Difference between revisions of "Industrial Weapons"

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Revision as of 06:31, 20 August 2014

Pistol might refer to:

Version history

  • 0.18.1722 - The pistol was split into revolver and autopistol. Although the autopistol uses the old pistol's sprite, the revolver is functionally closer to the old pistol.

Machine pistol

Machine pistol

A micro-submachine gun. It is short-ranged, but very light in the hands. Its rate of fire tends to make up for its weakness.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
220 Silver
Mass
2.5 kg

Ranged Combat

Mode
Burst
Damage
6 dmg (Bullet)
Armor penetration
9%
Warm-Up
30 ticks (0.5 secs)
Cooldown
54 ticks (0.9 secs)
Range
19.9 tile(s)
Accuracy
90% - 65% - 35% - 15%
Avg. accuracy
71.8%
Velocity
55 (m/s)
Burst Count
3 (per burst)
Burst Ticks
ticks (0.12 secs)
(514.29 RPM)
DPS
11.02 (7.91)
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
Blowback operation
Skill Required
Crafting 4
Work To Make
11,000 ticks (3.06 mins)
Resources to make
Steel 45 + Component 3
Technical
Has Quality
True
weaponTags
Gun
tradeTags
WeaponRanged


The machine pistol is a slightly lighter, multi-shot firearm in RimWorld which fires 3-shot bursts of rounds which deal a low amount of damage each; a slightly shorter delay between each shot; a very short time between bursts; slightly shorter range and slightly higher overall accuracy.

Acquisition

Machine pistols can be crafted at a [[]] once the [[Research#|]] research project has been completed. They require , Expression error: Unexpected < operator. of work, and a [[]] skill of .

They can also be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following raider kinds:

Raider Kind Chance Average Quality Health
Scavenger Gunner 25.20% Normal 40-110%
Pirate Gunner 22.26% Normal 70-230%
Villager 5.32% Poor 20-200%
Town Guard 17.63% Normal 60-200%
Mercenary Gunner 10.38% Normal 70-320%
Ancient Soldier 8.61% Normal 100%

Analysis

With high close-up accuracy and excellent rate of fire, the machine pistol is great for low-skill shooters, and has a respectable overall damage output. It easily outclasses the autopistol and goes toe-to-toe with the pump shotgun. It is cheap to manufacture, and commonly carried by earlygame raiders. However, almost every ranged weapon outranges the machine pistol, and armor penetration is unsuprisingly low.

The machine pistol is best suited as a close-quarters engagement weapon, also being good hit-and-run tactics due to its very short warmup/cooldown cycle. It's ill-advised to use the machine pistol as a hunting weapon since it'll easily send animals into a manhunting rage.

The low per-shot damage also makes it slightly worse for killing than raw DPS would suggest. As a result of this, survivors will usualy have many bleeding gunshot wounds to tend to. Therefore, it's advisable to use at least herbal medicine to be able to patch up multiple wounds per tend, unless you're confident that your doctors can patch each individual wound quickly enough.

As an earlygame weapon, machine pistols will be outclassed as you advance through the game. Weapons that typically supplant them include the heavy SMG, for general skill-friendly combat, and the chain shotgun, which specializes in close combat.

Stats

Against an unarmored human, a machine pistol can kill with 7 hits to the torso, 5 hits to the head or 4 hits to the neck; cripple or destroy limbs in 5 hits; and cripple or destroy eyes and digits with 2 hits. A single hit to the brain will cause debilitating brain damage, but typically won't kill unless the victim's consciousness hits 0%. It'll generally take around 11 hits (~8.67 seconds average) to incapacitate that human from pain shock.

Overall, the machine pistol is best paired with a careful shooter up to level 12, then with a trigger-happy shooter beyond that point.

Attack table

  • Industrial Weapons (Error: Page has no Property:Image)
    Industrial Weapons
    Dam. AP Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Expression error: Unexpected * operator. Expression error: Unexpected / operator.% Expression error: Unexpected / operator. Expression error: Unexpected / operator. Expression error: Unexpected / operator. Expression error: Unexpected / operator. Expression error: Unexpected * operator. Expression error: Unexpected >= operator. Expression error: Unexpected >= operator. Expression error: Unexpected >= operator. Expression error: Unexpected >= operator. Expression error: Unexpected < operator. Silver

    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.

