Editing Weapon Guide
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Ranged Weapon Stats | Ranged Weapon Stats | ||
− | *'''Accuracy''': For 2 weapons with the same DPS, a more accurate weapon hits targets more consistently. | + | *'''Accuracy''': For 2 weapons with the same DPS, a more accurate weapon hits targets more consistently. In general, more accurate weapons are ''relatively'' better for low-skill shooters, to compensate for their innately low accuracy. Certain weapons are more accurate at certain ranges. |
− | *'''Range''': How far a ranged weapon can fire. | + | *'''Range''': How far a ranged weapon can fire. Whenever firing from this range is actually effective is another story. |
*'''Firing Cycle''': Firerate of a ranged weapon - the combination of warmup, cooldown, and firing time. For the same DPS, a lower firing cycle makes a weapon more flexible, and better for kiting strategies. | *'''Firing Cycle''': Firerate of a ranged weapon - the combination of warmup, cooldown, and firing time. For the same DPS, a lower firing cycle makes a weapon more flexible, and better for kiting strategies. | ||
*'''Stopping power:''' A stopping power of 1 or more can stagger, or slow, humans and human-sized enemies. Specifically, if stopping power >= body size, then the enemy will be slowed. | *'''Stopping power:''' A stopping power of 1 or more can stagger, or slow, humans and human-sized enemies. Specifically, if stopping power >= body size, then the enemy will be slowed. | ||
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**Weapon [[quality]] and [[material]] has a large impact on ''any'' weapon's effectiveness. | **Weapon [[quality]] and [[material]] has a large impact on ''any'' weapon's effectiveness. | ||
*[[Shield belt]]s are invaluable to give protection against bullets. They give melee pawns a new use - to serve as tanky distractions. | *[[Shield belt]]s are invaluable to give protection against bullets. They give melee pawns a new use - to serve as tanky distractions. | ||
− | *Try to avoid using melee in the very early game | + | *Try to avoid using melee in the very early game; ranged weapons and [[spike trap]]s are stronger than the weaker melee choices. |
=== Sharp === | === Sharp === | ||
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*[[Plasteel]] or [[bioferrite]]{{AnomalyIcon}}[[longsword]]s are the best craftable sharp weapon. | *[[Plasteel]] or [[bioferrite]]{{AnomalyIcon}}[[longsword]]s are the best craftable sharp weapon. | ||
− | Sharp weapons are the bread and butter of melee weapons. They are the most common type of melee, dealing strong all-round damage | + | Sharp weapons are the bread and butter of melee weapons. They are the most common type of melee, dealing strong all-round damage. |
:'''Comparisons:'''<br> | :'''Comparisons:'''<br> | ||
− | When made of plasteel, a longsword of sufficient quality (2-3 levels above) can outdamage a regular monosword. A ''masterwork'' plasteel longsword will outdamage a ''good'' monosword, and roughly equal to a ''normal'' persona monosword, though it has less {{AP}}. Plasteel is much better than steel; a plasteel [[knife]] is roughly on par with a steel longsword of the same quality. The next best weapons | + | When made of plasteel, a longsword of sufficient quality (2-3 levels above) can outdamage a regular monosword. A ''masterwork'' plasteel longsword will outdamage a ''good'' monosword, and roughly equal to a ''normal'' persona monosword, though it has less {{AP}}. Plasteel is much better than steel; a plasteel [[knife]] is roughly on par with a steel longsword of the same quality. The next best weapons from longswords are [[spear]]s and [[gladius]]es. Faster weapons (like knives) have some niche to training melee. |
===Blunt=== | ===Blunt=== | ||
*[[Persona zeushammer]]s {{RoyaltyIcon}} are the strongest blunt weapon, followed by regular [[zeushammer]]s {{RoyaltyIcon}}. Both variants cause a small amount of [[EMP]], stunning turrets and mechanoids for a short time. | *[[Persona zeushammer]]s {{RoyaltyIcon}} are the strongest blunt weapon, followed by regular [[zeushammer]]s {{RoyaltyIcon}}. Both variants cause a small amount of [[EMP]], stunning turrets and mechanoids for a short time. | ||
*[[Uranium]] [[mace]]s are the best craftable blunt weapon, and 2nd best overall. | *[[Uranium]] [[mace]]s are the best craftable blunt weapon, and 2nd best overall. | ||
− | ** Uranium [[warhammer]]s{{RoyaltyIcon}} | + | ** Uranium [[warhammer]]s{{RoyaltyIcon}} are better against armor, but 3x as expensive, and slightly weaker overall. |
