Difference between revisions of "Chain shotgun"

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==Analysis==
 
==Analysis==
Like the [[pump shotgun]], the chain shotgun has a high 18 per-shot damage and exceptionally high stopping power, able to stagger all pawn types except for [[elephant]]s, [[thrumbo]]s and [[megasloth]]s. The chain shotgun combines this with a deadly 3-shot burst, fired marginally slower than the single shot pump shotgun, resulting in significantly higher DPS. However, the chain shotgun's range is even shorter, worst of the modern ranged weapons, and tied with the [[grenades]].
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The chain shotgun is the strongest firearm in the game, barring the [[minigun]], but is limited by range.
  
In general, raw damage output is amazing, only being surpassed by the [[minigun]] (before accuracy) and the single-use [[triple rocket launcher]]. The high per-shot damage is more likely to outright destroy organs, so a single burst can be enough to incapacitate a perfectly healthy human. While each burst is inaccurate, stray shots can occasionally hit surrounding targets, making it a good crowd-control weapon (though not as good as the minigun; note the minigun's huge cooldown). The obvious drawback compared to other weapons at its price level, like the [[assault rifle]], is its range.
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The chain shotgun shares the [[pump shotgun]]'s high 18 per-shot damage, and adds a deadly 3-shot burst, resulting in a significantly higher RPM. It can also stagger all pawn types except for [[elephant]]s, [[thrumbo]]s, [[megasloth]]s, and [[Mechanoid hive#Mechanoid Commanders|mechanoid commanders]]{{BiotechIcon}}. However, the chain shotgun's range is even shorter - worst of the modern ranged weapons, and tied with the [[grenades]].
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 +
In general, raw damage output is amazing, only being surpassed by the [[minigun]] (before accuracy) and the single-use [[triple rocket launcher]]. While each burst is inaccurate, stray shots can occasionally hit surrounding targets, making it a good crowd-control weapon. The obvious drawback compared to other weapons at its price level, like the [[assault rifle]], is its range. Compared to the minigun, the shotgun is much cheaper and doesn't have the massive warmup/cooldown cycle or movement penalty.
  
 
The chain shotgun is best suited as a close-quarters offensive weapon, though is an excellent supporting weapon due to its stopping power. It's especially good against [[infestation]]s and drop pods due to its stopping power, damage output (especially against [[megaspider]]s) and ability to crowd control combined with the lack of range constraint. Even a shotgun won't be fired in melee combat, so keep your shotgun-wielding pawns slightly away from enemies, and engage enemies using them.
 
The chain shotgun is best suited as a close-quarters offensive weapon, though is an excellent supporting weapon due to its stopping power. It's especially good against [[infestation]]s and drop pods due to its stopping power, damage output (especially against [[megaspider]]s) and ability to crowd control combined with the lack of range constraint. Even a shotgun won't be fired in melee combat, so keep your shotgun-wielding pawns slightly away from enemies, and engage enemies using them.

Revision as of 21:28, 11 December 2022

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)
Resources to make
Steel 70 + Component 5
Technical
weaponTags
Gun, IndustrialGunAdvanced
thingSetMakerTags
RewardStandardQualitySuper


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

Chain shotguns can also be crafted at a machining table once the Gas Operation research has been completed; from Steel 70 Steel, Component 5 Componentss and 31,000 ticks (8.61 mins) of work. A crafting skill of at least 6 is required.

Chain shotguns can be purchased from outlander and orbital combat suppliers, outlaner settlements, 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

The chain shotgun is the strongest firearm in the game, barring the minigun, but is limited by range.

The chain shotgun shares the pump shotgun's high 18 per-shot damage, and adds a deadly 3-shot burst, resulting in a significantly higher RPM. It can also stagger all pawn types except for elephants, thrumbos, megasloths, and mechanoid commandersContent added by the Biotech DLC. However, the chain shotgun's range is even shorter - worst of the modern ranged weapons, and tied with the grenades.

In general, raw damage output is amazing, only being surpassed by the minigun (before accuracy) and the single-use triple rocket launcher. While each burst is inaccurate, stray shots can occasionally hit surrounding targets, making it a good crowd-control weapon. The obvious drawback compared to other weapons at its price level, like the assault rifle, is its range. Compared to the minigun, the shotgun is much cheaper and doesn't have the massive warmup/cooldown cycle or movement penalty.

The chain shotgun is best suited as a close-quarters offensive weapon, though is an excellent supporting weapon due to its stopping power. It's especially good against infestations and drop pods due to its stopping power, damage output (especially against megaspiders) and ability to crowd control combined with the lack of range constraint. Even a shotgun won't be fired in melee combat, so keep your shotgun-wielding pawns slightly away from enemies, and engage enemies using them.

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 (~6.4 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

    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

    • 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

    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

    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

    • 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.