Difference between revisions of "Charge lance"

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{{infobox main|weapon|
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{{Infobox main|weapon
|name = Charge lance
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| name = Charge lance
|image = ChargeLance.png|Charge lance
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| image = ChargeLance.png
|description = A pulse-charged rail-assisted lance weapon. It fires a single shot at high velocity, charging it with unstable energy as it leaves the acceleration rail.
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| description = A pulse-charged rail-assisted lance weapon. It fires a single shot at high velocity, charging it with unstable energy as it leaves the acceleration rail.
|type = Equipment
+
| type = Equipment
|type2 = Weapons
+
| type2 = Weapons
|class = Spacer
+
| tech level = Spacer
|damage = 30
+
| class = Spacer
|armorPenetration = 45
+
| damage = 30
|range = 29.9
+
| damage type = Bullet
|accuracyTouch = 65
+
| armorPenetration = 45
|accuracyShort = 85
+
| range = 29.9
|accuracyMedium = 85
+
| accuracyTouch = 65
|accuracyLong = 75
+
| accuracyShort = 85
|accuracyAvg = 79.5
+
| accuracyMedium = 85
|mode = Single-Shot
+
| accuracyLong = 75
|burst = 1
+
| mode = Single-Shot
|warmup = 102
+
| burst = 1
|cooldown = 162
+
| warmup = 102
|velocity = 120
+
| cooldown = 162
|resource 1 = Plasteel
+
| velocity = 120
|resource 1 amount = 60
+
| production facility 1 = Fabrication bench
|resource 2 = Advanced component
+
| research = Pulse charged munitions
|resource 2 amount = 3
+
| resource 1 = Plasteel
|marketvalue = 1355
+
| resource 1 amount = 60
|DPS = DPS
+
| resource 2 = Advanced component
|mass base = 8
+
| resource 2 amount = 3
|stoppingPower = 1.5
+
| marketvalue = 1355
|work to make = 60000
+
| DPS = DPS
 +
| mass base = 8
 +
| stoppingPower = 1.5
 +
| work to make = 60000
 +
| work speed stat = General Labor Speed
 
| meleeattack1dmg = 9
 
| meleeattack1dmg = 9
 
| meleeattack1type = blunt
 
| meleeattack1type = blunt
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| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 9
 
| skill 1 level = 9
 +
| has quality = True
 
| weaponTags = Gun, SpacerGun, MechanoidGunMedium
 
| weaponTags = Gun, SpacerGun, MechanoidGunMedium
 
| thingSetMakerTags = RewardStandardLowFreq, RewardStandardQualitySuper
 
| thingSetMakerTags = RewardStandardLowFreq, RewardStandardQualitySuper
}}{{info|The '''charge lance''' is a heavy, single-shot ranged weapon which deals a high amount of damage per shot; slightly longer time between shots; long range and high overall accuracy.}}
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| tradeTags = WeaponRanged
==Acquisition==
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}}
Charge lances can be produced at a [[fabrication bench]] with a minimum crafting skill of 9 once the [[research#pulsechargedmunitions|pulse-charged munitions]] research has been completed; from 60 [[plasteel]], 3 [[advanced component]]s and {{ticks|60000}} of work. Charge lances can also be purchased from outlander and orbital combat suppliers, as well as outlander settlements.
+
The '''charge lance''' is a heavy, single-shot ranged [[weapon]] which deals a high amount of damage per shot with commensurately high {{AP}}, a longer time between shots, an above-average range, and high overall accuracy.
  
[[Lancer]]s are the only enemy in the core game to use charge lances, but they aren't dropped when the lancer dies. Therefore, there is no way to acquire charge lances from [[raider]]s in the core game. With the [[Royalty DLC]] enabled, however, Janissaries, Cataphracts, and Stellic Defenders from the [[Empire]] have a possibility to spawn with a charge lance equipped.
+
== Acquisition ==
 +
{{Acquisition}}
  
==Analysis==
+
Charge lances can also be found in [[ancient shrine]]s or purchased from [[outlander]] and orbital [[Trade#combat supplier|combat suppliers]], as well as outlander [[faction base]]s.
The charge lance deals the highest amount of damage per shot out of all non-explosive ranged weapons in the game, and therefore has gained quite the reputation for dismembering and outright killing people alongside the [[pila]] and [[sniper rifle]]. This is combined with the highest projectile velocity ingame, as well as decent range and accuracy. Stopping power is also good: high enough to stagger [[human]]s, as well as slightly larger creatures such as [[cougar]]s and all [[insectoids|insectoid]] variations.
 
