Difference between revisions of "Revolver"

From RimWorld Wiki
Jump to navigation Jump to search
Line 47: Line 47:
 
| meleeattack3cool = 2.0
 
| meleeattack3cool = 2.0
 
| meleeattack3ap = 13
 
| meleeattack3ap = 13
| MeleeWeaponAverageDPS = 4.5
 
| MeleeWeaponAverageAP = 13
 
 
| page verified for version =
 
| page verified for version =
 
| skill 1 = Crafting
 
| skill 1 = Crafting

Revision as of 00:14, 16 November 2024

Revolver

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

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
135 Silver
Mass
1.4 kg

Ranged Combat

Mode
Single-Shot
Damage
12 dmg (Bullet)
Armor penetration
18%
Warm-Up
18 ticks (0.3 secs)
Cooldown
96 ticks (1.6 secs)
Range
25.9 tile(s)
Accuracy
80% - 75% - 45% - 35%
Velocity
55 (m/s)
Burst Count
1 (per burst)
DPS
6.32
Stopping power
1

Melee Combat

Melee Attack 1
Grip
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
Gunsmithing
Skill Required
Crafting 3
Work To Make
4,000 ticks (1.11 mins)
Work Speed Stat
General Labor Speed
Resources to make
Steel 30 + Component 2
Technical
Has Quality
True
weaponTags
Gun, SimpleGun, Revolver
thingSetMakerTags
RewardStandardQualitySuper
tradeTags
WeaponRanged


The revolver is a light, single-shot ranged weapon 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 crafted at a machining table once the gunsmithing research project has been completed. Each requires Steel 30 Steel, Component 2 Components, 4,000 ticks (1.11 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 3.

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%

A revolver is also given at the beginning with the Crashlanded scenario.

Analysis

The revolver is clearly an early game weapon. Outside of starting with one, revolvers are very easy to acquire, as early game raiders often use them and they are cheap to both research and make.

For early colonies, the revolver works as a short-medium ranged weapon. It deals decent damage with single shot. It is slightly worse for DPS than the autopistol of the same quality at all ranges. But unlike the autopistol, the revolver has a high enough stopping power to stagger advancing humans or human-sized mechanoids. It is better than the bolt-action rifle for close ranged combat - when combat happens < 12 tiles away.

Despite having a decent range, the revolver isn't particularly suited to medium-range engagements, which is around 15 or more tiles. A bolt-action rifle or greatbow are better at range, and even the recurve bow can keep up. It's best suited as a close-quarters weapon, and can stagger pawns attempting to close distance. As a hunting weapon, the bolt action rifle is better, but a revolver still fairs decent results.

A very high quality revolver, such as from an early inspiration, has surprising longevity. A Legendary Revolver's DPS is competitive with that of an Excellent Heavy SMG at all but very close range, while offering better single point damage, range, and AP. They should not be specifically farmed for - don't spend an inspiration on a revolver when you can make a HSMG, but any that are acquired should be considered even until either masterworks become common or true end-game weapons are acquired.

Stats

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 (~15.5 seconds average) to incapacitate that human from pain shock.

Attack table

Ranged

  • Revolver Revolver Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 10.8 16.2% 64% 60% 36% 28% 5.69 3.64 3.41 2.05 1.59 68 Silver
    Poor 12 18% 72% 67.5% 40.5% 31.5% 6.32 4.55 4.3 2.59 2.02 101 Silver
    Normal 12 18% 80% 75% 45% 35% 6.32 5.06 4.74 2.84 2.21 135 Silver
    Good 12 18% 88% 82.5% 49.5% 38.5% 6.32 5.56 5.25 3.16 2.46 169 Silver
    Excellent 12 18% 96% 90% 54% 42% 6.32 6.07 5.69 3.41 2.65 200 Silver
    Masterwork 15 22.5% 100% 100% 60.75% 47.25% 7.9 7.9 7.9 4.82 3.71 335 Silver
    Legendary 18 27% 100% 100% 67.5% 52.5% 9.48 9.48 9.48 6.45 5.02 675 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
  • Revolver Revolver Grip (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 68 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% 100 101 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% 100 135 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% 100 169 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% 100 200 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% 100 335 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% 100 675 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

    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.

    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 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 wore normal quality plainleather pants, plainleather button-down shirts, plainleather dusters and plainleather cowboy hats.

    Other Weapon 3 7 12 18 25 32 40
    Autopistol 35.16% 40.09% 44.89% 43.81% 44.41% - -
    Pump Shotgun 38.99% 37.04% 33.25% - - - -
    Bolt-Action Rifle 74.06% 64.80% 55.62% 41.13% 20.54% - -
    Greatbow 83.68% 76.09% 66.57% 57.44% 43.91% - -

    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
    Autopistol 39.18% 41.30% 45.73% 45.21% 47.51% - -
    Pump Shotgun 42.43% 39.48% 33.40% - - - -
    Bolt-Action Rifle 67.32% 60.00% 51.96% 35.49% 18.03% - -
    Greatbow 85.79% 79.07% 68.07% 59.97% 43.35% - -

    Version history

    • 0.18.1722 - Added when the pistol was split into the revolver and the autopistol. Although the autopistol uses the old pistol's sprite, the revolver is functionally closer to the old pistol.
    • Beta 19/1.0 - All melee attack damages increased 8 -> 9, cooldown increased from 1.6s -> 2s.
    • 1.0 - Received a slight accuracy and damage buff.