Difference between revisions of "Chain shotgun"
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The obvious drawback compared to other weapons at its price level, like the [[assault rifle]], is its range. It is the shortest of industrial ranged weapons, equal to the [[grenades]]. The minigun has similar post-accuracy damage and superior crowd-control, but is much more expensive and has unique downsides (terrible accuracy, massive warmup/cooldown cycle, slowed movement). | The obvious drawback compared to other weapons at its price level, like the [[assault rifle]], is its range. It is the shortest of industrial ranged weapons, equal to the [[grenades]]. The minigun has similar post-accuracy damage and superior crowd-control, but is much more expensive and has unique downsides (terrible accuracy, massive warmup/cooldown cycle, slowed movement). | ||
− | The chain shotgun is best suited as a close-quarters offensive weapon, though is an excellent supporting weapon due to its stopping power. | + | The chain shotgun is best suited as a close-quarters offensive weapon, though is an excellent supporting weapon due to its stopping power. It can be used to support melee fighters, and specialized [[killbox]]es take advantage of the shotgun's strength. It is especially good against [[infestation]]s and drop pods due to its stopping power, damage output, and crowd control, combined with the lack of range constraint. Note that even a shotgun won't be fired in melee combat, so keep your shotgun-wielding pawns slightly away from enemies, and engage shotgun-wielding enemies in melee. |
===Stats=== | ===Stats=== |
Revision as of 21:46, 11 December 2022
Chain shotgun
"A magazine-fed fully automatic shotgun. It is even shorter-ranged than a typical shotgun, but is extraordinarily dangerous due to burst fire."
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 4.5 kg
Ranged Combat
- Mode
- Burst
- Damage
- 18 dmg (Bullet)
- Armor penetration
- 14%
- Warm-Up
- 72 ticks (1.2 secs)
- Cooldown
- 81 ticks (1.35 secs)
- Range
- 12.9 tile(s)
- Accuracy
- 57% - 64% - 55% - 45%
- Velocity
- 55 (m/s)
- Burst Count
- 3 (per burst)
- Burst Ticks
- 10 ticks (0.17 secs)
(360 RPM) - DPS
- 18.73
- Stopping power
- 3.0
Melee Combat
- Melee Attack 1
- Stock
9 dmg (Blunt)
13% AP
2.0 seconds cooldown - Melee Attack 2
- Barrel
9 dmg (Blunt)
13% AP
2.0 seconds cooldown - Melee Attack 3
- Barrel
9 dmg (Poke)
13% AP
2.0 seconds cooldown
Creation
- Required Research
- Gas operation
- Skill Required
- Crafting 6
- Work To Make
- 31,000 ticks (8.61 mins)
- weaponTags
- Gun, IndustrialGunAdvanced
- thingSetMakerTags
- RewardStandardQualitySuper
The chain shotgun is a very short range, multi-shot weapon which fires 3-shot bursts which deal fairly high damage individually (X3); a slightly shorter delay between each shot; a moderate time between bursts; slightly lower overall accuracy and slightly heavier weight.
Acquisition
Chain shotguns can also be crafted at a machining table once the Gas Operation research has been completed; from 70 Steel, 5 Componentss and 31,000 ticks (8.61 mins) of work. A crafting skill of at least 6 is required.
Chain shotguns can be purchased from outlander and orbital combat suppliers, outlaner settlements, or obtained from the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Mercenary Gunner | 12.36% | Normal | 70-320% |
Ancient Soldier | 11.05% | Normal | 100% |
Analysis
The chain shotgun is the strongest firearm in the game, barring the minigun, but is limited by range.
It fires a 3-shot burst, with each bullet as strong as a pump shotgun, but with significantly higher firerate. Raw damage output is amazing, only being surpassed by the minigun (before accuracy) and the single-use triple rocket launcher. In addition, the chain shotgun can stagger pawns as large as a centipede. While each burst is inaccurate, stray shots can occasionally hit surrounding targets, making it a good crowd-control weapon.
The obvious drawback compared to other weapons at its price level, like the assault rifle, is its range. It is the shortest of industrial ranged weapons, equal to the grenades. The minigun has similar post-accuracy damage and superior crowd-control, but is much more expensive and has unique downsides (terrible accuracy, massive warmup/cooldown cycle, slowed movement).
The chain shotgun is best suited as a close-quarters offensive weapon, though is an excellent supporting weapon due to its stopping power. It can be used to support melee fighters, and specialized killboxes take advantage of the shotgun's strength. It is especially good against infestations and drop pods due to its stopping power, damage output, and crowd control, combined with the lack of range constraint. Note that even a shotgun won't be fired in melee combat, so keep your shotgun-wielding pawns slightly away from enemies, and engage shotgun-wielding enemies in melee.
Stats
Against an unarmored human, a chain shotgun can kill with 3 hits to the torso, 2 hits to the head or neck, or 1 hit to the brain; cripple or destroy limbs in 2 hits; and destroy eyes and digits with a single hit. It'll generally take around 4 hits (~6.4 seconds average) to incapacitate that human from pain shock.
