Difference between revisions of "Weapons"

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Range weapons consist mostly of firearms currently, but there are other non-gunpowder ranged weapons like [[Neolithic Weapons|bows and throwing spears]], and also the advanced [[Advanced Weapons|charge rifle and incendiary launcher]]. 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.  
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Range weapons consist mostly of firearms, as well as other non-gunpowder weapons like [[Neolithic Weapons|bows and throwing spears]], and also the advanced [[Advanced Weapons|charge rifle and incendiary launcher]]. 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.  
 
 
  
 
Accuracy stats listed below are for weapons with 100% hit points and of normal quality. The ranges are measured in tiles and correspond to:  
 
Accuracy stats listed below are for weapons with 100% hit points and of normal quality. The ranges are measured in tiles and correspond to:  
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Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a shotgun, with range 16 and acc. stats 96/87/76/64, will never fire at medium (30) or long (50) range. You can think of its acc. stats as 96/87/-/- instead.
 
Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a shotgun, with range 16 and acc. stats 96/87/76/64, will never fire at medium (30) or long (50) range. You can think of its acc. stats as 96/87/-/- instead.
  
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DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.
  
DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.
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Some ranged weapons fire in bursts with each shot having individual hit chances. Cooldown starts once all shots in a burst are fired.
  
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Ranged weapons can fire point-blank, but colonists automatically switch to melee attacks when confronted at melee ranges.
  
 
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Revision as of 13:18, 3 May 2018

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gear Menu Weapons Apparel Clothing Armor Utility

Template:Tocright

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 a shelf will not deteriorate, even if left outside.


Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane. Template:Clr

Ranged Weapons

Range weapons consist mostly of firearms, as well as other non-gunpowder weapons like bows and throwing spears, and also the advanced charge rifle and incendiary launcher. 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.

Accuracy stats listed below are for weapons with 100% hit points and of normal quality. The ranges are measured in tiles and correspond to:

  • Touch = 4
  • Short = 15
  • Medium = 30
  • Long = 50.

Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a shotgun, with range 16 and acc. stats 96/87/76/64, will never fire at medium (30) or long (50) range. You can think of its acc. stats as 96/87/-/- instead.

DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.

Some ranged weapons fire in bursts with each shot having individual hit chances. Cooldown starts once all shots in a burst are fired.

Ranged weapons can fire point-blank, but colonists automatically switch to melee attacks when confronted at melee ranges.

Name Damage Warm-Up
(ticks*)
Cooldown
(ticks*)
Range
(tiles)
Burst Count Burst (ticks*) Bullet Speed Accuracy
(Touch)
Accuracy
(Short)
Accuracy
(Medium)
Accuracy
(Long)
Miss Radius Blast Radius DPS
(Optimal)
DPS
(Touch)
DPS
(Short)
DPS
(Medium)
DPS
(Long)
Value Silver


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* At normal game speed, there are 60 ticks to one real world second. See: Time.

Melee Weapons

These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee 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. 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 and further modified by health stats of consciousness and sight.

Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.

Base Melee Stats

The following stats are for weapons with 100% hit points, of normal quality, and made of steel (the baseline material).


|}


* 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.

Material / Quality Modifiers

Name Melee cooldown Damage DPS Damage Type Value Silver
Fist * 96 ticks (1.6 secs) 7 4.38 Blunt -
Material Cooldown speed factor Damage factor (Blunt) DPS factor (Blunt) Damage factor (Sharp) DPS factor (Sharp) Max HP factor
Sandstone 1.35 1.00 0.60 0.50 0.37 1.4
Granite 1.35 1.00 0.60 0.65 0.48 1.7
Limestone 1.35 1.00 0.60 0.60 0.44 1.55
Slate 1.35 1.00 0.60 0.60 0.44 1.3
Marble 1.35 1.00 0.60 0.60 0.44 1.2
Silver 1.00 1.10 1.10 0.50 0.50 0.7
Gold 1.10 1.15 1.04 0.30 0.27 0.6
Steel 1.00 1.00 1.00 1.00 1.00 1.0
Plasteel 0.80 1.00 1.25 1.20 1.50 2.8
Wood 0.90 0.80 0.92 0.30 0.35 0.4
Uranium 1.35 1.40 0.84 1.10 0.66 2.5
Jade 1.10 1.50 1.35 0.80 0.72 0.5


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

Stone blocks can only be used with clubs or shivs.

Melee Formulas

Damage for any melee weapon is Base Damage x Material Modifier x Quality Modifier

Cooldown is calculated as Weapon melee cooldown / Material melee cooldown

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.