Difference between revisions of "Autopistol"

From RimWorld Wiki
Jump to navigation Jump to search
 
(67 intermediate revisions by 12 users not shown)
Line 1: Line 1:
<onlyinclude>
+
{{Infobox main|weapon
{{infobox main|weapon|
+
| name = Autopistol
|name = Autopistol
+
| image = Autopistol.png
|image = Pistol.png|Autopistol
+
| description = An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.
|description = Ancient pattern automatic pistol. Weak and short range, but quick.
+
| type = Equipment
|type = Equipment
+
| type2 = Weapons
|type2 = Weapons
+
| tech level = Industrial
|class = Modern
+
| class = Industrial
|damage = 9
+
| damage = 10
|range = 22
+
| damage type = Bullet
|accuracyTouch = 90
+
| armorPenetration = 15
|accuracyShort = 70
+
| range = 25.9
|accuracyMedium = 50
+
| work to make = 5000
|accuracyLong = 30
+
| accuracyTouch = 80
|mode = Single-Shot
+
| accuracyShort = 70
|warmup = 18
+
| accuracyMedium = 40
|cooldown = 60
+
| accuracyLong = 30
|burst = 1
+
| accuracyAvg = 65
|DPS = DPS
+
| mode = Single-Shot
|velocity = 55
+
| warmup = 18
|buy = {{icon|steel|30}} + {{icon|component|2}}
+
| cooldown = 60
|sell = {{icon|silver|153}}
+
| burst = 1
|mass base = 1.2
+
| DPS = DPS
 +
| velocity = 55
 +
| production facility 1 = Machining table
 +
| research = Blowback operation
 +
| resource 1 = Steel
 +
| resource 1 amount = 30
 +
| resource 2 = Component
 +
| resource 2 amount = 2
 +
| marketvalue = 139
 +
| mass base = 1.2
 +
| stoppingPower = 0.5
 +
| meleeattack1dmg = 9
 +
| meleeattack1type = blunt
 +
| meleeattack1part = Grip
 +
| meleeattack1cool = 2.0
 +
| meleeattack1ap = 13
 +
| meleeattack2dmg = 9
 +
| meleeattack2type = blunt
 +
| meleeattack2part = Barrel
 +
| meleeattack2cool = 2.0
 +
| meleeattack2ap = 13
 +
| meleeattack3dmg = 9
 +
| meleeattack3type = Poke
 +
| meleeattack3part = Barrel
 +
| meleeattack3cool = 2.0
 +
| meleeattack3ap = 13
 +
| MeleeWeaponAverageDPS = 4.5
 +
| MeleeWeaponAverageAP = 13
 +
| page verified for version =
 +
| skill 1 = Crafting
 +
| skill 1 level = 4
 +
| has quality = True
 +
| weaponTags = Gun, SimpleGun
 +
| tradeTags = WeaponRanged
 
}}
 
}}
</onlyinclude>
+
{{Info|The '''autopistol''' is a light, single-shot firearm in RimWorld which deals a moderate amount of damage per shot; a very short time between shots; moderate range and moderate overall accuracy.}}
{{info|The autopistol is a light, single-shot firearm in RimWorld which deals a slightly lower amount of damage per shot; very short time between shots; slightly shorter range and slightly higher accuracy.}}
 
the autopistol is.
 
  
=== Combat performance ===
+
== Acquisition ==
 +
Autopistols can be crafted at a [[machining table]] once the [[Research#Blowback operation|Blowback Operation]] research has been completed; from {{Required Resources}}s and {{Ticks|{{P|Work To Make}}}} of work. A crafting skill of at least 4 is required.
  