  
As a result of its high damage, armor penetration is also good. This therefore makes the charge lance quite a solid weapon against more heavily-armored opponents such as [[mechanoid]]s or lategame raiders.
+
[[Lancer]]s are the only enemy in the core game to use charge lances, but they aren't dropped when the lancer dies. Therefore, there is no way to acquire charge lances from [[raider]]s in the core game. With the [[Royalty DLC]] enabled, however, [[Empire#Janissary|janissaries]], [[Empire#Cataphract|cataphracts]], and [[Empire#Stellic defender|stellic defenders]] from the [[Empire]] have a possibility to spawn with a charge lance equipped.
  
Rate of fire is quite slow; slower than the bolt-action rifle and significantly slower than the charge rifle, but significantly faster than the sniper rifle. Damage output is rather poor at shorter ranges and middle-of-the-road at medium range. Also, similarly to the charge rifle, the charge lance is very difficult to acquire until lategame since it's expensive to produce and either unobtainable from raiders entirely {{RimworldIcon}} or only obtainable from difficult [[Empire]] raiders {{RoyaltyIcon}}
+
== Analysis ==
 +
{{Recode|section=1|reason=Ideally we'd automate the equation so it automatically updates}}
 +
The charge lance deals the highest damage per shot and {{AP}} of all non-explosive ranged weapons, so has gained a reputation for dismembering and outright killing people alongside the [[pila]] and [[sniper rifle]]. It can also stagger [[human]]s and slightly larger targets like [[megaspider]]s. Range is also above average, just below the [[assault rifle]].
  
In terms of usage in combat, the charge lance is best suited as a medium-to-long-range support weapon (especially against heavily-armored targets), or in field combat. The charge lance can also be used as a powerful hunting weapon.
+
But, for an endgame weapon, the charge lance's overall {{DPS}} is actually quite low. [[Charge rifle]]s only have 4 tiles less range, and outdamage the charge lance against any reasonable target. As both weapons cost the same and are unlocked from the same research, the charge rifle is the preferred option.
  
Against an unarmored human, a charge lance can kill with 2 hits to the torso, 1-2 hits to the head, or 1 hit to the neck or brain; cripple or destroy limbs with a single hit; and destroy eyes and digits with a single hit. It'll generally take around 3 hits (~16.6 seconds average) to incapacitate that human from pain shock.  
+
Moreover, the lance faces heavy competition with the [[assault rifle]]. The assault rifle has more range, and greater unarmored DPS at any range. Armor ''is'' relevant; against [[centipede]]s, charge lances end up having {{%|(5.8 * .7975) / (7.07 * .56) - 1 round 2}} more DPS from medium range (assuming equal quality). <!-- CLance * ArmorReduct / AR * ArmorReduct = Extra DPS. ArmorReduct = 100 - .75 (Armor% - AP%). --> However, the AR is ''much'' cheaper and much easier to acquire through trade or loot, with only enemies from the DLC carrying a droppable version of the weapon. The range advantage allows the AR to outrange [[lancer]]s and more easily [[kiting|kite]] centipedes. And, if the assault rifle is of a higher [[quality]], then the analysis skews heavily towards the AR; it'd be roughly equal vs. armor and much better vs. unarmored. Against unarmored targets, a normal quality charge lance has similar DPS to a masterwork [[greatbow]].
  
Overall, the charge lance is best paired with a careful shooter up to level 17, then with a trigger-happy shooter beyond that point.  
+
The high damage per shot means that it can dismember pawns in a single shot. Not a great quality ''against'' human [[raider]]s, as higher DPS kills faster on average (through [[pain shock]] and/or combined [[consciousness]] loss) than organ loss. However, it is a very dangerous property when used against your colony, as raiders far outnumber colonists. A colony will kill hundreds of raiders, but a single lucky shot can permanently cripple an important colonist and the high {{AP}} makes it difficult to defend against. As a result, lance-wielding enemies should be priority targets, especially before you have easy access to [[artificial body parts]]. This also results in a noticeable uptick in survivability once an armor rating reaches 145% as it guarantees that the damage will at least be mitigated, halving the damage, and preventing the majority of one shot kills from lances.  
  
{{Weapon Quality Table}}
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=== Stats ===
 +
Against a human target with 45% or lower armor on all layers, a normal-quality charge lance can kill with 2 hits to the torso, 1-2 hits to the head, or 1 hit to the neck or brain; cripple or destroy limbs with a single hit; and destroy eyes and digits with a single hit. It'll generally take around 3 hits (~14.9 seconds average) to incapacitate that human from pain shock.  A legendary-quality charge lance can destroy any body part or organ in a human pawn's body with a single shot, and with an armor penetration of 67.5%, can do so against even quite heavily armored targets.
  
