Difference between revisions of "Charge rifle"

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|class = Advanced
 
|class = Advanced
 
|damage = 15
 
|damage = 15
|armorPenetration = 22.5
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|armorPenetration = 35
 
|range = 25.9
 
|range = 25.9
 
|accuracyTouch = 55
 
|accuracyTouch = 55
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|DPS = DPS
 
|DPS = DPS
 
|buy = {{icon|plasteel|50}} + {{icon|advcomponent|2}}
 
|buy = {{icon|plasteel|50}} + {{icon|advcomponent|2}}
|sell = {{icon|silver|925}}
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|sell = {{icon|silver|1010}}
|mass base = 4.6
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|mass base = 4.6
 +
|stoppingPower = 0.5
 
}}
 
}}
 
</onlyinclude>
 
</onlyinclude>
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, medium range, and moderate accuracy. Considering all stats, the charge rifle is one of the best weapons in the game and by far the best in its class, with excellent damage output owing to its high fire rate and stopping power. 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.
+
{{info|The charge rifle is a slightly heavier, multi-shot ranged weapon in RimWorld which fires 3-shot bursts of rounds which deal a slightly higher amount of damage each; a moderate delay between each shot; a slightly longer time between bursts; slightly lower accuracy and moderate range.}}
 +
==Overview==
 +
Combining a solid per-shot damage with a 3-shot burst naturally makes for a dangerous weapon, which is exactly what the charge rifle is. Range is also fairly good for a multi-shot weapon, being identical to that of the [[LMG]]'s. Armor penetration is also surprisingly high, being comparable to the [[sniper rifle]]'s, despite the aforementioned weapon having a significantly higher per-shot damage.
  
The charge rifle's main strength (as already mentioned) is its superior damage output.
 
  
=== Obtaining ===
+
Overall single-target damage output is the second highest out of all player-usable weapons in the game, being beaten only by the [[minigun]]. Close-up damage output is weaker though relative to cheaper ranged weapons such as the [[chain shotgun]], overall only being comparable to the [[heavy SMG]] - still decent in absolute terms though.
Charge rifles can be purchased from outlander and orbital weapon traders for a hefty price, or in B18 or earlier, obtained from pirate raiders in the mid-late game onwards. Charge rifles can also be crafted at a [[fabrication bench]] once the [[research|pulse-charged munitions research]] has been completed; from 50 [[plasteel]], 2 [[advanced component]]s, and {{ticks|50000}} of work.
 
  
You will also start with a charge rifle in the [[scenario system#the rich explorer|rich explorer]] scenario.
 
  
=== Conclusion & Comparison ===
+
Accuracy is also fairly poor, being almost identical to the chain shotgun's. This means that the charge rifle sees a big advantage against large enemies, or even against tightly-packed groups of enemies - though higher-quality LMGs will still fare slightly better in these situations. Additionally, stopping power is lackluster meaning that the charge rifle can't stagger [[human]]s, instead being limited to the likes of [[tortoise]]s and [[boomrat]]s. The warmup/cooldown cycle is also quite long for a multi-shot ranged weapon, only being slightly shorter than the [[bolt-action rifle]]'s.
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 [[pump shotgun]] offer better stopping power for each shot, but the charge rifle demolishes it with superior fire rate and a 3-round burst, and also range.  
 
  
At very close ranges, the [[chain shotgun]] has superior performance, firing slightly faster, and dealing more damage per shotgun blast, while having similar accuracy.
 
  
For groups of enemies, [[LMG]]s or [[minigun]]s are arguably just as effective, if not more effective, against crowds of enemies: while neither are optimal against individual targets owing to its low single target accuracy, it'll happily tear several new holes into anybody that stands in the way of this target, or around the target for that matter.
+
Finally, the charge rifle is very difficult to acquire until lategame since its production requirements are high and because raiders don't use charge rifles.
  
One weakness of the charge rifle is its range of only 26 tiles, which makes it unable to hit distant targets. In comparison, the [[assault rifle]], [[bolt-action rifle]] and [[sniper rifle]] may not deal nearly as much damage as the charge rifle, but make up for it with their much longer firing range of 31, 37 and 45 tiles respectively.
 
