slight impact on a colonist's overall carrying capacity.
 
 
 
 
 
Regarding use-cases, the chain shotgun is best suited as a close-quarters offensive weapon, but is also an excellent supporting weapon against [[infestation]]s due to its stopping power, damage output (especially against [[megaspider]]s) and ability to crowd control. This weapon's also unsurprisingly a poor choice for field combat due to its range, and is definitely not advisable to use as a hunting weapon since quarry will be significantly more likely to turn manhunter within the chain shotgun's range.
 
 
 
 
 
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 (~6.4 seconds average) to incapacitate that human from pain shock.  
 
  
 +
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]].
  
Overall, the chain shotgun is best paired with a careful shooter up to level 6, then with a trigger-happy shooter beyond that point.  
+
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 ===
 +
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.
  
==Melee Combat==
+
Overall, the chain shotgun is best paired with a careful shooter up to level 6, then with a trigger-happy shooter beyond that point.
{| {{STDT| c_12 text-center}}
 
!Tool
 
!Attack
 
!Damage Type
 
!Power
 
!AP
 
!Cooldown
 
!Likelihood
 
!Base DPS
 
|-
 
!Overall
 
!-
 
!-
 
!9
 
!13%
 
!2.00s
 
!-
 
!4.50
 
|- newline
 
|Stock
 
|Blunt
 
|Blunt
 
|9
 
|13%
 
|2.00s
 
|50.00%
 
|4.50
 
|- newline
 
|Barrel
 
|Blunt
 
|Blunt
 
|9
 
|13%
 
|2.00s
 
|25.00%
 
|4.50
 
|- newline
 
|Barrel
 
|Poke
 
|Blunt
 
|9
 
|13%
 
|2.00s
 
|25.00%
 
|4.50
 
|}
 
  
 +
{{Weapon Stats Table}}
  
==Chain Shotgun vs. Comparable Weapons==
+
== Chain shotgun vs. comparable weapons ==
 
<!--
 
<!--
 
     Table cell hex colour values for win rates:
 
     Table cell hex colour values for win rates:
Line 134: Line 106:
  
 
=== Methodology ===
 
=== Methodology ===
 
 
<div class="mw-collapsible mw-collapsed" style="width:800px;overflow:auto">
 
<div class="mw-collapsible mw-collapsed" style="width:800px;overflow:auto">
  
Line 146: Line 117:
 
* No cover is used for either team</div>
 
* No cover is used for either team</div>
 
</div>
 
</div>
 
  
 
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.
 
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 ====
====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.
 
For the unarmored testing, all pawns wore normal quality [[plainleather]] [[pants]], plainleather [[button-down shirt]]s, plainleather [[duster]]s and plainleather [[cowboy hat]]s.
  
Line 171: Line 140:
 
! Minigun
 
! Minigun
 
| style="background: #9BFF72" | 76.82% || style="background: #CDFF7B" | 66.55% || style="background: #CDFF7B" | 58.93% || - || - || - || -
 
| style="background: #9BFF72" | 76.82% || style="background: #CDFF7B" | 66.55% || style="background: #CDFF7B" | 58.93% || - || - || - || -
|-
 
 
|}
 
|}
  
  
====Armored====
+
==== 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.
 
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.
  
Line 195: Line 163:
 
! Minigun
 
! Minigun
 
| style="background: #69FF69" | 80.61% || style="background: #9BFF72" | 69.19% || style="background: #CDFF7B" | 62.05% || - || - || - || -
 
| style="background: #69FF69" | 80.61% || style="background: #9BFF72" | 69.19% || style="background: #CDFF7B" | 62.05% || - || - || - || -
|-
 
 
|}
 
|}
 
 
==Graphs==
 
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.
 
 
 
[[File:ChainShotgunAccuracyNoTrait.png|494px|Chain Shotgun's accuracy with various shooters without any trait.]]
 
[[File:ChainShotgunDPSNoTrait.png|494px|Chain Shotgun's DPS with various shooters without any trait.]]
 
 
[[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.]]
 
  
 
== Version history ==
 
== Version history ==
* Beta 19 - received a buff to accuracy, range and ticks between burst shots. It also got a new sprite.  
+
* [[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.
 
<gallery>
 
<gallery>
 
OldChainShotgun.png|Original sprite of the Chain shotgun
 
OldChainShotgun.png|Original sprite of the Chain shotgun
 
</gallery>
 
</gallery>
[[Kind::Weapons| ]]
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{{nav|weapon|wide}}
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{{Nav|weapon|wide}}
[[Category:Weapons]]
+
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]
[[Category:Equipment]]
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[[Category:Ranged Weapons]] [[Category:Burst Weapons]] [[Category:Shotguns]]

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.