Difference between revisions of "User:Hordes/Tactics"

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* {{Icon small|Assault rifle}} [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. Strong for repelling against breachers and sappers, good overall. Skill friendly.
 
* {{Icon small|Assault rifle}} [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. Strong for repelling against breachers and sappers, good overall. Skill friendly.
 
* {{Icon small|Heavy SMG}} [[Heavy SMG]]s are very skill friendly, close-medium ranged weapons. Great damage and accuracy up close, remaining decent at longer distances.
 
* {{Icon small|Heavy SMG}} [[Heavy SMG]]s are very skill friendly, close-medium ranged weapons. Great damage and accuracy up close, remaining decent at longer distances.
* {{Icon small|Chargle rifle}} [[Charge rifle]]s are high-tech versions of assault rifles. Stronger and with high {{AP}}, but with shorter range and less accuracy. Powerful weapon in its own right, if not ''as'' flexible.
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* {{Icon small|Charge rifle}} [[Charge rifle]]s are high-tech versions of assault rifles. Stronger and with high {{AP}}, but with shorter range and less accuracy. Powerful weapon in its own right, if not ''as'' flexible.
  
 
'''Specialist - Firearms'''
 
'''Specialist - Firearms'''
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* {{Icon small|EMP grenades}} [[EMP grenades]] are invaluable against [[mechanoid]]s and [[turret]]s, stunning them for {{ticks|2200}}.  
 
* {{Icon small|EMP grenades}} [[EMP grenades]] are invaluable against [[mechanoid]]s and [[turret]]s, stunning them for {{ticks|2200}}.  
 
* {{Icon small|Smoke launcher}} [[Smoke launcher]]s prevent turrets from locking on completely. Accuracy penalty for ''any'' shooter, player or enemy, so can support melee fighters.
 
* {{Icon small|Smoke launcher}} [[Smoke launcher]]s prevent turrets from locking on completely. Accuracy penalty for ''any'' shooter, player or enemy, so can support melee fighters.
* {{{{Icon small|Frag grenades}} [[Frag grenades]] are unwieldy, but can destroy buildings rapidly. Difficult to use against mobile targets; decent against crowds when thrown in an alley.
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* {{Icon small|Frag grenades}} [[Frag grenades]] are unwieldy, but can destroy buildings rapidly. Difficult to use against mobile targets; decent against crowds when thrown in an alley.
 
* {{Icon small|Doomsday rocket launcher}} [[Doomsday rocket launcher]]s are single-use, but extremely devastating. They cause a massive explosion, able to outright end the largest humanoid raids. Watch for the long warmup.
 
* {{Icon small|Doomsday rocket launcher}} [[Doomsday rocket launcher]]s are single-use, but extremely devastating. They cause a massive explosion, able to outright end the largest humanoid raids. Watch for the long warmup.
 
** Similar advice applies to [[triple rocket launcher]]s, [[orbital bombardment targeter]]s, and [[orbital power beam targeter]]s.
 
** Similar advice applies to [[triple rocket launcher]]s, [[orbital bombardment targeter]]s, and [[orbital power beam targeter]]s.

Revision as of 23:29, 11 December 2022

Armament

Generalist

  • Assault rifle Assault rifles are perfect for open engagements, with good damage, above-average range, and high accuracy. Strong for repelling against breachers and sappers, good overall. Skill friendly.
  • Heavy SMG Heavy SMGs are very skill friendly, close-medium ranged weapons. Great damage and accuracy up close, remaining decent at longer distances.
  • Charge rifle Charge rifles are high-tech versions of assault rifles. Stronger and with high AP, but with shorter range and less accuracy. Powerful weapon in its own right, if not as flexible.

Specialist - Firearms

  • Chain shotgun Chain shotguns are one of the strongest weapons, but with pitiful range. Perfect for infestations and drop pod raids.
  • Minigun Miniguns fire a massive 25-shot burst. High cost, widly inaccurate, and with a huge cooldown cycle, miniguns are dedicated to crowd-control in stationary setups. (Missed shots can hit other enemies)
  • LMG LMGs are lighter miniguns, with a 6-shot burst. Can stagger humans, but lower single-target DPS than general options. Decent crowd-control and support weapon.
  • Sniper rifle Sniper rifles have the highest range in the game, but low firerate. Useful for picking off sieges, lone centipedes, etc. Very reliant on shooting skill.
  • Charge lance Charge lances have massive per-shot damage and high AP. However, actual damage output is rather low. This makes it a niche weapon, despite its cost and tech level.

Specialist - Explosives All explosives do not rely on Shooting skill, Manipulation, etc., though are affected by Aiming Time.