Editing Weapons
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{{TOCright}} | {{TOCright}} | ||
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− | + | {{for|ways for both countering and using each kind of weapon|Weapon Guide}} | |
− | + | '''Weapons''' are used by [[colonists]] and [[raiders]] alike to fight each other (and sometimes to put down enraged [[animals]]). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots. | |
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− | + | If left exposed with no roof, a weapon on the ground will [[Deterioration|deteriorate]] until it disintegrates without a trace. Weapons stored in a [[shelf]] will not deteriorate, even if left outside. | |
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− | + | Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane. | |
− | + | ==Ranged weapons== | |
+ | Range weapons consist mostly of firearms, as well as other non-gunpowder weapons like [[Neolithic Weapons|bows and throwing spears]], and also the advanced charge rifle and incendiary launcher. A ranged weapon's accuracy and damage are also affected by its [[quality]] level. | ||
− | + | Stats listed in the table below are for weapons that are of normal quality. The ranges are measured in tiles and correspond to: | |
+ | * Touch = 3 | ||
+ | * Short = 12 | ||
+ | * Medium = 25 | ||
+ | * Long = 40. | ||
− | + | Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a pump shotgun, with range 15.9 and acc. stats 80-87-77-64, will never fire at medium (25) or long (40) range, yet the medium stat does still bear relevance to its accuracy at 13-15 cells; you can think of its accuracy stats as 80-87-77-0 instead. | |
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− | + | DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range. | |
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− | + | Some ranged weapons fire in bursts with each shot having individual hit chances. Cooldown starts once all shots in a burst are fired. | |
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− | + | Ranged weapons also can't fire in melee range unless the target is downed or not immediately hostile to the player's faction. | |
{| {{STDT|sortable c_06 text-center}} | {| {{STDT|sortable c_06 text-center}} | ||
− | ! colspan='2'|Name !! Damage !! | + | ! colspan='2'|Name !! Damage !! AP !! Stopping Power !! Warm-Up<br/>(ticks){{ref label|Time|A}} !! Cooldown<br/>(ticks){{ref label|Time|A}} !! Range<br/>(tiles) !! Burst Count !! Burst (ticks){{ref label|Time|A}} !! Bullet Speed !! Accuracy<br/>(Touch) !! Accuracy<br/>(Short) !! Accuracy<br/>(Medium) !! Accuracy<br/>(Long) !! Miss Radius !! Blast Radius !! DPS<br/>(Optimal){{ref label|DPS Targets|B}} !! data-sort-type="number"|DPS<br/>(Touch){{ref label|DPS Targets|B}} !! data-sort-type="number"|DPS<br/>(Short){{ref label|DPS Targets|B}} !! data-sort-type="number"|DPS<br/>(Medium){{ref label|DPS Targets|B}} !! data-sort-type="number"|DPS<br/>(Long){{ref label|DPS Targets|B}} !! Value {{icon|silver|}} |
|- | |- | ||
− | {{#ask:[[Concept:Ranged Weapons | + | {{#ask:[[Concept:Ranged Weapons]] |
| named args=yes | | named args=yes | ||
| ?Name=?Name | | ?Name=?Name | ||
| format=template | | format=template | ||
− | | template=Weapon/Row/Ranged | + | | template=Weapon/Row/Ranged}} |
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|} | |} | ||
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:{{note|Time|A}} At normal game speed, there are 60 ticks to one real world second. See: [[Time]]. | :{{note|Time|A}} At normal game speed, there are 60 ticks to one real world second. See: [[Time]]. | ||
:{{note|DPS Targets|B}} This DPS assumes a single target - weapons with a blast radius may have higher effective DPS by virtue of hitting multiple targets. | :{{note|DPS Targets|B}} This DPS assumes a single target - weapons with a blast radius may have higher effective DPS by virtue of hitting multiple targets. | ||
+ | |||
+ | A weapon stats spreadsheet for B19 with mods https://drive.google.com/open?id=1gdu8YTE9cwj9jcCsT1TrizsbbjkVZwco | ||
=== Quality modifiers === | === Quality modifiers === | ||
+ | |||
{| {{STDT|sortable c_06 text-center}} | {| {{STDT|sortable c_06 text-center}} | ||