 +
Autopistols can also be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following [[raider#Humanlike|raider]] kinds:
  
It'll take 5 shots to the torso to kill an unarmored human with an autopistol, or around 8-9 shots against a human with a normal armor vest. The autopistol can also instantly cripple digits, eyeballs, and cause very severe brain damage against unprotected skulls. Limbs can be crippled in 3 shots against an unarmored human.
+
{| class="wikitable sortable"
 
+
! Raider Kind !! Chance !! Average Quality !! Health
 
+
|-
As a weapon with a slightly shorter range and a very short time between shots, the autopistol is a very skill-friendly weapon. A healthy level 4 traitless shooter, level 0 careful shooter or level 8 trigger-happy can somewhat efficiently use the autopistol up to 15 cells. However, a level 11 traitless shooter, level 6 careful shooter or level 14 trigger-happy is advisable to efficiently use the autopistol up to its maximum range of 22 cells.
+
| Scavenger Gunner || 25.72% || Normal || 40-110%
 
+
|-
 
+
| Pirate Gunner || 14.55% || Normal || 70-230%
On average, the autopistol is best paired with a careful shooter up until level 16, and a trigger-happy shooter onwards.
+
|-
 
+
| Villager || 19.97% || Poor || 20-200%
 
+
|-
====Melee Combat====
+
| Town Councilman || 43.31% || Good || 100%
An autopistol has a weapon bulk of 50%, but weapon bulk doesn't seem to have any observable effect on actual gameplay.
+
|-
 
+
| Town Guard || 10.35% || Normal || 60-200%
 
+
|-
All possible melee attacks with an autopistol:
+
| Mercenary Gunner || 6.65% || Normal || 70-320%
{| {{STDT| c_12 text-center}}
+
|-
!Tool
+
| Ancient Soldier || 5.15% || Normal || 100%
!Attack
 
!Damage Type
 
!Power
 
!Cooldown
 
!Likelihood
 
!Base DPS
 
!Armored DPS
 
|-  
 
!Overall
 
!-
 
!-
 
!8
 
!1.6s
 
!-
 
!5
 
!4.6
 
|- newline
 
|Grip
 
|Smash
 
|Blunt
 
|8
 
|1.6s
 
|33.3%
 
|5
 
|4.6
 
|- newline
 
|Barrel
 
|Smash
 
|Blunt
 
|8
 
|1.6s
 
|33.3%
 
|5
 
|4.6
 
|- newline
 
|Barrel
 
|Poke
 
|Blunt
 
|8
 
|1.6s
 
|33.3%
 
|5
 
|4.6
 
 
|}
 
|}
  
===Obtaining===
+
== Analysis ==
Autopistols can be purchased from outlander and orbital combat suppliers, or obtained from the following [[raider#Humanlike|raider]] kinds:
+
The autopistol has the shortest warmup/cooldown cycle out of all ranged weapons in the game, though RPM is low due to being single shot. Short-distance accuracy is also somewhat respectable. Therefore, the autopistol is a decent weapon for low-skill shooters, and has another small niche as a hit-and-run weapon. It's also easy to acquire, from both raiders or manufacturing.
  
'''Pirates:'''
+
=== Comparisons ===
* Drifter - 11.2% chance (shoddy [[quality]] on average, 20-60% health)
+
In terms of actual damage, the autopistol is clearly an early game weapon, found on early game raiders, so should be compared to other weapons of its caliber:
* Scavenger - 18.2% chance (poor quality on average, 20-90% health)
+
* [[Revolver]] - The autopistol has identical maximum range, but better DPS at all ranges. The revolver can [[stagger]] [[human]]s and [[Lancer|human-]][[Scyther|sized]] [[mechanoid]]s, a noticeable advantage for close-range combat. The autopistol is also slightly worse against armor, though early raiders won't have much to begin with.
* Pirate - 5% chance (normal quality on average, 40-150% health)
+
*Bows - Autopistols have the same maximum range as a [[recurve bow]]. The pistol is superior to all bows up to short ranges, and only beaten by the [[great bow]] from medium range onwards. Unless you need the greatbow's range, or have a high [[quality]] recurve bow / greatbow, there is no reason not to upgrade to the pistol.
 +
* [[Bolt-action rifle]] - less clear cut. The pistol is significantly superior within short range, while the rifle is both significantly superior beyond this and has a significantly longer range. Rather than direct competitors, this makes them naturally complementary with each other, each covering their effective ranges.
  
