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There are also three technology levels to consider:
 
There are also three technology levels to consider:
 
*{{Icon Small|Short bow|24}}'''Neolithic''' - Bows, spears, and clubs. Often necessary when starting a [[Scenario system#Lost Tribe|Lost Tribe]] or [[Scenario system#Naked Brutality|Naked Brutality]] run, but usually it is quick to replace them. (Tribal)
 
*{{Icon Small|Short bow|24}}'''Neolithic''' - Bows, spears, and clubs. Often necessary when starting a [[Scenario system#Lost Tribe|Lost Tribe]] or [[Scenario system#Naked Brutality|Naked Brutality]] run, but usually it is quick to replace them. (Tribal)
*{{Icon Small|Bolt-action rifle|24}} '''Early Industrial''' - Weaker firearms, like pistols. These weapons are often carried by early pirate [[raider]]s. For the purposes of this guide, this includes any gun from [[Research#Blowback operation|Blowback operation]] and before, as well as medieval technology like [[longsword]]s and [[greatbow]]s. (Earlygame)
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*{{Icon Small|Bolt-action rifle|24}} '''Early Industrial''' - Weaker firearms, like pistols. These weapons are often carried by eary pirate [[raider]]s. For the purposes of this guide, this includes any gun from [[Research#Blowback operation|Blowback operation]] and before, as well as medieval technology like [[longsword]]s and [[greatbow]]s. (Earlygame)
*{{Icon Small|Assault rifle|24}} '''Modern / Spacer''' - Weapons from [[Research#Gas operation|Gas operation]] onwards. Even an endgame colony can find industrial era weapons viable -  [[charge rifle]]s and [[minigun]]s aren't always the best weapon just because they are higher tech. (Midgame)
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*{{Icon Small|Assault rifle|24}} '''Modern / Spacer''' - Weapons from [[Research#Gas operation|Gas operation]] onwards. Even an endgame colony can find industral era weapons viable -  [[charge rifle]]s and [[minigun]]s aren't always the best weapon just because they are higher tech. (Midgame)
  
 
===Weapon Stats===
 
===Weapon Stats===
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Ranged Weapon Stats
 
Ranged Weapon Stats
*'''Accuracy''': For 2 weapons with the same DPS, a more accurate weapon hits targets more consistently. Certain weapons are more accurate at certain ranges. The pawn stat, [[Shooting Accuracy]], is separate to the accuracy of the weapon itself. For a full breakdown of mechanics see: [[Weapons#Accuracy|Weapons]]. Due to the specific mechanics of the Shooting Accuracy stat, weapons that deal the majority of their DPS at closer ranges lose less of their DPS than those that do less damage close up but more evenly spread their DPS across a wide band of ranges. Thus, weapons in the former category are considered "skill friendly", and those in latter are best relegated to pawns with high shooting accuracy.  
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*'''Accuracy''': For 2 weapons with the same DPS, a more accurate weapon hits targets more consistently. Certain weapons are more accurate at certain ranges. The pawn stat, [[Shooting Accuracy]], is separate to the accuracy of the weapon itself. For a full breakdown of mechanics see: [[Weapons#Accuracy|Weapons]]. Due to the specific mechanics of the Shooting Accuracy stat, weapons that deal the majority of their DPS at closer ranges lose less of their DPS than those that do less damage close up but more evenly spread their DPS across a wide band of ranges. Thus, weapons in the former category are considered "skill friendly", and those in latter are best relegated to pawns with high shooting accuracies.  
 
*'''Range''': How far a ranged weapon can fire. Whether firing from this range is actually effective is another story.
 
*'''Range''': How far a ranged weapon can fire. Whether firing from this range is actually effective is another story.
*'''Firing Cycle''': Fire rate of a ranged weapon - the combination of warmup, cooldown, and firing time. For the same DPS, a lower firing cycle makes a weapon more flexible, and better for kiting strategies.
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*'''Firing Cycle''': Firerate of a ranged weapon - the combination of warmup, cooldown, and firing time. For the same DPS, a lower firing cycle makes a weapon more flexible, and better for kiting strategies.
 
*'''Stopping power:''' A stopping power of 1 or more can stagger, or slow, humans and human-sized enemies. Specifically, if stopping power >= body size, then the enemy will be slowed.
 
