Difference between revisions of "Autopistol"
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== Analysis == | == Analysis == | ||
− | The autopistol has | + | The autopistol has the shortest warmup/cooldown cycle out of all ranged weapons in the game, though only fires a single shot. Short-distance accuracy is also somewhat respectable. Therefore, the autopistol is a decent weapon for low-skill shooters. It's also easy to acquire from raiders or manufacturing. |
− | + | In terms of actual damage, the autopistol is clearly an early game weapon, found on early game raiders, so should be compared to other weapons of its caliber: | |
− | Compared to | + | ===Comparisons=== |
+ | Compared to the [[revolver]], the autopistol is largely superior with identical maximum range and better DPS at all ranges. The revolver is slightly better against armor, but early raiders don't have much to begin with. The revolver can also stagger [[human]]s and [[Lancer|human-]][[Scyther|sized]] [[mechanoid]]s, which is a noticeable advantage in a group. | ||
− | + | Compared to bows, the autopistol is tied with the [[recurve bow]] for maximum range. The pistol is superior up to short ranges, and only beaten by the [[great bow]] from medium range onwards. Unless you need the greatbow's range, or have a high [[quality]] recurve bow, there is no reason not to upgrade to the pistol. | |
− | The autopistol is significantly | + | The last early game weapon, the [[Bolt-action rifle]], is less clear cut. The autopistol is significantly superior within short range, while the rifle is both significantly superior beyond this and has a significantly longer range. Rather than direct competitors, this makes them naturally complementary with each other, each covering their effective ranges. |
+ | |||
+ | The autopistol is outclassed by the [[machine pistol]] and [[pump shotgun]], despite having better range. It is thoroughly outclassed by more advanced weapons, such as the [[Heavy SMG]]. It retains a viable niche as a hit-and-run weapon due to its very short warmup/cooldown cycle, however. | ||
Against an unarmored human, an autopistol can kill with 4 hits to the torso, 3-4 hits to the head, 3 hits to the neck or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 7 hits (~14 seconds average) to incapacitate that human from pain shock. | Against an unarmored human, an autopistol can kill with 4 hits to the torso, 3-4 hits to the head, 3 hits to the neck or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 7 hits (~14 seconds average) to incapacitate that human from pain shock. | ||
{{Weapon Quality Table|Autopistol}} | {{Weapon Quality Table|Autopistol}} | ||
+ | |||
==Autopistol vs. Comparable Weapons== | ==Autopistol vs. Comparable Weapons== | ||
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Revision as of 09:29, 30 October 2022
Autopistol
An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 1.2 kg
Ranged Combat
- Mode
- Single-Shot
- Damage
- 10 dmg (Bullet)
- Armor penetration
- 15%
- Warm-Up
- 18 ticks (0.3 secs)
- Cooldown
- 60 ticks (1 sec)
- Range
- 25.9 tile(s)
- Accuracy
- 80% - 70% - 40% - 30%
- Velocity
- 55 (m/s)
- Burst Count
- 1 (per burst)
- DPS
- 7.69
- Stopping power
- 0.5
Melee Combat
- Melee Attack 1
- Grip
9 dmg (Blunt)
13% AP
2.0 seconds cooldown - Melee Attack 2
- Barrel
9 dmg (Blunt)
13% AP
2.0 seconds cooldown - Melee Attack 3
- Barrel
9 dmg (Poke)
13% AP
2.0 seconds cooldown
Creation
- Required Research
- Blowback operation
- Skill Required
- Crafting 4
- Work To Make
- 5,000 ticks (1.39 mins)
- weaponTags
- Gun, SimpleGun
The autopistol is a light, single-shot firearm in RimWorld which deals a moderate amount of damage per shot; a very short time between shots; moderate range and moderate overall accuracy.
Acquisition
Autopistols can be crafted at a machining table once the Blowback Operation research has been completed; from 30 Steel, 2 Componentss and 5,000 ticks (1.39 mins) of work. A crafting skill of at least 4 is required.
Autopistols can also be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Scavenger Gunner | 25.72% | Normal | 40-110% |
Pirate Gunner | 14.55% | Normal | 70-230% |
Villager | 19.97% | Poor | 20-200% |
Town Councilman | 43.31% | Good | 100% |
Town Guard | 10.35% | Normal | 60-200% |
Mercenary Gunner | 6.65% | Normal | 70-320% |
Ancient Soldier | 5.15% | Normal | 100% |
Analysis
The autopistol has the shortest warmup/cooldown cycle out of all ranged weapons in the game, though only fires a single shot. Short-distance accuracy is also somewhat respectable. Therefore, the autopistol is a decent weapon for low-skill shooters. It's also easy to acquire from raiders or manufacturing.
In terms of actual damage, the autopistol is clearly an early game weapon, found on early game raiders, so should be compared to other weapons of its caliber:
Comparisons
Compared to the revolver, the autopistol is largely superior with identical maximum range and better DPS at all ranges. The revolver is slightly better against armor, but early raiders don't have much to begin with. The revolver can also stagger humans and human-sized mechanoids, which is a noticeable advantage in a group.
