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{{Infobox main|weapon
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{{infobox main|weapon|
 
| name = Revolver
 
| name = Revolver
| image = Revolver.png
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| image = Revolver.png|Revolver
 
| description = An ancient pattern double-action revolver. It's not very powerful, but has a decent range for a pistol and is quick on the draw.
 
| description = An ancient pattern double-action revolver. It's not very powerful, but has a decent range for a pistol and is quick on the draw.
 
| type = Equipment
 
| type = Equipment
 
| type2 = Weapons
 
| type2 = Weapons
| tech level = Industrial
 
 
| class = Industrial
 
| class = Industrial
 
| damage = 12
 
| damage = 12
| damage type = Bullet
 
 
| armorPenetration = 18
 
| armorPenetration = 18
 
| range = 25.9
 
| range = 25.9
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| DPS = DPS
 
| DPS = DPS
 
| velocity = 55
 
| velocity = 55
| production facility 1 = Machining table
 
| research = Gunsmithing
 
 
| resource 1 = Steel
 
| resource 1 = Steel
 
| resource 1 amount = 30
 
| resource 1 amount = 30
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| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 3
 
| skill 1 level = 3
| has quality = True
 
 
| weaponTags = Gun, SimpleGun, Revolver
 
| weaponTags = Gun, SimpleGun, Revolver
| tradeTags = WeaponRanged
 
 
| thingSetMakerTags = RewardStandardQualitySuper
 
| thingSetMakerTags = RewardStandardQualitySuper
}}
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}}{{info|The '''revolver''' is a light, single-shot firearm in RimWorld which deals a moderate amount of damage per shot, has a short time between shots, a moderate range and moderate overall accuracy.}}
{{Info|The '''revolver''' is a light, single-shot ranged [[weapon]] in RimWorld which deals a moderate amount of damage per shot, has a short time between shots, a moderate range and moderate overall accuracy.}}
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==Acquisition==
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Revolvers can be crafted at a [[machining table]] once the [[Research#Gunsmithing|Gunsmithing]] research has been completed; from {{icon|steel|30}} [[steel]], {{icon|component|2}}[[component]]s and {{Ticks|4000}} of work. A crafting skill of at least 3 is required.
  
== Acquisition ==
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A revolver is also one of the three starting weapons in the standard crashlanded [[scenario system|scenario]], along with a [[bolt-action rifle]] and [[plasteel]] [[knife]].
Revolvers can be crafted at a [[machining table]] once the [[Research#Gunsmithing|Gunsmithing]] research has been completed from {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. A crafting skill of at least 3 is required.
 
  
 
Revolvers can be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following [[raider#Humanlike|raider]] kinds:
 
Revolvers can be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following [[raider#Humanlike|raider]] kinds:
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
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|-
 
! Raider Kind !! Chance !! Average Quality !! Health
 
! Raider Kind !! Chance !! Average Quality !! Health
 
|-
 
|-
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|}
 
|}
  
A revolver is also given at the beginning with the [[Scenario system#Crashlanded|Crashlanded scenario]].
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==Analysis==
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The revolver has a fairly good damage output for a single-shot weapon, only slightly trailing the [[autopistol]] in this aspect. Thanks to its fairly short time between shots and its good close-up accuracy, the revolver's a good weapon for low-skilled shooters. It also has a high enough stopping power to stagger advancing [[human]]s or [[Lancer|human-]][[Scyther|sized]] [[mechanoid]]s. The revolver is also very easy to acquire because earlygame raiders often use it, and because of its low manufacturing costs and technology requirements.
  
== Analysis ==
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However, like the autopistol (though to a lesser extent), the revolver isn't particularly suited to medium-range engagements despite having the range to do so due to its fairly poor accuracy at those distances; even the [[recurve bow]] can keep up in those engagements, while the [[greatbow]] and [[bolt-action rifle]] easily surpass it.
The revolver is clearly an early game weapon. Outside of starting with one, revolvers are very easy to acquire, as early game raiders often use them and they are cheap to both research and make.
 
  
For early colonies, the revolver works as a short-medium ranged weapon. It deals decent damage with single shot. It is slightly worse for {{DPS}} than the [[autopistol]] of the same [[quality]] at all ranges. But unlike the autopistol, the revolver has a high enough stopping power to stagger advancing [[human]]s or [[Lancer|human-]][[Scyther|sized]] [[mechanoid]]s. It is better than the [[bolt-action rifle]] for close ranged combat - when combat happens < 12 tiles away.
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The revolver is best suited as a close-quarters weapon overall owing to its accuracy profile, although it can be used as a support weapon to slow down enemies that are attempting to close distance (melee units, shotgunners etc.). This weapon's also a somewhat viable hunting weapon for lower-risk game, but the bolt-action rifle will still net better results.
  
Despite having a decent range, the revolver isn't particularly suited to medium-range engagements, which is around 15 or more tiles. A [[bolt-action rifle]] or [[greatbow]] are better at range, and even the [[recurve bow]] can keep up. It's best suited as a close-quarters weapon, and can stagger pawns attempting to close distance. As a hunting weapon, the bolt action rifle is better, but a revolver still fairs decent results.
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Against an unarmored human, a revolver 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 (~16.7 seconds average) to incapacitate that human from pain shock.  
  