  • Machine pistol vs. comparable weapons

    This section goes over how well the machine pistol fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat.

    Methodology

    • All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease
    • All pawns have skill levels of 14 in ranged and melee
    • No pawns have any traits that affect combat performance
    • All pawns are of at least 18 years of age and completely healthy
    • Pawns are divided by walls to prevent stray shots from skewing results in any way
    • Weather is always kept clear
    • No cover is used for either team

    Results in the tables below are the percentages of battles that machine pistols either won or tied against the weapon listed in the first column of said tables, with a sample size of 2,000 battles per result. Higher percentages are better.

    Unarmored

    For the unarmored testing, all pawns wore normal quality plainleather pants, plainleather button-down shirts, plainleather dusters and plainleather cowboy hats.

    Other Weapon 3 7 12 18 25 32 40
    Heavy SMG 37.43% 38.81% 36.61% 38.85% - - -
    Pump Shotgun 76.44% 66.34% 51.12% - - - -
    Autopistol 80.66% 74.18% 66.93% 63.80% - - -


    Armored

    For the armored testing, all pawns wore normal quality flak pants, flak vests, plainleather button-down shirts, flak jackets and steel simple helmets.

    Other Weapon 3 7 12 18 25 32 40
    Heavy SMG 35.69% 34.13% 33.68% 35.79% - - -
    Pump Shotgun 77.37% 69.13% 51.76% - - - -
    Autopistol 81.49% 75.64% 66.35% 62.92% - - -

    Version history

    • ~2015 - Renamed from Uzi to PDW and texture updated
    • 0.15.1279 - Renamed PDW to Machine Pistol.
    • Beta 19 - Texture replaced with one that had previously been used by the Heavy SMG.
    • Beta 19/1.0 - Beta 19/1.0 - All melee attack damages increased 8 -> 9, cooldown increased from 1.6s -> 2s.
    • 1.0 - Received an accuracy buff in close ranged combat.

    Assault rifle

    Assault rifle

    A general-purpose gas-operated assault rifle for field or urban combat. It has good range, decent power, and good accuracy.

    Base Stats

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

    Ranged Combat

    Mode
    Burst
    Damage
    11 dmg (Bullet)
    Armor penetration
    16%
    Warm-Up
    60 ticks (1 sec)
    Cooldown
    102 ticks (1.7 secs)
    Range
    30.9 tile(s)
    Accuracy
    60% - 70% - 65% - 55%
    Avg. accuracy
    65.2%
    Velocity
    70 (m/s)
    Burst Count
    3 (per burst)
    Burst Ticks
    10 ticks (0.17 secs)
    (360 RPM)
    DPS
    10.88 (7.09)
    Stopping power
    0.5

    Melee Combat

    Melee Attack 1
    Stock
    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
    Precision rifling
    Skill Required
    Crafting 6
    Work To Make
    40,000 ticks (11.11 mins)
    Resources to make
    Steel 60 + Component 7
    Technical
    Has Quality
    True
    weaponTags
    Gun, IndustrialGunAdvanced
    thingSetMakerTags
    RewardStandardQualitySuper
    tradeTags
    WeaponRanged


    The assault rifle is a moderately heavy, automatic ranged weapon which fires 3-shot bursts of rounds which deal a moderate amount of damage each; a slightly shorter delay between each shot; a moderate time between bursts; slightly longer range and moderate overall accuracy.

    Acquisition

    Assault rifles can be crafted at a [[]] once the [[Research#|]] research project has been completed. They require , Expression error: Unexpected < operator. of work, and a [[]] skill of .

