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{{Infobox main|weapon
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<onlyinclude>
| name = Heavy SMG
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{{infobox main|weapon|
| image = HeavySMG.png
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|name = Heavy SMG
| description ="A compact, wide-caliber slug-thrower. Very short range, but it packs a punch and handles quite well."
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|image = HeavySMG.png|Heavy SMG
| type = Equipment
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|description ="A compact, wide-caliber slug-thrower. Very short range, but it packs a punch and handles quite well."
| type2 = Weapons
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|type = Equipment
| tech level = Industrial
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|type2 = Weapons
| class = Industrial
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|class = Modern
| damage = 12
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|damage = 12
| damage type = Bullet
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|range = 18
| armorPenetration = 18
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|velocity = 48
| range = 22.9
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|accuracyTouch = 89
| velocity = 48
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|accuracyShort = 64
| accuracyTouch = 85
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|accuracyMedium = 37
| accuracyShort = 65
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|accuracyLong = 22
| accuracyMedium = 35
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|mode = Burst
| accuracyLong = 20
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|burst = 3
| accuracyAvg = 66.4
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|burstTicks = 11
| mode = Burst
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|warmup = 54
| burst = 3
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|cooldown = 99
| burstTicks = 11
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|DPS = DPS
| warmup = 54
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|mass base = 3.5
| cooldown = 99
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|sell = {{icon|silver|325}}
| DPS = DPS
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|buy = {{icon|steel|75}} + {{icon|component|4}}
| mass base = 3.5
 
| stoppingPower = 0.5
 
| marketvalue = 355
 
| production facility 1 = Machining table
 
| resource 1 = Steel
 
| resource 1 amount = 75
 
| resource 2 = Component
 
| resource 2 amount = 4
 
| research = Gas operation
 
| work to make = 24000
 
| 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 = 5
 
| has quality = True
 
| weaponTags = Gun, IndustrialGunAdvanced
 
| thingSetMakerTags = RewardStandardQualitySuper
 
| tradeTags = WeaponRanged
 
 
}}
 
}}
{{Info|The '''heavy SMG''' is a moderately heavy, multi-shot ranged [[weapon|weapon]] that fires 3-shot bursts of rounds which deal a moderate amount of damage each; a moderate delay between each shot; a moderate time between bursts; slightly shorter range and moderate overall accuracy. Recommended for low skill shooters.}}
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</onlyinclude>
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{{info|The heavy SMG is a moderately heavy, multi-shot firearm in RimWorld which fires 3-shot bursts of rounds which deal a moderate amount of damage each; a moderate delay between each shot; a moderate time between bursts; slightly higher accuracy and slightly shorter range.}}
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===Combat Performance===
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It'll take 4 shots to the torso to kill an unarmored human with a heavy SMG, or around 7-8 shots against a human with a normal [[armor vest]]. The heavy SMG can also instantly cripple digits, eyeballs and cause lethal brain damage if the victim's skull is unprotected. It takes 3 hits on an unprotected human limb to cripple it. Without factoring in any cover or shooter's accuracy, the heavy SMG has an average time to down of 6.8 seconds against unarmored people or 9.4 seconds against a human with an armor vest.
  
== Acquisition ==
 
Heavy SMGs can be crafted at a [[machining table]] once the [[Research#Gas operation|Gas Operation]] research has been completed; from {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. A crafting skill of at least 5 is required.
 
  
They are also commonly carried by [[Outlanders]] and [[Pirates]] and sold by [[trade]]rs or obtained from the following [[raider#Humanlike|raider]] kinds:
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As a weapon with a short range, burst fire and a moderate time between shots, the heavy SMG is a fairly skill-friendly weapon. A healthy level 2 traitless shooter, level 0 careful shooter or level 7 trigger-happy can somewhat efficiently use the heavy SMG up to 13 cells.
  
{| class="wikitable sortable"
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! Raider Kind !! Chance !! Average Quality !! Health
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On average, the heavy SMG is best paired with a careful shooter until level 13, then with a trigger-happy shooter beyond that point.
|-
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| Town Guard || 6.09% || Normal || 60-200%
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|-
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====Melee Combat====
| Mercenary Gunner || 14.62% || Normal || 70-320%
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A heavy SMG has a weapon bulk of 50%, but weapon bulk doesn't seem to have any observable effect on actual gameplay.
|-
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| Ancient Soldier || 11.40% || Normal || 100%
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All possible melee attacks with a heavy SMG:
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{| {{STDT| c_12 text-center}}
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!Tool
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!Attack
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!Damage Type
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!Power
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!Cooldown
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!Likelihood
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!Base DPS
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!Armored DPS
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|-
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!Overall
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!-
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!-
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!8
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!1.6s
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!-
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!5
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!4.6
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|- newline
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|Grip
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|Smash
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|Blunt
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|8
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|1.6s
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|33.3%
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|5
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|4.6
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|- newline
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|Barrel
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|Smash
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|Blunt
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|8
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|1.6s
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|33.3%
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|5
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|4.6
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|- newline
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|Barrel
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|Poke
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|Blunt
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|8
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|1.6s
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|33.3%
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|5
 +
|4.6
 
