Difference between revisions of "Autopistol"

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|name = Autopistol
 
|name = Autopistol
 
|image = Pistol.png|Autopistol
 
|image = Pistol.png|Autopistol
|description = Ancient pattern automatic pistol. Weak and short range, but quick.
+
|description = An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.
 
|type = Equipment
 
|type = Equipment
 
|type2 = Weapons
 
|type2 = Weapons
 
|class = Modern
 
|class = Modern
|damage = 9
+
|damage = 10
|range = 22
+
|range = 25.9
|accuracyTouch = 90
+
|accuracyTouch = 80
 
|accuracyShort = 70
 
|accuracyShort = 70
|accuracyMedium = 50
+
|accuracyMedium = 40
 
|accuracyLong = 30
 
|accuracyLong = 30
 
|mode = Single-Shot
 
|mode = Single-Shot
Line 20: Line 20:
 
|velocity = 55
 
|velocity = 55
 
|buy = {{icon|steel|30}} + {{icon|component|2}}
 
|buy = {{icon|steel|30}} + {{icon|component|2}}
|sell = {{icon|silver|153}}
+
|sell = {{icon|silver|139}}
 
|mass base = 1.2
 
|mass base = 1.2
 
}}
 
}}
 
</onlyinclude>
 
</onlyinclude>
{{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.}}
+
{{info|The autopistol is a light, single-shot firearm in RimWorld which deals a slightly lower amount of damage per shot; a very short time between shots; moderate range and moderate accuracy.}}
 +
==Overview==
 +
The autopistol has a solid rate of fire for a single-shot weapon as well as a fairly good close-up accuracy. With both of those characteristics combined, the autopistol is a good weapon for low-skilled shooters. Another strength that the autopistol has is that it's easy to acquire due to its very low manufacture costs and popularity amongst earlygame raiders.
  
=== Combat performance ===
 
  
 +
This weapon could be considered the more DPS-orient counterpart of the [[revolver]], though the difference in raw DPS is small enough that the revolver catches up with the autopistol at greater distances not only due to its slightly better accuracy dropoff, but also because it's less affected by projectile travel time owing to its overall slower rate of fire.
  
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 severe brain damage against unprotected skulls. Limbs can be crippled in 3 shots against an unarmored human.
 
  
 +
Although the autopistol has a somewhat average maximum range, its damage output towards and into medium distance falls behind other weapons with similar or greater ranges due to its single-shot nature and its fairly weak medium range accuracy - a similar issue that the [[short bow]] suffers from. Additionally, although the autopistol's overall damage output isn't terrible on its own, the [[pump shotgun]] and [[machine pistol]] both perform better in this aspect. The autopistol also doesn't have a high enough stopping power to stagger advancing [[human]]s or [[Lancer|human-]][[Scyther|sized]] [[mechanoid]]s - another advantage the revolver has over the autopistol.
  
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.
 
  
 +
The autopistol makes an acceptable hunting weapon for lower-risk game due to its range and somewhat average per-shot damage, though the pump shotgun and [[bolt-action rifle]] are still better options.
  
On average, the autopistol is best paired with a careful shooter up until level 16, and a trigger-happy shooter onwards.
 
  
 +
Overall, the autopistol is best paired with a careful shooter up until level 17, and a trigger-happy shooter onwards.
  
====Melee Combat====
 
An autopistol has a weapon bulk of 50%, but weapon bulk doesn't seem to have any observable effect on actual gameplay.
 
  
 
+
===Melee Combat===
All possible melee attacks with an autopistol:
 
 
{| {{STDT| c_12 text-center}}
 
{| {{STDT| c_12 text-center}}
 
!Tool
 
!Tool
Line 51: Line 50:
 
