Difference between revisions of "Assault rifle"

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|name = Assault rifle
 
|name = Assault rifle
 
|image = Assault Rifle.png|Assault rifle
 
|image = Assault Rifle.png|Assault rifle
|description = "A general-purpose military weapon for field or urban combat. It fires a three-round burst. Good range, low power, high rate of fire."
+
|description = "A general-purpose gas-operated assault rifle for field or urban combat. It has good range, decent power, and good accuracy."
 
|type = Equipment
 
|type = Equipment
 
|type2 = Weapons
 
|type2 = Weapons
 
|mass base = 3.5
 
|mass base = 3.5
|class = Modern
+
|class = Industrial
|damage = 7
+
|damage = 11
|range = 31
+
|armorPenetration = 16
|accuracyTouch = 70
+
|range = 30.9
|accuracyShort = 87
+
|accuracyTouch = 60
|accuracyMedium = 77
+
|accuracyShort = 70
|accuracyLong = 64
+
|accuracyMedium = 65
 +
|accuracyLong = 55
 +
|accuracyAvg = 65.2
 
|mode = Burst
 
|mode = Burst
 
|burst = 3
 
|burst = 3
|burstTicks = 7
+
|burstTicks = 10
|warmup = 54
+
|warmup = 60
|cooldown = 81.5
+
|cooldown = 102
 
|velocity = 70
 
|velocity = 70
|sell = {{icon|silver|425}}
+
|sell = {{icon|silver|480}}
 
|DPS = DPS
 
|DPS = DPS
 
|buy = {{icon|steel|60}} + {{icon|component|7}}
 
|buy = {{icon|steel|60}} + {{icon|component|7}}
 +
|stoppingPower = 0.5
 
}}
 
}}
 
</onlyinclude>
 
</onlyinclude>
{{info|The assault rifle is a moderately heavy, multi-shot firearm in RimWorld which fires 3-shot bursts of rounds which deal a low amount of damage each; a slightly shorter delay between each shot; a slightly shorter time between bursts; slightly longer range and slightly higher accuracy.}}
+
{{info|The assault rifle is a moderately heavy, multi-shot firearm in RimWorld which fires 3-shot bursts of rounds which deal a moderate amount of damage each; a slightly shorter delay between each shot; a moderate time between bursts; slightly longer range and moderate overall accuracy. }}
===Combat Performance===
 
It'll take 6 shots to the torso to kill an unarmored human with a machine pistol, or around 10-12 shots against a human with a normal [[armor vest]]. The assault rifle can also instantly cripple digits, cripple eyeballs in two shots and cause debilitating brain damage if the victim's skull is unprotected. It takes 4 hits on an unprotected human limb to cripple it. Without factoring in any cover or shooter's accuracy, the assault rifle has an average time to down of 9.6 seconds against unarmored people or 12.1 seconds against a human with an armor vest.
 
  
 +
== Acquisition ==
  
Since the assault rifle is multi-shot in nature, has a fairly quick fire rate and good all-round accuracy, it is a fairly skill-friendly weapon at shorter distances but also fairly skill-heavy at the upper bounds of its range. A healthy level 8 traitless shooter, level 4 careful shooter or level 11 careful shooter can somewhat efficiently use the assault rifle up to 22 cells. However, a level 13 traitless shooter, level 9 careful shooter or level 16 trigger-happy is advisable to efficiently use the assault rifle up to its maximum range of 31 cells.
+
Assault rifles can be crafted with skill level 6 at a [[machining table]] once the [[Research#PrecisionRifling|precision rifling]] research has been completed; with 60 [[steel]], 7 [[component]]s and {{Ticks|40000}} of work. Assault rifles can also be purchased from outlander and orbital combat suppliers, outlander settlements, or from [[raider#Humanlike|raider]] drops:
  
 +
{| class="wikitable sortable"
 +
|-
 +
! Raider Kind !! Chance !! Average Quality !! Health
 +
|-
 +
| Mercenary Gunner || 9.17% || Normal || 70-320%
 +
|-
 +
| Elite Mercenary || 53.37% || Normal || 100%
 +
|-
 +
| Ancient Soldier || 10.81% || Normal || 100%
 +
|}
  
On average, the assault rifle is best paired with a careful shooter up to level 15, then with a trigger-happy shooter beyond that point.
 