'''Outlanders:'''
+
The autopistol is outclassed by the [[machine pistol]] and [[pump shotgun]]. Both guns outdamage the autopistol at any range they can fire from. Despite the autopistol having a higher max range, firing from that distance is a poor use for the autopistol. It is thoroughly outclassed by more advanced weapons, such as the [[Heavy SMG]].
* Villager - 7% chance (poor quality on average, 20-200% health)
 
* Town Guard - 9.5% chance (poor quality on average, 20-200% health)
 
  
'''Mercenaries:'''
+
=== Stats ===
* Mercenary Gunner - 5% chance (normal quality on average, 70-230% health)
+
Against an unarmored human, an autopistol can kill with 4 hits to the torso, 3-4 hits to the head, 3 hits to the 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 7 hits (~13.3 seconds average) to incapacitate that human from pain shock.
  
'''Spacers:'''
+
{{Weapon Stats Table}}
* Space Soldier - 4.5% chance (good quality on average, 100% health)
 
  
 +
== Autopistol vs. comparable weapons==
 +
<!--
 +
    Table cell hex colour values for win rates:
 +
    0 - 20.83% win rate = #FF6969
 +
    20.84 - 31.24% win rate = #FF9B72
 +
    31.25 - 43.74% win rate = #FFCD7B
 +
    43.75 - 56.25% win rate = #FFFF85
 +
    56.26 - 68.75% win rate = #CDFF7B
 +
    68.76 - 79.16% win rate = #9BFF72
 +
    79.17 - 100.00% win rate = #69FF69
 +
-->
 +
This section goes over how well the autopistol fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat.
  
Autopistols can also be crafted at a [[machining table]] once the [[Research#BlowbackOperation|blowback operation]] research is completed; from 30 [[steel]], 2 [[component]]s and {{Ticks|15000}} of work.
+
=== Methodology ===
 +
<div class="mw-collapsible mw-collapsed" style="width:800px;overflow:auto">
  
===Conclusion & Comparison===
+
<div class="mw-collapsible-content">
Compared to the revolver, the autopistol deals slightly less damage per shot, but this is more than offset by the autopistol's considerably shorter cooldown time. However, the autopistol also has a shorter range and needs more research before it can be produced. There's little incentive to produce the autopistol though when scavenged weapons at that point are probably going to be significantly better and it's unlikely that you'll have a good crafter early on.
+
* All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease
 +
* All pawns have skill levels of 14 in ranged and melee
 +
* No pawns have any traits that affect combat performance
 +
* All pawns are of at least 18 years of age and completely healthy
 +
* Pawns are divided by walls to prevent stray shots from skewing results in any way
 +
* Weather is always kept clear
 +
* No cover is used for either team</div>
 +
</div>
  
 +
Results in the tables below are the percentages of battles that autopistols either won or tied against the weapon listed in the first column of said tables, with a sample size of 2,000 battles per result. Higher percentages are better.
  
The [[machine pistol]] only requires 15 more steel and 1 more component to produce than the autopistol, but is 'automatic' and offers a shorter time between bursts than the autopistol's time between shots, therefore making the machine pistol a more viable option to produce since it also requires the same research as the autopistol; both more skill-friendly and offers vastly superior damage output despite the deficit in damage per shot.
+
==== Unarmored ====
 +
For the unarmored testing, all pawns wore normal quality [[plainleather]] [[pants]], plainleather [[button-down shirt]]s, plainleather [[duster]]s and plainleather [[cowboy hat]]s.
  