*'''Stopping power:''' A stopping power of 1 or more can stagger, or slow, humans and human-sized enemies. Specifically, if stopping power >= body size, then the enemy will be slowed.
  
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*Try to avoid using melee in the very early game, unless you outnumber the enemy. Ranged weapons and [[spike trap]]s are stronger than the weaker melee choices.
 
*Try to avoid using melee in the very early game, unless you outnumber the enemy. Ranged weapons and [[spike trap]]s are stronger than the weaker melee choices.
  
=== Sharp ===
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===Sharp===
{{Rewrite|section=1|reason=Need explanation of parity of PS and BF as longsword mat at low and mid qualities, and explanation of where Legendary BF longswords sit relative to monoswords given their handle quirk}}
 
 
*[[Persona monosword]]s {{RoyaltyIcon}} are the strongest sharp weapon, followed by regular [[monosword]]s{{RoyaltyIcon}}.
 
*[[Persona monosword]]s {{RoyaltyIcon}} are the strongest sharp weapon, followed by regular [[monosword]]s{{RoyaltyIcon}}.
*[[Plasteel]] or [[bioferrite]]{{AnomalyIcon}}[[longsword]]s are the best craftable sharp weapon.
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*[[bioferrite]] [[longsword]]s are the best craftable sharp weapon.
  
 
Sharp weapons are the bread and butter of melee weapons. They are the most common type of melee, dealing strong all-round damage. Most sharp weapons have the ''[[Damage types#Cut|Cut]]'' damage type. Cut has a chance to "cleave" through body parts, increasing ''total'' damage but spreading it throughout body parts.  
 
Sharp weapons are the bread and butter of melee weapons. They are the most common type of melee, dealing strong all-round damage. Most sharp weapons have the ''[[Damage types#Cut|Cut]]'' damage type. Cut has a chance to "cleave" through body parts, increasing ''total'' damage but spreading it throughout body parts.  
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*[[Power claw]]s are the strongest melee body part, but lowers [[Moving]] by 8%.
 
*[[Power claw]]s are the strongest melee body part, but lowers [[Moving]] by 8%.
  
[[Artificial body parts]] can be used ''while holding a gun''. Fulfilling the role of a sidearm, these implements are weaker than dedicated melee weapons. You can put these on your frontline gunners, who may not always be able to suppress a swarm of melee combatants. When holding a melee weapon, these parts can slightly increase damage; due to the melee verb system, sometimes the fists / body parts will be used instead of a weapon.
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[[Artificial body parts]] can be used ''while holding a gun''. Fulfilling the role of a sidearm, these implements are weaker than dedicated melee weapons. You can put these on your frontline gunners, who may not always be able to supress a swarm of melee combatants. When holding a melee weapon, these parts can slightly increase damage; due to the melee verb system, sometimes the fists / body parts will be used instead of a weapon.
  
 
Creating these bionics is an advanced technology, so they are usually reserved for the mid- to late- game. Body parts can also be bought, though the [[surgery]] can be a bottleneck if you don't have a good doctor. Also note that pawns will prioritize their "best" melee attack; only one part is required for gunners.
 
Creating these bionics is an advanced technology, so they are usually reserved for the mid- to late- game. Body parts can also be bought, though the [[surgery]] can be a bottleneck if you don't have a good doctor. Also note that pawns will prioritize their "best" melee attack; only one part is required for gunners.
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*[[Megasloth]]s, [[elephant]]s, [[rhino]]s, and both [[bear]]s are behind the thrumbo, but can be found in the wild.
 
*[[Megasloth]]s, [[elephant]]s, [[rhino]]s, and both [[bear]]s are behind the thrumbo, but can be found in the wild.
  
Animals are much more expendable than a colonist, and most have a lot more health than a colonist. However, they cannot be drafted, limiting their combat use severely. In addition, they require one or multiple pawns proficient in the Animals skill in order be tamed and trained.  They thus have 2 main uses:
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Animals are much more expendible than a colonist, and most have a lot more health than a colonist. However, they cannot be drafted, limiting their combat use severely. In addition, they require one or multiple pawns proficient in the Animals skill in order be tamed and trained.  They thus have 2 main uses:
 
#Animals trained in ''Attack'' can... attack. They will rush towards nearby enemies, acting as a powerful distraction for your gunners.
 
#Animals trained in ''Attack'' can... attack. They will rush towards nearby enemies, acting as a powerful distraction for your gunners.
 
