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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. Certain weapons are more accurate at certain ranges. The pawn stat, [[Shooting Accuracy]], is separate to the accuracy of the weapon itself. For a full breakdown of mechanics see: [[Weapons#Accuracy|Weapons]]. Due to the specific mechanics of the Shooting Accuracy stat, weapons that deal the majority of their DPS at closer ranges lose less of their DPS than those that do less damage close up but more evenly spread their DPS across a wide band of ranges. Thus, weapons in the former category are considered "skill friendly", and those in latter are best relegated to pawns with high shooting accuracies.  
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*'''Accuracy''': For 2 weapons with the same DPS, a more accurate weapon hits targets more consistently. Certain weapons are more accurate at certain ranges. The pawn stat, [[Shooting Accuracy]], is separate to the accuracy of the weapon itself. For a full breakdown of mechanics see: [[Weapons#Accuracy|Weapons]]. Due to the specific mechanics of the Shooting Accuracy stat, weapons that deal the majority of their DPS at closer ranges lose of their DPS than those that do less damage close up but more evenly spread their DPS across a wide band of ranges. Thus, weapons in the former category are considered "skill friendly", and those in latter are best relegated to pawns with high shooting accuracies.  
*'''Range''': How far a ranged weapon can fire. Whether firing from this range is actually effective is another story.
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*'''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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:'''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 after a longsword would be a [[spear]] and [[gladius]]. Faster weapons (like knives) have some niche to training melee.
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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===
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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 heavily 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.
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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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*{{Icon small|Autopistol|24}} [[Autopistol]]s have 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.
 
*{{Icon small|Autopistol|24}} [[Autopistol]]s have 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. Both handguns are roughly the same as each other, but revolvers are better as a support weapon, and autopistols better as a main damage dealer.
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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. Both handguns are roughly the same to each other, but revolvers are better as a support weapon, and autopistols better as a main damage dealer.
  
 
===Long ranged===
 
===Long ranged===
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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. They are very good when outside a [[killbox]] (such as repelling breachers and sappers), and respectable inside of one. If you don't need a [[sniper rifle]]'s range, they are the best general weapon for [[kiting]]. Somewhat skill friendly.
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* {{Icon small|Assault rifle|24}} [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. The best weapon for [[kiting]], assault rifles are very good when outside a [[killbox]] (such as repelling breachers and sappers), and respectable inside of one. Somewhat 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 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 killbox, charge rifles deal the most damage of the three, and SMGs are best at lower skill.
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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, wildly inaccurate, and with a huge cooldown cycle, miniguns are dedicated to crowd-control in specialized, stationary setups. Extremely powerful in the right situations.
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* {{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. The LMG suffers when compared to rifle-class weapons, due to low effective {{DPS}}.
 
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. The LMG suffers when compared to rifle-class weapons, due to low effective {{DPS}}.
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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, as the game will start [[rain]] if a fire spreads too far, these shells aren't very useful otherwise.
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*{{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 attack through the shield.
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*{{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 make this shell mostly obsolete.
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*{{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.

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