==Melee Combat==
+
A charge lance is best paired with a [[trigger-happy]] pawn at shorter ranges and a [[careful shooter]] at longer ranges. The exact range transition depends on shooting level, being as low as 4 cells at Shooting level 5 and as high as 24 cells at Shooting level 20. At its maximum range of 30 cells, a charge lance is always better in the hands of a careful shooter than a trigger-happy pawn, or one without either trait, regardless of Shooting level.
<div><li style="display: inline-table;">
+
 
{| {{STDT| c_12 text-center}}
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{{Weapon Stats Table}}
!Tool
 
!Attack
 
!Damage Type
 
!Power
 
!AP
 
!Cooldown
 
!Likelihood
 
!Base DPS
 
|-
 
!Overall
 
!-
 
!-
 
!9
 
!13%
 
!2.00s
 
!-
 
!4.50
 
|-
 
|Barrel
 
|Blunt
 
|Blunt
 
|9
 
|13%
 
|2.00s
 
|50.00%
 
|4.50
 
|- newline
 
|Barrel
 
|Poke
 
|Blunt
 
|9
 
|13%
 
|2.00s
 
|50.00%
 
|4.50
 
|}
 
</li><div>
 
  
 
== Version history ==
 
== Version history ==
 
+
* Beta 19 - received a slight damage buff (27 --> 30), a slight reduction in time to aim and increase in attack cooldown, leaving fire rate more or less the same. It also received a crafting recipe, allowing humans to use them.
In Beta 19 it received a slight damage buff (27 --> 30), a slight reduction in time to aim and increase in attack cooldown, leaving fire rate more or less the same. It also received a crafting recipe allowing humans to use them.
+
1.1 - range and long range accuracy was nerfed (37 --> 30; 80% --> 75%).
 
 
In 1.1 its range and long range accuracy was nerfed (37 --> 30; 80% --> 75%).
 
 
<gallery>
 
<gallery>
 
OldChargeLance.png|Original charge lance sprite
 
OldChargeLance.png|Original charge lance sprite
 
</gallery>
 
</gallery>
[[Kind::Weapons| ]]
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{{nav|weapon|wide}}
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{{Nav|weapon|wide}}
[[Category:Weapons]]
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[[Category:Equipment]] [[Category:Weapons]] [[Category:Spacer Weapons]]
[[Category:Equipment]]
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[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]]

Latest revision as of 04:18, 29 October 2024

Charge lance

Charge lance

A pulse-charged rail-assisted lance weapon. It fires a single shot at high velocity, charging it with unstable energy as it leaves the acceleration rail.

Base Stats

Type
EquipmentWeapons
Tech Level
Spacer
Weapon Class
Spacer
Market Value
1355 Silver
Mass
8 kg

Ranged Combat

Mode
Single-Shot
Damage
30 dmg (Bullet)
Armor penetration
45%
Warm-Up
102 ticks (1.7 secs)
Cooldown
162 ticks (2.7 secs)
Range
29.9 tile(s)
Accuracy
65% - 85% - 85% - 75%
Velocity
120 (m/s)
Burst Count
1 (per burst)
DPS
6.82
Stopping power
1.5

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
Melee Average DPS
4.5
Melee Average AP
13%

Creation

Crafted At
Fabrication bench
Required Research
Pulse charged munitions
Skill Required
Crafting 9
Work To Make
60,000 ticks (16.67 mins)
Work Speed Stat
General Labor Speed
Resources to make
Plasteel 60 + Advanced component 3
Technical
Has Quality
True
weaponTags
Gun, SpacerGun, MechanoidGunMedium
thingSetMakerTags
RewardStandardLowFreq, RewardStandardQualitySuper
tradeTags
WeaponRanged


The charge lance is a heavy, single-shot ranged weapon which deals a high amount of damage per shot with commensurately high AP, a longer time between shots, an above-average range, and high overall accuracy.

Acquisition[edit]

Charge lances can be crafted at a fabrication bench once the pulse charged munitions research project has been completed. Each requires Plasteel 60 Plasteel, Advanced component 3 Advanced components, 60,000 ticks (16.67 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 9.

Charge lances can also be found in ancient shrines or purchased from outlander and orbital combat suppliers, as well as outlander faction bases.

