Difference between revisions of "Revolver"
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{{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 overall 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 overall accuracy.}} | ||
− | == | + | ==Acquisition== |
+ | Revolvers can be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following [[raider#Humanlike|raider]] kinds: | ||
+ | |||
+ | {| class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 [[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]]. | ||
+ | |||
+ | |||
+ | ==Analysis== | ||
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. | 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. | ||
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− | + | ==Melee Combat== | |
{| {{STDT| c_12 text-center}} | {| {{STDT| c_12 text-center}} | ||
!Tool | !Tool | ||
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|4.50 | |4.50 | ||
|} | |} | ||
+ | ==Revolver vs. Comparable Weapons== | ||
+ | <!-- | ||
+ | Table cell hex colour values for win rates: | ||
+ | 0 - 20.80% win rate = #FF6969 | ||
+ | 20.81 - 31.20% win rate = #FF9B72 | ||
+ | 31.21 - 41.70% win rate = #FFCD7B | ||
+ | 41.71 - 56.20% win rate = #FFFF85 | ||
+ | 56.21 - 68.70% win rate = #CDFF7B | ||
+ | 68.71 - 79.10% win rate = #9BFF72 | ||
+ | 79.11 - 100.00% win rate = #69FF69 | ||
+ | --> | ||
+ | This section goes over how well the revolver fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat. All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease. | ||
+ | |||
+ | ====Testing Methodology==== | ||
+ | * All pawns have skill levels of 14 in ranged and melee | ||
+ | * All pawns are forced to only have the 'Steadfast' trait which has no effect on combat. Therefore, all testing is effectively traitless | ||
+ | * All pawns are of at least 18 years of age and completely healthy | ||
+ | * Pawns are divided by walls to prevent stray shots from skewing results in any way, therefore 1v1 combat is always maintained | ||
+ | * No cover is used for either team | ||
− | === | + | Results in the tables below are the percentages of battles that revolvers either won or tied against the weapon listed in the first column of said tables, with a sample size of 2,000 battles per result. Higher percentages are better. |
− | + | ||
+ | |||
+ | ====Unarmored==== | ||
+ | For the unarmored testing, all pawns were completely naked. | ||
− | {| class="wikitable sortable" | + | {| class="wikitable sortable" style="text-align: center" |
+ | ! Other Weapon !! 3 !! 7 !! 12 !! 18 !! 25 !! 32 !! 40 | ||
|- | |- | ||
− | ! | + | ! Autopistol |
+ | | style="background: #FFCD7B" | 34.35% || style="background: #FFCD7B" | 36.35% || style="background: #FFFF85" | 42.38% || style="background: #FFFF85" | 43.55% || style="background: #FFFF85" | 42.35% || - || - | ||
|- | |- | ||
− | | | + | ! Pump Shotgun |
+ | | style="background: #FFCD7B" | 33.28% || style="background: #FFCD7B" | 32.65% || style="background: #FF9B72" | 29.64% || - || - || - || - | ||
|- | |- | ||
− | | | + | ! Bolt-Action Rifle |
+ | | style="background: #9BFF72" | 72.00% || style="background: #CDFF7B" | 64.80% || style="background: #CDFF7B" | 56.60% || style="background: #FFFF85" | 41.95% || style="background: #FF9B72" | 24.50% || - || - | ||
|- | |- | ||
− | | | + | ! Greatbow |
+ | | style="background: #69FF69" | 83.71% || style="background: #9BFF72" | 74.36% || style="background: #CDFF7B" | 65.70% || style="background: #FFFF85" | 54.72% || style="background: #FFCD7B" | 39.98% || - || - | ||
+ | |} | ||
+ | |||
+ | |||
+ | ====Armored==== | ||
+ | For the armored testing, all pawns wore normal quality [[flak vest]]s, [[flak pants]], [[flak jacket]]s and [[steel]] [[simple helmet]]s. | ||
+ | |||
+ | {| class="wikitable sortable" style="text-align: center" | ||