 +
{| class="wikitable sortable" style="text-align: center"
 +
! Other Weapon !! 3 !! 7 !! 12 !! 18 !! 25 !! 32 !! 40
 +
|-
 +
! Machine Pistol
 +
| style="background: #FF6969" | 19.34% || style="background: #FF9B72" | 25.82% || style="background: #FFCD7B" | 33.07% || style="background: #FFCD7B" | 36.20% || - || - || -
 +
|-
 +
! Revolver
 +
| style="background: #CDFF7B" | 64.84% || style="background: #CDFF7B" | 59.91% || style="background: #FFFF85" | 55.11% || style="background: #FFFF85" | 56.19% || style="background: #FFFF85" | 55.59% || - || -
 +
|-
 +
! Pump Shotgun
 +
| style="background: #FFFF85" | 48.66% || style="background: #FFFF85" | 45.16% || style="background: #FFCD7B" | 36.78% || - || - || - || -
 +
|}
  
Depending on biome, the [[great bow|greatbow]] is probably a better choice than the autopistol anyway: significantly cheaper; offers similar damage output, even superior from 11 cells onwards - more demanding on skill though since the great bow has a significantly longer time between shots.
+
==== Armored ====
 +
For the armored testing, all pawns wore normal quality [[flak pants]], [[flak vest]]s, plainleather button-down shirts, [[flak jacket]]s and [[steel]] [[simple helmet]]s.
  
==Graphs==
+
{| class="wikitable sortable" style="text-align: center"
The graphs assume a normal quality autopistol 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.  
+
! Other Weapon !! 3 !! 7 !! 12 !! 18 !! 25 !! 32 !! 40
 
+
|-
[[File:AutopistolAccTraitless.png|494px|Autopistol's accuracy with various shooters without any trait.]]
+
! Machine Pistol
[[File:AutopistolDPSTraitless.png|494px|Autopistol's DPS with various shooters without any trait.]]
+
| style="background: #FF6969" | 18.51% || style="background: #FF9B72" | 24.36% || style="background: #FFCD7B" | 33.65% || style="background: #FFCD7B" | 37.08% || - || - || -
 +
|-
 +
! Revolver
 +
| style="background: #CDFF7B" | 60.82% || style="background: #CDFF7B" | 58.70% || style="background: #FFFF85" | 54.27% || style="background: #FFFF85" | 54.79% || style="background: #FFFF85" | 52.49% || - || -
 +
|-
 +
! Pump Shotgun
 +
| style="background: #FFFF85" | 51.44% || style="background: #FFFF85" | 46.94% || style="background: #FFCD7B" | 38.14% || - || - || - || -
 +
|}
  
[[File:AutopistolAccCareful.png|494px|Autopistol's accuracy with various shooters with careful shooter.]]
+
== XP per salvo ==
[[File:AutopistolDPSCareful.png|494px|Autopistol's DPS with various shooters with careful shooter.]]
+
You get 9 experience points per salvo in shooting, without any passion/flames
 
 
[[File:AutopistolAccHappy.png|494px|Autopistol's accuracy with various shooters with trigger-happy.]]
 
[[File:AutopistolDPSHappy.png|494px|Autopistol's DPS with various shooters with trigger-happy.]]
 
  
 
== Version history ==
 
== Version history ==
 +
* [[Version/0.18.1722|0.18.1722]] - Added when the '''pistol''' was split into [[revolver]] and '''autopistol'''. Although the autopistol uses the old pistol's sprite, the revolver is functionally closer to the old pistol.
 +
* Beta 19 - received a slight accuracy nerf and range buff
  
It was split from the pistol in Alpha 17. Although the autopistol uses the old pistol's sprite, the [[revolver]] is functionally closer to the old pistol.
+
<gallery>
 
+
pistol.png|Original Pistol sprite
It received a slight accuracy nerf in 1.0.
+
</gallery>
  