    They can also be found in ancient shrines or purchased from outlander and orbital combat suppliers, and outlander faction bases. They can also be found on the following raider kinds:

    Raider Kind Chance Average Quality Health
    Mercenary Gunner 9.17% Normal 70-320%
    Elite Mercenary 53.37% Normal 100%
    Boss 53.37% Normal 100%
    Ancient Soldier 10.81% Normal 100%
    Trooper Content added by the Royalty DLC ? ? 70-230%
    Janissary Content added by the Royalty DLC ? ? 70-230%

    Analysis

    The assault rifle is the jack-of-all trades of RimWorld's firearms. Single-target damage is respectable, with accuracy and warmup time being good overall. Range is amazing - tied for third of all non-consumable weapons and only beaten by weapons with considerably less DPS. The assault rifle can be used to good effect in virtually any use case, whether in close-quarters, out hunting, or on the field. Other weapons surpass the assault rifle in specific roles, such as the chain shotgun in maximum DPS and in close quarters, but no other weapon is as flexible and versatile. For this reason, assault rifles are a common choice for standard issue when not optimizing for a specific strategy.

    In terms of actual DPS, the assault rifle is consistently higher than the LMG, lower than the heavy SMG until beyond short range (12 tiles), and generally outdamaged before and after AP by the lower-ranged charge rifle. All four are completely outdamaged by less flexible weapons like the minigun and chain shotgun however. The assault rifle is a moderately skill friendly-weapon when the player manually controls the pawn's range, though the charge rifle and heavy SMG tends to fill that niche better.

    The only real thing that the assault rifle lacks is stopping power, as it's unable to stagger humans. Another downside is that production is quite expensive, though not as expensive as a charge rifle. You also won't see raiders use assault rifles until the midgame somewhat limiting the chance to use looted rifles before the higher qualities available to colony-produced weapons take precedence.

    Stats

    Against an unarmored human, an assault rifle can kill with 4 hits to the torso, 3 hits to the head or 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 (~10.1 seconds average) to incapacitate that human from pain shock.

    Attack table

  • Industrial Weapons (Error: Page has no Property:Image)
    Industrial Weapons
    Dam. AP Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
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    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.

  • Version history

    • Approximately A9 - Renamed from M16 to Assault rifle.
    • 0.12.910 - Rebalanced.
    • Beta 19/1.0 - Barrel melee attack damage reduced 10 -> 9, cooldown increased from 1.9s -> 2s. Stock cooldown increased from 1.8 -> 2.

    Minigun

    Minigun

    A multi-barrel machine gun. It's unwieldy, but once it starts firing it fires very fast. Where most self-loading guns are powered by the energy from the gunpowder, the minigun uses an electric motor to rapidly cycle cartridges through the weapon.

    Base Stats

    Type
    EquipmentWeapons
    Tech Level
    Industrial
    Weapon Class
    Industrial
    Market Value
    1160 Silver
    Mass
    10 kg

    Ranged Combat

    Mode
    Burst
    Damage
    10 dmg (Bullet)
    Armor penetration
    15%
    Warm-Up
    150 ticks (2.5 secs)
    Cooldown
    138 ticks (2.3 secs)
    Range
    30.9 tile(s)
    Accuracy
    15% - 25% - 25% - 18%
    Avg. accuracy
    22.2%
    Velocity
    70 (m/s)
    Burst Count
    25 (per burst)
    Burst Ticks
    ticks (0.08 secs)
    (720 RPM)
    DPS
    36.76 (8.16)
    Stopping power
    0.5

    Melee Combat

    Melee Attack 1
    Barrels
    11.7 dmg (Blunt)
    18% AP
    2.6 seconds cooldown
    Melee Average DPS
    4.5
    Melee Average AP
    18%

    Creation

    Crafted At
    Machining table
    Required Research
    Multibarrel weapons
    Skill Required
    Crafting 7
    Work To Make
    60,000 ticks (16.67 mins)
    Resources to make
    Steel 160 + Component 20
    Technical
    Has Quality
    True
    weaponTags
    Gun, GunHeavy, Minigun
    thingSetMakerTags
    RewardStandardQualitySuper
    tradeTags
    WeaponRanged


    The minigun is a very heavy, multi-shot ranged weapon that puts a lot of damage downrange in exchange for a move speed penalty.

