LMG
LMG
"A gas-operated light machine gun. While it is somewhat unwieldy and inaccurate, its long bursts of fire are effective against groups of enemies."
Base Stats
- Weapon Class
- Industrial
- Mass
- 8.5 kg
Ranged Combat
The LMG is a heavy, multi-shot firearm in RimWorld which fires 6-shot bursts of rounds which deal a moderate amount of damage each; a slightly shorter delay between each shot; a slightly longer time between bursts; moderate range and low overall accuracy.
Overview
The LMG is somewhat of an entry-level crowd-controlling weapon owing to its poor accuracy combined with its relatively long 6-shot burst and high raw DPS. Single-shot damage output is acceptable, though not brilliant compared to other multi-shot firearms; the LMG's consistently on par with single-shot pump shotgun in this area, or worse than the heavy SMG up to short range and taking point beyond that. Range is good for a multi-shot firearm, and the LMG's stopping power is also high enough to stagger humans, lancers and scythers. The LMG is the most powerful overall weapon that is capable of staggering humans.
It isn't advisable to give inexperienced shooters an LMG though due to the moderate delta between close and short accuracy, as well as the LMG's fairly long warmup/cooldown cycle; better choices would include machine pistols, heavy SMGs and chain shotguns. The LMG is also very cumbersome, in fact being the second heaviest player-usable ranged weapon after the minigun.
The LMG's single-target damage output dramatically improves against larger targets such as centipedes since the accuracy bonus from their body size mostly counters the LMG's low base accuracy, instead being much closer to that of the charge rifle's in these situations. Raiders generally won't be seen using LMGs until the midgame.
Regarding roles in combat, the LMG is more of a support/crowd control weapon due to its stopping power and ability to damage targets in an area, though it's also a solid choice for an offensive weapon against large targets - bearing in mind that the LMG's stopping power no longer comes into play with larger-than-human-sized targets. Hunting is also somewhat of a viable choice since the LMG offers the same per-shot damage and range as the revolver, though weapons such as the bolt-action rifle are still safer choices.
Against an unarmored human, an LMG 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 seconds average) to incapacitate that human from pain shock.
Overall, the LMG is best paired with a careful shooter up to level 12, then with a trigger-happy shooter beyond that point.
The minigun can be seen as a direct upgrade to the LMG, with the only notable sacrifices being losing the ability to stagger people and people-sized mechanoids - though the minigun's extreme damage output arguably compensates for this, as well as a very high manufacturing cost.
Melee Combat
Tool | Attack | Damage Type | Power | AP | Cooldown | Likelihood | Base DPS |
---|---|---|---|---|---|---|---|
Overall | - | - | 9 | 13% | 2.00s | - | 4.50 |
Stock | 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
LMGs can be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Mercenary Gunner | 11.32% | Normal | 70-320% |
Elite Mercenary | 46.53% | Normal | 100% |
Ancient Soldier | 10.56% | Normal | 100% |
LMGs can also be crafted at a machining table once the gas operation research has been completed; from 75 steel, 5 components and 34,000 ticks (9.44 mins) of work. A crafting skill of at least 6 is required.
Quality table
Quality | Beauty | Deterioration Rate | Market Value | Accuracy Close | Accuracy Short | Accuracy Medium | Accuracy Long | Damage | Armor penetration | Melee Armor Penetration | Melee Damage Per second |
---|---|---|---|---|---|---|---|---|---|---|---|
Awful | -3 | 4/day | $212 | 32% | 38.4% | 28% | 20.8% | 8.8 | 12.8% | 10.4% | 3.6 |
Poor | -3 | 3/day | $319 | 36% | 43.2% | 31.5% | 23.4% | 9.9 | 14.4% | 11.7% | 4.05 |
Normal | -3 | 2/day | $425 | 40% | 48% | 35% | 26% | 11 | 16% | 13% | 4.5 |
Good | -3 | 1.6/day | $530 | 44% | 52.8% | 38.5% | 28.6% | 12.1 | 17.6% | 15% | 4.95 |
Excellent | -3 | 1.2/day | $635 | 48% | 57.6% | 42% | 31.2% | 13.2 | 19.2% | 16% | 5.4 |
Masterwork | -3 | 0.6/day | $1060 | 54% | 64.8% | 47.3% | 35.1% | 14.85 | 21.6% | 19% | 6.08 |
Legendary | -3 | 0.2/day | $2125 | 60% | 72% | 52.5% | 39% | 16.5 | 25% | 22% | 7.42 |
Graphs