Gunlink
| This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Gunlink
A targeting computer that helps the user aim. It detects and analyzes targets using infrared, visible, and millimeter-wave electromagnetic sensors. An onboard targeting computer displays firing solutions on a retinal projection. It offers no protection at all.
Base Stats
Apparel
- Insulation - Cold
- 0 °C (0 °F)
- Insulation - Heat
- 0 °C (0 °F)
- Armor - Sharp
- 0%
- Armor - Blunt
- 0%
- Armor - Heat
- 0%
- Clothing For Nudity
- False
- Coverage
- Head, Left Ear, Right Ear
- Layer
- Headgear
- Lifestage
- Adult
- Equip Delay
- 120 ticks (2 secs)
Creation
- Required Research
- Gunlink
- Skill Required
- Crafting 6
- Work To Make
- 15,750 ticks (4.38 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- False
- thingCategories
- ArmorHeadgear
- thingSetMakerTags
- RewardStandardLowFreq
- defaultOutfitTags
- Soldier
- tags
- Gunlink
- tradeTags
- HiTechArmor, Clothing
The gunlink is a piece of headwear added by the Royalty DLC that increases the wearer's accuracy with ranged weapons but provides no protection or insulation.
Acquisition[edit]
Gunlinks can be crafted at a fabrication bench once the Gunlink research project has been completed. Each requires
10 Plasteel,
1 Advanced component, 15,750 ticks (4.38 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 6.
Alternatively, the armor can be received as a quest reward, purchased from traders, or found on Imperial forces.
Summary[edit]
Gunlinks offer no protection or insulation but increase the wearer's shooting accuracy by +3.0. Gunlinks prevent the wearing of any other headgear. It does not count as clothing for nudity, such as for the nudist trait.
The table below shows post-processed shooting accuracy per tile of distance for each skill level, with and without a gunlink, assuming the pawn is healthy. It also shows the improvement to DPS of wearing the gunlink at Short (12 tiles), Medium (25 tiles), and Long (40 tiles) ranges. That is; if it shows 200%, a pawn wearing the gunlink will deal 200% of the DPS of an equally skilled pawn without a gunlink using the same weapon.
| Skill Level |
Base | With Gunlink |
GL DPS % @ Short |
GL DPS % @ Medium |
GL DPS % @ Long |
Skill Level |
Base | With Gunlink |
GL DPS % @ Short |
GL DPS % @ Medium |
GL DPS % @ Long |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 89% | 93.5% | 181% | 343% | 212% | - | - | - | - | - | - |
| 1 | 91% | 94% | 148% | 225% | 366% | 11 | 97.25% | 98% | 110% | 121% | 136% |
| 2 | 93% | 94.5% | 121% | 149% | 190% | 12 | 97.5% | 98.167% | 109% | 119% | 131% |
| 3 | 93.5% | 95% | 121% | 149% | 189% | 13 | 97.75% | 98.333% | 107% | 116% | 127% |
| 4 | 94% | 95.5% | 121% | 149% | 188% | 14 | 98% | 98.5% | 106% | 114% | 123% |
| 5 | 94.5% | 96% | 121% | 148% | 188% | 15 | 98.167% | 98.666% | 106% | 114% | 122% |
| 6 | 95% | 96.5% | 121% | 148% | 187% | 16 | 98.333% | 98.833% | 106% | 114% | 122% |
| 7 | 95.5% | 97% | 121% | 148% | 187% | 17 | 98.5% | 99% | 106% | 113% | 122% |
| 8 | 96% | 97.25% | 117% | 138% | 168% | 18 | 98.666% | 99.125% | 106% | 112% | 120% |
| 9 | 96.5% | 97.5% | 113% | 129% | 151% | 19 | 98.833% | 99.25% | 105% | 111% | 118% |
| 10 | 97% | 97.75% | 110% | 121% | 136% | 20 | 99% | 99.313% | 104% | 108% | 113% |
Note that shooting accuracy for the pawn has exponential decay calculated per tile, meaning that a small increase (even 1%) in shooting accuracy will have a significant effect at longer ranges.
For example:
- A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away (0.9932 = 0.7249)
- With 98% accuracy, the base accuracy against the same target becomes only 52.4% (0.9832 = 0.5239).
- A minimum hit chance of 2% is applied at the end of the accuracy calculation. On cases where the pawn's accuracy factor is lower than 2%, like at Long range with 0 skill and no other increasing factors, the difference with a gunlink is less noticeable.
Analysis[edit]
The gunlink provides an additional +3 shooting accuracy, translating into an additional 3 levels of skill at the cost of providing no protection at all. For pawns critical to the colony, or pawns you care about, a power armor helmet is most likely the better option for them (as they do not cost much more). However, the gunlink provides a substantial boost to effective DPS, so it can be worth wearing for less important pawns. The boost is most pronounced on low-mid skill pawns and trigger-happy pawns, also it is more impactful when shooting from further away.
One relatively safe use for the gunlink is for sniper rifles. Whether you're picking off a siege or planning to kite, the sniper can outrange enemies, avoiding shots most of the time, and the gunlink gets to perform best at such long distances.
Disposable pawns are another category to consider. If you are recruiting pawns just to be shooting specialists
, they are a good candidate for a gunlink. The chance of a helmet actually making the difference between life and death is relatively low (first, a shot needs to hit the head, then be fatal, and the helmet needs to protect it), so the gunlink increases average performance. If making an army of vatgrown
soldiers, the gunlink may be a great option. Death refusal
is another option to turn lives into disposable assets.
If obtained in the early game before power armor helmets are obtainable, the added DPS may be worth using in order to increase the chance of winning combat, and it is definitely better for combat than masks or cloth armor.
If using the gunlink, also consider the heavy bandolier
to improve DPS further.
| DPS Impact by Skill |
|---|
Version history[edit]
- 1.2.2753 - Added. Fix: Gunlink displays shooting accuracy stat offset as %.
- 1.4.3523 - No longer counts as clothing for nudity.
- 1.4.3563 - Reduce the frequency at which they appear in quest rewards, as they're overrepresented at low colony wealth values.
- 1.5.4241 - Gunlinks no longer have qualities.