A very high quality revolver, such as from an early [[Mental inspiration#Inspired creativity|inspiration]], has surprising longevity. A Legendary Revolver's {{DPS}} is competitive with that of an Excellent [[Heavy SMG]] at all but very close range, while offering better single point damage, range, and {{AP}}. They should not be specifically farmed for - don't spend an inspiration on a revolver when you can make a HSMG, but any that are acquired should be considered even until either masterworks become common or true end-game weapons are acquired.
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Overall, the revolver is best paired with a careful shooter up to the equivalent of a level 21, then with a trigger-happy shooter beyond that point.
  
=== Stats ===
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{{Weapon Quality Table}}
Against an unarmored human, a revolver 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 (~15.5 seconds average) to incapacitate that human from pain shock.  
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==Melee Combat==
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<div><li style="display: inline-table;">
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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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!AP
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!Cooldown
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!Likelihood
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!Base DPS
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|-
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!Overall
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!-
 +
!-
 +
!9
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!13%
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!2.00s
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!-
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!4.50
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|- newline
 +
|Grip
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|Blunt
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|Blunt
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|9
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|13%
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|2.00s
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|50.00%
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|4.50
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|- newline
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|Barrel
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|Blunt
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|Blunt
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|9
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|13%
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|2.00s
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|25.00%
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|4.50
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|- newline
 +
|Barrel
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|Poke
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|Blunt
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|9
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|13%
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|2.00s
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|25.00%
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|4.50
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|}
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</li><div>
  
{{Weapon Stats Table}}
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==Revolver vs. Comparable Weapons==
 
 
== Revolver vs. comparable weapons ==
 
 
<!--
 
<!--
 
     Table cell hex colour values for win rates:
 
     Table cell hex colour values for win rates:
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=== Methodology ===
 
=== Methodology ===
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<div class="mw-collapsible mw-collapsed" style="width:800px;overflow:auto">
 
<div class="mw-collapsible mw-collapsed" style="width:800px;overflow:auto">
  
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Results in the tables below are the percentages of battles that revolvers 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.
 
Results in the tables below are the percentages of battles that revolvers 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 ====
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====Unarmored====
 
For the unarmored testing, all pawns wore normal quality [[plainleather]] [[pants]], plainleather [[button-down shirt]]s, plainleather [[duster]]s and plainleather [[cowboy hat]]s.
 
For the unarmored testing, all pawns wore normal quality [[plainleather]] [[pants]], plainleather [[button-down shirt]]s, plainleather [[duster]]s and plainleather [[cowboy hat]]s.
  
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|}
 
|}
  
==== Armored ====
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====Armored====
 
For the armored testing, all pawns wore normal quality [[flak pants]], [[flak vest]]s, plainleather button-down shirts, [[flak jacket]]s and [[steel]] [[simple helmet]]s.
 
For the armored testing, all pawns wore normal quality [[flak pants]], [[flak vest]]s, plainleather button-down shirts, [[flak jacket]]s and [[steel]] [[simple helmet]]s.
  
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| style="background: #69FF69" | 85.79% || style="background: #9BFF72" | 79.07% || style="background: #CDFF7B" | 68.07% || style="background: #CDFF7B" | 59.97% || style="background: #FFCD7B" | 43.35% || - || -
 
| style="background: #69FF69" | 85.79% || style="background: #9BFF72" | 79.07% || style="background: #CDFF7B" | 68.07% || style="background: #CDFF7B" | 59.97% || style="background: #FFCD7B" | 43.35% || - || -
 
|}
 
|}
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==Graphs==
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The graphs assume a normal quality revolver 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.
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[[File:RevolverAccTraitless.png|494px|Revolver's accuracy with various shooters without any trait.]]
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[[File:B18RevolverDPSTraitless.png|494px|Revolver's DPS with various shooters without any trait.]]
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[[File:RevolverAccCareful.png|494px|Revolver's accuracy with various shooters with careful shooter.]]
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[[File:B18RevolverDPSCareful.png|494px|Revolver's DPS with various shooters with careful shooter.]]
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[[File:RevolverAccHappy.png|494px|Revolver's accuracy with various shooters with trigger-happy.]]
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[[File:B18RevolverDPSHappy.png|494px|Revolver's DPS with various shooters with trigger-happy.]]
  
 
== Version history ==
 
== Version history ==
* [[Version/0.18.1722|0.18.1722]] - Added when the '''pistol''' was split into the '''revolver''' and the [[autopistol]]. Although the autopistol uses the old pistol's sprite, the revolver is functionally closer to the old pistol.
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It received a slight accuracy and damage buff in 1.0.
* Beta 19/1.0 - All melee attack damages increased 8 -> 9, cooldown increased from 1.6s -> 2s.
 
* 1.0 - Received a slight accuracy and damage buff.
 
 
 
  
{{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:Single-Shot Weapons]]
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[[Category:Weapons]]
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[[Category:Equipment]]

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