Lancers are the only enemy in the core game to use charge lances, but they aren't dropped when the lancer dies. Therefore, there is no way to acquire charge lances from raiders in the core game. With the Royalty DLC enabled, however, janissaries, cataphracts, and stellic defenders from the Empire have a possibility to spawn with a charge lance equipped.

Analysis[edit]

The charge lance deals the highest damage per shot and AP of all non-explosive ranged weapons, so has gained a reputation for dismembering and outright killing people alongside the pila and sniper rifle. It can also stagger humans and slightly larger targets like megaspiders. Range is also above average, just below the assault rifle.

But, for an endgame weapon, the charge lance's overall DPS is actually quite low. Charge rifles only have 4 tiles less range, and outdamage the charge lance against any reasonable target. As both weapons cost the same and are unlocked from the same research, the charge rifle is the preferred option.

Moreover, the lance faces heavy competition with the assault rifle. The assault rifle has more range, and greater unarmored DPS at any range. Armor is relevant; against centipedes, charge lances end up having 17% more DPS from medium range (assuming equal quality). However, the AR is much cheaper and much easier to acquire through trade or loot, with only enemies from the DLC carrying a droppable version of the weapon. The range advantage allows the AR to outrange lancers and more easily kite centipedes. And, if the assault rifle is of a higher quality, then the analysis skews heavily towards the AR; it'd be roughly equal vs. armor and much better vs. unarmored. Against unarmored targets, a normal quality charge lance has similar DPS to a masterwork greatbow.

The high damage per shot means that it can dismember pawns in a single shot. Not a great quality against human raiders, as higher DPS kills faster on average (through pain shock and/or combined consciousness loss) than organ loss. However, it is a very dangerous property when used against your colony, as raiders far outnumber colonists. A colony will kill hundreds of raiders, but a single lucky shot can permanently cripple an important colonist and the high AP makes it difficult to defend against. As a result, lance-wielding enemies should be priority targets, especially before you have easy access to artificial body parts. This also results in a noticeable uptick in survivability once an armor rating reaches 145% as it guarantees that the damage will at least be mitigated, halving the damage, and preventing the majority of one shot kills from lances.

Stats[edit]

Against a human target with 45% or lower armor on all layers, a normal-quality charge lance can kill with 2 hits to the torso, 1-2 hits to the head, or 1 hit to the neck or brain; cripple or destroy limbs with a single hit; and destroy eyes and digits with a single hit. It'll generally take around 3 hits (~14.9 seconds average) to incapacitate that human from pain shock. A legendary-quality charge lance can destroy any body part or organ in a human pawn's body with a single shot, and with an armor penetration of 67.5%, can do so against even quite heavily armored targets.

A charge lance is best paired with a trigger-happy pawn at shorter ranges and a careful shooter at longer ranges. The exact range transition depends on shooting level, being as low as 4 cells at Shooting level 5 and as high as 24 cells at Shooting level 20. At its maximum range of 30 cells, a charge lance is always better in the hands of a careful shooter than a trigger-happy pawn, or one without either trait, regardless of Shooting level.

Attack table

Ranged

  • Charge lance Charge lance Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 27 40.5% 52% 68% 68% 60% 6.14 3.19 4.17 4.17 3.68 675 Silver
    Poor 30 45% 58.5% 76.5% 76.5% 67.5% 6.82 4.02 5.25 5.25 4.64 1015 Silver
    Normal 30 45% 65% 85% 85% 75% 6.82 4.43 5.8 5.8 5.12 1355 Silver
    Good 30 45% 71.5% 93.5% 93.5% 82.5% 6.82 4.91 6.41 6.41 5.66 1695 Silver
    Excellent 30 45% 78% 100% 100% 90% 6.82 5.32 6.82 6.82 6.14 2030 Silver
    Masterwork 37.5 56.25% 87.75% 100% 100% 100% 8.53 7.5 8.53 8.53 8.53 3355 Silver
    Legendary 45 67.5% 97.5% 100% 100% 100% 10.23 10.03 10.23 10.23 10.23 4355 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
  • Charge lance Charge lance 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 37.5% 100 675 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 1015 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 1355 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 1695 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 2030 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 3355 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 4355 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]

    • Beta 19 - received a slight damage buff (27 --> 30), a slight reduction in time to aim and increase in attack cooldown, leaving fire rate more or less the same. It also received a crafting recipe, allowing humans to use them.
    • 1.1 - range and long range accuracy was nerfed (37 --> 30; 80% --> 75%).