Industrial Weapons

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Pistol might refer to:

Version history

  • 0.18.1722 - The pistol was split into revolver and autopistol. Although the autopistol uses the old pistol's sprite, the revolver is functionally closer to the old pistol.

Machine pistol

Machine pistol

A micro-submachine gun. It is short-ranged, but very light in the hands. Its rate of fire tends to make up for its weakness.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
220 Silver
Mass
2.5 kg

Ranged Combat

Mode
Burst
Damage
6 dmg (Bullet)
Armor penetration
9%
Warm-Up
30 ticks (0.5 secs)
Cooldown
54 ticks (0.9 secs)
Range
19.9 tile(s)
Accuracy
90% - 65% - 35% - 15%
Velocity
55 (m/s)
Burst Count
3 (per burst)
Burst Ticks
ticks (0.12 secs)
(514.29 RPM)
DPS
11.02
Stopping power
0.5

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
Blowback operation
Skill Required
Crafting 4
Work To Make
11,000 ticks (3.06 mins)
Work Speed Stat
General Labor Speed
Resources to make
Steel 45 + Component 3
Technical
Has Quality
True
weaponTags
Gun, ShortShots
tradeTags
WeaponRanged


The machine pistol is a slightly lighter, multi-shot ranged weapon in RimWorld which fires 3-shot bursts of rounds which deal a low amount of damage each; a slightly shorter delay between each shot; a very short time between bursts; slightly shorter range and slightly higher overall accuracy.

Acquisition

s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.

They 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
Scavenger gunner 25.20% Normal 40-110%
Pirate gunner 22.26% Normal 70-230%
Villager 5.32% Poor 20-200%
Town guard 17.63% Normal 60-200%
Mercenary gunner 10.38% Normal 70-320%
Ancient soldier 8.61% Normal 100%

Analysis

With high close-up accuracy and excellent rate of fire, the machine pistol is great for low-skill shooters, and has a respectable overall damage output. It easily outclasses the autopistol and goes toe-to-toe with the pump shotgun. It is cheap to manufacture, and commonly carried by earlygame raiders. However, almost every ranged weapon outranges the machine pistol, and armor penetration is unsuprisingly low.

The machine pistol is best suited as a close-quarters engagement weapon, also being good hit-and-run tactics due to its very short warmup/cooldown cycle. It's ill-advised to use the machine pistol as a hunting weapon since it'll easily send animals into a manhunting rage.

The low per-shot damage also makes it slightly worse for killing than raw DPS would suggest. As a result of this, survivors will usualy have many bleeding gunshot wounds to tend to. Therefore, it's advisable to use at least herbal medicine to be able to patch up multiple wounds per tend, unless you're confident that your doctors can patch each individual wound quickly enough.

As an earlygame weapon, machine pistols will be outclassed as you advance through the game. Weapons that typically supplant them include the heavy SMG, for general skill-friendly combat, and the chain shotgun, which specializes in close combat.

Stats

Against an unarmored human, a machine pistol can kill with 7 hits to the torso, 5 hits to the head or 4 hits to the neck; cripple or destroy limbs in 5 hits; and cripple or destroy eyes and digits with 2 hits. A single hit to the brain will cause debilitating brain damage, but typically won't kill unless the victim's consciousness hits 0%. It'll generally take around 11 hits (~8.67 seconds average) to incapacitate that human from pain shock.

Overall, the machine pistol is best paired with a careful shooter up to level 12, then with a trigger-happy shooter beyond that point.

Attack table

  • Industrial Weapons (Error: Page has no Property:Image)
    Industrial Weapons
    Dam. AP Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
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    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.

  • Machine pistol vs. comparable weapons

    This section goes over how well the machine pistol 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 machine pistols 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
    Heavy SMG 37.43% 38.81% 36.61% 38.85% - - -
    Pump Shotgun 76.44% 66.34% 51.12% - - - -
    Autopistol 80.66% 74.18% 66.93% 63.80% - - -


    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
    Heavy SMG 35.69% 34.13% 33.68% 35.79% - - -
    Pump Shotgun 77.37% 69.13% 51.76% - - - -
    Autopistol 81.49% 75.64% 66.35% 62.92% - - -

    Version history

    • ~2015 - Renamed from Uzi to PDW and texture updated
    • 0.15.1279 - Renamed PDW to Machine Pistol.
    • Beta 19 - Texture replaced with one that had previously been used by the Heavy SMG.
    • Beta 19/1.0 - Beta 19/1.0 - All melee attack damages increased 8 -> 9, cooldown increased from 1.6s -> 2s.
    • 1.0 - Received an accuracy buff in close ranged combat.