[[Kind::Weapons| ]]
+
{{Nav|weapon|wide}}
{{nav|weapon|wide}}
+
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]
[[Category:Weapons]]
+
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]]
[[Category:Equipment]]
 

Latest revision as of 09:18, 7 April 2024

Autopistol

Autopistol

An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
139 Silver
Mass
1.2 kg

Ranged Combat

Mode
Single-Shot
Damage
10 dmg (Bullet)
Armor penetration
15%
Warm-Up
18 ticks (0.3 secs)
Cooldown
60 ticks (1 sec)
Range
25.9 tile(s)
Accuracy
80% - 70% - 40% - 30%
Avg. accuracy
65%
Velocity
55 (m/s)
Burst Count
1 (per burst)
DPS
7.69 (5)
Stopping power
0.5

Melee Combat

Melee Attack 1
Grip
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 2 
Barrel
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 3 
Barrel
9 dmg (Poke)
13% AP
2.0 seconds cooldown
Melee Average DPS
4.5
Melee Average AP
13%

Creation

Crafted At
Machining table
Required Research
Blowback operation
Skill Required
Crafting 4
Work To Make
5,000 ticks (1.39 mins)
Resources to make
Steel 30 + Component 2
Technical
Has Quality
True
weaponTags
Gun, SimpleGun
tradeTags
WeaponRanged


The autopistol is a light, single-shot firearm in RimWorld which deals a moderate amount of damage per shot; a very short time between shots; moderate range and moderate overall accuracy.

Acquisition[edit]

Autopistols can be crafted at a machining table once the Blowback Operation research has been completed; from Steel 30 Steel, Component 2 Componentss and 5,000 ticks (1.39 mins) of work. A crafting skill of at least 4 is required.

Autopistols can also be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following raider kinds:

Raider Kind Chance Average Quality Health
Scavenger Gunner 25.72% Normal 40-110%
Pirate Gunner 14.55% Normal 70-230%
Villager 19.97% Poor 20-200%
Town Councilman 43.31% Good 100%
Town Guard 10.35% Normal 60-200%
Mercenary Gunner 6.65% Normal 70-320%
Ancient Soldier 5.15% Normal 100%

Analysis[edit]

The autopistol has the shortest warmup/cooldown cycle out of all ranged weapons in the game, though RPM is low due to being single shot. Short-distance accuracy is also somewhat respectable. Therefore, the autopistol is a decent weapon for low-skill shooters, and has another small niche as a hit-and-run weapon. It's also easy to acquire, from both raiders or manufacturing.

Comparisons[edit]

In terms of actual damage, the autopistol is clearly an early game weapon, found on early game raiders, so should be compared to other weapons of its caliber:

  • Revolver - The autopistol has identical maximum range, but better DPS at all ranges. The revolver can stagger humans and human-sized mechanoids, a noticeable advantage for close-range combat. The autopistol is also slightly worse against armor, though early raiders won't have much to begin with.
  • Bows - Autopistols have the same maximum range as a recurve bow. The pistol is superior to all bows up to short ranges, and only beaten by the great bow from medium range onwards. Unless you need the greatbow's range, or have a high quality recurve bow / greatbow, there is no reason not to upgrade to the pistol.
  • Bolt-action rifle - less clear cut. The pistol is significantly superior within short range, while the rifle is both significantly superior beyond this and has a significantly longer range. Rather than direct competitors, this makes them naturally complementary with each other, each covering their effective ranges.

The autopistol is outclassed by the machine pistol and pump shotgun. Both guns outdamage the autopistol at any range they can fire from. Despite the autopistol having a higher max range, firing from that distance is a poor use for the autopistol. It is thoroughly outclassed by more advanced weapons, such as the Heavy SMG.

Stats[edit]

Against an unarmored human, an autopistol can kill with 4 hits to the torso, 3-4 hits to the head, 3 hits to the 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 7 hits (~13.3 seconds average) to incapacitate that human from pain shock.

