Difference between revisions of "Gunlink"
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− | {{Royalty}}{{ | + | {{Royalty}} |
+ | {{Infobox main | ||
| name = Gunlink | | name = Gunlink | ||
| image = Gunlink.png | | image = Gunlink.png | ||
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| skill 1 = Crafting | | skill 1 = Crafting | ||
| skill 1 level = 6 | | skill 1 level = 6 | ||
− | | marketvalue | + | | marketvalue = 345 |
− | | armorblunt | + | | armorblunt = 0 |
− | | armorsharp | + | | armorsharp = 0 |
− | | armorheat | + | | armorheat = 0 |
| insulationcold = 0 | | insulationcold = 0 | ||
| insulationheat = 0 | | insulationheat = 0 | ||
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}} | }} | ||
The '''gunlink''' is a piece of [[apparel|headwear]] added by the [[Royalty DLC]] that increases the wearer's [[Shooting accuracy|accuracy]] with ranged weapons but provides no protection or insulation. | The '''gunlink''' is a piece of [[apparel|headwear]] added by the [[Royalty DLC]] that increases the wearer's [[Shooting accuracy|accuracy]] with ranged weapons but provides no protection or insulation. | ||
+ | |||
== Acquisition == | == Acquisition == | ||
Gunlinks can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. | Gunlinks can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. | ||
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<div><li style="display: inline-table;"> | <div><li style="display: inline-table;"> | ||
{| {{STDT| c_12 text-center}} | {| {{STDT| c_12 text-center}} | ||
− | !Skill Level !! Standard !! Gunlink !! GL DPS %<br>@ Short !! GL DPS %<br>@ Medium !! GL DPS %<br>@ Long | + | ! Skill Level !! Standard !! Gunlink !! GL DPS %<br/>@ Short !! GL DPS %<br/>@ Medium !! GL DPS %<br/>@ Long |
− | !Skill Level !! Standard !! Gunlink !! GL DPS %<br>@ Short !! GL DPS %<br>@ Medium !! GL DPS %<br>@ Long | + | ! Skill Level !! Standard !! Gunlink !! GL DPS %<br/>@ Short !! GL DPS %<br/>@ Medium !! GL DPS %<br/>@ Long |
|- | |- | ||
! 0 | ! 0 | ||
− | | 89% | + | | 89% || 93.5% || {{%|0.935^12 / 0.89^12 round 2}} || {{%|0.935^25 / 0.89^25 round 2}} || {{%|0.935^40 / 0.89^40 round 2}} |
! - | ! - | ||
| - || - || - || - || - | | - || - || - || - || - | ||
|- | |- | ||
! 1 | ! 1 | ||
− | | 91% || 94% | + | | 91% || 94% || {{%|0.94^12 / 0.91^12 round 2}} || {{%|0.94^25 / 0.91^25 round 2}} || {{%|0.94^40 / 0.91^40 round 2}} |
! 11 | ! 11 | ||
− | | 97.25% || 98% | + | | 97.25% || 98% || {{%|0.98^12 / 0.9725^12 round 2}} || {{%|0.98^25 / 0.9725^25 round 2}} || {{%|0.98^40 / 0.9725^40 round 2}} |
|- | |- | ||
! 2 | ! 2 | ||
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! 20 | ! 20 | ||
| 99% || 99.313% || {{%|0.99313^12 / 0.99^12 round 2}} || {{%|0.99313^25 / 0.99^25 round 2}} || {{%|0.99313^40 / 0.99^40 round 2}} | | 99% || 99.313% || {{%|0.99313^12 / 0.99^12 round 2}} || {{%|0.99313^25 / 0.99^25 round 2}} || {{%|0.99313^40 / 0.99^40 round 2}} | ||
− | |}</li><div> | + | |}</li></div> |
'''Note''' that shooting accuracy for the pawn has exponential decay calculated '''per tile''', meaning that a small increase (even 1%) in shooting accuracy will have a significant effect at longer ranges. | '''Note''' that shooting accuracy for the pawn has exponential decay calculated '''per tile''', meaning that a small increase (even 1%) in shooting accuracy will have a significant effect at longer ranges. | ||
For example: | For example: | ||
− | *A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away (0.99<sup>32</sup> = 0.7249) | + | * A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away (0.99<sup>32</sup> = 0.7249) |
− | *With 98% accuracy, the base accuracy against the same target becomes only 52.4% (0.98<sup>32</sup> = 0.5239). | + | * With 98% accuracy, the base accuracy against the same target becomes only 52.4% (0.98<sup>32</sup> = 0.5239). |
== Analysis == | == Analysis == | ||
− | {{ | + | {{Stub|section=1}} |
The only stats that are meaningfully affected by quality are the deterioration rate and market value, thus in most cases there is little-to-no benefit and [[wealth management|some detriment]] to higher quality gunlinks. | The only stats that are meaningfully affected by quality are the deterioration rate and market value, thus in most cases there is little-to-no benefit and [[wealth management|some detriment]] to higher quality gunlinks. | ||
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|} | |} | ||
− | {{Apparel | + | {{Apparel Stats Table}} |
== Version history == | == Version history == | ||
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* [[Version/1.4.3563|1.4.3563]] - Reduce the frequency at which they appear in quest rewards, as they're overrepresented at low colony wealth values. | * [[Version/1.4.3563|1.4.3563]] - Reduce the frequency at which they appear in quest rewards, as they're overrepresented at low colony wealth values. | ||
− | {{ | + | {{Nav|clothing|wide}} |
[[Category:Armor]] | [[Category:Armor]] |
Revision as of 11:29, 4 August 2023
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Gunlink
A targeting computer that helps the user aim. It detects and analyzes targets using infrared, visible, and millimeter-wave electromagnetic sensors. An onboard targeting computer displays firing solutions on a retinal projection. It offers no protection at all.