  
====Melee Combat====
+
== Analysis ==
An assault rifle has a weapon bulk of 100%, but weapon bulk doesn't seem to have any observable effect on actual gameplay.
 
  
 +
The assault rifle is somewhat middle-of-the-road in many aspects, with the exception of a decent range - the longest range out of all multi-shot firearms (barring the single-use [[triple rocket launcher]]), but not as long as the [[bolt-action rifle]]'s. Unlike more specialized weapons such as the [[LMG]] and bolt-action rifle, the assault rifle is more of a jack-of-all trades; master of none. Interestingly, as a result, the assault rifle's biggest strength which in turn sets it apart from other weapons really is just its versatility. Single-target damage output is respectable: consistently higher than the LMG's, though lower than the [[heavy SMG]]'s until beyond short distance.
  
All possible melee attacks with an assault rifle:
+
Given its respectable rate-of-fire and somewhat consistent accuracy profile, the assault rifle is a somewhat skill-friendly weapon, though it's advisable to use cheaper weapons for inexperienced shooters such as the [[machine pistol]].
 +
 
 +
The only real thing that the assault rifle lacks is stopping power, only being high enough to stagger smaller creatures such as [[tortoise]]s and [[boomrat]]s. Production is also quite expensive, and you won't see raiders use assault rifles until the midgame.
 +
 
 +
The assault rifle can be used to effect in virtually any use case, whether in close-quarters or on the field - though slightly weaker as a support weapon due to its low stopping power. Hunting is also a viable option with the assault rifle due to its moderate per-shot damage and decent range. This makes it possibly be the best all-round ranged weapon of the mid-late game.
 +
 
 +
Against an unarmored human, an assault rifle can kill with 4 hits to the torso, 3 hits to the head or neck, or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 6 hits (~9.3 seconds average) to incapacitate that human from pain shock.
 +
 
 +
Overall, the assault rifle is best paired with a careful shooter up to level 17, then with a trigger-happy shooter beyond that point.
 +
 
 +
 
 +
== Melee Combat ==
 
{| {{STDT| c_12 text-center}}
 
{| {{STDT| c_12 text-center}}
 
!Tool
 
!Tool
Line 45: Line 67:
 
!Damage Type
 
!Damage Type
 
!Power
 
!Power
 +
!AP
 
!Cooldown
 
!Cooldown
 
!Likelihood
 
!Likelihood
 
!Base DPS
 
!Base DPS
!Armored DPS
 
 
|-  
 
|-  
 
!Overall
 
!Overall
 
!-
 
!-
 
!-
 
!-
!9.69
+
!9
!1.869s
+
!13%
 +
!2.00s
 
!-
 
!-
!5.181
+
!4.50
!4.767
 
 
|- newline
 
|- newline
 
|Stock
 
|Stock
|Smash
+
|Blunt
 
|Blunt
 
|Blunt
 
|9
 
|9
|1.8s
+
|13%
|31%
+
|2.00s
|5
+
|50.00%
|4.6
+
|4.50
 
|- newline
 
|- newline
 
|Barrel
 
|Barrel
|Smash
 
 
|Blunt
 
|Blunt
|10
+
|Blunt
|1.9s
+
|9
|34.5%
+
|13%
|5.263
+
|2.00s
|4.842
+
|25.00%
 +
|4.50
 
|- newline
 
|- newline
 
|Barrel
 
|Barrel
 
|Poke
 
|Poke
 
|Blunt
 
|Blunt
|10
+
|9
|1.9s
+
|13%
|34.5%
+
|2.00s
|5.263
+
|25.00%
|4.842
+
|4.50
 
|}
 
|}
  
===Obtaining===
+
==Quality Table==
Assault rifles can be purchased from outlander and orbital combat suppliers, or obtained from the following [[raider#Humanlike|raider]] kinds:
+
Bear in mind that not all these values are correct (namely the market values, they were calculated based on the value of a normal version of the weapon with the [[Quality]] wiki page's numbers (you're welcome to add the last ones if you can check the price in game))
 
+
{| class="wikitable sortable"
'''Pirates:'''
+
|-
* Pirate - 14.4% chance (normal [[quality]] on average, 40-150% health)
+
! Quality !! Beauty !! Deterioration <br>
 