#Animals can be put in an [[allowed area]] in a hallway raiders are passing through. Raiders and the animal will be forced to attack each other, resulting in a melee block scenario. [[Pen animals]] will not be attacked by raiders, and in any case are unable to be zoned.
 
#Animals can be put in an [[allowed area]] in a hallway raiders are passing through. Raiders and the animal will be forced to attack each other, resulting in a melee block scenario. [[Pen animals]] will not be attacked by raiders, and in any case are unable to be zoned.
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Mechanoids have all the advantages of being an animal and then some, including the ability to be [[draft]]ed like a colonist. Mechs can be repaired of all damage for just the cost of power and can be resurrected for a couple of [[steel]]. This negates all the long-term problems that lategame melee faces (though mechs are, of course, not invincible).
 
Mechanoids have all the advantages of being an animal and then some, including the ability to be [[draft]]ed like a colonist. Mechs can be repaired of all damage for just the cost of power and can be resurrected for a couple of [[steel]]. This negates all the long-term problems that lategame melee faces (though mechs are, of course, not invincible).
  
Mechs have their unique costs. They require their [[mechanitor]] nearby to actually control. They cost [[bandwidth]], which could have been used for any amount of ranged mechs. And they create [[toxic wastepack]]s, which will eventually [[pollution|pollute]] your landscape. As combat mechs can be turned off, the actual costs of power and pollution are rather limited.
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Mechs have their unique costs. They require their [[mechanitor]] nearby to actually control. They cost [[bandwidth]], which could have been used for any amount of ranged mechs. And they create [[toxic wastepack]]s, which will eventuallyy [[pollution|pollute]] your landscape. As combat mechs can be turned off, the actual costs of power and pollution are rather limited.
  
 
:'''Comparisons'''<br>
 
:'''Comparisons'''<br>
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Bows are a mid range, generalist option.
 
Bows are a mid range, generalist option.
 
*{{Icon Small|short bow|24}} [[Short bow]]s are the simplest ranged weapons in the game, only requiring [[wood]] and a [[crafting spot]].  
 
*{{Icon Small|short bow|24}} [[Short bow]]s are the simplest ranged weapons in the game, only requiring [[wood]] and a [[crafting spot]].  
*{{Icon Small|recurve bow|24}} [[Recurve bow]]s are a direct upgrade to the shortbow, with an increase to damage, accuracy, and range, for only {{icon small|wood}} 10 [[wood]] more. Tribal starts begin with Recurve Bows unlocked, meaning they just need a Crafting skill of 5 to make these. At maximum range, recurve bows are surprisingly competitive with early firearms, especially at high qualities. (These can also be made at a [[crafting spot]].)
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*{{Icon Small|recurve bow|24}} [[Recurve bow]]s are a direct upgrade to the shortbow, with an increase to damage, accuracy, and range, for only {{icon small|wood}} 10 [[wood]] more. Tribal starts begin with Recurve Bows unlocked, meaning they just need a Crafting skill of 5 to make these. At maximum range, recurve bows are suprisingly competitive with early firearms, especially at high qualities. (These can also be made at a [[crafting spot]].)
  
 
Bows are at least ''something'' to fight raiders without having to engage in melee. Even without a single melee fighter, 5 tribals with shortbows can easily repel raids. Focus fire on 1 target, and don't let melee enemies too close. [[Door]]s can help with early ranged tactics. For example - place 2 doors on opposite ends of a larger building, and when melee raiders get too close, go to the door on the other side.
 
Bows are at least ''something'' to fight raiders without having to engage in melee. Even without a single melee fighter, 5 tribals with shortbows can easily repel raids. Focus fire on 1 target, and don't let melee enemies too close. [[Door]]s can help with early ranged tactics. For example - place 2 doors on opposite ends of a larger building, and when melee raiders get too close, go to the door on the other side.
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===Flamebows===
 
===Flamebows===
 
Flamebows are specialist weapons that cause fire.
 
