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| skill 1 = Crafting | | skill 1 = Crafting | ||
| skill 1 level = 7 | | skill 1 level = 7 | ||
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| weaponTags = Gun, SpacerGun | | weaponTags = Gun, SpacerGun | ||
| thingSetMakerTags = RewardStandardLowFreq, RewardStandardQualitySuper | | thingSetMakerTags = RewardStandardLowFreq, RewardStandardQualitySuper | ||
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}} | }} | ||
{{Info|The '''charge rifle''' is a spacer-tech [[weapon]] that fires 3-round bursts. It has good armor penetration, moderate range, and slightly lower accuracy}} | {{Info|The '''charge rifle''' is a spacer-tech [[weapon]] that fires 3-round bursts. It has good armor penetration, moderate range, and slightly lower accuracy}} | ||
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== Analysis == | == Analysis == | ||
+ | {{Stub|section=1|reason=HSMG is also a major competitor in its niche. Also subheadings may be needed as analysis expands}} | ||
Charge rifles are endgame tier weapons. In terms of DPS, the charge rifle is only beaten by the [[chain shotgun]] and [[minigun]], after considering accuracy. The former has a rather short range, and the latter carries a massive cooldown cycle. The charge rifle has none of their downsides; its moderate range, higher {{AP}}, and powerful, three shot burst make it a flexible weapon. A minor downside is that it can't stagger humans. | Charge rifles are endgame tier weapons. In terms of DPS, the charge rifle is only beaten by the [[chain shotgun]] and [[minigun]], after considering accuracy. The former has a rather short range, and the latter carries a massive cooldown cycle. The charge rifle has none of their downsides; its moderate range, higher {{AP}}, and powerful, three shot burst make it a flexible weapon. A minor downside is that it can't stagger humans. | ||
− | The main issue with using charge rifles is cost. They require [[advanced component]]s - | + | The main issue with using charge rifles is cost. They require [[advanced component]]s - which are largely impractical to amass before [[Research#Advanced Fabrication|Advanced Fabrication]] is available. Raiders outside of the [[Empire]]{{RoyaltyIcon}} won't ever carry the charge rifle and their appearance in [[trade]] inventories is rare, expensive, and limited in quality compared to crafting. For most of the game, you'll have to rely on cheaper weapons. Quality has a major impact - you could get a normal quality charge rifle by trading, but it could be matched or outperformed by an excellent [[heavy SMG]] or [[assault rifle]] your colony created. |
− | The disparity in cost becomes even more relevant when mass producing weapons | + | The disparity in cost becomes even more relevant when mass producing weapons in hopes of rolling higher qualities. For example: before {{AP}}, a masterwork [[assault rifle]] outperforms all charge rifles of a lower quality, and has a superior range. You can often create double the amount of assault rifles for the same investment. This makes mass producing high quality, lower tech weapons a viable alternative when resources and crafting expertise are limited. |
− | === | + | ===Compared to assault rifles=== |
− | + | Charge rifles, as general purpose 3-burst firearms, are very similar to [[assault rifle]]s. The latter is noticeably cheaper, but also comes with several advantages. | |
− | + | For the same [[quality]], a charge rifle has roughly +20% more pre-accuracy DPS, +50% damage per shot, and '''twice''' the armor penetration. At all qualities, charge rifles do more post-accuracy, pre-armor {{DPS}} at touch, short, and medium range than an equivalent quality assault rifle, even before accounting for the superior {{AP}}. In some specific cases and range bands, this disparity can be even jump an additional quality level. For example, a good charge rifle is superior to an excellent assault rifle at touch and short ranges, though it remains inferior at medium and long. | |
− | + | In exchange, the charge rifle has 5 tiles less range. This allows the AR to outrange the majority of enemies and lay fire for longer, before melee enemies can close the distance. Therefore, ARs can still be the more appealing choice when a higher enough quality weapon is available, or when range is beneficial, such as when [[kiting]]. | |
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− | + | In general, an assault rifle ~1 quality level is better at and past the medium range band, before considering AP. Because of the significant impact of quality at masterwork and legendary, a masterwork AR is better at any range than an excellent charge rifle (again, before AP). In any case, a good assault rifle is ''roughly'' equivalent to a normal charge rifle bought from a combat supplier, and is often cheaper to obtain. | |
− | + | === Stats === | |
+ | Against an unarmored human, a charge rifle can kill with 3 hits to the torso, 2-3 hits to the head, 2 hits to the neck, or 1 hit to the brain; cripple limbs in 2 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 5 hits (~9.7 seconds average) to incapacitate that human from pain shock. | ||
− | + | Overall, the charge rifle is best paired with a careful shooter up to level 16, and with a trigger-happy shooter beyond that point. | |
− | + | {{Weapon Quality Table}} | |
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− | {{Weapon | ||
== Trivia == | == Trivia == | ||
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Equipment R4.png|Original R-4 Charge Rifle sprite | Equipment R4.png|Original R-4 Charge Rifle sprite | ||
</gallery> | </gallery> | ||
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{{Nav|weapon|wide}} | {{Nav|weapon|wide}} | ||
[[Category:Equipment]] [[Category:Weapons]] [[Category:Spacer Weapons]] | [[Category:Equipment]] [[Category:Weapons]] [[Category:Spacer Weapons]] | ||
[[Category:Ranged Weapons]] [[Category:Burst Weapons]] [[Category:Rifles]] | [[Category:Ranged Weapons]] [[Category:Burst Weapons]] [[Category:Rifles]] |