Difference between revisions of "Rifles"

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Revision as of 13:24, 7 January 2021

Sniper rifle

Sniper rifle

An ancient design of precision sniper rifle. Bolt action. It has an exceptionally long range, great accuracy and good power. Because it's so unwieldy, other weapons outclass it at close range.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
530 Silver
Mass
4 kg

Ranged Combat

Mode
Single-Shot
Damage
25 dmg (Bullet)
Armor penetration
38%
Warm-Up
210 ticks (3.5 secs)
Cooldown
138 ticks (2.3 secs)
Range
44.9 tile(s)
Accuracy
50% - 70% - 86% - 88%
Avg. accuracy
76.2%
Velocity
100 (m/s)
Burst Count
1 (per burst)
DPS
4.31 (3.28)
Stopping power
1.5

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 7
Work To Make
45,000 ticks (12.5 mins)
Resources to make
Steel 60 + Component 8
Technical
Has Quality
True
weaponTags
SniperRifle
thingSetMakerTags
RewardStandardQualitySuper
tradeTags
WeaponRanged


The sniper rifle is a slightly heavier, single-shot firearm in RimWorld which deals a high amount of damage per shot; a long time between shots; very long range and high overall accuracy.

Acquisition

Sniper 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 .

Sniper rifles can also be purchased from outlander and orbital combat suppliers or from outlander faction bases, or recovered from raiders:

Raider Kind Chance Average Quality Health
Mercenary Sniper 99.89% Normal 70-320%

Analysis

Sniper rifles have the longest range of all weapons, along with excellent long-distance accuracy. With high per-shot damage, they have a propensity to destroy limbs. Therefore, they are a poor choice if you intend to take prisoners after a raid.

While per-shot damage is high, snipers have a sluggish firerate. Their actual DPS is among the worst of firearms, just on par with the neolithic greatbow. Thus, snipers are a poor "general" weapon. If range is important, though, then snipers are a strong choice. They can be used to provoke sieges, kite centipedes, or be one of the safest weapons to hunt with. Due to poor DPS and slow firerate, it is a tedious weapon to kite with and should generally be avoided unless you really need the range.

As a shooter's personal accuracy is reduced for each tile of distance, sniper rifles are one of the most skill-heavy weapons in the game. For example, a shooter with a Shooting Accuracy of 95% (Shooting 6) would have a 0.95^30 chance, or only ~21%, to hit a target from 30 tiles. This is regardless of weapon - weapons apply another penalty after shooter-side accuracy. In contrast, a shooter with Shooting Accuracy 99% (Shooting 20) would have a ~74% shooter-side chance to hit, a DPS increase of +252%. If using a sniper for long-range combat, then have your highest skill shooters wield it.

Compared to the bolt-action rifle, the sniper rifle has worse firerate, DPS, and close-range accuracy in exchange for higher range, extra per-shot damage, and improved long-distance accuracy. The sniper rifle is more expensive, has a larger research requirement, and isn't common from raiders (barring sniper-only mercenary raids).

Stats

Against an unarmored human, the sniper rifle can kill with 2 shots to the torso or 1 shot to the head, brain or any vital organ. It'll generally take around 3 hits (~20.9 seconds average) to incapacitate that human from pain shock.

Attack table

  • Rifles (Error: Page has no Property:Image)
    Rifles
    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

    • Aproximately A9 - Name changed from M-24 to Sniper Rifle, sprite changed.
    • Beta 19 - Received a great reduction in damage dealt, but fires slightly faster; overall, its DPS was massively nerfed.
    • Beta 19/1.0 - Barrel melee attack damage reduced 10 -> 9, cooldown increased from 1.9s -> 2s. Stock cooldown increased from 1.8 -> 2.

    Charge rifle

    Charge rifle

    A charged-shot assault rifle. Pulse-charge technology charges each shot with unstable energy as it leaves the barrel. Released on impact, the charged energy greatly increases the damage done.

