Editing Autopistol

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Infobox main|weapon
+
<onlyinclude>
| name = Autopistol
+
{{infobox main|weapon|
| image = Autopistol.png
+
|name = Autopistol
| description = An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.
+
|image = Pistol.png|Autopistol
| type = Equipment
+
|description = Ancient pattern automatic pistol. Weak and short range, but quick.
| type2 = Weapons
+
|type = Equipment
| tech level = Industrial
+
|type2 = Weapons
| class = Industrial
+
|class = Modern
| damage = 10
+
|damage = 9
| damage type = Bullet
+
|range = 22
| armorPenetration = 15
+
|accuracyTouch = 90
| range = 25.9
+
|accuracyShort = 70
| work to make = 5000
+
|accuracyMedium = 50
| accuracyTouch = 80
+
|accuracyLong = 30
| accuracyShort = 70
+
|mode = Single-Shot
| accuracyMedium = 40
+
|warmup = 18
| accuracyLong = 30
+
|cooldown = 60
| accuracyAvg = 65
+
|burst = 1
| mode = Single-Shot
+
|DPS = DPS
| warmup = 18
+
|velocity = 55
| cooldown = 60
+
|buy = {{icon|steel|30}} + {{icon|component|2}}
| burst = 1
+
|sell = {{icon|silver|153}}
| DPS = DPS
+
|mass base = 1.2
| velocity = 55
 
| production facility 1 = Machining table
 
| research = Blowback operation
 
| resource 1 = Steel
 
| resource 1 amount = 30
 
| resource 2 = Component
 
| resource 2 amount = 2
 
| marketvalue = 139
 
| mass base = 1.2
 
| stoppingPower = 0.5
 
| meleeattack1dmg = 9
 
| meleeattack1type = blunt
 
| meleeattack1part = Grip
 
| meleeattack1cool = 2.0
 
| meleeattack1ap = 13
 
| meleeattack2dmg = 9
 
| meleeattack2type = blunt
 
| meleeattack2part = Barrel
 
| meleeattack2cool = 2.0
 
| meleeattack2ap = 13
 
| meleeattack3dmg = 9
 
| meleeattack3type = Poke
 
| meleeattack3part = Barrel
 
| meleeattack3cool = 2.0
 
| meleeattack3ap = 13
 
| MeleeWeaponAverageDPS = 4.5
 
| MeleeWeaponAverageAP = 13
 
| page verified for version =
 
| skill 1 = Crafting
 
| skill 1 level = 4
 
| has quality = True
 
| weaponTags = Gun, SimpleGun
 
| tradeTags = WeaponRanged
 
 
}}
 
}}
{{Info|The '''autopistol''' is a light, single-shot firearm in RimWorld which deals a moderate amount of damage per shot; a very short time between shots; moderate range and moderate overall accuracy.}}
+
</onlyinclude>
 +
{{info|The autopistol is a light, single-shot firearm in RimWorld which deals a slightly lower amount of damage per shot; very short time between shots; slightly shorter range and slightly higher accuracy.}}
 +
the autopistol is.
  
== Acquisition ==
+
=== Combat performance ===
Autopistols can be crafted at a [[machining table]] once the [[Research#Blowback operation|Blowback Operation]] research has been completed; from {{Required Resources}}s and {{Ticks|{{P|Work To Make}}}} of work. A crafting skill of at least 4 is required.
 
