Difference between revisions of "Hellcat rifle"
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| cooldown = 102 | | cooldown = 102 | ||
| velocity = 70 | | velocity = 70 | ||
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| DPS = DPS | | DPS = DPS | ||
| production facility 1 = Bioferrite shaper | | production facility 1 = Bioferrite shaper | ||
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| research = Bioferrite weaponry | | research = Bioferrite weaponry | ||
| work to make = 40000 | | work to make = 40000 | ||
+ | | work speed stat = General Labor Speed | ||
| meleeattack1dmg = 9 | | meleeattack1dmg = 9 | ||
| meleeattack1type = blunt | | meleeattack1type = blunt |
Revision as of 12:56, 24 June 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Needs acquisition information,summary. |
Hellcat rifle
A versatile assault rifle with good range, decent power, and good accuracy.
It also comes equipped with a bioferrite-powered mini-burner unit which generates a blast of flame from pressurized bioferrite charges. The mini-burner unit can be used twice before refueling.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 3.5 kg
Ranged Combat
- Mode
- Burst
- Damage
- 10 dmg (Bullet)
- Armor penetration
- 15%
- Warm-Up
- 66 ticks (1.1 secs)
- Cooldown
- 102 ticks (1.7 secs)
- Range
- 26.9 tile(s)
- Accuracy
- 60% - 70% - 65% - 55%
- Velocity
- 70 (m/s)
- Burst Count
- 3 (per burst)
- Burst Ticks
- 10 ticks (0.17 secs)
(360 RPM) - DPS
- 9.57
- Stopping power
- 0.5
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
- Bioferrite weaponry
- Skill Required
- Crafting 6
- Work To Make
- 40,000 ticks (11.11 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- True
- weaponTags
- Gun, IndustrialGunAdvanced
- thingSetMakerTags
- RewardStandardQualitySuper
- tradeTags
- WeaponRanged
The hellcat rifle is a moderately heavy, automatic ranged weapon with an integrated two-shot flamethrower.
Acquisition
Hellcat rifles can be crafted at a bioferrite shaper once the bioferrite weaponry research project has been completed. Note that this research requires dark study to unlock. Each requires 60 Steel, 20 Bioferrite, 7 Components, 40,000 ticks (11.11 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 6.
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General. |
The rifle contains an integrated mini-burner which gives the user the ability to fire two gouts of flame at will before requiring a reload.
The burner fires in a 9 range cone, thin close to the pawn and expanding to three tiles wide at a range of 7 to 9 tiles when fired in a cardinal direction.
Two gouts can be fired before the unit must be reloaded with 10 bioferrite per charge.[Verify in game] The reloading process takes 60 ticks (1 sec). The pawn will never automatically use the unit - instead it must be manually activated by the player by use of the "Hellcat burner" gizmo, similar to using Utility items. It is unclear if this restriction also applies to NPCs.[Fact Check Needed] This gizmo will only appear when the pawn is drafted.
Damage from the burner does not scale with quality, dealing roughly 12 damage on a direct hit, and slightly less if the target is out of the center of the cone. Fire resistance, such as that from phoenix armor, can dramatically reduce or eliminate damage from the burner.
Wearing a shield belt does not prevent the user from firing the burner, but does prevent the user from firing the rifle itself.
Pyromaniac pawns receive a +2 Pyromaniac has incendiary weapon mood buff while equipped with a Hellcat rifle, a further mood buff will not be granted for using the weapons Hellcat burner ability. Note that they must be equipped, not merely carried.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Excellent but could benefit from comparison to dedicated Incinerator pawns as well. |
The hellcat rifle functions quite similarly to its nearest cousin, the assault rifle, albeit with a slightly shorter max range (27 vs 30.9), less bullet damage (10 vs. 11), a longer firing cycle, and the addition of the burner. The statistical difference result in an approximate −13% drop in DPS compared to an assault rifle of the same quality. Because of the source of this change, this relationship is consistent across all ranges and shooter skills, but can be affected, but not negated or inverted, by Aiming time and Ranged cooldown multiplier effects.
The burner has a range of 9 tiles, firing in a narrow cone one tile wide out to six tiles, then three tiles wide for the remaining 3 tiles, for a total of roughly 15 tiles of burning. Targets hit are likely to catch fire, giving the weapon considerable utility against melee pawns who will promptly panic. Bioferrite is required for reloading the weapon's burner, which means that the hellcat rifle is strictly inferior to the assault rifle if you do not have a replenishable stockpile.
When compared to the incinerator, the other weapon from the same research, the hellcat's burner charge has a shorter range (9 vs 11 tiles,) smaller cone (3 tiles wide vs 5 tiles at max range,) deals less direct damage (12 vs 16,) and has an extra charge (2 vs 1.) The two weapons function significantly differently outside their burner charges, with the Hellcat being an assault rifle and the Incinerator being a lobbed AoE fire explosion. Unlike the incinerator, which can both fire its main weapon and its burner from within a shield belt, the hellcat rifle cannot fire bullets from within the shield, leaving you with little more than an inelegant club when the burner charges run out.
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 |
Hellcat rifle | 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 | 240 |
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 | 360 |
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 | 480 |
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 | 600 |
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 | 720 |
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 | 1200 |
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 | 2400 |
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
Version history
- Anomaly DLC Release - Added.