Difference between revisions of "LMG"
m (→Analysis) |
|||
Line 79: | Line 79: | ||
Due to its low accuracy and long cooldown, it isn't advisable to give inexperienced shooters the LMG. Like the [[minigun]], LMGs are great against crowds, as missed shots can hit other pawns in the area. Single-target damage greatly improves against larger targets like [[centipede]]s, which are easier to hit, though the LMG loses its staggering advantage. | Due to its low accuracy and long cooldown, it isn't advisable to give inexperienced shooters the LMG. Like the [[minigun]], LMGs are great against crowds, as missed shots can hit other pawns in the area. Single-target damage greatly improves against larger targets like [[centipede]]s, which are easier to hit, though the LMG loses its staggering advantage. | ||
− | Overall, the LMG is a dedicated support / crowd-control weapon, but struggles to find a niche. It fares poorly against lone targets, due to poor accuracy and sluggish cooldown cycle. [[Assault rifle]]s and [[heavy SMG]]s are stronger against single targets, yet remain competitive against larger crowds. | + | Overall, the LMG is a dedicated support / crowd-control weapon, but struggles to find a niche. It fares poorly against lone targets, due to poor accuracy and sluggish cooldown cycle. [[Assault rifle]]s and [[heavy SMG]]s are stronger against single targets, yet remain competitive against larger crowds. In practice, the LMG's crowd-control is not great until the targets are close enough- the burst just isn't big enough. The extra accuracy and DPS from other weapons is more useful more often. But in short-range combat, it faces massive competition from the [[chain shotgun]], which has both stopping power, decent accuracy, and amazing {{DPS}}. |
=== Stats === | === Stats === |
Revision as of 16:05, 6 February 2023
LMG
A gas-operated light machine gun. While it is somewhat unwieldy and inaccurate, its long bursts of fire are effective against groups of enemies.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 8.5 kg
Ranged Combat
- Mode
- Burst
- Damage
- 11 dmg (Bullet)
- Armor penetration
- 16%
- Warm-Up
- 108 ticks (1.8 secs)
- Cooldown
- 108 ticks (1.8 secs)
- Range
- 25.9 tile(s)
- Accuracy
- 40% - 48% - 35% - 26%
- Velocity
- 46 (m/s)
- Burst Count
- 6 (per burst)
- Burst Ticks
- 7 ticks (0.12 secs)
(514.29 RPM) - DPS
- 15.78
- Stopping power
- 1.0
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
- 34,000 ticks (9.44 mins)
- weaponTags
- Gun, IndustrialGunAdvanced
- thingSetMakerTags
- RewardStandardQualitySuper
The LMG is a heavy, multi-shot firearm which fires 6-shot bursts of rounds which deal a moderate amount of damage each; a slightly shorter delay between each shot; a slightly longer time between bursts; moderate range and low overall accuracy.
Acquisition
LMGs can be crafted at a machining table once the gas operation research has been completed; from 75 Steel, 5 Components and 34,000 ticks (9.44 mins) of work. A crafting skill of at least 6 is required.
LMGs can also be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Mercenary Gunner | 11.32% | Normal | 70-320% |
Elite Mercenary | 46.53% | Normal | 100% |
Ancient Soldier | 10.56% | Normal | 100% |
Analysis
The LMG is an entry crowd-control weapon. It has a relatively long 6-shot burst, high raw DPS, and poor accuracy. Single-shot damage is decent, but below average, worse than the heavy SMG until past short (12 tile) range. Range is good for a multi-shot firearm, and the LMG's stopping power is also high enough to stagger humans, lancers and scythers. The LMG is the most powerful overall weapon that is capable of staggering humans.
Due to its low accuracy and long cooldown, it isn't advisable to give inexperienced shooters the LMG. Like the minigun, LMGs are great against crowds, as missed shots can hit other pawns in the area. Single-target damage greatly improves against larger targets like centipedes, which are easier to hit, though the LMG loses its staggering advantage.
Overall, the LMG is a dedicated support / crowd-control weapon, but struggles to find a niche. It fares poorly against lone targets, due to poor accuracy and sluggish cooldown cycle. Assault rifles and heavy SMGs are stronger against single targets, yet remain competitive against larger crowds. In practice, the LMG's crowd-control is not great until the targets are close enough- the burst just isn't big enough. The extra accuracy and DPS from other weapons is more useful more often. But in short-range combat, it faces massive competition from the chain shotgun, which has both stopping power, decent accuracy, and amazing DPS.
Stats
Against an unarmored human, an LMG can kill with 4 hits to the torso, 3 hits to the head or 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 (~10 seconds average) to incapacitate that human from pain shock.
The LMG is best paired with a careful shooter up to level 12, 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 |
LMG | 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 | 210 |
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 | 320 |
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 | 425 |
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 | 530 |
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 | 635 |
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 | 1060 |
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 | 2125 |
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
Graphs
This article is suggested to be rewritten. Reason: Outdated info?. You can help the RimWorld Wiki by improving it. |
Version history
- 0.3.410 - Can now spawn on pawns
- Alpha ? - Name changed from L-15 LMG