Difference between revisions of "Heavy SMG"

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<onlyinclude>
+
{{Infobox main|weapon
{{infobox main|weapon|
+
| name = Heavy SMG
|name = Heavy SMG
+
| image = HeavySMG.png
|image = HeavySMG.png|Heavy SMG
+
| description ="A compact, wide-caliber slug-thrower. Very short range, but it packs a punch and handles quite well."
|description ="A compact, wide-caliber slug-thrower. Very short range, but it packs a punch and handles quite well."
+
| type = Equipment
|type = Equipment
+
| type2 = Weapons
|type2 = Weapons
+
| tech level = Industrial
|class = Modern
+
| class = Industrial
|damage = 12
+
| damage = 12
|range = 18
+
| damage type = Bullet
|velocity = 48
+
| armorPenetration = 18
|accuracyTouch = 89
+
| range = 22.9
|accuracyShort = 64
+
| velocity = 48
|accuracyMedium = 37
+
| accuracyTouch = 85
|accuracyLong = 22
+
| accuracyShort = 65
|mode = Burst
+
| accuracyMedium = 35
|burst = 3
+
| accuracyLong = 20
|burstTicks = 11
+
| accuracyAvg = 66.4
|warmup = 54
+
| mode = Burst
|cooldown = 99
+
| burst = 3
|DPS = DPS
+
| burstTicks = 11
|mass base = 3.5
+
| warmup = 54
|sell = {{icon|silver|325}}
+
| cooldown = 99
|buy = {{icon|steel|75}} + {{icon|component|4}}
+
| DPS = DPS
 +
| 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
 
}}
 
}}
</onlyinclude>
+
{{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.}}
{{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.}}
 
===Combat Performance===
 
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.
  
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.
+
They are also commonly carried by [[Outlanders]] and [[Pirates]] and sold by [[trade]]rs or obtained from the following [[raider#Humanlike|raider]] kinds:
  
 
+
{| class="wikitable sortable"
On average, the heavy SMG is best paired with a careful shooter until level 13, then with a trigger-happy shooter beyond that point.
+
! Raider Kind !! Chance !! Average Quality !! Health
 
+
|-
 
+
| Town Guard || 6.09% || Normal || 60-200%
====Melee Combat====
+
|-
A heavy SMG has a weapon bulk of 50%, but weapon bulk doesn't seem to have any observable effect on actual gameplay.
+
| Mercenary Gunner || 14.62% || Normal || 70-320%
 
+
|-
 
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| Ancient Soldier || 11.40% || Normal || 100%
All possible melee attacks with a heavy SMG:
 
{| {{STDT| c_12 text-center}}
 
!Tool
 
!Attack
 
!Damage Type
 
!Power
 
!Cooldown
 
!Likelihood
 
!Base DPS
 
!Armored DPS
 
|-
 
!Overall
 
!-
 
!-
 
!8
 
!1.6s
 
!-
 
!5
 
!4.6
 
|- newline
 
|Grip
 
|Smash
 
|Blunt
 
|8
 
|1.6s
 
|33.3%
 
|5
 
|4.6
 
|- newline
 
|Barrel
 
|Smash
 
|Blunt
 
|8
 
|1.6s
 
|33.3%
 
|5
 
|4.6
 
|- newline
 
|Barrel
 
|Poke
 
|Blunt
 
|8
 
|1.6s
 
|33.3%
 
|5
 
|4.6
 
 
|}
 
|}
  
===Obtaining===
+
== Analysis ==
Heavy SMGs can be purchased from outlander and orbital combat suppliers, or obtained from the following [[raider#Humanlike|raider]] kinds:
+
The heavy SMG is a flexible, but close-quarters focused offensive weapon. Its accuracy makes it very friendly towards low Shooting skill users.
 
 
'''Pirates:'''
 
* Pirate - 11.5% chance (normal [[quality]] on average, 40-150% health)
 
 
 
'''Outlanders:'''
 
* Town Guard - 6.7% chance (poor quality on average, 20-200% health)
 
 
 
'''Mercenaries:'''
 
* Mercenary Gunner - 10.5% chance (normal quality on average, 70-230% health)
 
 
 
'''Spacers:'''
 
* Space Soldier - 9.2% chance (good quality on average, 100% health)
 
 
 
 
 
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.
  
===Conclusion & Comparison===
+
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.  
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.
  
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.
+
The heavy SMG is best paired with a careful shooter up to level 13, then with a trigger-happy shooter beyond that point.
  
 +
=== 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.
  
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.
+
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).  
  
 +
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.
  
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.
+
Therefore, whenever heavy SMGs or ARs are better will depend on what you are looking for:
  
 +
* 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.
  
== Graphs ==
+
'''Notes:'''
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.
+
:{{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.
  
 +
: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.
  
[[File:HeavySMGAccuracyNoTrait.png|494px|Heavy SMG's accuracy with various shooters without any trait.]]
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{{Weapon Stats Table}}
[[File:HeavySMGDPSTraitless.png|494px|Heavy SMG's DPS with various shooters without any trait.]]
 