! Quality !! Accuracy Modifier !! Base Damage Modifier !! Armor Penetration Modifier | ! Quality !! Accuracy Modifier !! Base Damage Modifier !! Armor Penetration Modifier | ||
|- | |- | ||
− | ! Awful | + | !Awful |
− | | 0.80 | + | |0.80 |
− | | 0.90 | + | |0.90 |
− | | 0.90 | + | |0.90 |
|- | |- | ||
− | ! Poor | + | !Poor |
− | | 0.90 | + | |0.90 |
− | | 1.00 | + | |1.00 |
− | | 1.00 | + | |1.00 |
|- | |- | ||
− | ! Normal | + | !Normal |
− | | 1.00 | + | |1.00 |
− | | 1.00 | + | |1.00 |
− | | 1.00 | + | |1.00 |
|- | |- | ||
− | ! Good | + | !Good |
− | | 1.10 | + | |1.10 |
− | | 1.00 | + | |1.00 |
− | | 1.00 | + | |1.00 |
|- | |- | ||
− | ! Excellent | + | !Excellent |
− | | 1.20 | + | |1.20 |
− | | 1.00 | + | |1.00 |
− | | 1.00 | + | |1.00 |
|- | |- | ||
− | ! Masterwork | + | !Masterwork |
− | | 1.35 | + | |1.35 |
− | | 1.25 | + | |1.25 |
− | | 1.25 | + | |1.25 |
+ | |- | ||
+ | !Legendary | ||
+ | |1.50 | ||
+ | |1.50 | ||
+ | |1.50 | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | === Accuracy === | ||
+ | {{Stub|section=1|reason=Needs to be double checked and what happens at ranges beyond 40 tiles for weapon accuracy?, Smoke effect needs to be added to this page and [[Smoke]], and darkness combat precept effect needs info}} | ||
+ | Ranged weapon accuracy follows the following equation: | ||
+ | {| class="wikitable" | ||
|- | |- | ||
− | + | | Accuracy = [[Shooting Accuracy]]^Range * Weapon Accuracy * [[Weather]] * [[Smoke]] * [[Cover]] | |
− | | | ||
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|} | |} | ||
+ | Where: | ||
+ | * [[Shooting Accuracy]]: Is the stat of the shooting pawn | ||
+ | * Range: Is the distance in tiles between the shooter and the target | ||
+ | * Weapon Accuracy: Is the weapon accuracy of the weapon at that range, if it is not one of the listed values at 3, 12, 25, or 40 tiles, it is linearly interpolated between the two points on either side. | ||
+ | * [[Weather]]: Is the accuracy modifier for a given weather ranging from 50% for Fog, to 100% on a clear day. | ||
+ | * [[Smoke]]: If smoke occupies any tile directly between the shooter and target, it reduces the accuracy by ?? (see smoke for details over whether offset or multipler) | ||
+ | * [[Cover]]: ?? | ||
+ | * Darkness Combat Prefered Precept{{IdeologyIcon}}: ???? | ||
+ | |||
+ | == Unobtainable weapons == | ||
+ | These weapons are equipped by either mechanoids or by turrets and cannot be obtained independent from their regular users without the use of [[dev mode]]. | ||
+ | They include: the [[autocannon]], the [[heavy_charge_blaster|heavy charge blaster]], the [[inferno_cannon|inferno cannon]], the [[Inferno_cannon_(Turret)|turret form of the inferno cannon]], the [[light_charge_blaster|light charge blaster]], the [[mini-slugger]], the [[mini-turret_gun|mini-turret gun]], the [[needle_gun|needle gun]], and the [[uranium_slug_cannon|uranium slug cannon]]. When a normal pawn equips a debug-spawned weapon and then drops it, the weapon will disappear. | ||
== Melee weapons == | == Melee weapons == | ||
+ | {{Rewrite|reason=Cleanup, automated tables needed, inclusion of implant weapons and bionics for comparison in table}} | ||
These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons. | These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons. | ||
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Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane. | Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane. | ||
− | === Base melee stats === | + | ===Base melee stats=== |
− | The following stats are for | + | The following stats are for weapons that are of normal quality and made out of [[steel]] (the baseline material). |
− | {{ | + | {| {{STDT|sortable c_06 text-center}} |
+ | ! colspan='2'|Name !! Average cooldown !! data-sort-type="number"| Weakest attack damage !! data-sort-type="number"| Strongest attack damage !! data-sort-type="number"| Average DPS !! Damage type {{ref label|Blunt|A|A}} !! Average AP !! data-sort-type="number"| Value {{icon|silver|}} | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| | ||
+ | ! style='text-align: left !important;'| Unarmed human | ||
+ | | 2 s || 5 || 8.2 || 2.29 || Blunt || - || - | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Axe|}} | ||
+ | ! style='text-align: left !important;'| [[Axe]] {{ref label|Royalty|E|E}} | ||
