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Sometimes you will have to use more clever tactics to defeat your incoming enemies, such as when you're outnumbered, or you don't have suitable ways to cope with the incoming raiders. | Sometimes you will have to use more clever tactics to defeat your incoming enemies, such as when you're outnumbered, or you don't have suitable ways to cope with the incoming raiders. | ||
− | === | + | ===Triage=== |
− | + | Tending to colonists is important to from them from dying. Drafted colonists can immediately tend to others on the field, with or without medicine. Priortize those who are bleeding out the most. While medicine does not staunch the flow of bleeding of a specific wound any faster, it can stop multiple wounds at the same time. | |
− | + | If a colonist starts to sustain too many injuries, you can use your less combat-skilled colonists to take over while they retreat. If need be, have your injured colonist drop their weapon and undraft them, then have your reserves pick up the weapon and fight in their place. If a pawn takes on too much damage, they may become [[downed]] and require rescue. | |
− | === | + | ===Colonist management=== |
− | + | Ultimately, colonists are beings with [[mood]] and [[need]]s to take care of. A tired, hungry colonist will become progressively more upset, while [[pain]] isn't a particularly pleasant experience. [[Mental break]]s are absolutely ''lethal'' in combat, as the pawn will refuse to shoot or follow orders. To prevent this, you should ideally care for colonists ''before'' combat starts. | |
− | + | A pleasant base - great dining, recreation, and bedrooms specifically - will keep soldiers' spirits high. Alternatively, you can assign colonists to carry [[drug]]s at all times (Assign tab -> Drug policy). Order colonists to take the drug as combat begins. [[Go-juice]], while inheriently addictive, confers major combat-related boosts. | |
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− | + | ===Logistics=== | |
+ | During battle, it's often handy to keep colonists with [[firefighting]] duties nearby in case a [[fire]] breaks out. [[Firefoam pop pack]]s will extinguish colonists and prevent future fires, for both colonists and the surrounding area. Even if someone is incapable of violence, they can help end fires nearby and rescue people in need. | ||
− | + | After battle, you'll likely need to clean up and repair any damage done to your base. Undraft colonists so that they can start on work. Build [[grave]]s, set up a dumping stockpile accepting corpses, or use an [[electric crematorium]] to dispose of bodies - preventing the mood penalty for seeing [[corpse]]s. | |
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− | + | === Pause frequently! === | |
− | + | The most important combat tip is saved for last. Use the pause feature! The tide of battle changes very quickly with a smoking turret or thrown grenade in the middle of your colonists. Take advantage of the space bar to freeze the action and give your colonists new orders. | |
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== Ranged == | == Ranged == | ||
Ranged combat involves the use of weapons from a distance. Pawns wielding ranged weapons will shoot at enemies, because what else did you expect them to do? | Ranged combat involves the use of weapons from a distance. Pawns wielding ranged weapons will shoot at enemies, because what else did you expect them to do? | ||
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===Weapon stats=== | ===Weapon stats=== | ||
Ranged weapons consist of many attributes: | Ranged weapons consist of many attributes: | ||
− | *'''Damage:''' | + | *'''Damage:''' how much health each bullet can do. For reference, the brain has 10 HP, the heart has 15 HP, and the torso (general body) has 40 HP. |
− | *'''Armor penetration:''' | + | *'''Armor penetration:''' the ability to ignore [[armor]]. AP directly subtracts from armor rating; if a weapon's AP > the armor %, then armor is completely ignored. |
− | *'''Stopping power:''' | + | *'''Stopping power:''' the ability to stagger, or slow, pawns. A stopping power of 1 can stagger humans and human-like [[mechanoid]]s. When staggered, a pawn is reduced to 1/6th of their normal speed for {{ticks|95}}. |
− | *'''Burst count:''' | + | *'''Burst count:''' how many bullets are fired at a time. |
− | *'''Aim time''' and '''Cooldown time''': | + | *'''Aim time''' and '''Cooldown time''': how long it takes between each bullets. Aim time happens before shooting, cooldown happens after. |
*'''Range:''' How far a weapon can shoot. | *'''Range:''' How far a weapon can shoot. | ||
− | *'''Accuracy:''' | + | *'''Accuracy:''' a weapon's own modifier to accuracy. Shooting skill and other factors also determine accuracy. |
** Each weapon has specific accuracy values at Touch (3), short (12), medium (25) and long (40) ranges. Linear interpolation is used for any values in between. (e.g. accuracy at 17.5 tiles is equal to the average of the short and medium accuracy) | ** Each weapon has specific accuracy values at Touch (3), short (12), medium (25) and long (40) ranges. Linear interpolation is used for any values in between. (e.g. accuracy at 17.5 tiles is equal to the average of the short and medium accuracy) | ||
− | + | RimWorld does not have any ammo mechanics, even for items that visually appear to be finite, like [[pila]] and [[grenades]]. [[Doomsday rocket launcher]]s and [[triple rocket launcher]]s are consumed on use, while every other weapon is infinite use. | |
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===Effective accuracy=== | ===Effective accuracy=== | ||
