Editing Combat

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 39: Line 39:
 
Ultimately, colonists are beings with [[mood]], [[need]]s, and [[injuries]] 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.  
 
Ultimately, colonists are beings with [[mood]], [[need]]s, and [[injuries]] 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 inherently addictive, confers major combat-related boosts.
+
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.
  
 
===Skills===
 
===Skills===
As pawns can only hold one weapon at a time, colonists that are great at one combat stat (Shooting or Melee) are better than one decent at both. Shooting skill has a greater impact the further away a colonist is shooting from, so assign longer range weapons to skilled colonists. Give your best melee fighters the best melee weapons.
+
As pawns can only hold one weapon at a time, colonists that are great at one combat stat (Shooting or Melee) are better than one decent at both. Shooting skill has a greater impact the further away a colonist is shooting from, so assign longer range weapons to stronger colonists.
  
 
Ideally, you should keep your best doctors away from direct combat. In practice, having an extra shooter is more valuable - just don't be overly risky with them.
 
Ideally, you should keep your best doctors away from direct combat. In practice, having an extra shooter is more valuable - just don't be overly risky with them.
  
 
===Triage===
 
===Triage===
Tending to wounded colonists is important to save them from dying. Drafted colonists can immediately tend to others on the field, with or without medicine. Prioritize 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.
+
Tending to wounded 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.
 
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.
Line 53: Line 53:
 
== 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?
 
Note that 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 held weapon is infinite. Weapons will not be damaged so long as they are wielded, and weapon damage has no impact on their combat effectiveness.
 
  
 
===Weapon stats===
 
===Weapon stats===
Line 61: Line 59:
 
*'''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.
 
*'''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:''' 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}}.
 
*'''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:''' How many bullets are fired at a time. If a weapon fires multiple shots, there will be a short delay between bullets.
+
*'''Burst count:''' How many bullets are fired at a time. Each weapon has a short delay between bullets.
*'''Aim time''' and '''Cooldown time''': How long it takes between each burst. Aim time happens before shooting, cooldown happens after.
+
*'''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:''' A weapon's own modifier to accuracy. Shooting skill and other factors also determine 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)
  
There are two summary stats of how a weapon will actually perform:
+
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. Weapons will not be damaged so long as they are wielded, and weapon damage has no impact on their combat effectiveness.
*'''Optimal DPS:''' How much damage a weapon can do, per second, if every shot hits an unarmored target.
 
*'''DPS (Range):''' How much damage a weapon can do, per second, factoring in weapon accuracy at a specific range. (Before the shooter's accuracy, armor, etc.)
 
DPS is a measure of how fast a weapon can deal out [[pain]]. [[Pain shock]] is the primary way of disabling pawns in combat; hurt them enough, and they will be [[downed]]. Note that enemies downed from pain have a chance to [[death|die]], anyways. Other factors like range, stopping power, and aiming/cooldown time can all impact how you use a weapon in battle, but damage is a stat to be prioritized first.
 
  
 
===Effective accuracy===
 
===Effective accuracy===
Line 108: Line 103:
  
 
===Forced miss===
 
===Forced miss===
{{Rewrite|section=1|reason=Added in 2018, verify this still works like this and if so then integrate with existing FMR weapon pages}}
+
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:
Many weapons (mostly explosives) have a Forced Miss Radius stat. Forced miss is modified with with distance:
 
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
! Distance (cells) !! Radius Multiplier
 
! Distance (cells) !! Radius Multiplier
Line 121: Line 115:
 
| 49+ || 1.0
 
| 49+ || 1.0
 
|}
 
|}
 
Weapons with this stat will ''always'' land within their forced miss radius, ignoring every factor to accuracy. There is a small chance to use standard accuracy instead, more likely with a small radius.
 
  
 
== Melee ==
 
== Melee ==
[[File:Melee_test_eleplants_block.png|thumb|200px|left|A very basic melee block, available in any doorway.]]
 
 
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. Undrafted colony brawllers will not always have collision, so it is possible for them to stack if the [[Menus#Assign|threat response setting]] is set to attack.
+
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]]'' (see left). 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, though enemy raiders can fire behind each other too. Effective against [[infestation]]s and melee rushes.
+
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.
{{clear}}
+
 
 
===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.
Line 140: Line 131:
  
 
== Friendly fire ==
 
== Friendly fire ==
{{stub|section=1|reason=this is two of the quoted several subsidiary mechanics, more detail is needed}}
 
 
[[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.  

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)