+
Rate
'''Outlanders:'''
+
! Market Value !! Accuracy <br>
* Town Guard - 5.6% chance (poor quality on average, 20-200% health)
+
(close)  
 
+
! Accuracy <br>
'''Mercenaries:'''
+
(short)  
* Mercenary Gunner - 13.6% chance (normal quality on average, 70-230% health)
+
! Accuracy <br>
* Elite Mercenary - 39.8% chance (normal quality on average, 80-350% health)
+
(medium)  
 
+
! Accuracy <br>
'''Spacers:'''
+
(long)  
* Space Soldier - 8.5% chance (good quality on average, 100% health)
+
! Damage !! Armor Penetration !! Melee Damage <br>
 
+
Per Second
 
+
! Melee Armor <br>
Assault rifles can also be crafted at a [[machining table]] once the [[Research#PrecisionRifling|precision rifling]] research has been completed; from 60 [[steel]], 7 [[component]]s and {{Ticks|45000}} of work.
+
Penetration
 
+
|-
 
+
| Awful || -3 || 4/day || $197.5 || 48% || 56% || 52% || 44% || 11 || 16% || 3.6 || 10.4%
===Comparison & Conclusion===
+
|-
Assault rifles have the longest range out of any standard multi-shot ranged weapon in the game - that is excluding the single-use [[triple rocket launcher]] and the forced miss radius [[minigun]]. That being said, along with its accuracy profile favoring short-medium range and inferior damage output to most other multi-shot ranged weapons; the assault rifle is the boundary between shorter ranged high damage output weapons such as the [[heavy SMG]] and [[charge rifle]], and long-range support weapons such as the [[bolt-action rifle]]. The assault rifle also has the same 42 c/s projectile speed as the bolt-action rifle.
+
| Poor || -3 || 3/day || $296.25 || 54% || 63% || 58.5% || 49.5% || 11 || 16% || 4.05 || 11.7%
 
+
|-
 
+
| Normal || -3 || 2/day || $395 || 60% || 70% || 65% || 55% || 11 || 16% || 4.5 ||13%
In terms of quickness, the assault rifle fires 1.2 bullets per second. This is slower than the [[LMG]] at 1.51 BPS, but faster than the charge rifle at 1.13 BPS.
+
|-
 
+
| Good || -3 || 1.6/day || $600 || 66% || 77% || 72% || 60% || 11 || 16% || 4.95 || 15%
 
+
|-
It is also one of the most component-intensive weapons to produce, meaning that mass production will generally be difficult until fairly into the mid-game when a component surplus starts building up.
+
| Excellent|| -3 || 1.2/day || $725 || 72% || 84% || 78% || 66% || 11 || 16% || 5.4 || 16%
 
+
|-
====1 vs. 1 Testing====
+
| Masterwork || -3 || 0.6/day || $987.5 || 81% || 94.5% || 87.75% || 74.25% || 14 || 20% || 6.08 || 19%
=====Methodology=====
+
|-
Twenty naked level 8 shooters are split into groups of ten and each group equips one type of weapon at normal quality. These shooters are neutral in terms of traits, completely healthy and at least 18 years old to avoid teenage body size accuracy penalties which would skew the results. Shooters on each side are spaced 2 cells apart to avoid stray shots from hitting somebody else's target and everybody has a single granite chunk for cover. For armored tests, all people are equipped with normal quality armor vests and steel [[simple helmet]]s.
+
| Legendary || -3 || 0.2/day || $1975 || 90% || 100% || 92.5%|| 82.5% || 16 || 25% || 7.42 || 22%
 
+
|}
Every run, each weapon gets a score directly based on how many people with that weapon are left standing - people that were downed and got back up aren't counted, but ties are counted. For both apparel combinations, 10 runs are taken for a total of 100 trials each; the scores are tallied and then divided to get a final performance differential. Runs with changes in weather, trauma savantism or shooting frenzies won't be counted and therefore re-done. '''''Deviations:''' The standard method was used; no deviations were made.''
 
