Difference between revisions of "Charge rifle"

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m (Table updated. Will restructure later)
(Re-structured: performance, obtaining, conclusion & comparison. Enjoyed writing this one.)
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|class = Advanced
 
|class = Advanced
 
|damage = 12
 
|damage = 12
|range = 24
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|range = 23
 
|accuracyTouch = 80
 
|accuracyTouch = 80
 
|accuracyShort = 83
 
|accuracyShort = 83
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Futuristic assault rifle that fires packets of energy at short to mid-range. This weapon packs a significant amount of power per shot while maintaining a high rate of fire, but is hampered somewhat by its relatively low range.
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The charge rifle is a somewhat heavy, fully automatic futuristic pulse rifle in RimWorld which deals considerable damage, has a rather short time between shots, short range, and high accuracy. Considering all of the stats, the charge rifle is one of the best weapons in the game and by far the best in its class (with the exception of the [[LMG]] that can sometimes trade blows); excellent damage output owing to its high fire rate and stopping power, combined with superior accuracy in its class, the only 'weakness' that the charge rifle has is its short range. The charge rifle is arguably the best weapon for individual opponents, but there are better weapons out there when it comes to tearing apart large crowds.
  
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The charge rifle's main strength (as already mentioned) is its superior damage output combined with the best accuracy in its class.
  
The Charge Rifle currently has the second highest DPS of all equippable weapons in the game, topped only by the [[Minigun]], but is more effective than the Minigun in most situations due to its lack of a forced miss radius, higher accuracy, and lower warmup and cooldown times. For this reason, charge rifles are an ideal counter to heavily-armored enemies like [[Centipede|Centipedes]] if you don't have access to [[EMP grenades|EMP]] or [[Frag Grenades|Frag grenades]]. Charge rifles can be seen equipped by [[raiders#EliteMercenary|elite mercenary]] raiders in the mid-late game onwards, but can also be purchased from traders, or crafted at a [[machining table]], once [[research#ChargedShot|charged shot]] is researched.
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===Obtaining===
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Charge rifles can be purchased from outlander and orbital weapon traders for a hefty price, or obtained from pirate raiders in the mid-late game onwards. Charge Rifles can also be crafted at a [[machining table]] once the [[research#machining|machining]] and [[research#chargedshot|charged shot]] researched have been completed; from 20 [[steel]], 40 [[plasteel]], 7 [[component]]s, and {{ticks|50000}} of work.
  
Due to the range limitations, it's not the worst of ideas to mix in a few colonists with [[assault rifle]]s, [[survival rifle]]s or [[sniper rifle]]s to pick off enemies at longer ranges, while the charge rifles generally rip enemies to shreds at closer ranges.
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You will also start with a charge rifle in the [[scenario system#richexplorer|rich explorer]] scenario.
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===Conclusion & Comparison===
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As previously mentioned: the charge rifle shadows most other weapons in its class with the exception of the LMG which comes close to it. The [[heavy SMG]] may offer slightly better stopping power, but the charge rifle demolishes it in terms of accuracy and has quicker time between shots, and the [[pump shotgun]] offers notably better stopping power, but the charge rifle again has superior fire rate, and also range. The LMG cuts it a lot closer though: the charge rifle will generally come out on top in common combat scenarios (unmodified shooters against humans), but the LMG has a chance of pulling ahead in the hands of a fully augmented trigger-happy shooter (bionics and luciferium) - especially against larger enemies and also small groups of enemies, as LMGs can cause minor collateral damage.
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On the subject of collateral damage, a [[minigun]] is arguably just as effective as a small firing squad of charge rifle gunners against crowds of enemies: while the minigun is terrible against individual targets owing to its forced miss radius, it'll happily tear several new holes into anybody that stands in the way of this target, or around the target for that matter.
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An ideal firing squad (in non-killbox situations) would be a combination of charge rifles to dispose of close-range enemies, and then perhaps [[assault rifle]]s to gun enemies down at mid-range, and then [[survival rifle|survival]] and/or [[sniper rifle|sniper]] rifles to pick off enemies at medium-long or long range. Perhaps mix a few trigger-happy minigunners in to rip grouped enemies apart - although you'll want to be careful with miniguns as they can just as easily dispatch of your own pawns.
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The charge rifle remains a useful weapon throughout all stages of the game.
  
