Difference between revisions of "Sniper rifle"

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(Renamed references to weapons that were renamed.)
m (Updated stats.)
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|mode = Single-Shot
 
|mode = Single-Shot
 
|warmup = 260
 
|warmup = 260
|cooldown = 135
+
|cooldown = 140
 
|velocity = 100
 
|velocity = 100
 
|burst = 1
 
|burst = 1

Revision as of 15:22, 4 April 2015

Sniper Rifle

Sniper Rifle

Base Stats

Type
EquipmentWeapons
"Modern Weapons" is not in the list (Neolithic Weapons, Medieval Weapons, Industrial Weapons, Spacer Weapons, Ultra Weapons, Mechanoid Weapons) of allowed values for the "Class" property.
Weapon Class
Modern

Ranged Combat

Mode
Single-Shot
Damage
40 dmg
Warm-Up
260 ticks (4.33 secs)
Cooldown
140 ticks (2.33 secs)
Range
45 tile(s)
Accuracy
50%-86%-86%-88%
Velocity
100 (m/s)
Burst Count
1 (per burst)
"-" is not a number.
Miss Radius
- tile(s)
DPS
6


An 'upgraded' version of the Survival Rifle rifle. It fairs worse in close-quarter combat compared to the Survival Rifle, but better qualities regarding range and power.

The Sniper Rifle currently has the longest range out of all of the guns in the game, as well as the highest damage (with the exception of Frag Grenades that have a damage value of 65). Its only real drawback is the long warm-up time between shots, making it less than ideal when the position of the shooter is under fire. Make sure your marksmen are well-covered by turrets or close combat troops. Also remember that raiders often carry these with them when they go on attacks or sieges on your colony, so be very careful of enemy snipers.

This weapon is powerful enough to destroy limbs in one hit, which makes it a very useful weapon for killing raiders at extremely long ranges. This does mean, however, that if you plan to capture enemies and turn them to your side, you may find yourself burning through your stock of replacement arms and legs rather quickly.