Difference between revisions of "Sniper rifle"

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{{info|The sniper rifle is a considerably heavy, bolt-action weapon in RimWorld with very high damage; a very slow fire rate; very long range; and good overall accuracy, although poor at touch range.}}
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Due to its exceptionally high damage per shot, the sniper rifle is a very dangerous weapon to be up against - but also a very useful weapon to have, if you have a shooter that can properly utilise it - as it can handily separate limbs from one's body, or even outright kill said victim in one shot - although the risk of both of these events is significantly reduced with some decent protection.
  
  
An 'upgraded' version of the [[Bolt-action rifle]]. It fares worse in close-quarter combat compared to the bolt-action rifle, but has better qualities regarding range and power.
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As the sniper rifle has a very long range and also long time between shots, it's important that the wielder of this sniper rifle isn't just competent, but actually a good shot: 98% post-processed accuracy is really the ideal minimum here, which is achievable with a level 12 careful shooter; level 14 ordinary shooter; or level 19 trigger-happy. 98.5% or greater would be preferable though (level 14 careful shooter; or a level 17 ordinary shooter). 97.5% (10 careful; 12 standard; 16 trig-happy) is the bare minimum to somewhat effectively utilise the sniper rifle at 36 tiles and below.
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===Obtaining===
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The sniper rifle can be bought from outlander combat suppliers or towns, or an orbital weapons trader - or looted from downed/dead [[raider#Pirates|pirates]] and [[raider#Mercenaries|mercenaries]]. Sniper rifles can also be manufactures at a [[machining table]] once the [[research#Machining|machining]] research has been completed, for 60 steel; 8 components; and 55000 ticks (917 secs) of work.
  
The Sniper Rifle currently has the longest range out of all of the guns in the game, as well as the highest damage. Its only real drawback is the long warm-up time between shots, making it less than ideal when the position of the shooter is under fire. Make sure your marksmen are well-covered by turrets or close combat troops. Also remember that raiders often carry these with them when they go on attacks or sieges on your colony, so be very careful of enemy snipers. Consider designing your defenses accordingly to eliminate positions where raiders could safely sit and take shots at your colonists.
 
  
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===Conclusion & Comparison===
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The sniper rifle is an excellent weapon for dealing with [[raider|siege]] attacks as it can reliably pick people off from a distance, so long as (as aforementioned) the shooter is also up to the task. Not only can your pawns attack enemies preemptively and potentially kill several before they get close enough to fight back, but you can also target their artillery shells and mortars in their camp, causing them to explode, damaging or killing anyone nearby, and potentially starting a wildfire. In the latter case, the fire alone can wipe out the whole camp if the raiders don't move and the weather is clear.
  
This weapon is powerful enough to destroy limbs in one hit, which makes it a very useful weapon for killing raiders at extremely long ranges. This does mean, however, that if you plan to capture enemies and turn them to your side, you may find yourself burning through your stock of replacement arms and legs rather quickly to try and patch them up -- if they even survive at all, that is.
 
  
 
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Compared to its 'little cousin', the [[bolt-action rifle]], the sniper rifle is a bit of a wildcard: you're trading speed and accuracy for significantly increased range and damage, but all changes overall favour the sniper rifle. It may be a better idea to stick with a combination of bolt-action rifles and [[assault rifle]]s for close-mid range combat in the early-mid game though until you get enough people in your colony that are competent at violence, as the sniper rifle is somewhat of a niche weapon.
The Sniper Rifle is also a valued tool for defending against [[Raider|siege]] attacks. Not only can you attack enemies preemptively and potentially kill several before they get close enough to fight back, but you can also target their artillery shells and mortars in their camp, causing them to explode, damaging or killing anyone nearby, and potentially starting a wildfire. In the latter case, the fire alone can wipe out the whole camp if the raiders don't move and the weather is clear.
 
  
  

Revision as of 23:06, 30 May 2017

Sniper Rifle

Sniper Rifle

"Ancient pattern military sniper rifle. Bolt action. Long range, great accuracy and power."

Base Stats

Type
EquipmentWeapons
"Modern Weapons" is not in the list (Neolithic Weapons, Medieval Weapons, Industrial Weapons, Spacer Weapons, Ultra Weapons, Mechanoid Weapons) of allowed values for the "Class" property.
Weapon Class
Modern
Mass
4 kg

Ranged Combat

Mode
Single-Shot
Damage
40 dmg
Warm-Up
240 ticks (4 secs)
Cooldown
140 ticks (2.33 secs)
Range
45 tile(s)
Accuracy
50% - 86% - 86% - 88%
Velocity
100 (m/s)
Burst Count
1 (per burst)
DPS
6.32

The sniper rifle is a considerably heavy, bolt-action weapon in RimWorld with very high damage; a very slow fire rate; very long range; and good overall accuracy, although poor at touch range. Due to its exceptionally high damage per shot, the sniper rifle is a very dangerous weapon to be up against - but also a very useful weapon to have, if you have a shooter that can properly utilise it - as it can handily separate limbs from one's body, or even outright kill said victim in one shot - although the risk of both of these events is significantly reduced with some decent protection.


As the sniper rifle has a very long range and also long time between shots, it's important that the wielder of this sniper rifle isn't just competent, but actually a good shot: 98% post-processed accuracy is really the ideal minimum here, which is achievable with a level 12 careful shooter; level 14 ordinary shooter; or level 19 trigger-happy. 98.5% or greater would be preferable though (level 14 careful shooter; or a level 17 ordinary shooter). 97.5% (10 careful; 12 standard; 16 trig-happy) is the bare minimum to somewhat effectively utilise the sniper rifle at 36 tiles and below.


Obtaining

The sniper rifle can be bought from outlander combat suppliers or towns, or an orbital weapons trader - or looted from downed/dead pirates and mercenaries. Sniper rifles can also be manufactures at a machining table once the machining research has been completed, for 60 steel; 8 components; and 55000 ticks (917 secs) of work.


Conclusion & Comparison

The sniper rifle is an excellent weapon for dealing with siege attacks as it can reliably pick people off from a distance, so long as (as aforementioned) the shooter is also up to the task. Not only can your pawns attack enemies preemptively and potentially kill several before they get close enough to fight back, but you can also target their artillery shells and mortars in their camp, causing them to explode, damaging or killing anyone nearby, and potentially starting a wildfire. In the latter case, the fire alone can wipe out the whole camp if the raiders don't move and the weather is clear.


Compared to its 'little cousin', the bolt-action rifle, the sniper rifle is a bit of a wildcard: you're trading speed and accuracy for significantly increased range and damage, but all changes overall favour the sniper rifle. It may be a better idea to stick with a combination of bolt-action rifles and assault rifles for close-mid range combat in the early-mid game though until you get enough people in your colony that are competent at violence, as the sniper rifle is somewhat of a niche weapon.