    Base Stats

    Type
    EquipmentWeapons
    Tech Level
    Spacer
    Weapon Class
    Spacer
    Market Value
    1010 Silver
    Mass
    4.6 kg

    Ranged Combat

    Mode
    Burst
    Damage
    15 dmg (Bullet)
    Armor penetration
    35%
    Warm-Up
    60 ticks (1 sec)
    Cooldown
    120 ticks (2 secs)
    Range
    25.9 tile(s)
    Accuracy
    55% - 64% - 55% - 45%
    Avg. accuracy
    58.8%
    Velocity
    70 (m/s)
    Burst Count
    3 (per burst)
    Burst Ticks
    12 ticks (0.2 secs)
    (300 RPM)
    DPS
    13.24 (7.78)
    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
    Fabrication bench
    Required Research
    Pulse charged munitions
    Skill Required
    Crafting 7
    Work To Make
    45,000 ticks (12.5 mins)
    Resources to make
    Plasteel 50 + Advanced component 2
    Technical
    Has Quality
    True
    weaponTags
    Gun, SpacerGun
    thingSetMakerTags
    RewardStandardLowFreq, RewardStandardQualitySuper
    tradeTags
    WeaponRanged


    The charge rifle is a spacer-tech weapon that fires 3-round bursts. It has good armor penetration, moderate range, and slightly lower accuracy

    Acquisition

    Charge 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 .

    Charge rifles can also be found in ancient shrines, or purchased from outlander and orbital combat suppliers, or outlander faction bases. The Rich Explorer starting scenario begins with a single charge rifle.

    Human raiders never use charge rifles in RimWorld Core Content from Rimworld core game only, however if the Royalty DLC is active, they may be obtained from the following Empire Content added by the Royalty DLC pawn kinds:

    Raider Kind Chance Average Quality Health
    Janissary Content added by the Royalty DLC ? ? 70-230%
    Cataphract Content added by the Royalty DLC ? ? 70-230%
    Stellic Defender Content added by the Royalty DLC ? ? 100%

    Analysis

    Charge rifles are endgame tier weapons. In terms of DPS, the charge rifle is only beaten by the chain shotgun and minigun, after considering accuracy. The former has a rather short range, and the latter carries a massive cooldown cycle. The charge rifle has none of their downsides; its moderate range, higher AP, and powerful, three shot burst make it a flexible weapon. A minor downside is that it can't stagger humans.

    The main issue with using charge rifles is cost. They require advanced components - difficult to amass before Advanced Fabrication is available. Raiders outside of the EmpireContent added by the Royalty DLC won't ever carry the charge rifle and their appearance in trade inventories is rare, expensive, and limited in quality compared to crafting. For most of the game, you'll have to rely on cheaper weapons. Quality has a major impact - you could get a normal quality charge rifle by trading, but it could be matched or outperformed by an excellent heavy SMG or assault rifle.

    The disparity in cost becomes even more relevant when mass producing weapons, in hopes of rolling higher qualities. For example: before AP, a masterwork assault rifle outperforms all charge rifles of a lower quality, and has a superior range. You can often create double the amount of assault rifles for the same investment. This makes mass producing high quality, lower tech weapons a viable alternative when resources and crafting expertise are limited.

    Stats

    Against an unarmored human, a charge rifle can kill with 3 hits to the torso, 2-3 hits to the head, 2 hits to the neck, or 1 hit to the brain; cripple limbs in 2 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 5 hits (~8.2 seconds average) to incapacitate that human from pain shock.

    Overall, the charge rifle is best paired with a careful shooter up to level 16, and with a trigger-happy shooter beyond that point.

    Comparisons

    Comparsion to assault rifles

    Charge rifles, as general purpose 3-burst firearms, are very similar to assault rifles. The latter is noticeably cheaper, but also comes with a few advantages.

    For the same quality, a charge rifle has roughly +20% more pre-accuracy DPS and +20% armor penetration. For post-accuracy DPS, the charge rifle is superior to the AR for all ranges it can reach - even against unarmored targets. The exact effect of the charge rifle's AP depends on target armor and weapon quality.[1]

    In contrast, the assault rifle has a clear focus towards long-range combat. With 5 tiles more range, the AR outranges lancers, centipede blasters, and centipede burners. It more comfortably outranges tribals, termites, and other enemies. For kiting, when both range and DPS are highly important, the AR comes out on top - even when cost and quality are ignored. An assault rifle of higher quality will also come out ahead in many other scenarios.