!Likelihood
 
!Likelihood
 
!Base DPS
 
!Base DPS
!Armored DPS
 
 
|-  
 
|-  
 
!Overall
 
!Overall
 
!-
 
!-
 
!-
 
!-
!8
+
!9
!1.6s
+
!2.00s
 
!-
 
!-
!5
+
!4.50
!4.6
 
 
|- newline
 
|- newline
 
|Grip
 
|Grip
|Smash
 
 
|Blunt
 
|Blunt
|8
+
|Blunt
|1.6s
+
|9
|33.3%
+
|2.00s
|5
+
|50.00%
|4.6
+
|4.50
 
|- newline
 
|- newline
 
|Barrel
 
|Barrel
|Smash
 
 
|Blunt
 
|Blunt
|8
+
|Blunt
|1.6s
+
|9
|33.3%
+
|2.00s
|5
+
|25.00%
|4.6
+
|4.50
 
|- newline
 
|- newline
 
|Barrel
 
|Barrel
 
|Poke
 
|Poke
 
|Blunt
 
|Blunt
|8
+
|9
|1.6s
+
|2.00s
|33.3%
+
|25.00%
|5
+
|4.50
|4.6
 
 
|}
 
|}
 +
  
 
===Obtaining===
 
===Obtaining===
Autopistols can be purchased from outlander and orbital combat suppliers, or obtained from the following [[raider#Humanlike|raider]] kinds:
+
Autopistols can be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following [[raider#Humanlike|raider]] kinds:
 
 
'''Pirates:'''
 
* Drifter - 11.2% chance (shoddy [[quality]] on average, 20-60% health)
 
* Scavenger - 18.2% chance (poor quality on average, 20-90% health)
 
* Pirate - 5% chance (normal quality on average, 40-150% health)
 
 
 
'''Outlanders:'''
 
* Villager - 7% chance (poor quality on average, 20-200% health)
 
* Town Guard - 9.5% chance (poor quality on average, 20-200% health)
 
 
 
'''Mercenaries:'''
 
* Mercenary Gunner - 5% chance (normal quality on average, 70-230% health)
 
 
 
'''Spacers:'''
 
* Space Soldier - 4.5% chance (good quality on average, 100% health)
 
 
 
 
 
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.
 
 
 
===Conclusion & Comparison===
 
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.
 
  
 +
{| class="wikitable sortable"
 +
|-
 +
! 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%
 +
|}
  
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.
 
  
 +
Autopistols can also be crafted at a [[machining table]] once the [[Research#BlowbackOperation|blowback operation]] research has been completed; from 30 [[steel]], 2 [[component]]s and {{Ticks|5000}} of work. A crafting skill of at least 4 is required.
  
Depending on biome, the [[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.
 
  
 
==Graphs==
 
==Graphs==

Revision as of 23:33, 15 October 2018

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
"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
Mass
1.2 kg

Ranged Combat

Mode
Single-Shot
Damage
10 dmg
Warm-Up
18 ticks (0.3 secs)
Cooldown
60 ticks (1 sec)
Range
25.9 tile(s)
Accuracy
80% - 70% - 40% - 30%
Velocity
55 (m/s)
Burst Count
1 (per burst)
DPS
7.69 (Expression error: Unexpected / operator.)

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

Overview

The autopistol has a solid rate of fire for a single-shot weapon as well as a fairly good close-up accuracy. With both of those characteristics combined, the autopistol is a good weapon for low-skilled shooters. Another strength that the autopistol has is that it's easy to acquire due to its very low manufacture costs and popularity amongst earlygame raiders.


This weapon could be considered the more DPS-orient counterpart of the revolver, though the difference in raw DPS is small enough that the revolver catches up with the autopistol at greater distances not only due to its slightly better accuracy dropoff, but also because it's less affected by projectile travel time owing to its overall slower rate of fire.


Although the autopistol has a somewhat average maximum range, its damage output towards and into medium distance falls behind other weapons with similar or greater ranges due to its single-shot nature and its fairly weak medium range accuracy - a similar issue that the short bow suffers from. Additionally, although the autopistol's overall damage output isn't terrible on its own, the pump shotgun and machine pistol both perform better in this aspect. The autopistol also doesn't have a high enough stopping power to stagger advancing humans or human-sized mechanoids - another advantage the revolver has over the autopistol.


The autopistol makes an acceptable hunting weapon for lower-risk game due to its range and somewhat average per-shot damage, though the pump shotgun and bolt-action rifle are still better options.


Overall, the autopistol is best paired with a careful shooter up until level 17, and a trigger-happy shooter onwards.


Melee Combat

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


Obtaining

Autopistols can 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%


Autopistols can also be crafted at a machining table once the blowback operation research has been completed; from 30 steel, 2 components and 5,000 ticks (1.39 mins) of work. A crafting skill of at least 4 is required.


Graphs

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.

Autopistol's accuracy with various shooters without any trait. Autopistol's DPS with various shooters without any trait.

Autopistol's accuracy with various shooters with careful shooter. Autopistol's DPS with various shooters with careful shooter.

Autopistol's accuracy with various shooters with trigger-happy. Autopistol's DPS with various shooters with trigger-happy.

Version history

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.

It received a slight accuracy nerf in 1.0.