    Acquisition

    Miniguns can be crafted at a [[]] once the [[Research#|]] research project has been completed. They require , Expression error: Unexpected < operator. of work, and a [[]] skill of .

    They can also be purchased from outlander and orbital combat suppliers, and outlander faction bases. They can also be found on the following raider kinds:

    Raider Kind Chance Average Quality Health
    Heavy Mercenary 36.73% Normal 70-320%
    Cataphract Content added by the Royalty DLC ? ? 70-230%

    Miniguns also spawn on all centipede gunners, including those gestated by a colony. However, it is not possible to loot them. The centipedes carrying it will not drop it on death, downing, or complete loss of manipulation like other weapons.

    Summary

    The minigun fires -shot bursts of rounds which deal a moderate amount of damage each; a short delay between each shot; a slightly longer time between bursts; slightly longer range and very low overall accuracy.

    When equipped, an industrial weapons reduces the pawn's base move speed by −0.25 c/s. As offsets such as these apply before multiplicative effects such as from Moving capacity, the actual impact on move speed can be larger or smaller than this value. For example, a pawn with 125% Moving would have their speed decreased by −0.3125 c/s, while a pawn with only 50% Moving would only have their speed decreased by −0.125 c/s. See Move Speed for details.

    Analysis

    The minigun takes what the LMG has and cranks it up to eleven.

    Raw damage per second is, by far, the highest out of all non-explosive weapons in the game. It's almost double that of the chain shotgun, and 2.5 that of the LMG. Even against single targets, the minigun's average DPS technically surpasses the charge rifle past "short" range (12 tiles). In practice, miniguns are poor against single targets for a number of reasons. It is inaccurate, which makes damage highly variable. And it has a long warmup time; by the time a minigun starts firing, a charge rifle would have already completed a burst. Weapons like assault rifles and heavy SMGs are more reliably good against a lone target.

    But the minigun isn't meant for single targets. The low accuracy and huge, 25-shot burst makes the minigun extremely good against crowds. Missed shots can hit other targets in the vicinity, negating much of the accuracy. Even low-skill pawns are bound to hit things with so many bullets. But, even then, the minigun is not without problems. The massive warmup/cooldown cycle and movement speed penalty makes it rather inflexible; pawns will become extremely vulnerable if shooting out in the open.

    Therefore, miniguns are best used inside a well-defended emplacement, like a killbox, against large, clustered crowds of enemies. Note that they are expensive; not just costly in both production time and resources, but also in research requirements. They won't appear from raiders until the lategame.

    Stats

    The minigun is most accurate between 12 and 25 cells range, though the exponential accuracy application from Shooting skill means that the minigun is likely to hit its highest accuracy at between 0 and 14 cells, depending on Shooting level (it requires at least Shooting 8 for the best accuracy range to be anything other than 0 cells, however).

    Against an unarmored human, a minigun can kill with 4 hits to the torso, 3-4 hits to the head, 3 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 7 hits (~9.8 seconds average) to incapacitate that human from pain shock.

    From a strictly primary-target perspective, at a relative short range of 12 cells, a Minigun is best paired with Careful Shooter up to Shooting level 13, and Trigger-Happy at 14+. At a moderate range of 20 cells, Careful Shooter wins up through Shooting 18, and Trigger-Happy at 19+. Careful Shooting wins for all shooting levels at a target range of 24+ cells. However, against crowds of enemies, where accuracy is mostly irrelevant, Trigger-Happy wins at all Shooting levels and all ranges for rather obvious reasons.

    Attack table

  • Industrial Weapons (Error: Page has no Property:Image)
    Industrial Weapons
    Dam. AP Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
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    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.

  • Version history

    • 0.3.410 - Can now spawn on pawns
    • Beta 19 - forced miss radius removed allowing it to hit single targets; to compensate accuracy has been nerfed. Also received a buff to damage and a nerf to fire rate; the overall damage is slightly higher.
    • 1.4.3523 - New weaponTag added to uniquely identify it for use by a specific centipede variant.