  
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 [[bolt-action rifle|bolt-action]] 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.
+
Overall, the charge rifle is best suited as somewhat of an offensive weapon due to its overall damage output, being fairly consistent across all distances which the charge rifle can cover. The charge rifle's also a decent hunting weapon due to its solid per-shot damage combined with moderate range.
  
The charge rifle remains a useful weapon throughout all stages of the game.
 
  
== Trivia ==
+
Against an unarmored human, a charge rifle can kill with 3 hits to the torso, 2-3 hits to the head, 2 hits to the neck, or 1 hit to the brain; cripple limbs in 2 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 5 hits (~9.7 seconds average) to incapacitate that human from pain shock.
Charged-shot weapons are also referred to as [https://en.wikipedia.org/wiki/Tokamak Tokamak] weapons in the [https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub 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.
+
 
 +
 
 +
Overall, the charge rifle is best paired with a careful shooter up to level 16, and with a trigger-happy shooter beyond that point.
 +
 
 +
 
 +
===Melee Combat===
 +
{| {{STDT| c_12 text-center}}
 +
!Tool
 +
!Attack
 +
!Damage Type
 +
!Power
 +
!AP
 +
!Cooldown
 +
!Likelihood
 +
!Base DPS
 +
|-
 +
!Overall
 +
!-
 +
!-
 +
!9
 +
!13%
 +
!2.00s
 +
!-
 +
!4.50
 +
|- newline
 +
|Grip
 +
|Blunt
 +
|Blunt
 +
|9
 +
|13%
 +
|2.00s
 +
|50.00%
 +
|4.50
 +
|- newline
 +
|Barrel
 +
|Blunt
 +
|Blunt
 +
|9
 +
|13%
 +
|2.00s
 +
|25.00%
 +
|4.50
 +
|- newline
 +
|Barrel
 +
|Poke
 +
|Blunt
 +
|9
 +
|13%
 +
|2.00s
 +
|25.00%
 +
|4.50
 +
|}
 +
 
 +
 
 +
===Obtaining===
 +
Charge rifles can be purchased from outlander and orbital combat suppliers, or outlander settlements. [[raider#Humanlike|Raiders]] never use charge rifles.
 +
 
 +
 
 +
Charge rifles can also be crafted at a [[fabrication bench]] once the [[Research#PulseChargedMunitions|pulse-charged munitions]] research has been completed; from 50 [[plasteel]], 2 [[advanced component]]s and {{Ticks|45000}} of work. A crafting skill of at least 7 is required.
 +
 
  
== Version history ==
+
A charge rifle is also the starting weapon in the rich explorer [[scenario system|scenario]].
  
In Beta 19 it received a damage buff and accuracy nerf. Its recipe was also changed to use [[advanced component]]s and plasteel only, overall being more expensive.
 
  
 
== Graphs ==
 
== Graphs ==
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[[File:ChargeRifleAccuracyTriggerHappy.png|494px|Charge rifle's accuracy with various shooters with trigger-happy.]]
 
[[File:ChargeRifleAccuracyTriggerHappy.png|494px|Charge rifle's accuracy with various shooters with trigger-happy.]]
 +
 +
 +
== Trivia ==
 +
Charged-shot weapons are also referred to as [https://en.wikipedia.org/wiki/Tokamak Tokamak] weapons in the [https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub 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.
 +
  
 
== Version history ==
 
== Version history ==
Line 71: Line 130:
  
 
=== Beta 19 ===
 
=== Beta 19 ===
The charge rifle received a damage buff, and accuracy and fire rate nerf in Beta 19. Its recipe was also changed.
+
The charge rifle received a damage and range buff, and accuracy and fire rate nerf in Beta 19. Its recipe was also changed, and raiders no longer use charge rifles.
  