− | Blunt wounds do not bleed and are often weaker in | + | Blunt wounds do not bleed, are much less likely to destroy limbs, and blunt weapons are often weaker in {{DPS}} than their sharp counterparts. However, blunt weapons are great for penetrating armor, as most items have a poor Blunt armor rating. They also have a small chance to stun for {{ticks|45}} on hit. In addition, non-bleeding ''can'' help with capturing [[prisoner]]s. Note that enemies have a ''Death on Down'' chance from pain, so this does not increase the actual capture rate by a great amount. Weaker blunt weapons can help supress [[berserk]]ing pawns. |
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:'''Comparisons:'''<br> | :'''Comparisons:'''<br> | ||
− | In terms of raw damage, zeushammers lose to monoswords until facing foes in [[marine armor]], and persona zeushammers lose to persona monoswords until [[cataphract armor|cataphract]]. Even [[centipede]]s don't have the Sharp% armor to resist a regular monosword. | + | In terms of raw damage, zeushammers lose to monoswords until facing foes in [[marine armor]], and persona zeushammers lose to persona monoswords until [[cataphract armor|cataphract]]. Even [[centipede]]s don't have the Sharp% armor to resist a regular monosword. Maces lose to longswords until facing [[flak vest]]-level armor, and longswords can still harm the unarmored areas of the body better. Like with monoswords and longswords, a masterwork uranium mace can beat a good zeushammer. |
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− | Maces lose to longswords until facing [[flak vest]]-level armor, and longswords can still harm the unarmored areas of the body better. Like with monoswords and longswords, a masterwork uranium mace can beat a good zeushammer | ||
===Body parts=== | ===Body parts=== | ||
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*The [[Genes#Ability|animal warcall]] [[gene]]{{BiotechIcon}} turns a specific animal hostile against your opponents. | *The [[Genes#Ability|animal warcall]] [[gene]]{{BiotechIcon}} turns a specific animal hostile against your opponents. | ||
− | For the former two strategies, you should wall in [[door]]s (to prevent exit via [[mental break]]), and watch the carnage. Stronger animals like [[megasloth]]s or a herd of [[elephant]]s can easily end smaller raids, or at least force [[siege]]s to attack. These are | + | For the former two strategies, you should wall in [[door]]s (to prevent exit via [[mental break]]), and watch the carnage. Stronger animals like [[megasloth]]s or a herd of [[elephant]]s can easily end smaller raids, or at least force [[siege]]s to attack. These are heaily dependent on your map's current fauna. Also note that using wild animals like this becomes progressively weaker as raids become stronger. An [[elephant]] can't handle 30 gun-wielding raiders, for instance. |
===Mechanoid=== | ===Mechanoid=== | ||
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Handguns are close-mid range, general combat options. | Handguns are close-mid range, general combat options. | ||
*{{Icon small|Revolver|24}} [[Revolver]]s are a low-tier firearm with decent damage at the closer ranges. Unlike many lighter firearms, revolvers can stagger humans, slowing them slightly when a shot hits. | *{{Icon small|Revolver|24}} [[Revolver]]s are a low-tier firearm with decent damage at the closer ranges. Unlike many lighter firearms, revolvers can stagger humans, slowing them slightly when a shot hits. | ||
− | *{{Icon small|Autopistol|24}} [[Autopistol]]s | + | *{{Icon small|Autopistol|24}} [[Autopistol]]s are slightly better DPS than revolvers at any range, but do not stagger humans. Autopistols also have the fastest cooldown cycle in the game, lending well to hit-and-run tactics against melee opponents. |
− | As the lowest tech firearms, pistols are weaker than most of the options here, but still better than a recurve bow at all ranges. Inaccurate from max range. | + | As the lowest tech firearms, pistols are weaker than most of the options here, but still better than a recurve bow at all ranges. Inaccurate from max range. They are roughly the same, but revolvers are better as a support weapon, and autopistols better as a main damage dealer. |
===Long ranged=== | ===Long ranged=== | ||
− | These options are effective in any situation (outside of close combat), mostly due to the small effective range of | + | These options are effective in any situation (outside of close combat), mostly due to the small effective range of these lower-tech weapons. |
