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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.
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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===
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===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.
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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.
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*'''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.
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*'''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 burst. Aim time happens before shooting, cooldown happens after.
 
*'''Range:''' How far a weapon can shoot.
 
*'''Range:''' How far a weapon can shoot.
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===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 weapons (mostly explosives) have a Forced Miss Radius stat. Forced miss is modified with 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"
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|}
 
|}
  
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.
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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.
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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.
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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}}
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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 ==
{{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.  

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