Difference between revisions of "Revolver"

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|name = Revolver
 
|name = Revolver
 
|image = Revolver.png|Revolver
 
|image = Revolver.png|Revolver
|description = Ancient pattern double-action revolver. Somewhat weak, medium range, quick.
+
|description = An ancient pattern double-action revolver. It's not very powerful, but has a decent range for a pistol and is quick on the draw.
 
|type = Equipment
 
|type = Equipment
 
|type2 = Weapons
 
|type2 = Weapons
 
|class = Modern
 
|class = Modern
 
|damage = 12
 
|damage = 12
 +
|armorPenetration = 18
 
|range = 25.9
 
|range = 25.9
 
|accuracyTouch = 80
 
|accuracyTouch = 80
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|sell = {{icon|silver|135}}
 
|sell = {{icon|silver|135}}
 
|mass base = 1.4
 
|mass base = 1.4
 +
|stoppingPower = 1
 
}}
 
}}
 
</onlyinclude>
 
</onlyinclude>
 
{{info|The revolver is a light, single-shot firearm in RimWorld which deals a moderate amount of damage per shot, has a short time between shots, a moderate range and moderate accuracy.}}
 
{{info|The revolver is a light, single-shot firearm in RimWorld which deals a moderate amount of damage per shot, has a short time between shots, a moderate range and moderate accuracy.}}
 +
==Overview==
 +
The revolver has a fairly good damage output for a single-shot weapon, only slightly trailing the [[autopistol]] in this aspect. Thanks to its fairly short time between shots and its good close-up accuracy, the revolver's a good weapon for low-skilled shooters. It also has a high enough stopping power to stagger advancing [[human]]s or [[Lancer|human-]][[Scyther|sized]] [[mechanoid]]s. The revolver is also very easy to acquire because earlygame raiders often use it, and because of its low manufacturing costs and technology requirements.
  
=== Combat performance ===
 
  
It'll take 4 shots to the torso to kill an unarmored human with a revolver, or around 7 shots against a human with a normal flak vest. The revolver can also instantly cripple digits, eyeballs, and cause lethal brain damage against unprotected skulls. Limbs can be crippled in 3 shots against an unarmored human.
+
However, like the autopistol (though to a lesser extent), the revolver isn't particularly suited to medium-range engagements despite having the range to do so due to its fairly poor accuracy at those distances; even the [[recurve bow]] can keep up in those engagements, while the [[greatbow]] and [[bolt-action rifle]] easily surpass it.
  
  
As a weapon with a moderate range, decent fire rate and overall fairly consistent damage output profile, the revolver can be viewed as a fairly skill-friendly weapon. A healthy level 6 traitless shooter, level 2 careful shooter or level 10 trigger-happy can somewhat efficiently use the revolver up to 18 cells. However, a level 11 traitless shooter, level 7 careful shooter or level 15 trigger-happy is advisable to efficiently use the revolver up to its maximum range of 26 cells.
+
The revolver is best suited as a close-quarters weapon overall owing to its accuracy profile, although it can be used as a support weapon to slow down enemies that are attempting to close distance (melee units, shotgunners etc.). This weapon's also a somewhat viable hunting weapon for lower-risk game, but the bolt-action rifle will still net better results.
  
  
On average, the revolver is best paired with a careful shooter up to the equivalent of a level 20, then with a trigger-happy shooter beyond that point.
+
Against an unarmored human, a revolver can kill with 4 hits to the torso or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit.
  
  
Similar to its predecessor, the revolver's main strength really is how easy it is to acquire both by purchase and by raider. However, investing a little more in an automatic weapon's generally going to be more favorable for your colony.
+
Overall, the revolver is best paired with a careful shooter up to the equivalent of a level 21, then with a trigger-happy shooter beyond that point.
  
  
 
====Melee Combat====
 
====Melee Combat====
A revolver has a weapon bulk of 50%, but weapon bulk doesn't seem to have any observable effect on actual gameplay.
 
 
 
All possible melee attacks with a revolver:
 
 
{| {{STDT| c_12 text-center}}
 
{| {{STDT| c_12 text-center}}
 
!Tool
 
!Tool
Line 53: Line 52:
 
!Likelihood
 
!Likelihood
 
!Base DPS
 
!Base DPS
!Armored DPS
 
 
|-  
 
|-  
 
!Overall
 
!Overall
 
!-
 
!-
 
!-
 
!-
!8
+
!9
!1.6s
+
!2.00s
 
!-
 
!-
!5
+
!4.50
!4.6
 
 
|- newline
 
|- newline
 
|Grip
 
|Grip
|Smash
 
 
|Blunt
 
|Blunt
|8
+
|Blunt
|1.6s
+
|9
|33.3%
+
|2.00s
|5
+
|50.00%
|4.6
+
|4.50
 
|- newline
 
|- newline
 
|Barrel
 
|Barrel
|Smash
 
 
|Blunt
 
|Blunt
|8
+
|Blunt
|1.6s
+
|9
|33.3%
+
|2.00s
|5
+
|25.00%
|4.6
+
|4.50
 
|- newline
 
|- newline
 
|Barrel
 
|Barrel
 
|Poke
 
|Poke
 
|Blunt
 
|Blunt
|8
+
|9
|1.6s
+
|2.00s
|33.3%
+
|25.00%
|5
+
|4.50
|4.6
 
 
|}
 
|}
 +
  
 
===Obtaining===
 
===Obtaining===
Revolvers can be purchased from outlander and orbital combat suppliers, or obtained from the following [[raider#Humanlike|raider]] kinds:
+
Revolvers can be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following [[raider#Humanlike|raider]] kinds:
  
'''Pirates:'''
+
{| class="wikitable sortable"
* Drifter - 10.1% chance (shoddy [[quality]] on average, 20-60% health)
+
|-
* Scavenger - 17.5% chance (poor quality on average, 20-90% health)
+
! Raider Kind !! Chance !! Average Quality !! Health
* Pirate - 5.3% chance (normal quality on average, 40-150% health)
+
|-
 
+
| Scavenger Gunner || 25.83% || Normal || 40-110%
'''Outlanders:'''
+
|-
* Villager - 6% chance (poor quality on average, 20-200% health)
+
| Pirate Gunner || 14.09% || Normal || 70-230%
* Town Guard - 10.1% chance (poor quality on average, 20-200% health)
+
|-
 
+
| Villager || 19.91% || Poor || 20-200%
'''Mercenaries:'''
+
|-
* Mercenary Gunner - 4.7% chance (normal quality on average, 70-230% health)
+
| Town Councilman || 43.10% || Good || 100%
 
+
|-
'''Spacers:'''
+
| Town Guard || 10.18% || Normal || 60-200%
* Space Soldier - 4.6% chance (good quality on average, 100% health)
+
|-
 +
| Mercenary Gunner || 6.50% || Normal || 70-320%
 +
|-
 +
| Ancient Soldier || 5.38% || Normal || 100%
 +
|}
  
  
Revolvers can also be crafted at a [[machining table]] once the [[Research#Gunsmithing|gunsmithing]] research is completed; from 30 [[steel]], 2 [[component]]s and {{Ticks|15000}} of work.
+
Revolvers can also be crafted at a [[machining table]] once the [[Research#Gunsmithing|gunsmithing]] research has been completed; from 30 [[steel]], 2 [[component]]s and {{Ticks|4000}} of work. A crafting skill of at least 3 is required.
  
  
 
A revolver is also one of the three starting weapons in the standard crashlanded [[scenario system|scenario]], along with a [[bolt-action rifle]] and [[plasteel]] [[knife]].
 
A revolver is also one of the three starting weapons in the standard crashlanded [[scenario system|scenario]], along with a [[bolt-action rifle]] and [[plasteel]] [[knife]].
 
===Conclusion & Comparison===
 
Due to its early-game abundance, the revolver is quite a solid solution to early-game ranged combat. However, with this in mind, it won't be long before you'll be replacing your revolvers with [[assault rifle]]s, [[heavy SMG]]s, and the like. The revolver offers marginally superior range to the [[LMG]], but falls behind the LMG everywhere else other than being significantly quicker to fire.
 
 
 
However, the [[great bow]] can be had for a significantly lower asking price (biome-dependent), achieves parity with the revolver at touch range, and actually pulls ahead from 7 cells onwards, along with offering superior range. The great bow's higher damage per shot also means that it's more likely to hinder limb function.
 
  
  

Revision as of 12:51, 16 October 2018

Revolver

Revolver

An ancient pattern double-action revolver. It's not very powerful, but has a decent range for a pistol and is quick on the draw.

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
1.4 kg

Ranged Combat

Mode
Single-Shot
Damage
12 dmg
Armor penetration
18%
Warm-Up
18 ticks (0.3 secs)
Cooldown
96 ticks (1.6 secs)
Range
25.9 tile(s)
Accuracy
80% - 75% - 45% - 35%
Velocity
55 (m/s)
Burst Count
1 (per burst)
DPS
6.32
Stopping power
1

The revolver is a light, single-shot firearm in RimWorld which deals a moderate amount of damage per shot, has a short time between shots, a moderate range and moderate accuracy.

Overview

The revolver has a fairly good damage output for a single-shot weapon, only slightly trailing the autopistol in this aspect. Thanks to its fairly short time between shots and its good close-up accuracy, the revolver's a good weapon for low-skilled shooters. It also has a high enough stopping power to stagger advancing humans or human-sized mechanoids. The revolver is also very easy to acquire because earlygame raiders often use it, and because of its low manufacturing costs and technology requirements.


However, like the autopistol (though to a lesser extent), the revolver isn't particularly suited to medium-range engagements despite having the range to do so due to its fairly poor accuracy at those distances; even the recurve bow can keep up in those engagements, while the greatbow and bolt-action rifle easily surpass it.


The revolver is best suited as a close-quarters weapon overall owing to its accuracy profile, although it can be used as a support weapon to slow down enemies that are attempting to close distance (melee units, shotgunners etc.). This weapon's also a somewhat viable hunting weapon for lower-risk game, but the bolt-action rifle will still net better results.


Against an unarmored human, a revolver can kill with 4 hits to the torso or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit.


Overall, the revolver is best paired with a careful shooter up to the equivalent of a level 21, then with a trigger-happy shooter beyond that point.


Melee Combat

Tool Attack Damage Type Power Cooldown Likelihood Base DPS
Overall - - 9 2.00s - 4.50
Grip Blunt Blunt 9 2.00s 50.00% 4.50
Barrel Blunt Blunt 9 2.00s 25.00% 4.50
Barrel Poke Blunt 9 2.00s 25.00% 4.50


Obtaining

Revolvers can be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following raider kinds:

Raider Kind Chance Average Quality Health
Scavenger Gunner 25.83% Normal 40-110%
Pirate Gunner 14.09% Normal 70-230%
Villager 19.91% Poor 20-200%
Town Councilman 43.10% Good 100%
Town Guard 10.18% Normal 60-200%
Mercenary Gunner 6.50% Normal 70-320%
Ancient Soldier 5.38% Normal 100%


Revolvers can also be crafted at a machining table once the gunsmithing research has been completed; from 30 steel, 2 components and 4,000 ticks (1.11 mins) of work. A crafting skill of at least 3 is required.


A revolver is also one of the three starting weapons in the standard crashlanded scenario, along with a bolt-action rifle and plasteel knife.


Graphs

The graphs assume a normal quality revolver against an adult human that's out in the open in clear weather. For DPS, projectile speed has also been factored into the equation, with the weighting based on the base amount of attacks that it'll take to put the aforementioned target into pain shock.

Revolver's accuracy with various shooters without any trait. Revolver's DPS with various shooters without any trait.

Revolver's accuracy with various shooters with careful shooter. Revolver's DPS with various shooters with careful shooter.

Revolver's accuracy with various shooters with trigger-happy. Revolver's DPS with various shooters with trigger-happy.

Version history

It received a slight accuracy buff in 1.0.