Difference between revisions of "Assault rifle"
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m (Updated stats.) |
m (Updated to new accuracy display) |
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|damage = 7 | |damage = 7 | ||
|range = 32 | |range = 32 | ||
− | | | + | |accuracyTouch = 70 |
+ | |accuracyShort = 87 | ||
+ | |accuracyMedium = 77 | ||
+ | |accuracyLong = 64 | ||
|mode = Burst | |mode = Burst | ||
|burst = 3 | |burst = 3 |
Revision as of 01:14, 6 April 2015
Assault Rifle
Base Stats
-
"Modern Weapons" is not in the list (Neolithic Weapons, Medieval Weapons, Industrial Weapons, Spacer Weapons, Ultra Weapons, Mechanoid Weapons) of allowed values for the "Class" property.
- Weapon Class
- Modern
Ranged Combat
- Mode
- Burst
- Damage
- 7 dmg
- Warm-Up
- 90 ticks (1.5 secs)
- Cooldown
- 40 ticks (0.67 secs)
- Range
- 32 tile(s)
- Accuracy
- 70% - 87% - 77% - 64%
- Velocity
- 70 (m/s)
- Burst Count
- 3 (per burst)
- Burst Ticks
- 7 ticks (0.12 secs)
(514.29 RPM) - Miss Radius
- - tile(s)
- DPS
- 8.75 (Expression error: Unexpected / operator.)
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Compromise between a slow firing rifle and a long-ranged machine-gun, the Assault Rifle can keep enemies in check at a range most weapons can't fire at.
Its low power prevents it from being the ultimate weapon, however if used by a large number of colonists (around 20+ colonists) and the colonists are behind a Fire Wall where the enemies must come from the "right" direction (the "wrong" direction from a raiders viewpoint), then the colonists are pretty much unbeatable.