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*[[Shooting Accuracy]] is the stat of the shooter. A shooter's accuracy becomes exponentially more important the further a shot is fired. Higher Shooting skill, [[manipulation]], a [[gunlink]]{{RoyaltyIcon}}, etc. all improve this stat. | *[[Shooting Accuracy]] is the stat of the shooter. A shooter's accuracy becomes exponentially more important the further a shot is fired. Higher Shooting skill, [[manipulation]], a [[gunlink]]{{RoyaltyIcon}}, etc. all improve this stat. | ||
*Weapon accuracy is the stat of the weapon. Each weapon has specific accuracy values for shooting at specific ranges. This is a factor applied after shooting accuracy. | *Weapon accuracy is the stat of the weapon. Each weapon has specific accuracy values for shooting at specific ranges. This is a factor applied after shooting accuracy. | ||
− | *Factors like [[cover]], [[smoke]], [[weather]], and body size are all multipliers | + | *Factors like [[cover]], [[smoke]], [[weather]], and body size are all multipliers to the "final" accuracy. See [[Weapons#Accuracy]] for the full list. |
− | If a ranged weapon is calculated to hit, it will hit, regardless of where the bullet visually lands or any defender movement. If the bullet misses, then | + | If a ranged weapon is calculated to hit, it will hit, regardless of where the bullet visually lands or any defender movement. If the bullet misses, then other tiles start mattering. |
===Miss mechanics=== | ===Miss mechanics=== | ||
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===Forced miss=== | ===Forced miss=== | ||
− | + | Many explosives will ''always'' land within their forced miss radius, ignoring every factor to accuracy. there's a small chance that they'll occasionally use standard accuracy, scaling with a small radius. Forced miss also scales with distance: | |
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{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! Distance (cells) !! Radius Multiplier | ! Distance (cells) !! Radius Multiplier | ||
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| 49+ || 1.0 | | 49+ || 1.0 | ||
|} | |} | ||
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== Melee == | == Melee == | ||
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Melee involves hand-to-hand combat, with or without the use of weapons. Accuracy is determined with the [[Melee Hit Chance]] stat. | Melee involves hand-to-hand combat, with or without the use of weapons. Accuracy is determined with the [[Melee Hit Chance]] stat. | ||
− | Pawns will usually not stack into a cell with other melee attackers. For enemies, only one pawn per cell can attack the same target. | + | Pawns will usually not stack into a cell with other melee attackers. For enemies, only one pawn per cell can attack the same target. Colonist brawlers who are not drafted do not always have collision, so it is possible for them to stack if the [[Menus#Assign|threat response setting]] is set to attack. |
Melee combat has strengths and weaknesses. While a pawn can bash with a gun barrel in melee, a fighter with a dedicated melee weapon remains much more effective. However, a brawler may get shot down during their approach. The [[shield belt]] was designed to solve that problem. A colony might develop a [[Defense tactics#Melee sortie|small strike team of brawlers]] that can swiftly eliminate threats in close quarters, especially those that have infiltrated the colony. | Melee combat has strengths and weaknesses. While a pawn can bash with a gun barrel in melee, a fighter with a dedicated melee weapon remains much more effective. However, a brawler may get shot down during their approach. The [[shield belt]] was designed to solve that problem. A colony might develop a [[Defense tactics#Melee sortie|small strike team of brawlers]] that can swiftly eliminate threats in close quarters, especially those that have infiltrated the colony. | ||
− | One of the most common tactics is the ''[[Defense_tactics#Melee_blocking|melee block]]'' | + | One of the most common tactics is the ''[[Defense_tactics#Melee_blocking|melee block]]''. Stand 3 colonists just outside a hallway or door entrance. This ensures that you only fight 1 enemy at a time, reducing their relative damage output. Other colonists can fire behind the melee blockers. Effective against [[infestation]]s and melee rushes. |
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===Other mechanics=== | ===Other mechanics=== | ||
*Skilled melee pawns have the ability to evade melee attacks when fighting. When the melee blow is dodged, it will always miss, regardless of whether or not it is supposed to hit. | *Skilled melee pawns have the ability to evade melee attacks when fighting. When the melee blow is dodged, it will always miss, regardless of whether or not it is supposed to hit. | ||
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== Friendly fire == | == Friendly fire == | ||
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[[File:Friendly Fire Radii.png|thumb|right|Friendly fire safety radii:<br>Central pawn will not hit any friendly pawn on or within the gold radius<br>Any pawn on a sterile tile will not hit any other friendly pawn on a sterile tile.]] | [[File:Friendly Fire Radii.png|thumb|right|Friendly fire safety radii:<br>Central pawn will not hit any friendly pawn on or within the gold radius<br>Any pawn on a sterile tile will not hit any other friendly pawn on a sterile tile.]] | ||
Friendly fire is a mechanic in which ranged attacks that missed their target have chance to hit nearby targets, including allies. As such it is important to be careful when you shoot at enemies while allies are in the way or near them, as they may have a chance of being hit as well. | Friendly fire is a mechanic in which ranged attacks that missed their target have chance to hit nearby targets, including allies. As such it is important to be careful when you shoot at enemies while allies are in the way or near them, as they may have a chance of being hit as well. |