 
==Trivia==
 
==Trivia==

Revision as of 00:25, 23 February 2017

Charge Rifle

Charge Rifle

"Phase-charging energy projectile rifle."

Base Stats

Type
EquipmentWeapons
"Advanced Weapons" is not in the list (Neolithic Weapons, Medieval Weapons, Industrial Weapons, Spacer Weapons, Ultra Weapons, Mechanoid Weapons) of allowed values for the "Class" property.
Weapon Class
Advanced
Mass
4.6 kg

Ranged Combat

Mode
Burst
Damage
12 dmg
Warm-Up
60 ticks (1 sec)
Cooldown
68.4 ticks (1.14 secs)
Range
23 tile(s)
Accuracy
80% - 83% - 68% - 53%
Velocity
70 (m/s)
Burst Count
3 (per burst)
Burst Ticks
12 ticks (0.2 secs)
(300 RPM)
DPS
14.17


The charge rifle is a somewhat heavy, fully automatic futuristic pulse rifle in RimWorld which deals considerable damage, has a rather short time between shots, short range, and high accuracy. Considering all of the stats, the charge rifle is one of the best weapons in the game and by far the best in its class (with the exception of the LMG that can sometimes trade blows); excellent damage output owing to its high fire rate and stopping power, combined with superior accuracy in its class, the only 'weakness' that the charge rifle has is its short range. The charge rifle is arguably the best weapon for individual opponents, but there are better weapons out there when it comes to tearing apart large crowds.

The charge rifle's main strength (as already mentioned) is its superior damage output combined with the best accuracy in its class.

Obtaining

Charge rifles can be purchased from outlander and orbital weapon traders for a hefty price, or obtained from pirate raiders in the mid-late game onwards. Charge Rifles can also be crafted at a machining table once the machining and charged shot researched have been completed; from 20 steel, 40 plasteel, 7 components, and 50,000 ticks (13.89 mins) of work.

You will also start with a charge rifle in the rich explorer scenario.

Conclusion & Comparison

As previously mentioned: the charge rifle shadows most other weapons in its class with the exception of the LMG which comes close to it. The heavy SMG may offer slightly better stopping power, but the charge rifle demolishes it in terms of accuracy and has quicker time between shots, and the pump shotgun offers notably better stopping power, but the charge rifle again has superior fire rate, and also range. The LMG cuts it a lot closer though: the charge rifle will generally come out on top in common combat scenarios (unmodified shooters against humans), but the LMG has a chance of pulling ahead in the hands of a fully augmented trigger-happy shooter (bionics and luciferium) - especially against larger enemies and also small groups of enemies, as LMGs can cause minor collateral damage.

On the subject of collateral damage, a minigun is arguably just as effective as a small firing squad of charge rifle gunners against crowds of enemies: while the minigun is terrible against individual targets owing to its forced miss radius, it'll happily tear several new holes into anybody that stands in the way of this target, or around the target for that matter.

An ideal firing squad (in non-killbox situations) would be a combination of charge rifles to dispose of close-range enemies, and then perhaps assault rifles to gun enemies down at mid-range, and then survival and/or sniper rifles to pick off enemies at medium-long or long range. Perhaps mix a few trigger-happy minigunners in to rip grouped enemies apart - although you'll want to be careful with miniguns as they can just as easily dispatch of your own pawns.

The charge rifle remains a useful weapon throughout all stages of the game.

Trivia

Charged-shot weapons are also referred to as Tokamak weapons in the fiction primer. They fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion. These require high amounts of power to fire and are powered by hex-cells at small scales (like Charge Rifles), or fusion reactors in the case of large cannons.