    In general, an assault rifle ~1 quality level above is roughly equal to a charge rifle. A good charge rifle is superior to an excellent assault rifle at touch and short ranges. The assault rifle would be better at medium and long ranges, though this is before considering AP. The higher quality assault rifle is much cheaper, so if given the choice, buy that. Because of the significant impact of quality at masterwork and legendary, a masterwork AR is better at any range than an excellent charge rifle, even after AP.

    Notes:

    1 For every 1% of armor below (100% + AP%), damage is reduced by an average of 0.75% (See Apparel#Protection for detail). Every 1% of AP subtracts 1% of armor. So against scythers and lancers, a normal quality charge rifle would have ×143% DPS pre-accuracy. After accuracy: worst case scenario, ×121% more damage.
    Masterwork and legendary weapons increase both weapon's AP, meaning it takes more armor for the same benefit. However, damage is also multiplied. Therefore, the charge rifle remains superior against light targets and even better against armored targets.

    Comparison to heavy SMGs

    Heavy SMGs are another general purpose weapon. Both weapons focus on short-medium range combat, as opposed to the assault rifle.

    For the same quality, the heavy SMG beats the charge rifle for up to 10 tiles of range, before AP. However, the charge rifle is much better at the medium range band. This results in the charge rifle being a more practical weapon - most fights will start beyond 10 tiles. If you'd using the heavy SMG just because it's better at short range, you'll likely be better off using chain shotguns instead, which are much stronger than both the HSMG and charge rifle.

    The heavy SMG is much cheaper, and shares a similar practical range to the charge rifle. Therefore, the charge rifle is best seen as an upgrade. Use heavy SMGs at first, and start creating charge rifles once you can afford them. Heavy SMGs can still be used by 0-skill shooters, who would have trouble hitting anything past 10 tiles anyways.

    For differing quality: A heavy SMG 2 quality levels can beat a charge rifle at "short-medium" range. For example, a normal charge rifle beats an excellent heavy SMG past ~17 tiles of range. HSMGs retain their advantage with shorter distances. Due to the large benefits given by masterwork and legendary weapons, a masterwork heavy SMG beats a good charge rifle at all ranges it can reach.

    Attack table

  • Rifles (Error: Page has no Property:Image)
    Rifles
    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.

  • Trivia

    According to the lore, charged-shot weapons fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion and greatly increasing the damage done.

    In the now-obsolete Quick Primer, charge weapons were also referred to as Tokamak weapons and required high amounts of power to fire. This necessitated powering by hex-cells at small scales (like Charge Rifles), or fusion reactors in the case of large cannons. With the obsolescence of that fiction primer, and the publication of a new primer that omits, but does not contradict, those details, the canonicity of this lore is now unclear.

    Version history

    • 0.0.245 - Now has a unique sound.
    • Approximately A9 - Renamed from R-4 Charge Rifle to Charge rifle.
    • 0.12.910 - Rebalanced.
    • Beta 18 - Received a nerf to damage.
    • Beta 19 - Received a damage and range buff, and accuracy and fire rate nerf. Its recipe was also changed, and raiders no longer use charge rifles.

    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

  • Rifles (Error: Page has no Property:Image)
    Rifles
    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.

    Bolt-action rifle

    Bolt-action rifle

    An ancient pattern bolt-action rifle. With its long range, and low fire rate, it is unlikely to drive animals to revenge, which makes it a favorite weapon for hunting.