 
 
=====Testing=====
 
 
 
At 15 cells, the assault rifle is on par with the LMG, but performs 10% worse when armor is factored in - this could be down to margin of error though. Against the bolt-action rifle, the assault rifle is 196% better and 141.4% better against naked and armored respectively. The charge rifle naturally wipes the floor with the assault rifle though; the latter performs 74.7% worse without armor and 70.1% worse with armor. Finally, against the heavy SMG, things are quite interesting: the assault rifle performs 25% worse than the heavy SMG without any armor, but actually performs 22.2% better when armor is factored in.
 
 
 
 
 
Further testing at 25 cells shows the assault rifle assuming a 50% performance lead over the LMG without armor, extending to 80% once armor gets factored in. Things still don't really look any better for the bolt-action rifle, with the assault rifle still boasting a 170.4% performance lead without armor and 153.6% with.
 
 
 
====Field Testing====
 
=====Methodology=====
 
The biome's a temperate forest with small hills, with all shooters on both sides being neutral in terms of traits, level 8 in shooting, at least 18 years old and perfectly healthy. The raider group's arsenal consists of one sniper rifle; two bolt-action rifles; one assault rifle; one LMG; one heavy SMG; one  [[machine pistol]]; one [[autopistol]] and one [[pump shotgun]], all at normal quality and mint condition. Five raiders are wearing armor vests, one of which is also wearing a [[power armor helmet]] and another wears a steel [[advanced helmet]] - all of their apparel is also normal quality. Since the raider group size was originally 11 but cut down to 9 for the purpose of a fairer test, the raider group will route when there's only 3 of them left. The entire colonist group is dressed in [[cloth]] [[jacket]]s, [[pants]], [[t-shirt]]s and normal quality armor vests, and equipped with six normal quality assault rifles.
 
 
 
Ten trials are taken here ([[Media:FieldTestTacticalMap.png|see illustrated screenshot for attack points]]): three of which are done with route A; two of which with route B; two of which with route C and three of which with ambush point D. Scores are based on how many colonists are left standing, with the total score being tallied up after the ten trials. The total score is then divided by 60, multiplied by 100 and then square rooted to get a final rating, from which the conclusion is drawn.
 
 
 
=====Testing=====
 
As to be expected from the very well-rounded nature of the assault rifle combined with its decent range; it's an excellent weapon for field combat, performing better than the bolt-action rifle. The shooters may occasionally hold the assault rifle back at the upper bounds of its range, but it still held up.
 
 
 
 
 
====Conclusion====
 
Although expensive, the assault rifle more than compensates for its production cost with its versatility. Although it doesn't excel in close-quarters combat, it offers great performance from the mid-range onwards, handily beating the bolt-action rifle which in turn beats the sniper rifle. Like any other multi-shot weapon, hits from the assault rifle will generally be frequent meaning that the target's manipulation and therefore shooting accuracy will likely go down quicker.
 
 
 
  
==Graphs==
+
== Graphs ==
 
The graphs assume a normal quality assault rifle against an adult human that's out in the open in clear weather. For DPS, projectile speed has also been factored into the equation, with the weighting based on the base amount of attacks that it'll take to put the aforementioned target into pain shock.
 
The graphs assume a normal quality assault rifle against an adult human that's out in the open in clear weather. For DPS, projectile speed has also been factored into the equation, with the weighting based on the base amount of attacks that it'll take to put the aforementioned target into pain shock.
  

Revision as of 14:30, 25 May 2019

Assault rifle

"A general-purpose gas-operated assault rifle for field or urban combat. It has good range, decent power, and good accuracy."

Base Stats

Type
EquipmentWeapons
Weapon Class
Industrial
Mass
3.5 kg

Ranged Combat

Mode
Burst
Damage
11 dmg
Armor penetration
16%
Warm-Up
60 ticks (1 sec)
Cooldown
102 ticks (1.7 secs)
Range
30.9 tile(s)
Accuracy
60% - 70% - 65% - 55%
Avg. accuracy
65.2%
Velocity
70 (m/s)
Burst Count
3 (per burst)
Burst Ticks
10 ticks (0.17 secs)
(360 RPM)
DPS
10.88 (7.09)
Stopping power
0.5

The assault rifle is a moderately heavy, multi-shot firearm in RimWorld which fires 3-shot bursts of rounds which deal a moderate amount of damage each; a slightly shorter delay between each shot; a moderate time between bursts; slightly longer range and moderate overall accuracy.