 
[[Kind::Weapons| ]]
 
[[Kind::Weapons| ]]

Revision as of 23:40, 31 October 2018


Charge rifle

Charge rifle

"A charged-shot assault rifle. Pulse-charge technology charges each shot with unstable energy as it leaves the barrel. Released on impact, the charged energy greatly increases the damage done."

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
15 dmg
Armor penetration
35%
Warm-Up
60 ticks (1 sec)
Cooldown
120 ticks (2 secs)
Range
25.9 tile(s)
Accuracy
55% - 64% - 55% - 45%
Velocity
70 (m/s)
Burst Count
3 (per burst)
Burst Ticks
12 ticks (0.2 secs)
(300 RPM)
DPS
13.24
Stopping power
0.5

The charge rifle is a slightly heavier, multi-shot ranged weapon in RimWorld which fires 3-shot bursts of rounds which deal a slightly higher amount of damage each; a moderate delay between each shot; a slightly longer time between bursts; slightly lower accuracy and moderate range.

Overview

Combining a solid per-shot damage with a 3-shot burst naturally makes for a dangerous weapon, which is exactly what the charge rifle is. Range is also fairly good for a multi-shot weapon, being identical to that of the LMG's. Armor penetration is also surprisingly high, being comparable to the sniper rifle's, despite the aforementioned weapon having a significantly higher per-shot damage.


Overall single-target damage output is the second highest out of all player-usable weapons in the game, being beaten only by the minigun. Close-up damage output is weaker though relative to cheaper ranged weapons such as the chain shotgun, overall only being comparable to the heavy SMG - still decent in absolute terms though.


Accuracy is also fairly poor, being almost identical to the chain shotgun's. This means that the charge rifle sees a big advantage against large enemies, or even against tightly-packed groups of enemies - though higher-quality LMGs will still fare slightly better in these situations. Additionally, stopping power is lackluster meaning that the charge rifle can't stagger humans, instead being limited to the likes of tortoises and boomrats. The warmup/cooldown cycle is also quite long for a multi-shot ranged weapon, only being slightly shorter than the bolt-action rifle's.


Finally, the charge rifle is very difficult to acquire until lategame since its production requirements are high and because raiders don't use charge rifles.


Overall, the charge rifle is best suited as somewhat of an offensive weapon due to its overall damage output, being fairly consistent across all distances which the charge rifle can cover. The charge rifle's also a decent hunting weapon due to its solid per-shot damage combined with moderate range.


Against an unarmored human, a charge rifle can kill with 3 hits to the torso, 2-3 hits to the head, 2 hits to the neck, or 1 hit to the brain; cripple limbs in 2 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 5 hits (~9.7 seconds average) to incapacitate that human from pain shock.


Overall, the charge rifle is best paired with a careful shooter up to level 16, and with a trigger-happy shooter beyond that point.


Melee Combat

Tool Attack Damage Type Power AP Cooldown Likelihood Base DPS
Overall - - 9 13% 2.00s - 4.50
Grip Blunt Blunt 9 13% 2.00s 50.00% 4.50
Barrel Blunt Blunt 9 13% 2.00s 25.00% 4.50
Barrel Poke Blunt 9 13% 2.00s 25.00% 4.50


Obtaining

Charge rifles can be purchased from outlander and orbital combat suppliers, or outlander settlements. Raiders never use charge rifles.


Charge rifles can also be crafted at a fabrication bench once the pulse-charged munitions research has been completed; from 50 plasteel, 2 advanced components and 45,000 ticks (12.5 mins) of work. A crafting skill of at least 7 is required.


A charge rifle is also the starting weapon in the rich explorer scenario.


Graphs

The below graphs assume an unmodified shooter using a Normal quality weapon.

Charge rifle's accuracy with various shooters without any trait.

Charge rifle's accuracy with various shooters with careful shooter.

Charge rifle's accuracy with various shooters with trigger-happy.


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.


Version history

Beta 18

The charge rifle received a nerf to damage.

Beta 19

The charge rifle received a damage and range buff, and accuracy and fire rate nerf in Beta 19. Its recipe was also changed, and raiders no longer use charge rifles.