|}
 
|}
  
== Analysis ==
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===Obtaining===
The heavy SMG is a flexible, but close-quarters focused offensive weapon. Its accuracy makes it very friendly towards low Shooting skill users.
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Heavy SMGs can be purchased from outlander and orbital combat suppliers, or obtained from the following [[raider#Humanlike|raider]] kinds:
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'''Pirates:'''
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* Pirate - 11.5% chance (normal [[quality]] on average, 40-150% health)
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'''Outlanders:'''
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* Town Guard - 6.7% chance (poor quality on average, 20-200% health)
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'''Mercenaries:'''
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* Mercenary Gunner - 10.5% chance (normal quality on average, 70-230% health)
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'''Spacers:'''
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* Space Soldier - 9.2% chance (good quality on average, 100% health)
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Heavy SMGs can also be crafted at a [[machining table]] once the [[Research#BlowbackOperation|blowback operation]] research has been completed; from 75 [[steel]], 4 [[component]]s and {{Ticks|28000}} of work.
  
Specifically, the heavy SMG combines good low-range accuracy, decent rate of fire, and high per-shot damage to make an overall effective weapon for any skill. At said ranges, it will outdamage the [[machine pistol]], [[assault rifle]], and even the [[charge rifle]] (for up to 10 cells). It's worse than the [[chain shotgun]] at close-quarters fights, but has a greater max range, making it more effective for general firefights and flexible overall.
 
  
Range, though not as short as other weapons in its class, still leaves a little to be desired.  Similarly to the machine pistol, the heavy SMG's stopping power isn't high enough to stagger [[human]]s, only small animals like [[tortoise]]s and [[boomrat]]s.  
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===Conclusion & Comparison===
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The heavy SMG is arguably one of the best weapons that you can use up to the mid-game owing to its relative ease of access, excellent damage output and good accuracy. Granted, its range is a bit lackluster compared to the other options out there such as the [[machine pistol]] or [[revolver]], along with a fairly slow projectile velocity (28.8 c/s versus 33 c/s for other weapons in its class), but its strengths far outweigh its drawbacks.
  
=== Stats ===
 
Against an unarmored human, a heavy SMG can kill with 4 hits to the torso, 3 hits to the head, 2 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 6 hits (~7.08 seconds average) to incapacitate that human from pain shock.
 
  
The heavy SMG is best paired with a careful shooter up to level 13, then with a trigger-happy shooter beyond that point.
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In head-on 1 vs. 1 fights between two level 8 shooters that use granite chunks as cover, the heavy SMG dominates all other weapons in its class and even punches above its weight; the heavy SMG establishes a significant lead over the budget machine pistol and dominates the similarly-priced and more advanced [[chain shotgun]]. At 7 cells, the heavy SMG is on par with the high-end [[charge rifle]] when both shooters are stark naked, but establishes a 38% lead when both shooters are wearing armor vests and [[simple helmet]]s. At 14 cells though, the results completely swing and the charge rifle is around 95% better than the heavy SMG on both fronts. The heavy SMG is slightly better than the [[LMG]] here too, with an 8.5% lead with both shooters naked and a 17.4% lead with armor - extending as the distance shortens owing to the rapidly widening accuracy delta between the two weapons.
  
=== Comparison to assault rifles ===
 
Heavy SMGs and [[assault rifle]]s are the preferred weapons when it comes to "general" combat. The main differences are that the heavy SMG has a higher peak {{DPS}}, is cheaper and has better {{DPS}} at short range, while the assault rifle both has a longer range and has a better {{DPS}} at medium-long range.
 
  
Specifically, the heavy SMG is better until 13 tiles, regardless of Shooting skill. The assault rifle is better past 13 tiles, regardless of Shooting skill. This is true for the vast majority of reasonable scenarios.{{ref label|Overcap|1}} The reason the heavy SMG is "skill-friendly" is that a low-skill shooter will be next-to-useless when firing from far away, no matter how accurate their gun is. An unmodified, skill 0 pawn has a {{%|0.89^25 round 2}} chance to hit from 25 tiles, which is ''then'' multiplied by x35% for a normal quality HSMG or x65% for normal AR (at this range).  
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In the field, the heavy SMG puts up a strong performance as to be expected; if the machine pistol does good, the heavy SMG can easily do good too. Thrashers and scavengers quickly get dispatched, although some riflemen may get some hits in, but generally nothing too serious.
  