    Base Stats

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

    Ranged Combat

    Mode
    Single-Shot
    Damage
    18 dmg (Bullet)
    Armor penetration
    27%
    Warm-Up
    102 ticks (1.7 secs)
    Cooldown
    90 ticks (1.5 secs)
    Range
    36.9 tile(s)
    Accuracy
    65% - 80% - 90% - 80%
    Avg. accuracy
    80.4%
    Velocity
    70 (m/s)
    Burst Count
    1 (per burst)
    DPS
    5.63 (4.52)
    Stopping power
    1.5

    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
    Gunsmithing
    Skill Required
    Crafting 5
    Work To Make
    12,000 ticks (3.33 mins)
    Resources to make
    Steel 60 + Component 3
    Technical
    Has Quality
    True
    weaponTags
    Gun
    tradeTags
    WeaponRanged


    The bolt-action rifle is a moderately heavy, single-shot firearm in RimWorld which deals a slightly higher amount of damage per shot; moderate time between shots; long range and very high overall accuracy.

    The bolt-action rifle will deteriorate when left outdoors, under the usual conditions.

    Acquisition

    Bolt-action 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 .

    Bolt-action rifles can be purchased from outlanders and orbital combat suppliers, or obtained from the following raider kinds:

    Raider Kind Chance Average Quality Health
    Scavenger Gunner 11.67% Normal 40-110%
    Pirate Gunner 22.61% Normal 70-230%
    Town Guard 18.63% Normal 60-200%
    Mercenary Gunner 12.17% Normal 70-320%
    Ancient Soldier 10.28% Normal 100%

    A single example is also given at the beginning with Crashlanded scenario.

    Analysis

    With a range of 36.9 tiles, the bolt-action rifle has extremely good range - the 2nd highest in the game, only beaten by an actual sniper rifle. It also has great accuracy, even beating the charge lance. In addition, the bolt-action rifle is able to stagger humans, cougars, and all insectoids. This makes it great as a hunting weapon, for field engagements (e.g. attacking siege camps), or as a general support weapon.

    However, the bolt-action rifle performs poorly in close ranges. In close quarters, it is easily outclassed by the likes of the revolver and autopistol, let alone any sort of burst-fire weapon.

    Because this gun is most effective at a distance, a competent shooter is required to get the most use out of it. This is because a pawn's own Shooting Accuracy, which is in part dependent on Shooting skill, is more important when the target is further away. For example, a baseline Shooting 0 pawn has a ×3% multiplier on their real chance to hit a target 30 tiles away, regardless of the weapon used. A Shooting 8 pawn has ×29% multiplier from the same distance. With Shooting 0, it wouldn't matter if their gun had 10% accuracy or 80% accuracy, they'd struggle with hitting anything from 30 tiles.

    Stats

    Against an unarmored human, a bolt-action rifle can kill with 3 hits to the torso, 2 hits to the head or neck, or 1 hit to the brain; cripple or destroy limbs in 2 hits; and destroy eyes and digits with a single hit. It'll generally take around 4 hits (~14.5 seconds average) to incapacitate that human from pain shock.

    Overall, the bolt-action rifle is best paired with a careful shooter up to level 13, then with a trigger-happy shooter beyond that point.

    Attack table

  • Rifles (Error: Page has no Property:Image)
    Rifles
    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.

  • Bolt-action rifle vs. comparable weapons

    This section goes over how well the bolt-action rifle 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 bolt-action rifles 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
    Sniper Rifle 72.94% 73.11% 70.76% 67.98% 64.76% 63.01% -
    Assault Rifle 14.70% 13.75% 14.55% 20.45% 27.29% - -
    Revolver 25.94% 35.20% 44.38% 58.87% 79.46% - -


    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
    Sniper Rifle 73.07% 70.27% 68.81% 64.03% 61.41% 59.91% -
    Assault Rifle 20.85% 23.55% 22.40% 27.77% 32.62% - -
    Revolver 32.68% 40.00% 48.04% 64.51% 81.97% - -

    Version history

    • Approximately A9 - Renamed from Lee-Enfield to Survival rifle.
    • A16 - Renamed from Survival rifle to Bolt-action rifle
    • Beta 19/1.0 - Barrel melee attack damage reduced 10 -> 9, cooldown increased from 1.9s -> 2s. Stock cooldown increased from 1.8 -> 2.
    • 1.0 - Accuracy was nerfed in Prior to that, it was the most accurate weapon in-game, capable of reaching 100% accuracy at all ranges above Masterwork quality.