Difference between revisions of "Ranged Cooldown"

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(I transcluded the information from the Heavy Bandolier page onto this one, and mimicked the page for the Aiming Time stat.)
(This is the item stat, not the factor that modifies this stat. Moved to Ranged Cooldown Multiplier)
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| to string style = FloatTwo
 
| to string style = FloatTwo
 
| description = How long it takes to recover after firing this weapon.
 
| description = How long it takes to recover after firing this weapon.
}}
+
}}. This values is modified by the user's [[Ranged Cooldown Multiplier]].
  
Ranged cooldown works as a multiplier on the cooldown time of a ranged weapon, i.e. a ranged weapon with a cooldown time of 1 second normally will have a cooldown time of 0.5 seconds in the hands of a pawn with a Ranged Cooldown Multiplier stat of 50%. Note that the aiming time of the weapon is unaffected.
 
 
This stat also applies to [[psycast]]s {{RoyaltyIcon}}, the integrated weapons of [[grenadier armor|grenadier]] {{RoyaltyIcon}} and [[phoenix armor]] {{RoyaltyIcon}}, and a number of [[utility]] items including the [[orbital bombardment targeter]], [[orbital power beam targeter]], [[psychic shock lance]], [[psychic insanity lance]], [[tornado generator]], [[jump pack]] {{RoyaltyIcon}} and [[orbital mech cluster targeter]].{{RoyaltyIcon}}
 
 
== Factors ==
 
A pawn's aiming time has a base value of 100%, but it can be reduced to 80% if the pawn is wearing a [[heavy bandolier]] {{BiotechIcon}}.
 
 
== DPS table ==
 
The effect of the reduction in cooldown time on the DPS of ranged [[weapons]] depends on each weapon's unique ratio of "Warmup time" and "Cooldown time". For example, a weapon with a short warmup and long cooldown will benefit more from a reduced cooldown time than a weapon with a longer warmup and/or a shorter cooldown, all else being equal.
 
 
The table below details the effect of the reduction in cooldown time on the DPS for each pawn-usable, ranged [[weapon]]. Note that while single use weapons such as the [[doomsday rocket launcher]] do benefit from the decreased cooldown time, their single-use nature makes comparing DPS in this way nonsensical and they are thus excluded.
 
 
{| {{STDT|sortable c_06 text-center}}
 
|-
 
! colspan="2" | Weapon !! DPS<br/>(100% Ranged Cooldown Time) !! DPS<br/>(80% Ranged Cooldown Time)
 
{{#ask: [[Aiming Time Base::+]] [[Category:Weapons]] [[Class::!Mechanoid Weapons]] [[Name::!Uranium slug cannon||Thump cannon||Autocannon||Light charge blaster||Mini-turret gun]] [[Mode::!Single-Use]]
 
| named args=yes
 
| ?Name=?Name
 
| ?Aiming Time Base #=?Aiming Time Base
 
| ?Ranged Cooldown Base #=?Ranged Cooldown Base
 
| ?Burst Count =?Burst Count
 
| ?Burst Ticks =?Burst Ticks
 
| format=template
 
| template=Ranged Cooldown Row
 
| sort = From DLC, name
 
}}
 
|}
 
 
{{nav|stats|wide}}
 
{{nav|stats|wide}}

Revision as of 13:22, 6 January 2023

Ranged Cooldown is a stat: How long it takes to recover after firing this weapon. Its minimum allowed value is 0.01. Its default value is 1.. This values is modified by the user's Ranged Cooldown Multiplier.