+ | | 2 s || 9 || 15 || 6.71 || Sharp || 20% || 120 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Breach axe|}} | ||
+ | ! style='text-align: left !important;'| [[Breach axe]] | ||
+ | | 1.67s || 7.5 || 9 || 6.22 || Sharp || 12.33% || 113 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Beer|}} | ||
+ | ! style='text-align: left !important;'| [[Beer]] {{ref label|Material|B|B}} | ||
+ | | 2 s || 9 || 9 || 4.50 || Blunt || 13% || 12 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Bionic arm|}} | ||
+ | ! style='text-align: left !important;'| [[Bionic arm]] {{ref label|Material|B|B}} | ||
+ | | 2 s || 12 || 12 || 6.00 || Blunt || 18% || 1 500 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|club|}} | ||
+ | ! style='text-align: left !important;'| [[Club]] | ||
+ | | 2 s || 9 || 14 || 6.27 || Blunt || 19% || 80 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Elephant tusk|}} | ||
+ | ! style='text-align: left !important;'| [[Elephant tusk]] {{ref label|Material|B|B}} | ||
+ | | 2.48 s || 9 || 18.2 || 6.89 || Sharp || 27% || 80 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Gladius|}} | ||
+ | ! style='text-align: left !important;'| [[Gladius]] | ||
+ | | 2 s || 9 || 15 || 7.52 || Sharp || 23% || 124 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Ikwa|}} | ||
+ | ! style='text-align: left !important;'| [[Ikwa]] | ||
+ | | 1.91 s || 9 || 15 || 6.71 || | Sharp || 20% || 113 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Jade knife|}} | ||
+ | ! style='text-align: left !important;'| [[Jade knife]] {{ref label|Jade|C|C}} | ||
+ | | 2.76 s || 12 || 13.5 || 5.35 || Sharp || 20% || 159 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Knife|}} | ||
+ | ! style='text-align: left !important;'| [[Knife]] | ||
+ | | 1.82 s || 9 || 13 || 6.50 || Sharp || 18% || 63 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Longsword|}} | ||
+ | ! style='text-align: left !important;'| [[Longsword]] | ||
+ | | 2.5 s || 9 || 23 || 8.60 || Sharp || 33% || 255 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Mace|}} | ||
+ | ! style='text-align: left !important;'| [[Mace]] | ||
+ | | 2 s || 9 || 15.7 || 7.02 || Blunt || 21% || 117 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Monosword|}} | ||
+ | ! style='text-align: left !important;'| [[Monosword]]{{ref label|Material|D|D}} {{ref label|Royalty|E|E}} | ||
+ | | 2 s || 12 || 28 || 13.33 || Sharp || 84% || 2000 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Monosword|}} | ||
+ | ! style='text-align: left !important;'| [[Persona_monosword|Persona Monosword]] {{ref label|Material|D|D}} {{ref label|Royalty|E|E}} | ||
+ | | 1 s || 12 || 32 || 30.69 || Sharp || 85% || 1300-2900 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Plasmasword|}} | ||
+ | ! style='text-align: left !important;'| [[Plasmasword]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}} | ||
+ | | 2.6 s || 12 || 21 || 7.85 || Sharp + Burn || 28% || 2000 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Plasmasword|}} | ||
+ | ! style='text-align: left !important;'| [[Persona_plasmasword|Persona Plasmasword]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}} | ||
+ | | 1.3 s || 12 || 23 || 11.11 || Sharp + Burn || 33% || 1500-2100 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Eltex staff|}} | ||
+ | ! style='text-align: left !important;'| [[Eltex staff]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}} | ||
+ | | 2.6 s || 12 || 12 || 4.62 || Blunt || ?% || 1000 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Spear|}} | ||
+ | ! style='text-align: left !important;'| [[Spear]] | ||
+ | | 2.5 s || 13 || 23 || 7.35 || Sharp || 38% || 186 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Thrumbo horn|}} | ||
+ | ! style='text-align: left !important;'| [[Thrumbo horn]] {{ref label|Material|B|B}} | ||
+ | | 1.85 s || 15 || 15 || 8.11 || Sharp || 41% || 800 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Warhammer|}} | ||
+ | ! style='text-align: left !important;'| [[Warhammer]] {{ref label|Royalty|E|E}} | ||
+ | | 2.6 s || 11 || 20|| 6.89 || Blunt || 27% || 350 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Zeushammer|}} | ||
+ | ! style='text-align: left !important;'| [[Zeushammer]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}} | ||
