Difference between revisions of "Single-Shot Weapons"

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<div class="pull-left">{{:Pump shotgun}}</div>
<div class="pull-left">{{:Pistol}}</div>
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<div class="pull-left">{{:Autopistol}}</div>
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Revision as of 20:16, 8 January 2018

Incendiary launcher

Incendiary launcher

A wide-barreled incendiary bolt launcher. The bolts create small incendiary explosions on impact, starting fires.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
340 Silver
Mass
3.4 kg

Ranged Combat

Mode
Single-Shot
Damage
10 dmg (Flame)
Armor penetration
0%
Warm-Up
210 ticks (3.5 secs)
Cooldown
210 ticks (3.5 secs)
Range
23.9 tile(s)
Velocity
40 (m/s)
Burst Count
1 (per burst)
Miss Radius
1.9 tile(s)
Blast Radius
1.1
DPS
1.43

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 4
Work To Make
20,000 ticks (5.56 mins)
Resources to make
Steel 75 + Component 4
Technical
Has Quality
True
weaponTags
Gun
tradeTags
WeaponRanged


The incendiary launcher is a weapon that fires bolts that deal low damage but can start fires and ignite enemies.

Acquisition

Incendiary launchers can be crafted with Crafting skill 4 at a machining table after researching gunsmithing with and Expression error: Unexpected < operator. of work.

Incendiary launchers 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
Pirate Gunner 4.01% Normal 70-230%
Town Guard 3.78% Normal 60-200%
Mercenary Gunner 4.59% Normal 70-320%
Ancient Soldier 3.59% Normal 100%

Summary

The incendiary launcher creates a "plus-shaped" explosion, which deals [[Damage types#|]] damage and causes fire. Fire spreads through flammable surfaces, and causes pawns to take damage over time and run around helplessly. Unlike frag grenades, the fiery explosions are deployed on impact. It has a forced miss radius of 1.9 tiles, meaning shots will land in a 1-tile radius from the intended target, including diagonal. Due to the forced miss, shooter accuracy does not matter; careful shooter is purely detrimental to its use, while trigger-happy is a pure benefit. The launcher is fired like any other weapon, so is blocked by walls.

Of non-consumable player weapons, the incendiary launcher has the 2nd highest warmup/cooldown cycle, only beaten by the pila. Combined with the weak shots and low accuracy, and the incendiary launcher has the lowest single-target DPS for all ranged weapons. The main benefit of an incendiary launcher, as its name suggests, is the fire it creates.

Pyromaniac pawns receive a +5 Pyromaniac has incendiary weapon mood buff while equipped with an incendiary launcher. Note that it must be equipped, not merely carried.

Analysis

The incendiary launcher is undoubtedly a support weapon. It is one of the few weapons that start fires - pawns that are on fire will stop attacking and run wildly. Don't fire near your colonists. Launchers are a somewhat viable alternative for colonists with low skill or health issues, due to the forced miss negating a shooter's accuracy.

Manual oversight is very helpful when using explosive weapons, as pawns won't lead their fire or care about collateral damage. Explosives in general are very inaccurate against moving targets, so try to avoid targeting those if you can. Creating a flammable structure/room, luring or trapping raiders in, and lighting it on fire is a valid crowd control tactic, albeit a costly one.

Fire becomes much less useful as you enter the mid- and lategame. Mechanoids are immune to fire, high-tech raiders start to wear more heat resistant apparel (which doesn't prevent ignition, just the damage), and there'll be too many tribespeople for a single launcher to suppress.

Because it relies on fires, rain significantly diminishes its utility. Note that the game has a "firewatcher", and will automatically start rain if fires get too out of control.

Comparison to molotovs

Compared to molotov cocktails, the incendiary launcher sacrifices rate of fire for significantly faster projectiles and a doubled range. This makes launchers better in certain supportive and defensive roles, where colonists can sit back and distract enemies. The range also makes the launcher safer to use, and easier to not cause friendly fire. Molotovs are quicker to deploy, so are more useful when the only thing that matters is the fire itself, such as in a burn trap room. Molotovs are also generally more flexible for this reason.

Outside of combat, fire is useful for disposing of unwanted items, such as corpses. Create a fireproof room using stone walls and floor, fill it up with undesirable items, and watch it burn. As molotov cocktails fire faster, they are marginally better for this purpose.

Unlike molotovs, incendiary launchers are affected by weapon quality. This only affects the damage of the projectile itself and melee damage. The fire radius and rate of fire are not increased, meaning that quality has little impact on actual performance.

Attack table

  • Single-Shot Weapons (Error: Page has no Property:Image)
    Single-Shot 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

    • ? - Renamed from T-9 incendiary launcher to incendiary launcher.
    • 1.2.2753 - Projectiles are now rendered with a visual arc and ground shadow.

