Difference between revisions of "Weapons"
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Revision as of 12:27, 28 July 2016
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Weapons are used by colonists and raiders alike to fight each other (and sometimes to put down enraged animals). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.
If left exposed with no roof, a weapon on the ground will deteriorate until it disintegrates without a trace. Weapons stored in an equipment rack will not deteriorate. Template:Clr
Ranged Weapons
Range weapons consist mostly of firearms currently, but there are other non-gunpowder ranged weapons like bows and throwing spears. Ranged weapons that are damaged and have lost hit points suffer lower accuracy. A ranged weapon's accuracy is also affected by its quality level.
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.
Accuracy stats listed below are for weapons with 100% hit points and of normal quality. The ranges correspond to: Touch = 4, Short = 15, Medium = 30, Long = 50. Between those ranges, they're interpolated.
Name | Warm-Up (ticks*) |
Cooldown (ticks*) |
Range (tiles) |
Bullet Speed | Accuracy (Touch) |
Accuracy (Short) |
Accuracy (Medium) |
Accuracy (Long) |
Damage | Burst Count | Burst (ticks*) | Miss Radius | Blast Radius | DPS (Optimal) |
DPS (Touch) |
DPS (Short) |
DPS (Medium) |
DPS (Long) |
Value |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Short Bow | 170 | 40 | 31.0 | 44 | 89% | 64% | 41% | 22% | 10 | 1 | - | - | - | 2.86 | 2.55 | 1.83 | 1.17 | .63 | 60 |
Great Bow | 200 | 40 | 34.0 | 49 | 93% | 77% | 59% | 42% | 15 | 1 | - | - | - | 3.46 | 3.22 | 2.66 | 2.04 | 1.45 | 180 |
Pila | 260 | 270 | 20.0 | 26 | 91% | 71% | 50% | 32% | 30 | 1 | - | - | - | 3.40 | 3.09 | 2.41 | 1.70 | 1.09 | 90 |
Pistol | 68 | 40 | 24.0 | 55 | 91% | 71% | 50% | 32% | 10 | 1 | - | - | - | 5.56 | 5.06 | 3.95 | 2.78 | 1.78 | 60 |
Pump Shotgun | 108 | 40 | 16.0 | 55 | 96% | 87% | 77% | 64% | 20 | 1 | - | - | - | 8.11 | 7.79 | 7.06 | 6.24 | 5.19 | 175 |
PDW | 108 | 40 | 24.0 | 55 | 89% | 64% | 41% | 22% | 5 | 4 | 7 | - | - | 7.10 | 6.32 | 4.54 | 2.91 | 1.56 | 200 |
Survival Rifle | 182 | 40 | 37.0 | 70 | 96% | 96% | 92% | 88% | 18 | 1 | - | - | - | 4.86 | 4.67 | 4.67 | 4.47 | 4.28 | 190 |
Assault Rifle | 108 | 40 | 32.0 | 70 | 96% | 87% | 77% | 64% | 7 | 3 | 7 | - | - | 7.78 | 7.47 | 6.77 | 5.99 | 4.98 | 325 |
Sniper Rifle | 260 | 135 | 45.0 | 100 | 50% | 86% | 86% | 88% | 40 | 1 | - | - | - | 6.08 | 3.04 | 5.23 | 5.23 | 5.35 | 370 |
LMG | 120 | 84 | 25.9 | 40 | 50% | 64% | 41% | 22% | 8 | 6 | 7 | - | - | 12.06 | 6.03 | 7.72 | 4.94 | 2.65 | 800 |
Frag Grenades | 108 | 160 | 12.0 | 12 | - | - | - | - | 40 | 1 | - | 1.0 | 1.9 | 8.96 | - | - | - | - | 200 |
Molotov Cocktails | 108 | 160 | 12.9 | 12 | - | - | - | - | 10 | 1 | - | 2.9 | 1.1 | 2.24 | - | - | - | - | 100 |
EMP Grenade | 108 | 160 | 12.9 | 12 | - | - | - | - | 80 | 1 | - | 1.0 | 3.5 | 8.96 | - | - | - | - | 400 |
Minigun | 240 | 40 | 32.0 | 70 | 50% | 42% | 18% | 6% | 8 | 30 | 4 | 2.4 | - | 35.47 | 28.02 | 14.90 | 6.38 | 2.13 | 2200 |
T-9 Incendiary Launcher | 182 | 40 | 24.0 | 40 | 79% | 42% | 18% | 6% | 4 | 1 | - | - | - | 1.08 | .85 | .45 | .19 | .06 | 370 |
R4 Charge Rifle | 90 | 40 | 24.0 | 70 | 80% | 83% | 68% | 53% | 13 | 3 | 12 | - | - | 15.23 | 12.19 | 12.64 | 10.36 | 8.07 | 1500 |
Charge Lance | 120 | 168 | 37.0 | 120 | 60% | 80% | 92% | 88% | 27 | 1 | - | - | - | 5.59 | 5.20 | 4.30 | 3.30 | 2.35 | 2000 |
Inferno Cannon | 100 | 480 | 27.0 | 45 | 79% | 42% | 18% | 6% | 13 | 1 | - | 3.5 | 2.4 | 2.11 | 1.67 | .89 | .38 | .13 | 2400 |
Heavy Charge Blaster | 100 | 420 | 27.0 | 90 | 60% | 77% | 59% | 42% | 15 | 24 | 5 | 2.9 | - | 39.82 | 37.03 | 30.66 | 23.49 | 16.72 | 2400 |
Improvised Turret Gun | 108 | 40 | 25.9 | 70 | 89% | 64% | 41% | 22% | 7 | 4 | 8 | - | - | 9.77 | 8.70 | 6.25 | 4.01 | 2.15 | - |
* At normal game speed, there are 60 ticks to one real world second. See: Time.
