Difference between revisions of "LMG"

From RimWorld Wiki
Jump to navigation Jump to search
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. Past short range, the LMG's crowd-control is not great in practice - 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}}.
+
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

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

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
425 Silver
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
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

Crafted At
Machining table
Required Research
Gas operation
Skill Required
Crafting 6
Work To Make
34,000 ticks (9.44 mins)
Resources to make
Steel 75 + Component 5
Technical
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 Steel 75 Steel, Component 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

  • LMG LMG Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 9.9 14.4% 32% 38.4% 28% 20.8% 14.2 4.54 5.4 3.98 2.98 210 Silver
    Poor 11 16% 36% 43.2% 31.5% 23.4% 15.78 5.68 6.79 5.05 3.63 320 Silver
    Normal 11 16% 40% 48% 35% 26% 15.78 6.31 7.57 5.52 4.1 425 Silver
    Good 11 16% 44% 52.8% 38.5% 28.6% 15.78 6.94 8.36 6.15 4.58 530 Silver
    Excellent 11 16% 48% 57.6% 42% 31.2% 15.78 7.57 9.15 6.63 4.89 635 Silver
    Masterwork 13.75 20% 54% 64.8% 47.25% 35.1% 19.73 10.65 12.82 9.27 6.9 1060 Silver
    Legendary 16.5 24% 60% 72% 52.5% 39% 23.67 14.2 17.04 12.55 9.23 2125 Silver

    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
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • LMG 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 37.5% 100 210 Silver
    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 20% 100 320 Silver
    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 12.5% 100 425 Silver
    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 12.5% 100 530 Silver
    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 12.5% 100 635 Silver
    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 12.5% 100 1060 Silver
    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 12.5% 100 2125 Silver

    For the full effects of qualities, see Quality.

    1. 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.
    2. 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

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

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

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

    Version history

    • 0.3.410 - Can now spawn on pawns
    • Alpha ? - Name changed from L-15 LMG