Difference between revisions of "Assault rifle"

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This is a 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, while still maintaining just enough rate of fire to threaten both targets in cover and those closing the distance. A very well-balanced, highly recommended weapon at both the early and later stages of the game.  
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This is a 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, while still maintaining just enough rate of fire to threaten both targets in cover and those closing the distance. A very well-balanced, highly recommended weapon at both the early and later stages of the game.
  
Unfortunately, its relatively low shot power is a very real drawback, so you may want to upgrade your colonists to the [[Heavy SMG|Heavy SMG]] or [[Charge Rifle|Charge Rifle]] when possible, especially if facing against [[Raider|raiders]] using [http://rimworldwiki.com/wiki/Armor#Personal_Shield personal shields], or heavily-armored [[Mechanoid|mechanoids]] that can soak up enormous punishment.
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Unfortunately, its relatively low shot power is a very real drawback, so you may want to upgrade your colonists to the [[Heavy SMG|Heavy SMG]] or [[Charge Rifle|Charge Rifle]] when possible, especially if facing against [[Raider|raiders]] using [http://rimworldwiki.com/wiki/Armor#Personal_Shield personal shields], or heavily-armored [[Mechanoid|mechanoids]] that can soak up enormous punishment. If you're however looking for an accurate weapon, this weapon generally dominates both the Charge Rifle by a fair margin and a more tangible accuracy boost over the Heavy SMG.
  
 
The Assault Rifle can be built at the [[Machining_table|machining table]].
 
The Assault Rifle can be built at the [[Machining_table|machining table]].

Revision as of 15:43, 5 October 2016

Assault Rifle

Assault Rifle

"A general-purpose military weapon for field or urban combat. It fires a three-round burst. Good range, low power, high rate of fire."


Type
EquipmentWeapons
Class
Modern
Mode
Burst
Dmg Type
Sharp
Damage
7
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)
DPS
8.75 (Expression error: Unexpected / operator.)
"Expression error: Unexpected / operator." is not a number.
Buy
Steel 100 Component 4 + 2000 work
Sell
Silver 650




This is a 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, while still maintaining just enough rate of fire to threaten both targets in cover and those closing the distance. A very well-balanced, highly recommended weapon at both the early and later stages of the game.

Unfortunately, its relatively low shot power is a very real drawback, so you may want to upgrade your colonists to the Heavy SMG or Charge Rifle when possible, especially if facing against raiders using personal shields, or heavily-armored mechanoids that can soak up enormous punishment. If you're however looking for an accurate weapon, this weapon generally dominates both the Charge Rifle by a fair margin and a more tangible accuracy boost over the Heavy SMG.

The Assault Rifle can be built at the machining table.

Trivia

The Assault Rifle is based off of the well-known American M16 assault rifle in real life.