Melee Weapons
These are touch-ranged weapons.
The exact damage of a melee weapon is based on its quality level, with a low quality weapon dealing less damage and a high quality weapon dealing more. Melee weapons that are damaged and have lost hit points suffer a reduced damage amount.
Note that melee accuracy is determined by a colonist's melee skill.
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.
In terms of economy, Maces are the most efficient weapons to sell, as they have the best material cost:value ratio (75 and 210, respectively), and they bring in lump sums of cash. Technically, small weapons such as the knife and shiv have better ratios, but the amount of work required to make them and the amount of items a player would need to bring in a decent sum of silver make them impractical to mass-produce.
Base Melee Stats
The following stats are for weapons with 100% hit points, of normal quality, and made of steel (the baseline material).
Name | Warm-Up | Cooldown (ticks**) |
Cooldown (seconds) |
Damage | DPS | Damage Type | Value |
---|---|---|---|---|---|---|---|
Fist * | 0 | 100 | 1.67 | 5 | 3 | Blunt | -- |
Beer * | 0 | 108 | 1.8 | 7 | 3.89 | Blunt | 9 |
Wood log * | 0 | 132 | 2.2 | 8 | 3.64 | Blunt | 1.4 |
Elephant Tusk* | 0 | 150 | 2.5 | 16 | 6.4 | Blunt | -- |
Shiv | 0 | 100 | 1.66 | 8 | 4.82 | Sharp | 21.2 |
Bionic Arm * | 0 | 100 | 1.67 | 9 | 5.40 | Blunt | 1500 |
Knife | 0 | 100 | 1.67 | 9 | 5.42 | Sharp | 104 |
Club | 0 | 162 | 2.7 | 11 | 4.07 | Blunt | 82 |
Spear | 0 | 138 | 2.3 | 15 | 6.52 | Sharp | 280 |
Gladius | 0 | 117 | 1.95 | 12 | 6.15 | Sharp | 180 |
Mace | 0 | 126 | 2.1 | 10 | 4.76 | Blunt | 210 |
Long Sword | 0 | 150 | 2.50 | 17 | 6.8 | Sharp | 400 |
Scyther Blade * | 0 | 60 | 1.00 | 20 | 20.00 | Sharp | 2000 |
Power Claw * | 0 | 70 | 1.17 | 15 | 12.85 | Sharp | 1500 |
* Material cannot be changed for these. They also do not come in varying quality levels. The Base Melee Stats table has their correct stats and no formulas are needed for them.
** At normal game speed, there are 60 ticks to one real world second. See: Time.
Material / Quality Modifiers
Material | Agility | Blunt | Sharp |
---|---|---|---|
Sandstone | 0.6 | 1.00 | 0.50 |
Granite | 0.6 | 1.00 | 0.65 |
Limestone | 0.6 | 1.00 | 0.60 |
Slate | 0.6 | 1.00 | 0.60 |
Marble | 0.6 | 1.00 | 0.60 |
Silver | 1.0 | 1.10 | 0.50 |
Gold | 0.9 | 1.15 | 0.30 |
Steel | 1.0 | 1.00 | 1.00 |
Plasteel | 1.25 | 1.00 | 1.20 |
Wood | 1.15 | 0.90 | 0.2 |
Uranium | 0.6 | 1.40 | 1.10 |
Quality | Base Damage Modifier |
---|---|
Awful | 0.40 |
Shoddy | 0.70 |
Poor | 0.85 |
Normal | 1.00 |
Good | 1.10 |
Superior | 1.20 |
Excellent | 1.35 |
Masterwork | 1.45 |
Legendary | 1.55 |
Melee Formulas
Damage for any melee weapon is Base Damage x Material Modifier x Quality Modifier
For example, a Masterwork Granite Gladius. A Gladius deals Sharp damage, so the Sharp damage material modifier is used.
Damage = 13, Material Modifier = 0.65, Quality = 1.45
Therefore, a Masterwork Granite Gladius deals (13 x 0.65 x 1.45) = 12.2525 damage.
Don't forget that Blunt damage will affect bones as well as flesh, and can potentially do more damage / incapacitate easier.
Cooldown is calculated as Base Cooldown / Agility
For example, the cooldown (in seconds) on the Masterwork Granite Gladius = 1.93 / 0.6 = 3.22 (rounded)
Note that a higher agility will give a shorter cooldown and therefore a higher DPS.
DPS (damage per second) is calculated as Damage / Cooldown. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want.
The Masterwork Granite Gladius has Damage 14.365 and Cooldown 3.22 seconds.
DPS = Damage / Cooldown = 14.365 / 3.22 = 4.46 (rounded)