Overall, the chain shotgun is best paired with a careful shooter up to level 6, then with a trigger-happy shooter beyond that point.
Attack table
Ranged
For the full effects of qualities, see Quality. Values shown in Red indicate the weapon is out of range at the reference point for this range band.
The value is provided due to the interpolated nature of accuracy between range points.
Melee
Feature | Toggle |
---|---|
Attacks |
Chain shotgun | Stock (Blunt) | Barrel (Blunt) | Barrel (Poke) | Human: Left & right fist (Blunt) | HP | Value | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Quality |
DPS[1] | AP[1] | Dam. | Cool. | AP | DPS | Chance[2] | Dam. | Cool. | AP | DPS | Chance[2] | Dam. | Cool. | AP | DPS | Chance[2] | Dam. | Cool. | AP | DPS | Chance[2] | ||
Awful | 3.98 | 11.6% | 7.2 | 2s | 10.4% | 3.6 | 8.33% | 7.2 | 2s | 10.4% | 3.6 | 8.33% | 7.2 | 2s | 10.4% | 3.6 | 8.33% | 8.2 | 2s | 12% | 4.1 | 2× 37.5% | 100 | 200 |
Poor | 4.07 | 11.82% | 8.1 | 2s | 11.7% | 4.05 | 20% | 8.1 | 2s | 11.7% | 4.05 | 20% | 8.1 | 2s | 11.7% | 4.05 | 20% | 8.2 | 2s | 12% | 4.1 | 2× 20% | 100 | 305 |
Normal | 4.4 | 12.75% | 9 | 2s | 13% | 4.5 | 25% | 9 | 2s | 13% | 4.5 | 25% | 9 | 2s | 13% | 4.5 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 405 |
Good | 4.74 | 13.73% | 9.9 | 2s | 14.3% | 4.95 | 25% | 9.9 | 2s | 14.3% | 4.95 | 25% | 9.9 | 2s | 14.3% | 4.95 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 505 |
Excellent | 5.08 | 14.7% | 10.8 | 2s | 15.6% | 5.4 | 25% | 10.8 | 2s | 15.6% | 5.4 | 25% | 10.8 | 2s | 15.6% | 5.4 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 605 |
Masterwork | 5.92 | 17.14% | 13.05 | 2s | 18.85% | 6.53 | 25% | 13.05 | 2s | 18.85% | 6.53 | 25% | 13.05 | 2s | 18.85% | 6.53 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 1010 |
Legendary | 6.59 | 19.09% | 14.85 | 2s | 21.45% | 7.43 | 25% | 14.85 | 2s | 21.45% | 7.43 | 25% | 14.85 | 2s | 21.45% | 7.43 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 2025 |
For the full effects of qualities, see Quality.
- ↑ 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human. - ↑ Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder
Chain Shotgun vs. Comparable Weapons
This section goes over how well the chain shotgun fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat.
Methodology
- All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease
- All pawns have skill levels of 14 in ranged and melee
- No pawns have any traits that affect combat performance
- 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
- Weather is always kept clear
- No cover is used for either team
Results in the tables below are the percentages of battles that chain shotguns 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 wore normal quality plainleather pants, plainleather button-down shirts, plainleather dusters and plainleather cowboy hats.
Other Weapon | 3 | 7 | 12 | 18 | 25 | 32 | 40 |
---|---|---|---|---|---|---|---|
Pump Shotgun | 73.75% | 72.94% | 71.80% | - | - | - | - |
Heavy SMG | 40.30% | 52.64% | 64.30% | - | - | - | - |
LMG | 70.41% | 67.51% | 67.06% | - | - | - | - |
Charge Rifle | 70.27% | 66.55% | 64.00% | - | - | - | - |
Minigun | 76.82% | 66.55% | 58.93% | - | - | - | - |
Armored
For the armored testing, all pawns wore normal quality flak pants, flak vests, plainleather button-down shirts, flak jackets and steel simple helmets.
Other Weapon | 3 | 7 | 12 | 18 | 25 | 32 | 40 |
---|---|---|---|---|---|---|---|
Pump Shotgun | 74.11% | 73.86% | 76.84% | - | - | - | - |
Heavy SMG | 40.13% | 50.64% | 61.06% | - | - | - | - |
LMG | 72.44% | 71.78% | 67.40% | - | - | - | - |
Charge Rifle | 52.81% | 52.22% | 49.98% | - | - | - | - |
Minigun | 80.61% | 69.19% | 62.05% | - | - | - | - |
Version history
- 0.17.1546 - Added.
- Beta 19 - Received a buff to accuracy, range and ticks between burst shots. It also got a new sprite.
- Beta 19/1.0 - Barrel melee attack damage reduced 10 -> 9, cooldown increased from 1.9s -> 2s. Stock cooldown increased from 1.8 -> 2.