Flamebows are specialist weapons that cause fire.
*{{Icon Small|Flamebow|24}} [[Flamebow]]s{{BiotechIcon}} create [[fire]] on the tile it lands on. Watch out for your base. Pawns lit on fire will run around wildly, unable to attack until doused. Fire can also be used to quickly [[temperature|heat]] up any place considered "indoors", causing any enemies to get [[heatstroke]] and burn up. Special traps can be made to take advantage of the heat, just like with [[molotov cocktail]]s. Flamebows cannot be crafted, only bought or dropped from [[impid]] raiders.
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*{{Icon Small|Flamebow|24}} [[Flamebow]]s{{BiotechIcon}} create [[fire]] on the tile it lands on. Watch out for your base. Pawns lit on fire will run around widly, unable to attack until doused. Fire can also be used to quickly [[temperature|heat]] up any place considered "indoors", causing any enemies to get [[heatstroke]] and burn up. Special traps can be made to take advantage of the heat, just like with [[molotov cocktail]]s. Flamebows cannot be crafted, only bought or dropped from [[impid]] raiders.
  
 
== Ranged - Early Industrial ==
 
== Ranged - Early Industrial ==
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Pump shotguns are a specialist weapon, great at both support and close-range damage. Machine pistols are strong up close, but a good overall weapon (for its tech level).
 
Pump shotguns are a specialist weapon, great at both support and close-range damage. Machine pistols are strong up close, but a good overall weapon (for its tech level).
 
*{{Icon small|Pump shotgun|24}} [[Pump shotgun]]s are both powerful and accurate - technically the ''most'' accurate weapon in the game, but have a measly 15.9 tile range. Damage is great, and shotguns can stagger pawns as large as [[centipede]]s.  
 
*{{Icon small|Pump shotgun|24}} [[Pump shotgun]]s are both powerful and accurate - technically the ''most'' accurate weapon in the game, but have a measly 15.9 tile range. Damage is great, and shotguns can stagger pawns as large as [[centipede]]s.  
*{{Icon small|Machine pistol|24}} [[Machine pistol]]s fire a burst of 3 bullets with a very quick cooldown. Overall DPS beats both handguns up to 19.9 tiles, this weapon's maximum range. It even surpasses the pump shotgun at touch range (3 tiles). Fast cooldown cycle makes it good for hit and run tactics. A clear-cut winner if you don't have any better equipment.
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*{{Icon small|Machine pistol|24}} [[Machine pistol]]s fire a burst of 3 bullets with a very quick cooldown. Overall DPS beats both handguns up to 19.9 tiles, this weapon's maximum range. It even surpasses the pump shotgun at touch range (3 tiles). Fast cooldown cycle makes it good for hit and run tactics. A clearcut winner if you don't have any better equipment.
  
 
Short ranged weapons are best used directly behind melee fighters, but remain decent at their maximum range. Like with melee, you can make hallways and tunnels so that you can gun enemies at an effective range. Counter these weapons by using a long range weapon, engaging them in melee, or luring them into [[spike trap]]s before they get too close.
 
Short ranged weapons are best used directly behind melee fighters, but remain decent at their maximum range. Like with melee, you can make hallways and tunnels so that you can gun enemies at an effective range. Counter these weapons by using a long range weapon, engaging them in melee, or luring them into [[spike trap]]s before they get too close.
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===Sniper rifle===
 
===Sniper rifle===
 
Extreme range, single-shot, specialist weapons.
 
Extreme range, single-shot, specialist weapons.
* {{Icon small|Sniper rifle|24}} [[Sniper rifle]]s have the highest range in the game, but low fire rate. Overall DPS is weaker than a [[bolt-action rifle]], but snipers are clearly not a damage weapon. Useful for picking off [[siege]]s, lone [[centipede]]s, etc. Very reliant on Shooting skill.
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* {{Icon small|Sniper rifle|24}} [[Sniper rifle]]s have the highest range in the game, but low firerate. Overall DPS is weaker than a [[bolt-action rifle]], but snipers are clearly not a damage weapon. Useful for picking off [[siege]]s, lone [[centipede]]s, etc. Very reliant on Shooting skill.
  
 
Sniper rifles are great weapons for kiting stationary enemies and the best weapon for hunting. Fire a shot, and as enemies approach you, back off until they reset to their original position. They are also great at luring [[siege]]s to assault your colony, assuming the siege doesn't have snipers of their own.  
 
Sniper rifles are great weapons for kiting stationary enemies and the best weapon for hunting. Fire a shot, and as enemies approach you, back off until they reset to their original position. They are also great at luring [[siege]]s to assault your colony, assuming the siege doesn't have snipers of their own.  

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