Difference between revisions of "Spacer Weapons"

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<div class="pull-left" style="min-height:56em">{{:Charge rifle}}</div>
 
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Revision as of 06:18, 5 June 2017

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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

  • Spacer Weapons (Error: Page has no Property:Image)
    Spacer 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.

    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

  • Spacer Weapons (Error: Page has no Property:Image)
    Spacer 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.

  • 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.