  
Autopistols can also be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following [[raider#Humanlike|raider]] kinds:
 
  
{| class="wikitable sortable"
+
It'll take 5 shots to the torso to kill an unarmored human with an autopistol, or around 8-9 shots against a human with a normal armor vest. The autopistol can also instantly cripple digits, eyeballs, and cause very severe brain damage against unprotected skulls. Limbs can be crippled in 3 shots against an unarmored human.
! Raider Kind !! Chance !! Average Quality !! Health
+
 
|-
+
 
| Scavenger Gunner || 25.72% || Normal || 40-110%
+
As a weapon with a slightly shorter range and a very short time between shots, the autopistol is a very skill-friendly weapon. A healthy level 4 traitless shooter, level 0 careful shooter or level 8 trigger-happy can somewhat efficiently use the autopistol up to 15 cells. However, a level 11 traitless shooter, level 6 careful shooter or level 14 trigger-happy is advisable to efficiently use the autopistol up to its maximum range of 22 cells.
|-
+
 
| Pirate Gunner || 14.55% || Normal || 70-230%
+
 
|-
+
On average, the autopistol is best paired with a careful shooter up until level 16, and a trigger-happy shooter onwards.
| Villager || 19.97% || Poor || 20-200%
+
 
|-
+
 
| Town Councilman || 43.31% || Good || 100%
+
====Melee Combat====
|-
+
An autopistol has a weapon bulk of 50%, but weapon bulk doesn't seem to have any observable effect on actual gameplay.
| Town Guard || 10.35% || Normal || 60-200%
+
 
|-
+
 
| Mercenary Gunner || 6.65% || Normal || 70-320%
+
All possible melee attacks with an autopistol:
|-
+
{| {{STDT| c_12 text-center}}
| Ancient Soldier || 5.15% || Normal || 100%
+
!Tool
 +
!Attack
 +
!Damage Type
 +
!Power
 +
!Cooldown
 +
!Likelihood
 +
!Base DPS
 +
!Armored DPS
 +
|-  
 +
!Overall
 +
!-
 +
!-
 +
!8
 +
!1.6s
 +
!-
 +
!5
 +
!4.6
 +
|- newline
 +
|Grip
 +
|Smash
 +
|Blunt
 +
|8
 +
|1.6s
 +
|33.3%
 +
|5
 +
|4.6
 +
|- newline
 +
|Barrel
 +
|Smash
 +
|Blunt
 +
|8
 +
|1.6s
 +
|33.3%
 +
|5
 +
|4.6
 +
|- newline
 +
|Barrel
 +
|Poke
 +
|Blunt
 +
|8
 +
|1.6s
 +
|33.3%
 +
|5
 +
|4.6
 
|}
 
|}
  
== Analysis ==
+
===Obtaining===
The autopistol has the shortest warmup/cooldown cycle out of all ranged weapons in the game, though RPM is low due to being single shot. Short-distance accuracy is also somewhat respectable. Therefore, the autopistol is a decent weapon for low-skill shooters, and has another small niche as a hit-and-run weapon. It's also easy to acquire, from both raiders or manufacturing.
+
Autopistols can be purchased from outlander and orbital combat suppliers, or obtained from the following [[raider#Humanlike|raider]] kinds:
 +
 
 +
'''Pirates:'''
 +
* Drifter - 11.2% chance (shoddy [[quality]] on average, 20-60% health)
 +
* Scavenger - 18.2% chance (poor quality on average, 20-90% health)
 +
* Pirate - 5% chance (normal quality on average, 40-150% health)
 +
 
 +
'''Outlanders:'''
 +
* Villager - 7% chance (poor quality on average, 20-200% health)
 +
* Town Guard - 9.5% chance (poor quality on average, 20-200% health)
  
=== Comparisons ===
+
'''Mercenaries:'''
In terms of actual damage, the autopistol is clearly an early game weapon, found on early game raiders, so should be compared to other weapons of its caliber:
+
* Mercenary Gunner - 5% chance (normal quality on average, 70-230% health)
* [[Revolver]] - The autopistol has identical maximum range, but better DPS at all ranges. The revolver can [[stagger]] [[human]]s and [[Lancer|human-]][[Scyther|sized]] [[mechanoid]]s, a noticeable advantage for close-range combat. The autopistol is also slightly worse against armor, though early raiders won't have much to begin with.
 
