Difference between revisions of "User:Hordes/Tactics"

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'''Generalist'''
 
'''Generalist'''
* {{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.
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* {{Icon small|Assault rifle|24}} [[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|24}} [[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.
+
* {{Icon small|Charge rifle|24}} [[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. Quite expensive.
  
 
'''Specialist - Firearms'''
 
'''Specialist - Firearms'''
* {{Icon small|Chain shotgun}} [[Chain shotgun]]s are one of the strongest weapons, but with pitiful range. Perfect for [[infestation]]s and drop pod raids.
+
* {{Icon small|Chain shotgun|24}} [[Chain shotgun]]s are one of the strongest weapons, but with pitiful range. Perfect for [[infestation]]s and drop pod raids.
* {{Icon small|Minigun}} [[Minigun]]s 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)
+
* {{Icon small|Minigun|24}} [[Minigun]]s 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)
* {{Icon small|LMG}} [[LMG]]s 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.
+
* {{Icon small|LMG|24}} [[LMG]]s 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.
* {{Icon small|Sniper rifle}} [[Sniper rifle]]s have the highest range in the game, but low firerate. Useful for picking off [[siege]]s, lone [[centipede]]s, etc. Very reliant on shooting skill.
+
* {{Icon small|Sniper rifle|24}} [[Sniper rifle]]s have the highest range in the game, but low firerate. Useful for picking off [[siege]]s, lone [[centipede]]s, etc. Very reliant on shooting skill.
* {{Icon small|Charge lance}} [[Charge lance]]s 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.
+
* {{Icon small|Charge lance|24}} [[Charge lance]]s 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'''
 
'''Specialist - Explosives'''
All explosives do not rely on Shooting skill, [[Manipulation]], etc., though are affected by [[Aiming Time]].
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<br>All explosives do not rely on Shooting skill, [[Manipulation]], etc., though are affected by [[Aiming Time]].
* {{Icon small|EMP grenades}} [[EMP grenades]] are invaluable against [[mechanoid]]s and [[turret]]s, stunning them for {{ticks|2200}}.  
+
* {{Icon small|EMP grenades|24}} [[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|24}} [[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.
+
* {{Icon small|Frag grenades|24}} [[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|24}} [[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.
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 +
----
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===LMG===
 +
AD HOC weapon testing:
 +
 +
* Shooting 10, no traits, no health conditions.
 +
* Time to kill centipedes at range X when they are held in place by a nonviolent pawn. Player damage turned off.
 +
* Speed *2. Non-professional timing. All numbers rounded to seconds. Expect numbers to be off by 1-2 double-speed seconds.
 +
 +
Range: 22
 +
Shooting: 10
 +
 +
Excellent LMG NO PRECEPT:
 +
(Expected to-hit: 42%. 48% Shooter * 43% weapon * 200% target size)
 +
* 46 / 59 / 63 / 72 / 81
 +
* 60 / 63 / 68 / 71 / 74
 +
* 52 / 60 / 63 / 63 / 76
 +
Average 64.7s
 +
 +
Excellent AR NO PRECEPT:
 +
(Expected to-hit: 75%. 48% Shooter * 78% weapon * 200% target size)
 +
* 47 / 48 / 52 / 58 / 60
 +
* 43 / 43 / 49 / 51 / 51
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* 41 / 47 / 59 / 60 / 63
 +
Average 51.4s
 +
 +
DO NOT USE THESE ABOVE NUMBERS, I HAVE MADE MULTIPLE MISTAKES WITH TIMING. FOR PERSONAL USE ONLY
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 +
----
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{{Weapon DPS Chart|Assault rifle}}
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 +
{{Weapon DPS Chart|LMG}}

Latest revision as of 01:44, 7 February 2023

Armament[edit]

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. Quite expensive.

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.


LMG[edit]

AD HOC weapon testing:

  • Shooting 10, no traits, no health conditions.
  • Time to kill centipedes at range X when they are held in place by a nonviolent pawn. Player damage turned off.
  • Speed *2. Non-professional timing. All numbers rounded to seconds. Expect numbers to be off by 1-2 double-speed seconds.

Range: 22 Shooting: 10

Excellent LMG NO PRECEPT: (Expected to-hit: 42%. 48% Shooter * 43% weapon * 200% target size)

  • 46 / 59 / 63 / 72 / 81
  • 60 / 63 / 68 / 71 / 74
  • 52 / 60 / 63 / 63 / 76

Average 64.7s

Excellent AR NO PRECEPT: (Expected to-hit: 75%. 48% Shooter * 78% weapon * 200% target size)

  • 47 / 48 / 52 / 58 / 60
  • 43 / 43 / 49 / 51 / 51
  • 41 / 47 / 59 / 60 / 63

Average 51.4s

DO NOT USE THESE ABOVE NUMBERS, I HAVE MADE MULTIPLE MISTAKES WITH TIMING. FOR PERSONAL USE ONLY