+ | | 2.75 s || 15 || 31 + 9 EMP Damage|| 9.95 || Blunt + EMP || 42% || 2000 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Zeushammer|}} | ||
+ | ! style='text-align: left !important;'| [[Persona_zeushammer|Persona Zeushammer]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}} | ||
+ | | 2.05 s || 15 || 31 + 12 EMP Damage|| 13.40 || Blunt + EMP || 42% || 2600-4200 | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | :{{note label|Blunt|A|A}} All sharp melee weapons come also with (weak) blunt attacks. | ||
+ | :{{note label|Material|B|B}} Material cannot be changed for these. They also do not come in varying quality levels. The average DPS is always the final value and no formulas are needed for them. | ||
+ | :{{note label|Jade|C|C}} Jade knifes can only be obtained via the Lost tribe scenario; they cannot be crafted nor purchased. | ||
+ | :{{note label|Monoswords|D|D}} These weapons cannot be created by the player, they are able to be obtained through quests and purchasing them from Merchants. Both of these are also able to come in "persona" variants that cannot be wielded by anyone other than the bonded pawn unless it has the "[[Persona weapon#Freewielder|freewielder]]" trait, so make sure you choose a good and unlikely to die pawn to use them. | ||
+ | :{{note label|Royalty|E|E}} These weapons were added by [[Royalty (DLC)]] | ||
+ | :{{note label|Plasma|F|F}} These weapons also have a 75% chance to set a pawn on fire. This damage is included in the DPS. | ||
=== Material / Quality modifiers === | === Material / Quality modifiers === | ||
− | + | {| {{STDT|sortable c_06 text-center}} | |
− | {| {{STDT| sortable c_06 text-center | + | ! Material !! Cooldown speed factor !! Damage factor (Blunt) !! DPS factor (Blunt) !! Damage factor (Sharp) !! DPS factor (Sharp) !! Max HP factor |
− | ! Material !! Cooldown speed factor !! Damage factor (Blunt) !! | + | |- |
+ | ![[Sandstone Blocks|Sandstone]] | ||
+ | |1.30|| | 1.00 || 0.77 || | 0.50 || 0.38 || 1.4 | ||
+ | |- | ||
+ | ![[Granite Blocks|Granite]] | ||
+ | |1.30|| | 1.00 || 0.77 || | 0.65 || 0.50 || 1.7 | ||
+ | |- | ||
+ | ![[Limestone Blocks|Limestone]] | ||
+ | |1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.55 | ||
+ | |- | ||
+ | ![[Slate Blocks|Slate]] | ||
+ | |1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.3 | ||
+ | |- | ||
+ | ![[Marble Blocks|Marble]] | ||
+ | |1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.2 | ||
+ | |- | ||
+ | ![[Silver]] | ||
+ | |1.00 || | 1.00 || 1.00 || | 0.85 || 0.85 || 0.7 | ||
+ | |- | ||
+ | ![[Gold]] | ||
+ | |1.00|| | 1.00 || 1.00 || | 0.75 || 0.75 || 0.6 | ||
+ | |- | ||
+ | ![[Steel]] | ||
+ | |1.00 || | 1.00 || 1.00 || | 1.00 || 1.00 || 1.0 | ||
+ | |- | ||
+ | ![[Plasteel]] | ||
+ | |0.80|| | 0.90 || 1.13 || | 1.10 || 1.38 || 2.8 | ||
+ | |- | ||
+ | ![[Wood]] | ||
+ | |1.00|| | 0.90 || 0.90 || | 0.45 || 0.45 || 0.65 | ||
+ | |- | ||
+ | ![[Uranium]] | ||
+ | |1.10|| | 1.50 || 1.36 || | 1.10 || 1.00 || 2.5 | ||
+ | |- | ||
+ | ![[Jade]] | ||
+ | |1.30|| | 1.50 || 1.15 || | 1.00 || 0.77 || 0.5 | ||
|- | |- | ||
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|} | |} | ||
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{| {{STDT|sortable c_06 text-center}} | {| {{STDT|sortable c_06 text-center}} | ||
! Quality !! Base Damage Modifier | ! Quality !! Base Damage Modifier | ||
|- | |- | ||
− | ! Awful | + | !Awful |
− | | 0.80 | + | |0.80 |
|- | |- | ||
− | ! Poor | + | !Poor |
− | | 0.90 | + | |0.90 |
|- | |- | ||
− | ! Normal | + | !Normal |
− | | 1.00 | + | |1.00 |
|- | |- | ||
− | ! Good | + | !Good |
− | | 1.10 | + | |1.10 |
|- | |- | ||
− | ! Excellent | + | !Excellent |
− | | 1.20 | + | |1.20 |
|- | |- | ||
− | ! Masterwork | + | !Masterwork |
− | | 1.45 | + | |1.45 |
+ | |- | ||
+ | !Legendary | ||
+ | |1.65 | ||
|- | |- | ||
− | |||
− | |||
|} | |} | ||
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=== Melee formulas === | === Melee formulas === | ||
− | |||
==== General formulas ==== | ==== General formulas ==== | ||
'''Damage''' for any melee weapon is '''Base Damage x Material Modifier x Quality Modifier''' | '''Damage''' for any melee weapon is '''Base Damage x Material Modifier x Quality Modifier''' | ||
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==== Listed DPS on weapons ==== | ==== Listed DPS on weapons ==== | ||