*Bows - Autopistols have the same maximum range as a [[recurve bow]]. The pistol is superior to all bows up to short ranges, and only beaten by the [[great bow]] from medium range onwards. Unless you need the greatbow's range, or have a high [[quality]] recurve bow / greatbow, there is no reason not to upgrade to the pistol.
 
* [[Bolt-action rifle]] - less clear cut. The pistol is significantly superior within short range, while the rifle is both significantly superior beyond this and has a significantly longer range. Rather than direct competitors, this makes them naturally complementary with each other, each covering their effective ranges.
 
  
The autopistol is outclassed by the [[machine pistol]] and [[pump shotgun]]. Both guns outdamage the autopistol at any range they can fire from. Despite the autopistol having a higher max range, firing from that distance is a poor use for the autopistol. It is thoroughly outclassed by more advanced weapons, such as the [[Heavy SMG]].
+
'''Spacers:'''
 +
* Space Soldier - 4.5% chance (good quality on average, 100% health)
  
=== Stats ===
 
Against an unarmored human, an autopistol can kill with 4 hits to the torso, 3-4 hits to the head, 3 hits to the neck or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 7 hits (~13.3 seconds average) to incapacitate that human from pain shock.
 
  
{{Weapon Stats Table}}
+
Autopistols can also be crafted at a [[machining table]] once the [[Research#BlowbackOperation|blowback operation]] research is completed; from 30 [[steel]], 2 [[component]]s and {{Ticks|15000}} of work.
  
== Autopistol vs. comparable weapons==
+
===Conclusion & Comparison===
<!--
+
Compared to the revolver, the autopistol deals slightly less damage per shot, but this is more than offset by the autopistol's considerably shorter cooldown time. However, the autopistol also has a shorter range and needs more research before it can be produced. There's little incentive to produce the autopistol though when scavenged weapons at that point are probably going to be significantly better and it's unlikely that you'll have a good crafter early on.
    Table cell hex colour values for win rates:
 
    0 - 20.83% win rate = #FF6969
 
    20.84 - 31.24% win rate = #FF9B72
 
    31.25 - 43.74% win rate = #FFCD7B
 
    43.75 - 56.25% win rate = #FFFF85
 
    56.26 - 68.75% win rate = #CDFF7B
 
    68.76 - 79.16% win rate = #9BFF72
 
    79.17 - 100.00% win rate = #69FF69
 
-->
 
This section goes over how well the autopistol fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat.  
 
  
=== Methodology ===
 
<div class="mw-collapsible mw-collapsed" style="width:800px;overflow:auto">
 
  
<div class="mw-collapsible-content">
+
The [[machine pistol]] only requires 15 more steel and 1 more component to produce than the autopistol, but is 'automatic' and offers a shorter time between bursts than the autopistol's time between shots, therefore making the machine pistol a more viable option to produce since it also requires the same research as the autopistol; both more skill-friendly and offers vastly superior damage output despite the deficit in damage per shot.
* All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease
 
* All pawns have skill levels of 14 in ranged and melee
 
* No pawns have any traits that affect combat performance
 
* All pawns are of at least 18 years of age and completely healthy
 
* Pawns are divided by walls to prevent stray shots from skewing results in any way
 
* Weather is always kept clear
 
* No cover is used for either team</div>
 
</div>
 
  
Results in the tables below are the percentages of battles that autopistols either won or tied against the weapon listed in the first column of said tables, with a sample size of 2,000 battles per result. Higher percentages are better.
 
  
==== Unarmored ====
+
Depending on biome, the [[great bow|greatbow]] is probably a better choice than the autopistol anyway: significantly cheaper; offers similar damage output, even superior from 11 cells onwards - more demanding on skill though since the great bow has a significantly longer time between shots.
For the unarmored testing, all pawns wore normal quality [[plainleather]] [[pants]], plainleather [[button-down shirt]]s, plainleather [[duster]]s and plainleather [[cowboy hat]]s.
 