    Pump shotgun

    Pump shotgun

    An ancient design of shotgun that emits a tight-packed spray of pellets. Deadly, but short range.

    Base Stats

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

    Ranged Combat

    Mode
    Single-Shot
    Damage
    18 dmg (Bullet)
    Armor penetration
    14%
    Warm-Up
    54 ticks (0.9 secs)
    Cooldown
    75 ticks (1.25 secs)
    Range
    15.9 tile(s)
    Accuracy
    80% - 87% - 77% - 64%
    Avg. accuracy
    83.2%
    Velocity
    55 (m/s)
    Burst Count
    1 (per burst)
    DPS
    8.37 (6.97)
    Stopping power
    3

    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 pump shotgun is a short range, medium DPS weapon known for its huge stopping power, capable of stunning any but the largest creatures.

    It is the lower tech alternative to the faster firing but less accurate chain shotgun.

    Acquisition

    Pump shotguns 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 .

    Pump shotguns can also be purchased from outlander and orbital combat suppliers, outlander faction bases, or obtained from the following raider kinds:

    Raider Kind Chance Average Quality Health
    Scavenger Gunner 11.65% Normal 40-110%
    Pirate Gunner 22.62% Normal 70-230%
    Town Guard 18.90% Normal 60-200%
    Mercenary Gunner 12.13% Normal 70-320%
    Ancient Soldier 9.50% Normal 100%

    Analysis

    With high per-shot damage, excellent accuracy (technically beating the bolt-action rifle), and decent firerate, the pump shotgun is a powerful weapon. The pump shotgun also has an amazing stopping power, able to stagger every pawn kind except the ElephantMegaslothThrumboCenturion Content added by the Biotech DLCDiabolus Content added by the Biotech DLCWar queen Content added by the Biotech DLC. But, as a shotgun, its range is lacking. Even hand-thrown pila out-range a pump shotgun, let alone low-tier firearms such as the revolver. Armor penetration is also quite poor, being in a similar league to the autopistol and greatbow.

    Overall damage output falls behind cheaper burst-firing weapons such as the machine pistol, though the shotgun gains a slight advantage towards maximum range. Additionally, as it deals its DPS in fewer, more damaging shots, pump shotguns are more likely to destroy/severely damage limbs and organs than burst-firing weapons of equivalent DPS. This more rapidly degrades enemy combat performance and increases the chance of part destruction kills. These factors make pump shotguns an excellent damage base for the early game. However, more flexible weapons with similar or better DPS, such as the heavy SMG, will generally replace the pump shotgun by the early mid-game. Access to the chain shotgun, with the same damage per shot and a much higher DPS, essentially makes the pump shotgun obsolete.

    All-in-all, the pump shotgun is best suited as a close-quarters offensive weapon, such as with drop pods or infestations. The high stopping power also make it a great support weapon, staggering pawns that approach. Keep a shotgun (pump or chain) in your rec room for those days when mechs drop in right on top of you. Remember that pawns can't fire guns in melee, even if its a shotgun. It's not advisable to hunt dangerous animals with the pump shotgun as the short range makes the quarry more likely to turn manhunter.

    Stats

    Against an unarmored human, a pump shotgun 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 (~9.5 seconds average) to incapacitate that human from pain shock.

    Attack table

  • Single-Shot Weapons (Error: Page has no Property:Image)
    Single-Shot 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.

  • Pump shotgun vs. comparable weapons

    This section goes over how well the pump shotgun 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 pump shotguns 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
    Chain Shotgun 26.25% 27.06% 28.20% - - - -
    Revolver 61.01% 62.96% 66.75% - - - -
    Autopistol 51.34% 54.84% 63.22% - - - -
    Machine Pistol 23.56% 33.66% 48.88% - - - -
    Pila 92.90% 92.95% 90.78% - - - -

    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
    Chain Shotgun 25.89% 26.14% 23.16% - - - -
    Revolver 57.57% 60.52% 66.60% - - - -
    Autopistol 48.56% 53.06% 61.86% - - - -
    Machine Pistol 22.63% 30.87% 48.24% - - - -
    Pila 97.60% 97.05% 96.41% - - - -

    Graphs

    The graphs assume a normal quality pump shotgun 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.

    Pump shotgun's accuracy with various shooters without any trait. Pump shotgun's DPS with various shooters without any trait.

    Pump shotgun's accuracy with various shooters with careful shooter. Pump shotgun's DPS with various shooters with careful shooter.

    Pump shotgun's accuracy with various shooters with trigger-happy. Pump shotgun's DPS with various shooters with trigger-happy.