+ | ! Other Weapon !! 3 !! 7 !! 12 !! 18 !! 25 !! 32 !! 40 | ||
|- | |- | ||
− | | | + | ! Autopistol |
+ | | style="background: #FFCD7B" | 38.50% || style="background: #FFFF85" | 44.16% || style="background: #FFFF85" | 44.43% || style="background: #FFFF85" | 45.75% || style="background: #FFFF85" | 46.25% || - || - | ||
|- | |- | ||
− | | | + | ! Pump Shotgun |
+ | | style="background: #FFCD7B" | 40.85% || style="background: #FFCD7B" | 37.01% || style="background: #FFCD7B" | 34.50% || - || - || - || - | ||
|- | |- | ||
− | | | + | ! Bolt-Action Rifle |
+ | | style="background: #9BFF72" | 68.75% || style="background: #CDFF7B" | 57.75% || style="background: #FFFF85" | 51.90% || style="background: #FFCD7B" | 34.75% || style="background: #FF6969" | 19.35% || - || - | ||
|- | |- | ||
− | | | + | ! Greatbow |
+ | | style="background: #69FF69" | 84.15% || style="background: #9BFF72" | 75.00% || style="background: #CDFF7B" | 68.40% || style="background: #CDFF7B" | 57.00% || style="background: #FFFF85" | 44.36% || - || - | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
Revision as of 01:30, 8 November 2018
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
-
"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
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 overall accuracy.
Acquisition
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.
Analysis
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, 3 hits to the head, 2 hits to the neck or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 6 hits (~16.7 seconds average) to incapacitate that human from pain shock.
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 | AP | Cooldown | Likelihood | Base DPS |
---|---|---|---|---|---|---|---|
Overall | - | - | 9 | 13% | 2.00s | - | 4.50 |
Grip | Blunt | Blunt | 9 | 13% | 2.00s | 50.00% | 4.50 |
Barrel | Blunt | Blunt | 9 | 13% | 2.00s | 25.00% | 4.50 |
Barrel | Poke | Blunt | 9 | 13% | 2.00s | 25.00% | 4.50 |
Revolver vs. Comparable Weapons
This section goes over how well the revolver fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat. All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease.
Testing Methodology
- All pawns have skill levels of 14 in ranged and melee
- All pawns are forced to only have the 'Steadfast' trait which has no effect on combat. Therefore, all testing is effectively traitless
- All pawns are of at least 18 years of age and completely healthy
- Pawns are divided by walls to prevent stray shots from skewing results in any way, therefore 1v1 combat is always maintained
- No cover is used for either team
Results in the tables below are the percentages of battles that revolvers either won or tied against the weapon listed in the first column of said tables, with a sample size of 2,000 battles per result. Higher percentages are better.
Unarmored
For the unarmored testing, all pawns were completely naked.
Other Weapon | 3 | 7 | 12 | 18 | 25 | 32 | 40 |
---|---|---|---|---|---|---|---|
Autopistol | 34.35% | 36.35% | 42.38% | 43.55% | 42.35% | - | - |
Pump Shotgun | 33.28% | 32.65% | 29.64% | - | - | - | - |
Bolt-Action Rifle | 72.00% | 64.80% | 56.60% | 41.95% | 24.50% | - | - |
Greatbow | 83.71% | 74.36% | 65.70% | 54.72% | 39.98% | - | - |
Armored
For the armored testing, all pawns wore normal quality flak vests, flak pants, flak jackets and steel simple helmets.
Other Weapon | 3 | 7 | 12 | 18 | 25 | 32 | 40 |
---|---|---|---|---|---|---|---|
Autopistol | 38.50% | 44.16% | 44.43% | 45.75% | 46.25% | - | - |
Pump Shotgun | 40.85% | 37.01% | 34.50% | - | - | - | - |
Bolt-Action Rifle | 68.75% | 57.75% | 51.90% | 34.75% | 19.35% | - | - |
Greatbow | 84.15% | 75.00% | 68.40% | 57.00% | 44.36% | - | - |
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.
Version history
It received a slight accuracy buff in 1.0.