  
{| class="wikitable sortable" style="text-align: center"
+
==Graphs==
! Other Weapon !! 3 !! 7 !! 12 !! 18 !! 25 !! 32 !! 40
+
The graphs assume a normal quality autopistol against an adult human that's out in the open in clear weather. For DPS, projectile speed has also been factored into the equation, with the weighting based on the base amount of attacks that it'll take to put the aforementioned target into pain shock.  
|-
 
! Machine Pistol
 
| style="background: #FF6969" | 19.34% || style="background: #FF9B72" | 25.82% || style="background: #FFCD7B" | 33.07% || style="background: #FFCD7B" | 36.20% || - || - || -
 
|-
 
! Revolver
 
| style="background: #CDFF7B" | 64.84% || style="background: #CDFF7B" | 59.91% || style="background: #FFFF85" | 55.11% || style="background: #FFFF85" | 56.19% || style="background: #FFFF85" | 55.59% || - || -
 
|-
 
! Pump Shotgun
 
| style="background: #FFFF85" | 48.66% || style="background: #FFFF85" | 45.16% || style="background: #FFCD7B" | 36.78% || - || - || - || -
 
|}
 
  
==== Armored ====
+
[[File:AutopistolAccTraitless.png|494px|Autopistol's accuracy with various shooters without any trait.]]
For the armored testing, all pawns wore normal quality [[flak pants]], [[flak vest]]s, plainleather button-down shirts, [[flak jacket]]s and [[steel]] [[simple helmet]]s.
+
[[File:AutopistolDPSTraitless.png|494px|Autopistol's DPS with various shooters without any trait.]]
  
{| class="wikitable sortable" style="text-align: center"
+
[[File:AutopistolAccCareful.png|494px|Autopistol's accuracy with various shooters with careful shooter.]]
! Other Weapon !! 3 !! 7 !! 12 !! 18 !! 25 !! 32 !! 40
+
[[File:AutopistolDPSCareful.png|494px|Autopistol's DPS with various shooters with careful shooter.]]
|-
 
! Machine Pistol
 
| style="background: #FF6969" | 18.51% || style="background: #FF9B72" | 24.36% || style="background: #FFCD7B" | 33.65% || style="background: #FFCD7B" | 37.08% || - || - || -
 
|-
 
! Revolver
 
| style="background: #CDFF7B" | 60.82% || style="background: #CDFF7B" | 58.70% || style="background: #FFFF85" | 54.27% || style="background: #FFFF85" | 54.79% || style="background: #FFFF85" | 52.49% || - || -
 
|-
 
! Pump Shotgun
 
| style="background: #FFFF85" | 51.44% || style="background: #FFFF85" | 46.94% || style="background: #FFCD7B" | 38.14% || - || - || - || -
 
|}
 
  
== XP per salvo ==
+
[[File:AutopistolAccHappy.png|494px|Autopistol's accuracy with various shooters with trigger-happy.]]
You get 9 experience points per salvo in shooting, without any passion/flames
+
[[File:AutopistolDPSHappy.png|494px|Autopistol's DPS with various shooters with trigger-happy.]]
  
 
== Version history ==
 
== Version history ==
* [[Version/0.18.1722|0.18.1722]] - Added when the '''pistol''' was split into [[revolver]] and '''autopistol'''. Although the autopistol uses the old pistol's sprite, the revolver is functionally closer to the old pistol.
 
* Beta 19 - received a slight accuracy nerf and range buff
 
  
<gallery>
+
It was split from the pistol in Alpha 17. Although the autopistol uses the old pistol's sprite, the [[revolver]] is functionally closer to the old pistol.
pistol.png|Original Pistol sprite
+
 
</gallery>
+
It received a slight accuracy nerf in 1.0.
  
{{Nav|weapon|wide}}
+
[[Kind::Weapons| ]]
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]
+
{{nav|weapon|wide}}
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]]
+
[[Category:Weapons]]
 +
[[Category:Equipment]]

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: