Difference between revisions of "Heavy SMG"

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|type2 = Weapons
 
|type2 = Weapons
 
|class = Modern
 
|class = Modern
|damage = 13
+
|damage = 12
 
|range = 18
 
|range = 18
 
|velocity = 48
 
|velocity = 48
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|DPS = DPS
 
|DPS = DPS
 
|mass base = 3.5
 
|mass base = 3.5
|sell = {{icon|silver|310}}
+
|sell = {{icon|silver|325}}
 
|buy = {{icon|steel|75}} + {{icon|component|4}}
 
|buy = {{icon|steel|75}} + {{icon|component|4}}
 
}}
 
}}
 
</onlyinclude>
 
</onlyinclude>
{{info|The heavy SMG is a moderately-heavy, multi-shot firearm in RimWorld which fires a burst of 3 slightly-lower damage shots; has a moderate time between shots in a burst; a moderate time between bursts; short range; and moderate accuracy.}}
+
{{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.}}
Although the heavy SMG is limited strictly to close quarters combat, it is a surprisingly powerful close-quarters weapon, owing to its burst-fire nature and its decent stopping power for a burst-fire weapon - resulting in a weapon that can take somebody down quickly in the hands of somebody that's trigger-happy. Very effective against poorly-protected flesh; a few lucky (or unlucky) heavy SMG shots may remove a limb, and will instantly destroy any digits or toes. In regards to brain shots, the heavy SMG is a strong contender too; even a well-protected noggin won't be sufficient to stop one of the heavy SMG's 'wide-caliber' bullets from sailing through the metal plating of that sturdy [[advanced helmet]], and rendering the wearer unconscious - or debilitated.
+
===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.
  
  
As the heavy SMG won't see any use out of close-quarters combat, it's a somewhat skill-friendly weapon that should still be considerably effective in the hands of a shooter with 95% accuracy per tile; this is achievable with a level 5 careful shooter; level 6 standard shooter; or level 8 trigger-happy.
+
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.
  
 +
 +
On average, the heavy SMG is best paired with a careful shooter until level 13, then with a trigger-happy shooter beyond that point.
 +
 +
 +
====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.
 +
 +
 +
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===
 
===Obtaining===
Heavy SMGs can be purchased from outlander combat suppliers and towns, or from orbital weapon traders - or from incapacitated [[raider#Outlanders|outlanders]], [[raider#Pirates|pirates]], and [[raider#Mercenaries|mercenaries]]. Heavy SMGs can also be crafted at a [[machining table]] once the [[research#machining|machining]] research is completed; from 75 [[steel]], 4 [[component]]s, and {{ticks|28000}} of work.
+
Heavy SMGs can be purchased from outlander and orbital combat suppliers, or obtained from the following [[raider#Humanlike|raider]] kinds:
 +
 
 +
'''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.
  
  
 
===Conclusion & Comparison===
 
===Conclusion & Comparison===
The heavy SMG is a solid weapon where it counts, and is actually one of the best in its class; it has a significantly higher damage output than the slightly more-expensive [[LMG]], and cheaper [[pump shotgun]] - and even has a longer range than the latter - although the DPS gap over both weapons narrows considerably towards the upper-extremes of the heavy SMG's range as accuracy steps in as a bottleneck. In terms of stopping power, it actually does more damage per shot than the mighty (and much, much more pricey) [[charge rifle]], and even has better damage output at 5 and less tiles - although the charge rifle still dominates the heavy SMG in accuracy (from 8 tiles onwards), range, and time between bursts, and is still the better weapon overall.
+
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.
 +
 
  
 +
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.
  
Although the mere 18 tile range may seem like the heavy SMG's number one limiting factor, its accuracy severely hinders its damage output beyond 18 tiles - with its DPS being only similar to the assault rifle's by 20 tiles.
 
  
 +
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 heavy SMG is most useful mid-game, but is still a competitive weapon late-game as it benefits significantly from being of higher build quality.
 