Compared to bows, the autopistol is tied with the recurve bow for maximum range. The pistol is superior up to short ranges, and only beaten by the great bow from medium range onwards. Unless you need the greatbow's range, or have a high quality recurve bow, there is no reason not to upgrade to the pistol.
The last early game weapon, the Bolt-action rifle, is less clear cut. The autopistol is significantly superior within short range, while the rifle is both significantly superior beyond this and has a significantly longer range. Rather than direct competitors, this makes them naturally complementary with each other, each covering their effective ranges.
The autopistol is outclassed by the machine pistol and pump shotgun, despite having better range. It is thoroughly outclassed by more advanced weapons, such as the Heavy SMG. It retains a viable niche as a hit-and-run weapon due to its very short warmup/cooldown cycle, however.
Against an unarmored human, an autopistol can kill with 4 hits to the torso, 3-4 hits to the head, 3 hits to the neck or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 7 hits (~14 seconds average) to incapacitate that human from pain shock.
Attack table
Ranged
For the full effects of qualities, see Quality. Values shown in Red indicate the weapon is out of range at the reference point for this range band.
The value is provided due to the interpolated nature of accuracy between range points.
Melee
Feature | Toggle |
---|---|
Attacks |
Autopistol | Grip (Blunt) | Barrel (Blunt) | Barrel (Poke) | Human: Left & 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 | 2× 37.5% | 100 | 70 |
Poor | 4.07 | 11.82% | 8.1 | 2s | 11.7% | 4.05 | 20% | 8.1 | 2s | 11.7% | 4.05 | 20% | 8.1 | 2s | 11.7% | 4.05 | 20% | 8.2 | 2s | 12% | 4.1 | 2× 20% | 100 | 104 |
Normal | 4.4 | 12.75% | 9 | 2s | 13% | 4.5 | 25% | 9 | 2s | 13% | 4.5 | 25% | 9 | 2s | 13% | 4.5 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 139 |
Good | 4.74 | 13.73% | 9.9 | 2s | 14.3% | 4.95 | 25% | 9.9 | 2s | 14.3% | 4.95 | 25% | 9.9 | 2s | 14.3% | 4.95 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 174 |
Excellent | 5.08 | 14.7% | 10.8 | 2s | 15.6% | 5.4 | 25% | 10.8 | 2s | 15.6% | 5.4 | 25% | 10.8 | 2s | 15.6% | 5.4 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 210 |
Masterwork | 5.92 | 17.14% | 13.05 | 2s | 18.85% | 6.53 | 25% | 13.05 | 2s | 18.85% | 6.53 | 25% | 13.05 | 2s | 18.85% | 6.53 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 345 |
Legendary | 6.59 | 19.09% | 14.85 | 2s | 21.45% | 7.43 | 25% | 14.85 | 2s | 21.45% | 7.43 | 25% | 14.85 | 2s | 21.45% | 7.43 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 695 |
For the full effects of qualities, see Quality.
- ↑ 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human. - ↑ Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder
Autopistol vs. Comparable Weapons
This section goes over how well the autopistol fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat.
Methodology
- All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease
- All pawns have skill levels of 14 in ranged and melee
- No pawns have any traits that affect combat performance
- All pawns are of at least 18 years of age and completely healthy
- Pawns are divided by walls to prevent stray shots from skewing results in any way
- Weather is always kept clear
- No cover is used for either team
Results in the tables below are the percentages of battles that autopistols either won or tied against the weapon listed in the first column of said tables, with a sample size of 2,000 battles per result. Higher percentages are better.
Unarmored
For the unarmored testing, all pawns wore normal quality plainleather pants, plainleather button-down shirts, plainleather dusters and plainleather cowboy hats.
Other Weapon | 3 | 7 | 12 | 18 | 25 | 32 | 40 |
---|---|---|---|---|---|---|---|
Machine Pistol | 19.34% | 25.82% | 33.07% | 36.20% | - | - | - |
Revolver | 64.84% | 59.91% | 55.11% | 56.19% | 55.59% | - | - |
Pump Shotgun | 48.66% | 45.16% | 36.78% | - | - | - | - |
Armored
For the armored testing, all pawns wore normal quality flak pants, flak vests, plainleather button-down shirts, flak jackets and steel simple helmets.
Other Weapon | 3 | 7 | 12 | 18 | 25 | 32 | 40 |
---|---|---|---|---|---|---|---|
Machine Pistol | 18.51% | 24.36% | 33.65% | 37.08% | - | - | - |
Revolver | 60.82% | 58.70% | 54.27% | 54.79% | 52.49% | - | - |
Pump Shotgun | 51.44% | 46.94% | 38.14% | - | - | - | - |
XP per salvo
You get 9 experience points per salvo in shooting, without any passion/flames
Version history
- 0.18.1722 - Added when the pistol was split into revolver and autopistol. Although the autopistol uses the old pistol's sprite, the revolver is functionally closer to the old pistol.
- Beta 19 - received a slight accuracy nerf and range buff