Difference between revisions of "Revolver"

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<onlyinclude>
+
{{Infobox main|weapon
{{infobox main|weapon|
+
| name = Revolver
|name = Revolver
+
| image = Revolver.png
|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 = Modern
+
| class = Industrial
|damage = 12
+
| damage = 12
|armorPenetration = 18
+
| damage type = Bullet
|range = 25.9
+
| armorPenetration = 18
|accuracyTouch = 80
+
| range = 25.9
|accuracyShort = 75
+
| accuracyTouch = 80
|accuracyMedium = 45
+
| accuracyShort = 75
|accuracyLong = 35
+
| accuracyMedium = 45
|accuracyAvg = 68.5
+
| accuracyLong = 35
|mode = Single-Shot
+
| accuracyAvg = 68.5
|warmup = 18
+
| mode = Single-Shot
|cooldown = 96
+
| warmup = 18
|burst = 1
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| cooldown = 96
|DPS = DPS
+
| burst = 1
|velocity = 55
+
| DPS = DPS
|buy = {{icon|steel|30}} + {{icon|component|2}}
+
| velocity = 55
|sell = {{icon|silver|135}}
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| production facility 1 = Machining table
|mass base = 1.4
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| research = Gunsmithing
|stoppingPower = 1
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| resource 1 = Steel
 +
| resource 1 amount = 30
 +
| resource 2 = Component
 +
| resource 2 amount = 2
 +
| marketvalue = 135
 +
| mass base = 1.4
 +
| stoppingPower = 1
 +
| work to make = 4000
 +
| 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 = 3
 +
| has quality = True
 +
| weaponTags = Gun, SimpleGun, Revolver
 +
| tradeTags = WeaponRanged
 +
| thingSetMakerTags = RewardStandardQualitySuper
 
}}
 
}}
</onlyinclude>
+
{{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.}}
{{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.}}
+
 
==Acquisition==
+
== Acquisition ==
 +
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"
|-
 
 
! Raider Kind !! Chance !! Average Quality !! Health
 
! Raider Kind !! Chance !! Average Quality !! Health
 
|-
 
|-
Line 50: Line 82:
 
|}
 
|}
  
 +
A revolver is also given at the beginning with the [[Scenario system#Crashlanded|Crashlanded scenario]].
  
Revolvers can also be crafted at a [[machining table]] once the [[Research#Gunsmithing|gunsmithing]] research has been completed; from 30 [[steel]], 2 [[component]]s and {{Ticks|4000}} of work. A crafting skill of at least 3 is required.
+
== Analysis ==
 
+
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.
 
 
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]].
 
 
 
 
 
==Analysis==
 
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.
 
 
 
 
 
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 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.
 
  
 +
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.
  
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.  
+
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.
  
 +
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.
  
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 ===
 +
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.  
  
 +
{{Weapon Stats Table}}
  
==Melee Combat==
+
== Revolver vs. comparable weapons ==
{| {{STDT| c_12 text-center}}
 
!Tool
 
!Attack
 
!Damage Type
 
!Power
 
!AP
 
!Cooldown
 
!Likelihood
 
!Base DPS
 
|-
 
!Overall
 
!-
 
!-
 
!9
 
!13%
 
!2.00s
 
!-
 
!4.50
 
|- newline
 
|Grip
 
|Blunt
 
|Blunt
 
|9
 
|13%
 
|2.00s
 
|50.00%
 
|4.50
 
|- newline
 
|Barrel
 
|Blunt
 
|Blunt
 
|9
 
|13%
 
|2.00s
 
|25.00%
 
|4.50
 
|- newline
 
|Barrel
 
|Poke
 
|Blunt
 
|9
 
|13%
 
|2.00s
 
|25.00%
 
|4.50
 
|}
 
==Revolver vs. Comparable Weapons==
 
 
<!--
 
<!--
 
     Table cell hex colour values for win rates:
 
     Table cell hex colour values for win rates:
Line 134: Line 112:
  
 
=== Methodology ===
 
=== Methodology ===
 
 
<div class="mw-collapsible mw-collapsed" style="width:800px;overflow:auto">
 
<div class="mw-collapsible mw-collapsed" style="width:800px;overflow:auto">
  
Line 146: Line 123:
 
* No cover is used for either team</div>
 
* No cover is used for either team</div>
 
</div>
 
</div>
 
  
 
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 ====
====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.
  
Line 170: Line 145:
 
|}
 
|}
  
 
+
==== Armored ====
====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.
  
Line 189: Line 163:
 
| 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% || - || -
 
|}
 
|}
 
==Graphs==
 
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.
 
 
[[File:RevolverAccTraitless.png|494px|Revolver's accuracy with various shooters without any trait.]]
 
[[File:B18RevolverDPSTraitless.png|494px|Revolver's DPS with various shooters without any trait.]]
 
 
[[File:RevolverAccCareful.png|494px|Revolver's accuracy with various shooters with careful shooter.]]
 
[[File:B18RevolverDPSCareful.png|494px|Revolver's DPS with various shooters with careful shooter.]]
 
 
[[File:RevolverAccHappy.png|494px|Revolver's accuracy with various shooters with trigger-happy.]]
 
[[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.
 +
* 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.
  
It received a slight accuracy and damage buff in 1.0.
 
  
[[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:Single-Shot Weapons]]
[[Category:Equipment]]
 

Latest revision as of 09:18, 7 April 2024

Revolver

Revolver

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.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
135 Silver
Mass
1.4 kg

Ranged Combat

Mode
Single-Shot
Damage
12 dmg (Bullet)
Armor penetration
18%
Warm-Up
18 ticks (0.3 secs)
Cooldown
96 ticks (1.6 secs)
Range
25.9 tile(s)
Accuracy
80% - 75% - 45% - 35%
Avg. accuracy
68.5%
Velocity
55 (m/s)
Burst Count
1 (per burst)
DPS
6.32 (4.33)
Stopping power
1

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
Gunsmithing
Skill Required
Crafting 3
Work To Make
4,000 ticks (1.11 mins)
Resources to make
Steel 30 + Component 2
Technical
Has Quality
True
weaponTags
Gun, SimpleGun, Revolver
thingSetMakerTags
RewardStandardQualitySuper
tradeTags
WeaponRanged


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.

Acquisition[edit]

Revolvers can be crafted at a machining table once the Gunsmithing research has been completed from Steel 30 Steel, Component 2 Components and 4,000 ticks (1.11 mins) 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 kinds:

Raider Kind Chance Average Quality Health
Scavenger Gunner 25.83% Normal 40-110%
Pirate Gunner 14.09% Normal 70-230%
Villager 19.91% Poor 20-200%
Town Councilman 43.10% Good 100%
Town Guard 10.18% Normal 60-200%
Mercenary Gunner 6.50% Normal 70-320%
Ancient Soldier 5.38% Normal 100%

A revolver is also given at the beginning with the Crashlanded scenario.

Analysis[edit]

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 humans or human-sized mechanoids. It is better than the bolt-action rifle for close ranged combat - when combat happens < 12 tiles away.

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.

A very high quality revolver, such as from an early 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.

Stats[edit]

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.

Attack table

Ranged

  • Revolver Revolver 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% 64% 60% 36% 28% 5.69 3.64 3.41 2.05 1.59 68 Silver
    Poor 12 18% 72% 67.5% 40.5% 31.5% 6.32 4.55 4.3 2.59 2.02 101 Silver
    Normal 12 18% 80% 75% 45% 35% 6.32 5.06 4.74 2.84 2.21 135 Silver
    Good 12 18% 88% 82.5% 49.5% 38.5% 6.32 5.56 5.25 3.16 2.46 169 Silver
    Excellent 12 18% 96% 90% 54% 42% 6.32 6.07 5.69 3.41 2.65 200 Silver
    Masterwork 15 22.5% 100% 100% 60.75% 47.25% 7.9 7.9 7.9 4.82 3.71 335 Silver
    Legendary 18 27% 100% 100% 67.5% 52.5% 9.48 9.48 9.48 6.45 5.02 675 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
  • Revolver Revolver 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 68 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% 100 101 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% 100 135 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% 100 169 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% 100 200 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% 100 335 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% 100 675 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

    Revolver vs. comparable weapons[edit]

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

    Methodology[edit]

    • 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 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[edit]

    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
    Autopistol 35.16% 40.09% 44.89% 43.81% 44.41% - -
    Pump Shotgun 38.99% 37.04% 33.25% - - - -
    Bolt-Action Rifle 74.06% 64.80% 55.62% 41.13% 20.54% - -
    Greatbow 83.68% 76.09% 66.57% 57.44% 43.91% - -

    Armored[edit]

    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
    Autopistol 39.18% 41.30% 45.73% 45.21% 47.51% - -
    Pump Shotgun 42.43% 39.48% 33.40% - - - -
    Bolt-Action Rifle 67.32% 60.00% 51.96% 35.49% 18.03% - -
    Greatbow 85.79% 79.07% 68.07% 59.97% 43.35% - -

    Version history[edit]

    • 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.
    • 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.