Acquisition

Assault rifles can be crafted with skill level 6 at a machining table once the precision rifling research has been completed; with 60 steel, 7 components and 40,000 ticks (11.11 mins) of work. Assault rifles can also be purchased from outlander and orbital combat suppliers, outlander settlements, or from raider drops:

Raider Kind Chance Average Quality Health
Mercenary Gunner 9.17% Normal 70-320%
Elite Mercenary 53.37% Normal 100%
Ancient Soldier 10.81% Normal 100%


Analysis

The assault rifle is somewhat middle-of-the-road in many aspects, with the exception of a decent range - the longest range out of all multi-shot firearms (barring the single-use triple rocket launcher), but not as long as the bolt-action rifle's. Unlike more specialized weapons such as the LMG and bolt-action rifle, the assault rifle is more of a jack-of-all trades; master of none. Interestingly, as a result, the assault rifle's biggest strength which in turn sets it apart from other weapons really is just its versatility. Single-target damage output is respectable: consistently higher than the LMG's, though lower than the heavy SMG's until beyond short distance.

Given its respectable rate-of-fire and somewhat consistent accuracy profile, the assault rifle is a somewhat skill-friendly weapon, though it's advisable to use cheaper weapons for inexperienced shooters such as the machine pistol.

The only real thing that the assault rifle lacks is stopping power, only being high enough to stagger smaller creatures such as tortoises and boomrats. Production is also quite expensive, and you won't see raiders use assault rifles until the midgame.

The assault rifle can be used to effect in virtually any use case, whether in close-quarters or on the field - though slightly weaker as a support weapon due to its low stopping power. Hunting is also a viable option with the assault rifle due to its moderate per-shot damage and decent range. This makes it possibly be the best all-round ranged weapon of the mid-late game.

Against an unarmored human, an assault rifle can kill with 4 hits to the torso, 3 hits to the head or neck, or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 6 hits (~9.3 seconds average) to incapacitate that human from pain shock.

Overall, the assault rifle is best paired with a careful shooter up to level 17, then with a trigger-happy shooter beyond that point.


Melee Combat

Tool Attack Damage Type Power AP Cooldown Likelihood Base DPS
Overall - - 9 13% 2.00s - 4.50
Stock Blunt Blunt 9 13% 2.00s 50.00% 4.50
Barrel Blunt Blunt 9 13% 2.00s 25.00% 4.50
Barrel Poke Blunt 9 13% 2.00s 25.00% 4.50

Quality Table

Bear in mind that not all these values are correct (namely the market values, they were calculated based on the value of a normal version of the weapon with the Quality wiki page's numbers (you're welcome to add the last ones if you can check the price in game))

Quality Beauty Deterioration

Rate

Market Value Accuracy

(close)

Accuracy

(short)

Accuracy

(medium)

Accuracy

(long)

Damage Armor Penetration Melee Damage

Per Second

Melee Armor

Penetration

Awful -3 4/day $197.5 48% 56% 52% 44% 11 16% 3.6 10.4%
Poor -3 3/day $296.25 54% 63% 58.5% 49.5% 11 16% 4.05 11.7%
Normal -3 2/day $395 60% 70% 65% 55% 11 16% 4.5 13%
Good -3 1.6/day $600 66% 77% 72% 60% 11 16% 4.95 15%
Excellent -3 1.2/day $725 72% 84% 78% 66% 11 16% 5.4 16%
Masterwork -3 0.6/day $987.5 81% 94.5% 87.75% 74.25% 14 20% 6.08 19%
Legendary -3 0.2/day $1975 90% 100% 92.5% 82.5% 16 25% 7.42 22%

Graphs

The graphs assume a normal quality assault rifle against an adult human that's out in the open in clear weather. For DPS, projectile speed has also been factored into the equation, with the weighting based on the base amount of attacks that it'll take to put the aforementioned target into pain shock.

Assault rifle's accuracy with various shooters without any trait. Assault rifle's DPS with various shooters without any trait.

Assault rifle's accuracy with various shooters with careful shooter. Assault rifle's DPS with various shooters with careful shooter.

Assault rifle's accuracy with various shooters with trigger-happy. Assault rifle's DPS with various shooters with trigger-happy.