Attack table

Ranged

  • Autopistol Autopistol Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 9 13.5% 64% 56% 32% 24% 6.92 4.43 3.88 2.21 1.66 70 Silver
    Poor 10 15% 72% 63% 36% 27% 7.69 5.54 4.84 2.77 2.08 104 Silver
    Normal 10 15% 80% 70% 40% 30% 7.69 6.15 5.38 3.08 2.31 139 Silver
    Good 10 15% 88% 77% 44% 33% 7.69 6.77 5.92 3.38 2.54 174 Silver
    Excellent 10 15% 96% 84% 48% 36% 7.69 7.38 6.46 3.69 2.77 210 Silver
    Masterwork 12.5 18.75% 100% 94.5% 54% 40.5% 9.61 9.61 9.13 5.19 3.94 345 Silver
    Legendary 15 22.5% 100% 100% 60% 45% 11.54 11.54 11.54 6.92 5.19 695 Silver

    For the full effects of qualities, see Quality. Values shown in Red indicate the weapon is out of range at the reference point for this range band. The value is provided due to the interpolated nature of accuracy between range points.

  • Melee

    Feature Toggle
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Autopistol Autopistol Grip (Blunt) Barrel (Blunt) Barrel (Poke) Human: Left & rigth fist (Blunt) HP Value
    Quality
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful 3.98 11.6% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 8.2 2s 12% 4.1 37.5% 100 70 Silver
    Poor 4.07 11.82% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.2 2s 12% 4.1 20% 100 104 Silver
    Normal 4.4 12.75% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 8.2 2s 12% 4.1 12.5% 100 139 Silver
    Good 4.74 13.73% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 8.2 2s 12% 4.1 12.5% 100 174 Silver
    Excellent 5.08 14.7% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 8.2 2s 12% 4.1 12.5% 100 210 Silver
    Masterwork 5.92 17.14% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 8.2 2s 12% 4.1 12.5% 100 345 Silver
    Legendary 6.59 19.09% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 8.2 2s 12% 4.1 12.5% 100 695 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Autopistol vs. comparable weapons[edit]

    This section goes over how well the autopistol fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat.

    Methodology[edit]

    • All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease
    • All pawns have skill levels of 14 in ranged and melee
    • No pawns have any traits that affect combat performance
    • All pawns are of at least 18 years of age and completely healthy
    • Pawns are divided by walls to prevent stray shots from skewing results in any way
    • Weather is always kept clear
    • No cover is used for either team

    Results in the tables below are the percentages of battles that autopistols either won or tied against the weapon listed in the first column of said tables, with a sample size of 2,000 battles per result. Higher percentages are better.

    Unarmored[edit]

    For the unarmored testing, all pawns wore normal quality plainleather pants, plainleather button-down shirts, plainleather dusters and plainleather cowboy hats.

    Other Weapon 3 7 12 18 25 32 40
    Machine Pistol 19.34% 25.82% 33.07% 36.20% - - -
    Revolver 64.84% 59.91% 55.11% 56.19% 55.59% - -
    Pump Shotgun 48.66% 45.16% 36.78% - - - -

    Armored[edit]

    For the armored testing, all pawns wore normal quality flak pants, flak vests, plainleather button-down shirts, flak jackets and steel simple helmets.

    Other Weapon 3 7 12 18 25 32 40
    Machine Pistol 18.51% 24.36% 33.65% 37.08% - - -
    Revolver 60.82% 58.70% 54.27% 54.79% 52.49% - -
    Pump Shotgun 51.44% 46.94% 38.14% - - - -

    XP per salvo[edit]

    You get 9 experience points per salvo in shooting, without any passion/flames

    Version history[edit]

    • 0.18.1722 - Added when the pistol was split into revolver and autopistol. Although the autopistol uses the old pistol's sprite, the revolver is functionally closer to the old pistol.
    • Beta 19 - received a slight accuracy nerf and range buff