    Assault rifle

    Assault rifle

    A general-purpose gas-operated assault rifle for field or urban combat. It has good range, decent power, and good accuracy.

    Base Stats

    Type
    EquipmentWeapons
    Tech Level
    Industrial
    Weapon Class
    Industrial
    Market Value
    480 Silver
    Mass
    3.5 kg

    Ranged Combat

    Mode
    Burst
    Damage
    11 dmg (Bullet)
    Armor penetration
    16%
    Warm-Up
    60 ticks (1 sec)
    Cooldown
    102 ticks (1.7 secs)
    Range
    30.9 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
    10.88
    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

    Crafted At
    Machining table
    Required Research
    Precision rifling
    Skill Required
    Crafting 6
    Work To Make
    40,000 ticks (11.11 mins)
    Work Speed Stat
    General Labor Speed
    Resources to make
    Steel 60 + Component 7
    Technical
    Has Quality
    True
    weaponTags
    Gun, IndustrialGunAdvanced, AssaultRifle
    thingSetMakerTags
    RewardStandardQualitySuper
    tradeTags
    WeaponRanged


    The assault rifle is a moderately heavy, automatic ranged weapon which fires 3-shot bursts of rounds which deal a moderate amount of damage each; a slightly shorter delay between each shot; a moderate time between bursts; slightly longer range and moderate overall accuracy.

    Acquisition

    s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.

    They can also be found in ancient shrines or purchased from outlander and orbital combat suppliers, and outlander faction bases. They can also be found on the following raider kinds:

    Raider Kind Chance Average Quality Health
    Mercenary Gunner 9.17% Normal 70-320%
    Elite Mercenary 53.37% Normal 100%
    Boss 53.37% Normal 100%
    Ancient Soldier 10.81% Normal 100%
    Trooper Content added by the Royalty DLC ? ? 70-230%
    Janissary Content added by the Royalty DLC ? ? 70-230%

    Analysis

    The assault rifle is the jack-of-all trades of RimWorld's firearms. Single-target damage is respectable, with accuracy and warmup time being good overall. Range is amazing - tied for third of all non-consumable weapons and only beaten by weapons with considerably less DPS. The assault rifle can be used to good effect in virtually any use case, whether in close-quarters, out hunting, or on the field. Other weapons surpass the assault rifle in specific roles, such as the chain shotgun in maximum DPS and in close quarters, but no other weapon is as flexible and versatile. For this reason, assault rifles are a common choice for standard issue when not optimizing for a specific strategy.

    In terms of actual DPS, the assault rifle is consistently higher than the LMG, lower than the heavy SMG until beyond short range (12 tiles), and generally outdamaged before and after AP by the lower-ranged charge rifle. All four are completely outdamaged by less flexible weapons like the minigun and chain shotgun however. The assault rifle is a moderately skill friendly-weapon when the player manually controls the pawn's range, though the charge rifle and heavy SMG tends to fill that niche better.

    The only real thing that the assault rifle lacks is stopping power, as it's unable to stagger humans. Another downside is that production is quite expensive, though not as expensive as a charge rifle. You also won't see raiders use assault rifles until the midgame somewhat limiting the chance to use looted rifles before the higher qualities available to colony-produced weapons take precedence.

    Stats

    Against an unarmored human, an assault rifle 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 (~10.1 seconds average) to incapacitate that human from pain shock.

    Attack table

  • Industrial Weapons (Error: Page has no Property:Image)
    Industrial Weapons
    Dam. AP Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
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    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.

  • Version history

    • Approximately A9 - Renamed from M16 to Assault rifle.
    • 0.12.910 - Rebalanced.
    • Beta 19/1.0 - Barrel melee attack damage reduced 10 -> 9, cooldown increased from 1.9s -> 2s. Stock cooldown increased from 1.8 -> 2.