− | The DPS listed on the info tab for weapons is deceiving as | + | The DPS listed on the info tab for weapons is deceiving as it is no longer used when a pawn equips the item (see below). Regardless this is how it is computed based on the melee attack options the weapon has: |
# For each attack option compute the '''Selection Weight''' = '''Damage''' x '''Damage''' | # For each attack option compute the '''Selection Weight''' = '''Damage''' x '''Damage''' | ||
# For each attack option compute the '''Selection Chance''' = '''Selection Weight''' / SumOfAll('''Selection Weights''') | # For each attack option compute the '''Selection Chance''' = '''Selection Weight''' / SumOfAll('''Selection Weights''') | ||
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{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Attack !! Damage !! Cooldown !! Selection Weight !! Selection Chance | ! Attack !! Damage !! Cooldown !! Selection Weight !! Selection Chance | ||
|- | |- | ||
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{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Attack !! Damage !! Cooldown !! Armor Piercing !! Chance Factor !! Initial Selection Weight !! Category !! Final Selection Weight !! Selection Chance | ! Attack !! Damage !! Cooldown !! Armor Piercing !! Chance Factor !! Initial Selection Weight !! Category !! Final Selection Weight !! Selection Chance | ||
|- | |- | ||
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There is a peculiarity in the description above as it seems that the AccuracyTouch properties of ranged weapons is not used. This may be a bug as it seems intended that it should have been used. | There is a peculiarity in the description above as it seems that the AccuracyTouch properties of ranged weapons is not used. This may be a bug as it seems intended that it should have been used. | ||
− | == | + | ==Stopping power== |
− | {{ | + | {{stub|section=1|reason=Lacking detail. How does stagger proc, what are its exact effects and durations, etc}} |
− | + | Stopping power is the ability of ranged weapons to cause stagger when hitting a target, slowing them down for a short<sup>How short?</sup> period. The size of the number relates directly to the body size of the pawn that can be staggered by the weapon - thus, to stagger [[human]]s a stopping power of {{Q|Human|Body Size}} or higher is required while to stagger an [[elephant]] a stopping power of {{Q|Elephant|Body Size}} would be needed. | |
− | + | Most weapons have stopping power of 0.5, insufficient to stagger a human pawn, however the following weapons have higher stopping powers: {{#ask: [[Stopping Power::>0.500001]]}} | |
− | {{ | ||
− | |||
− | == | + | == Biocoding == |
− | + | Weapons can be biocoded. These weapons are found on raiders, guests and other pawns and are only usable by the specific pawn that the weapon is biocoded to. They can be [[Electric smelter|smelted]] and have a specific option in the bill menu to allow their sorting. | |
− | |||
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− | |||
== Version history == | == Version history == | ||
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* [[Version/0.0.250|0.0.250]] - Melee attacks incap more than guns and explosives. '''N.b. That this change may or may not be represented in the current version. It was only added in this previous version.''' | * [[Version/0.0.250|0.0.250]] - Melee attacks incap more than guns and explosives. '''N.b. That this change may or may not be represented in the current version. It was only added in this previous version.''' | ||
* [[Version/0.8.657|0.8.657]] - Melee weapons have a [[quality]]. Can now craft any kind of melee weapon from appropriate materials. | * [[Version/0.8.657|0.8.657]] - Melee weapons have a [[quality]]. Can now craft any kind of melee weapon from appropriate materials. | ||
− | * [[Version/0.9.722|0.9.722]] - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy | + | * [[Version/0.9.722|0.9.722]] - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy. |
− | |||
* [[Version/1.1.0|1.1.0]] - Biocoding added | * [[Version/1.1.0|1.1.0]] - Biocoding added | ||
{{nav|weapon|wide}} | {{nav|weapon|wide}} | ||
− | [[Category:Equipment | + | [[Category:Weapons| ]] |
+ | [[Category:Equipment]] |