*{{Icon small|Greatbow|24}} [[Greatbow]]s are on-par with most pistols, but have a higher range. "Greatbows are better than pistols at the pistol's max range". While costing only wood to create, actually researching greatbows is usually not worth all that effort - even for Tribal starts - when other guns are easy enough to get from raiders. Also, they are outclassed by the bolt-action rifle in every reasonable statistic. | *{{Icon small|Greatbow|24}} [[Greatbow]]s are on-par with most pistols, but have a higher range. "Greatbows are better than pistols at the pistol's max range". While costing only wood to create, actually researching greatbows is usually not worth all that effort - even for Tribal starts - when other guns are easy enough to get from raiders. Also, they are outclassed by the bolt-action rifle in every reasonable statistic. | ||
− | *{{Icon small|Bolt-action rifle|24}} [[Bolt-action rifle]]s are a fairly standard, mid-long range option, only outranged by the [[sniper rifle]]. Best range in this tech level by far, it can shoot just about any enemy as they approach. Like greatbows, they beat pistols at the pistol's max range. Good for open combat, and great for hunting. Preferably used with high-skill shooters | + | *{{Icon small|Bolt-action rifle|24}} [[Bolt-action rifle]]s are a fairly standard, mid-long range option, only outranged by the [[sniper rifle]]. Best range in this tech level by far, it can shoot just about any enemy as they approach. Like greatbows, they beat pistols at the pistol's max range. Good for open combat, and great for hunting. Preferably used with high-skill shooters. |
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Due to enemy AI firing from the closest available cover, meaning they often fire from near-max range, both of these weapons perform very well in the open. Both weapons are good in a long distance firefight, though bolt-action rifles are statistically superior. | Due to enemy AI firing from the closest available cover, meaning they often fire from near-max range, both of these weapons perform very well in the open. Both weapons are good in a long distance firefight, though bolt-action rifles are statistically superior. | ||
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===Rifles & SMG=== | ===Rifles & SMG=== | ||
Rifle-class weapons are generalist weapons, dealing great damage at any range. | Rifle-class weapons are generalist weapons, dealing great damage at any range. | ||
− | * {{Icon small|Assault rifle|24}} [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. | + | * {{Icon small|Assault rifle|24}} [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. Strongest overall weapon outside of a [[killbox]] (such as repelling breachers and sappers), and good inside of one. Skill friendly. |
− | * {{Icon small|Heavy SMG|24}} [[Heavy SMG]]s are skill friendly, close-medium range weapons. Great damage and accuracy up close, remaining decent at longer distances. A strict upgrade to the machine pistol. SMGs are best for low-skill shooters, mostly due to closer range. They can outdamage even charge rifles at <10 tiles, without the hard range restrictions of a chain shotgun. | + | * {{Icon small|Heavy SMG|24}} [[Heavy SMG]]s are very skill friendly, close-medium range weapons. Great damage and accuracy up close, remaining decent at longer distances. A strict upgrade to the machine pistol. SMGs are best for low-skill shooters, mostly due to closer range. They can outdamage even charge rifles at <10 tiles, without the hard range restrictions of a chain shotgun. |
* {{Icon small|Charge rifle|24}} [[Charge rifle]]s are high-tech versions of assault rifles. Stronger, and with high {{AP}}, but with shorter range and less accuracy. Charge rifles are the strongest weapon in a [[killbox]] that can remain flexible outside of one. | * {{Icon small|Charge rifle|24}} [[Charge rifle]]s are high-tech versions of assault rifles. Stronger, and with high {{AP}}, but with shorter range and less accuracy. Charge rifles are the strongest weapon in a [[killbox]] that can remain flexible outside of one. | ||
− | In general, these weapons are great for base defense, whenever in static setups or when dealing with [[breacher]]s and [[sapper]]s. They are also the best options for attacks outside of your base. Assault rifles are the overall best weapon outside of a | + | In general, these weapons are great for base defense, whenever in static setups or when dealing with [[breacher]]s and [[sapper]]s. They are also the best options for attacks outside of your base. Assault rifles are the overall best weapon outside of a kill, charge rifles deal the most damage of the three, and SMGs are best at lower skill. |