  
[[File:HeavySMGAccuracyCarefulShooter.png|494px|Heavy SMG's accuracy with various shooters with careful shooter.]]
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== Version history ==
[[File:HeavySMGDPSCareful.png|494px|Heavy SMG's DPS with various shooters with careful shooter.]]
+
* [[Version/0.9.722|0.9.722]] - Added.
 +
* 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
  
[[File:HeavySMGAccuracyTriggerHappy.png|494px|Heavy SMG's accuracy with various shooters with trigger-happy.]]
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<gallery>
[[File:HeavySMGDPSHappy.png|494px|Heavy SMG's DPS with various shooters with trigger-happy.]]
+
Machine pistol.png|Texture prior to Beta 19, now used on the [[Machine pistol]]
 +
HeavySMG Old.png|Texture prior to 1.5
 +
</gallery>
  
[[Kind::Weapons| ]]
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{{Nav|weapon|wide}}
{{nav|weapon|wide}}
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[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]
[[Category:Weapons]]
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[[Category:Ranged Weapons]] [[Category:Burst Weapons]]
[[Category:Equipment]]
 

Latest revision as of 23:14, 19 April 2024

Heavy SMG

Heavy SMG

"A compact, wide-caliber slug-thrower. Very short range, but it packs a punch and handles quite well."

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
355 Silver
Mass
3.5 kg

Ranged Combat

Mode
Burst
Damage
12 dmg (Bullet)
Armor penetration
18%
Warm-Up
54 ticks (0.9 secs)
Cooldown
99 ticks (1.65 secs)
Range
22.9 tile(s)
Accuracy
85% - 65% - 35% - 20%
Avg. accuracy
66.4%
Velocity
48 (m/s)
Burst Count
3 (per burst)
Burst Ticks
11 ticks (0.18 secs)
(327.27 RPM)
DPS
12.34 (8.2)
Stopping power
0.5

Melee Combat

Melee Attack 1
Grip
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 2 
Barrel
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 3 
Barrel
9 dmg (Poke)
13% AP
2.0 seconds cooldown
Melee Average DPS
4.5
Melee Average AP
13%

Creation

Crafted At
Machining table
Required Research
Gas operation
Skill Required
Crafting 5
Work To Make
24,000 ticks (6.67 mins)
Resources to make
Steel 75 + Component 4
Technical
Has Quality
True
weaponTags
Gun, IndustrialGunAdvanced
thingSetMakerTags
RewardStandardQualitySuper
tradeTags
WeaponRanged


The heavy SMG is a moderately heavy, multi-shot ranged 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.

Acquisition[edit]

Heavy SMGs can be crafted at a machining table once the Gas Operation research has been completed; from Steel 75 Steel, Component 4 Components and 24,000 ticks (6.67 mins) of work. A crafting skill of at least 5 is required.

They are also commonly carried by Outlanders and Pirates and sold by traders or obtained from the following raider kinds:

Raider Kind Chance Average Quality Health
Town Guard 6.09% Normal 60-200%
Mercenary Gunner 14.62% Normal 70-320%
Ancient Soldier 11.40% Normal 100%

Analysis[edit]

The heavy SMG is a flexible, but close-quarters focused offensive weapon. Its accuracy makes it very friendly towards low Shooting skill users.

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 humans, only small animals like tortoises and boomrats.

Stats[edit]

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.

Comparison to assault rifles[edit]

Heavy SMGs and assault rifles 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.[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 5% 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).

The assault rifle has a range 8 tiles longer. This allows the assault rifle to comfortably outrange enemies like tribals, termites, and centipedes. The assault rifle dominates for kiting tactics, or if you're repelling breachers 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:

  • 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 infestations, 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:

1 When fighting larger targets, like centipedes, 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 eyes, luciferium, shooting specialistContent added by the Ideology DLC, 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.
For human targets, reaching the accuracy cap should be impossible unless the Combat in Darkness preceptContent added by the Ideology DLC is used in darkness.

Attack table

Ranged

  • Heavy SMG Heavy SMG Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 10.8 16.2% 68% 52% 28% 16% 11.11 7.55 5.78 3.11 - 178 Silver
    Poor 12 18% 76.5% 58.5% 31.5% 18% 12.34 9.5 7.28 3.95 - 265 Silver
    Normal 12 18% 85% 65% 35% 20% 12.34 10.49 8.02 4.32 - 355 Silver
    Good 12 18% 93.5% 71.5% 38.5% 22% 12.34 11.6 8.88 4.81 - 445 Silver
    Excellent 12 18% 100% 78% 42% 24% 12.34 12.34 9.63 5.18 - 530 Silver
    Masterwork 15 22.5% 100% 87.75% 47.25% 27% 15.43 15.43 13.57 7.25 - 885 Silver
    Legendary 18 27% 100% 97.5% 52.5% 30% 18.51 18.51 18.14 9.81 - 1775 Silver

    For the full effects of qualities, see Quality. Values shown in Red indicate the weapon is out of range at the reference point for this range band. The value is provided due to the interpolated nature of accuracy between range points.

  • Melee

    Feature Toggle
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Heavy SMG Heavy SMG Grip (Blunt) Barrel (Blunt) Barrel (Poke) Human: Left & rigth fist (Blunt) HP Value
    Quality
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful 3.98 11.6% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 8.2 2s 12% 4.1 37.5% 100 178 Silver
    Poor 4.07 11.82% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.2 2s 12% 4.1 20% 100 265 Silver
    Normal 4.4 12.75% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 8.2 2s 12% 4.1 12.5% 100 355 Silver
    Good 4.74 13.73% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 8.2 2s 12% 4.1 12.5% 100 445 Silver
    Excellent 5.08 14.7% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 8.2 2s 12% 4.1 12.5% 100 530 Silver
    Masterwork 5.92 17.14% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 8.2 2s 12% 4.1 12.5% 100 885 Silver
    Legendary 6.59 19.09% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 8.2 2s 12% 4.1 12.5% 100 1775 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Version history[edit]

    • 0.9.722 - Added.
    • 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.
    • 1.5.4062 - Texture updated again