Difference between revisions of "User:Hordes/Tactics"

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* Shooting 10, no traits, no health conditions.
 
* Shooting 10, no traits, no health conditions.
* Time to kill centipedes at range X when they are held in place by a nonviolent pawn.  
+
* 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. 6Expect numbers to be off by 1-2 seconds.
+
* Speed *2. Non-professional timing. All numbers rounded to seconds. Expect numbers to be off by 1-2 double-speed seconds.
  
 
Range: 22
 
Range: 22
Line 32: Line 32:
  
 
Excellent LMG NO PRECEPT:  
 
Excellent LMG NO PRECEPT:  
* 46s / 59s / 63s / 72s / 81s
+
(Expected to-hit: 42%. 48% Shooter * 43% weapon * 200% target size)
* 60s / 63s / 68s / 71s / 74s
+
* 46 / 59 / 63 / 72 / 81
 +
* 60 / 63 / 68 / 71 / 74
 +
* 52 / 60 / 63 / 63 / 76
 +
Average 64.7s
  
 
Excellent AR NO PRECEPT:  
 
Excellent AR NO PRECEPT:  
* 47s / 48s / 52s / 58s / 60s
+
(Expected to-hit: 75%. 48% Shooter * 78% weapon * 200% target size)
* 43s / 43s / 49s / 51s / 51s
+
* 47 / 48 / 52 / 58 / 60
 +
* 43 / 43 / 49 / 51 / 51
 +
* 41 / 47 / 59 / 60 / 63
 +
Average 51.4s
 +
 
 +
DO NOT USE THESE NUMBERS, I HAVE MADE MULTIPLE MISTAKES WITH TIMING. FOR PERSONAL USE ONLY

Revision as of 00:13, 7 February 2023

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. 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.


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 NUMBERS, I HAVE MADE MULTIPLE MISTAKES WITH TIMING. FOR PERSONAL USE ONLY