The assault rifle has a range 8 tiles longer. This allows the assault rifle to comfortably outrange enemies like [[tribal]]s, [[termite]]s, and [[centipede]]s. The assault rifle dominates for [[kiting]] tactics, or if you're repelling [[breacher]]s from a distance, or in a firefight when both parties are attacking from max range.
 
  
Therefore, whenever heavy SMGs or ARs are better will depend on what you are looking for:
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In conclusion, the heavy SMG's a very capable weapon that's not to be discounted by its fairly crude appearance and presence in the early-mid game, making a nice upgrade from the already capable machine pistol. While the charge rifle still offers more performance around and beyond the short range threshold, the heavy SMG still holds its own at the upper bounds of its range against weapons in its own class - basically the poor man's charge rifle.
  
* In a [[killbox]], both weapons perform roughly the same, as you can change the length of the killbox to compensate for your weapon of choice. In a pure killbox scenario, Heavy SMGs are often the preferred weapon, as the player can control the engagement distance to reliably benefit from the higher peak {{DPS}} of the heavy SMG. They are also significantly cheaper and easier to research, meaning they can come online earlier. (When using an SMG killbox, give yourself a bit more than 13 tiles of range.)
 
* Outside of a killbox, but in a defensive emplacement, the superiority depends on shooting accuracy.
 
** Assault rifles are better for higher skill shooters. They are ''a lot'' better at medium-long range, so are a lot better in a firefight that begins at the long ranges or that occurs over a variety of ranges. Note that only skilled shooters are competent at shooting at this range however.
 
** Heavy SMGs are better for low-skill shooters. HSMGs are better against melee attackers, which shooters of any skill can help with. They are also better against sudden [[drop pod]] raids and [[infestation]]s, due to the close-ranged nature of both fights.
 
** Note that the [[chain shotgun]] is the ultimate short-range weapon, for both low- and high-skill shooters. However, the heavy SMG allows low-skill users to at least try to fire at long range, providing ''some'' help, and eventually training up the Shooting skill.
 
* If relying on offensive or otherwise mobile tactics, the assault rifle is a clear winner regardless of skill due to its range and accuracy at longer ranges.
 
  
'''Notes:'''
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== Graphs ==
:{{note label|Overcap|1}} When fighting larger targets, like [[centipede]]s, it is possible to cap at 100% accuracy with assault rifles. This requires a high quality weapon and an great shooter. As further shooting bonuses (masterwork/legendary weapons, [[bionic eye]]s, [[luciferium]], [[shooting specialist]]{{IdeologyIcon}}, etc.) would boost the heavy SMG but not the assault rifle, this would make the SMG better than the AR from a longer distance. However, assault rifles still have a superior max range.
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The graphs assume a normal quality heavy SMG 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.
  
:For human targets, reaching the accuracy cap should be impossible unless the [[Ideoligion#Combat in darkness|Combat in Darkness]] precept{{IdeologyIcon}} is used in darkness.
 
  
{{Weapon Stats Table}}
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[[File:HeavySMGAccuracyNoTrait.png|494px|Heavy SMG's accuracy with various shooters without any trait.]]
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[[File:HeavySMGDPSTraitless.png|494px|Heavy SMG's DPS with various shooters without any trait.]]
  
== Version history ==
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[[File:HeavySMGAccuracyCarefulShooter.png|494px|Heavy SMG's accuracy with various shooters with careful shooter.]]
* [[Version/0.9.722|0.9.722]] - Added.
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[[File:HeavySMGDPSCareful.png|494px|Heavy SMG's DPS with various shooters with careful shooter.]]
* Beta 19 or prior - Sprite updated, old sprite used on [[machine pistol]]
 
* Beta 19/1.0 - All melee attack damages increased 8 -> 9, cooldown increased from 1.6s -> 2s.
 
* [[Version/1.5.4062|1.5.4062]] - Texture updated again
 
  
<gallery>
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[[File:HeavySMGAccuracyTriggerHappy.png|494px|Heavy SMG's accuracy with various shooters with trigger-happy.]]
Machine pistol.png|Texture prior to Beta 19, now used on the [[Machine pistol]]
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[[File:HeavySMGDPSHappy.png|494px|Heavy SMG's DPS with various shooters with trigger-happy.]]
HeavySMG Old.png|Texture prior to 1.5
 
</gallery>
 
  
{{Nav|weapon|wide}}
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[[Kind::Weapons| ]]
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]
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{{nav|weapon|wide}}
[[Category:Ranged Weapons]] [[Category:Burst Weapons]]
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[[Category:Weapons]]
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[[Category:Equipment]]

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