  
 +
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.
  
==Trivia==
 
The Heavy SMG seems to take it's appearance after that of the TEC-DC9 Semi-Automatic Pistol in real life, albeit Full Auto in RimWorld. The Intratec TEC-9, TEC-DC9, or AB-10 is a blowback-operated semi-automatic pistol, chambered in 9×19mm Parabellum. It was designed by Intratec, an American offshoot of Interdynamic AB. The TEC-9 was made of inexpensive molded polymers and a mixture of stamped and milled steel parts. The simple design of the gun made it easy to repair and modify.
 
  
 
== Graphs ==
 
== Graphs ==
 +
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.
  
The below graphs assume an unmodified shooter using a Normal quality weapon.
 
  
 
[[File:HeavySMGAccuracyNoTrait.png|494px|Heavy SMG's accuracy with various shooters without any trait.]]
 
[[File:HeavySMGAccuracyNoTrait.png|494px|Heavy SMG's accuracy with various shooters without any trait.]]
 +
[[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.]]
 
[[File:HeavySMGAccuracyCarefulShooter.png|494px|Heavy SMG's accuracy with various shooters with careful shooter.]]
 +
[[File:HeavySMGDPSCareful.png|494px|Heavy SMG's DPS with various shooters with careful shooter.]]
  
 
[[File:HeavySMGAccuracyTriggerHappy.png|494px|Heavy SMG's accuracy with various shooters with trigger-happy.]]
 
[[File:HeavySMGAccuracyTriggerHappy.png|494px|Heavy SMG's accuracy with various shooters with trigger-happy.]]
 +
[[File:HeavySMGDPSHappy.png|494px|Heavy SMG's DPS with various shooters with trigger-happy.]]
  
 
[[Kind::Weapons| ]]
 
[[Kind::Weapons| ]]

Revision as of 12:34, 30 November 2017

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
"Modern Weapons" is not in the list (Neolithic Weapons, Medieval Weapons, Industrial Weapons, Spacer Weapons, Ultra Weapons, Mechanoid Weapons) of allowed values for the "Class" property.
Weapon Class
Modern
Mass
3.5 kg

Ranged Combat

Mode
Burst
Damage
12 dmg
Warm-Up
54 ticks (0.9 secs)
Cooldown
99 ticks (1.65 secs)
Range
18 tile(s)
Accuracy
89% - 64% - 37% - 22%
Velocity
48 (m/s)
Burst Count
3 (per burst)
Burst Ticks
11 ticks (0.18 secs)
(327.27 RPM)
DPS
12.34 (Expression error: Unexpected / operator.)

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.


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.


On average, the heavy SMG is best paired with a careful shooter until level 13, then with a trigger-happy shooter beyond that point.


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.


All possible melee attacks with a heavy SMG:

Tool Attack Damage Type Power Cooldown Likelihood Base DPS Armored DPS
Overall - - 8 1.6s - 5 4.6
Grip Smash Blunt 8 1.6s 33.3% 5 4.6
Barrel Smash Blunt 8 1.6s 33.3% 5 4.6
Barrel Poke Blunt 8 1.6s 33.3% 5 4.6

Obtaining

Heavy SMGs can be purchased from outlander and orbital combat suppliers, or obtained from the following raider kinds:

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 blowback operation research has been completed; from 75 steel, 4 components and 28,000 ticks (7.78 mins) of work.


Conclusion & Comparison

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.


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 helmets. 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.


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.


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.


Graphs

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.


Heavy SMG's accuracy with various shooters without any trait. Heavy SMG's DPS with various shooters without any trait.

Heavy SMG's accuracy with various shooters with careful shooter. Heavy SMG's DPS with various shooters with careful shooter.

Heavy SMG's accuracy with various shooters with trigger-happy. Heavy SMG's DPS with various shooters with trigger-happy.