    Version history

    • ?? - Received new sprite
    • Beta 19/1.0 - Barrel melee attack damage reduced 10 -> 9, cooldown increased from 1.9s -> 2s. Stock cooldown increased from 1.8 -> 2.



    Template:Clr

    Autopistol

    Autopistol

    An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.

    Base Stats

    Type
    EquipmentWeapons
    Tech Level
    Industrial
    Weapon Class
    Industrial
    Market Value
    139 Silver
    Mass
    1.2 kg

    Ranged Combat

    Mode
    Single-Shot
    Damage
    10 dmg (Bullet)
    Armor penetration
    15%
    Warm-Up
    18 ticks (0.3 secs)
    Cooldown
    60 ticks (1 sec)
    Range
    25.9 tile(s)
    Accuracy
    80% - 70% - 40% - 30%
    Avg. accuracy
    65%
    Velocity
    55 (m/s)
    Burst Count
    1 (per burst)
    DPS
    7.69 (5)
    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
    5,000 ticks (1.39 mins)
    Resources to make
    Steel 30 + Component 2
    Technical
    Has Quality
    True
    weaponTags
    Gun, SimpleGun
    tradeTags
    WeaponRanged


    The autopistol is a light, single-shot firearm in RimWorld which deals a moderate amount of damage per shot; a very short time between shots; moderate range and moderate overall accuracy.

    Acquisition

    Autopistols can be crafted at a machining table once the Blowback Operation research has been completed; from s and Expression error: Unexpected < operator. of work. A crafting skill of at least 4 is required.

    Autopistols 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 25.72% Normal 40-110%
    Pirate Gunner 14.55% Normal 70-230%
    Villager 19.97% Poor 20-200%
    Town Councilman 43.31% Good 100%
    Town Guard 10.35% Normal 60-200%
    Mercenary Gunner 6.65% Normal 70-320%
    Ancient Soldier 5.15% Normal 100%

    Analysis

    The autopistol has the shortest warmup/cooldown cycle out of all ranged weapons in the game, though RPM is low due to being single shot. Short-distance accuracy is also somewhat respectable. Therefore, the autopistol is a decent weapon for low-skill shooters, and has another small niche as a hit-and-run weapon. It's also easy to acquire, from both raiders or manufacturing.

    Comparisons

    In terms of actual damage, the autopistol is clearly an early game weapon, found on early game raiders, so should be compared to other weapons of its caliber:

    • Revolver - The autopistol has identical maximum range, but better DPS at all ranges. The revolver can stagger humans and human-sized mechanoids, a noticeable advantage for close-range combat. The autopistol is also slightly worse against armor, though early raiders won't have much to begin with.
    • Bows - Autopistols have the same maximum range as a recurve bow. The pistol is superior to all bows up to short ranges, and only beaten by the great bow from medium range onwards. Unless you need the greatbow's range, or have a high quality recurve bow / greatbow, there is no reason not to upgrade to the pistol.
    • Bolt-action rifle - less clear cut. The pistol is significantly superior within short range, while the rifle is both significantly superior beyond this and has a significantly longer range. Rather than direct competitors, this makes them naturally complementary with each other, each covering their effective ranges.

    The autopistol is outclassed by the machine pistol and pump shotgun. Both guns outdamage the autopistol at any range they can fire from. Despite the autopistol having a higher max range, firing from that distance is a poor use for the autopistol. It is thoroughly outclassed by more advanced weapons, such as the Heavy SMG.

    Stats

    Against an unarmored human, an autopistol 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 (~13.3 seconds average) to incapacitate that human from pain shock.

    Attack table

  • Single-Shot Weapons (Error: Page has no Property:Image)
    Single-Shot 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.

  • Autopistol vs. comparable weapons

    This section goes over how well the autopistol 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 autopistols 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
    Machine Pistol 19.34% 25.82% 33.07% 36.20% - - -
    Revolver 64.84% 59.91% 55.11% 56.19% 55.59% - -
    Pump Shotgun 48.66% 45.16% 36.78% - - - -

    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
    Machine Pistol 18.51% 24.36% 33.65% 37.08% - - -
    Revolver 60.82% 58.70% 54.27% 54.79% 52.49% - -
    Pump Shotgun 51.44% 46.94% 38.14% - - - -

    XP per salvo

    You get 9 experience points per salvo in shooting, without any passion/flames

    Version history

    • 0.18.1722 - Added when 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.
    • Beta 19 - received a slight accuracy nerf and range buff

    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

    Revolvers can be crafted at a machining table once the Gunsmithing research has been completed from and Expression error: Unexpected < operator. 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

    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

    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

  • Single-Shot Weapons (Error: Page has no Property:Image)
    Single-Shot 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.

  • Revolver vs. comparable weapons

    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

    • 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

    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

    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

    • 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.