Base Stats
Apparel
- Insulation - Cold
- 0 °C (0 °F)
- Insulation - Heat
- 0 °C (0 °F)
- Armor - Sharp
- 0%
- Armor - Blunt
- 0%
- Armor - Heat
- 0%
- Coverage
- Head, Left Ear, Right Ear
- Layer
- Headgear
Creation
- thingCategories
- ArmorHeadgear
- thingSetMakerTags
- RewardStandardHighFreq
- defaultOutfitTags
- Soldier
- tags
- Gunlink
- tradeTags
- HiTechArmor
The gunlink is a piece of headwear added by the Royalty DLC that increases the wearer's accuracy with ranged weapons but provides no protection or insulation.
Acquisition
Gunlinks can be crafted at a Fabrication bench once the Gunlink research project has been completed. They require 10 Plasteel, 1 Advanced component, 15,750 ticks (4.38 mins) of work, and a Crafting skill of 6.
Alternatively, the armor can be received as a quest reward, purchased from traders, or found on Imperial forces.
Summary
Gunlinks offer no protection or insulation but increase the wearer's shooting accuracy by +3.0. The quality of the gunlink does not affect the bonus to accuracy. Gunlinks prevent the wearing of any other headgear. It does not count as clothing for nudity, such as for the nudist trait.
The table below shows post-processed shooting accuracy per tile of distance for each skill level, with and without a gunlink, assuming the pawn is healthy. It also shows the improvement to DPS of wearing the gunlink at Short (12 tiles), Medium (25 tiles), and Long (40 tiles) ranges. That is; if it shows 200%, a pawn wearing the gunlink will deal 200% of the DPS of an equally skilled pawn without a gunlink using the same weapon.
Skill Level | Standard | Gunlink | GL DPS % @ Short |
GL DPS % @ Medium |
GL DPS % @ Long |
Skill Level | Standard | Gunlink | GL DPS % @ Short |
GL DPS % @ Medium |
GL DPS % @ Long |
---|---|---|---|---|---|---|---|---|---|---|---|
0 | 89% | 93.5% | 181% | 343% | 719% | - | - | - | - | - | - |
1 | 91% | 94% | 148% | 225% | 366% | 11 | 97.25% | 98% | 110% | 121% | 136% |
2 | 93% | 94.5% | 121% | 149% | 190% | 12 | 97.5% | 98.167% | 109% | 119% | 131% |
3 | 93.5% | 95% | 121% | 149% | 189% | 13 | 97.75% | 98.333% | 107% | 116% | 127% |
4 | 94% | 95.5% | 121% | 149% | 188% | 14 | 98% | 98.5% | 106% | 114% | 123% |
5 | 94.5% | 96% | 121% | 148% | 188% | 15 | 98.167% | 98.666% | 106% | 114% | 122% |
6 | 95% | 96.5% | 121% | 148% | 187% | 16 | 98.333% | 98.833% | 106% | 114% | 122% |
7 | 95.5% | 97% | 121% | 148% | 187% | 17 | 98.5% | 99% | 106% | 113% | 122% |
8 | 96% | 97.25% | 117% | 138% | 168% | 18 | 98.666% | 99.125% | 106% | 112% | 120% |
9 | 96.5% | 97.5% | 113% | 129% | 151% | 19 | 98.833% | 99.25% | 105% | 111% | 118% |
10 | 97% | 97.75% | 110% | 121% | 136% | 20 | 99% | 99.313% | 104% | 108% | 113% |
Note that shooting accuracy for the pawn has exponential decay calculated per tile, meaning that a small increase (even 1%) in shooting accuracy will have a significant effect at longer ranges.
For example:
- A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away (0.9932 = 0.7249)
- With 98% accuracy, the base accuracy against the same target becomes only 52.4% (0.9832 = 0.5239).
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
The only stats that are meaningfully affected by quality are the deterioration rate and market value, thus in most cases there is little-to-no benefit and some detriment to higher quality gunlinks.
The gunlink provides an additional +3 shooting accuracy, translating into an additional 3 levels of skill at the cost of providing absolutely no protection or insulation to the head. In normal firefights, the gunlink should be passed over for helmets, but should be prioritized over hats and masks. The gunlink is better used for snipers with a Sniper rifle to take out far away targets.
DPS Impact by Skill |
---|
Stats table
For the full effects of qualities, see Quality.
Version history
- 1.2.2753 - Added. Fix: Gunlink displays shooting accuracy stat offset as %.
- 1.4.3523 - No longer counts as clothing for nudity.
- 1.4.3563 - Reduce the frequency at which they appear in quest rewards, as they're overrepresented at low colony wealth values.