===LMG & Minigun=== | ===LMG & Minigun=== | ||
Weapons with a large burst of bullets, but low accuracy and long cooldowns. | Weapons with a large burst of bullets, but low accuracy and long cooldowns. | ||
* {{Icon small|LMG|24}} [[LMG]]s fire a 6-shot spray of bullets. Can stagger humans, but lower single-target DPS than the rifles. The LMG is decent for crowd-control, and a good support weapon. | * {{Icon small|LMG|24}} [[LMG]]s fire a 6-shot spray of bullets. Can stagger humans, but lower single-target DPS than the rifles. The LMG is decent for crowd-control, and a good support weapon. | ||
− | * {{Icon small|Minigun|24}} [[Minigun]]s fire a massive 25-shot burst, a massively heavy SMG. High cost, | + | * {{Icon small|Minigun|24}} [[Minigun]]s fire a massive 25-shot burst, a massively heavy SMG. High cost, widly inaccurate, and with a huge cooldown cycle, miniguns are dedicated to crowd-control in specialized, stationary setups. Extremely powerful in the right situations. |
− | Both weapons are good as support, and for at mowing crowds of enemies. Missed shots can hit other enemies in the vicinity, meaning their low accuracy is compensated when attacking a horde of tribals. Both weapons do well in crowded, stationary setups. The minigun is much more extreme - its optimal DPS is miles above any weapon in the game, but the user becomes a sitting duck | + | Both weapons are good as support, and for at mowing crowds of enemies. Missed shots can hit other enemies in the vicinity, meaning their low accuracy is compensated when attacking a horde of tribals. Both weapons do well in crowded, stationary setups. The minigun is much more extreme - its optimal DPS is miles above any weapon in the game, but the user becomes a sitting duck. |
===Chain shotgun=== | ===Chain shotgun=== | ||
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Each mortar shell has its own purpose: | Each mortar shell has its own purpose: | ||
*{{Icon small|High-explosive shell|24}} [[High-explosive shell]]: General purpose shell, good against any stationary target. | *{{Icon small|High-explosive shell|24}} [[High-explosive shell]]: General purpose shell, good against any stationary target. | ||
− | *{{Icon small|Incendiary shell|24}} [[Incendiary shell]]: Great for igniting a [[siege]]'s own mortars/mortar shells on fire, potentially causing a chain reaction. But | + | *{{Icon small|Incendiary shell|24}} [[Incendiary shell]]: Great for igniting a [[siege]]'s own mortars/mortar shells on fire, potentially causing a chain reaction. But as the game will start [[rain]] if a fire spreads too far, these shells aren't very useful otherwise. |
− | *{{Icon small|EMP shell|24}} [[EMP shell]]: Stuns mechanoids. Massive explosion radius makes this ''somewhat'' accurate. Can also disable [[mech high-shield]]s{{RoyaltyIcon}}, so that other mortars can | + | *{{Icon small|EMP shell|24}} [[EMP shell]]: Stuns mechanoids. Massive explosion radius makes this ''somewhat'' accurate. Can also disable [[mech high-shield]]s{{RoyaltyIcon}}, so that other mortars can fire. |
− | *{{Icon small|Firefoam shell|24}} [[Firefoam shell]]: Creates [[firefoam]], extinguishing fires. The small firefoam radius and introduction of [[firefoam pop pack]]s and [[foam turret]]s | + | *{{Icon small|Firefoam shell|24}} [[Firefoam shell]]: Creates [[firefoam]], extinguishing fires. The small firefoam radius and introduction of [[firefoam pop pack]]s and [[foam turret]]s have mostly left the shell obsolete. |
*{{Icon small|Smoke shell|24}} [[Smoke shell]]: Creates blind smoke in a large radius. As with the [[smoke launcher]], it prevents turrets from locking on and reduces accuracy. While the smoke launcher is free to use, the shell has a larger radius and can be used from further away. | *{{Icon small|Smoke shell|24}} [[Smoke shell]]: Creates blind smoke in a large radius. As with the [[smoke launcher]], it prevents turrets from locking on and reduces accuracy. While the smoke launcher is free to use, the shell has a larger radius and can be used from further away. | ||
*{{Icon small|Antigrain warhead|24}} [[Antigrain warhead]]: A weapon of mass destruction, on and above the level of a doomsday rocket. Quest only, so use it wisely. | *{{Icon small|Antigrain warhead|24}} [[Antigrain warhead]]: A weapon of mass destruction, on and above the level of a doomsday rocket. Quest only, so use it wisely. |