Editing Weapon Guide

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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 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.
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*'''Range''': How far a ranged weapon can fire. Whenever 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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*[[Plasteel]] [[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.  
  
 
:'''Comparisons:'''<br>
 
:'''Comparisons:'''<br>
When made of plasteel, a longsword of sufficient quality (2-3 levels above) can outdamage a regular monosword. A ''masterwork'' plasteel longsword will outdamage a ''good'' monosword, and roughly equal to a ''normal'' persona monosword, though it has less {{AP}}. Plasteel is much better than steel; a plasteel [[knife]] is roughly on par with a steel longsword of the same quality. The next best weapons after a longsword would be a [[spear]] and [[gladius]]. Faster weapons (like knives) have some niche to training melee.
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When made of plasteel, a longsword of sufficient quality (2-3 levels above) can outdamage a regular monosword. A ''masterwork'' plasteel longsword will outdamage a ''good'' monosword, and roughly equal to a ''normal'' persona monosword, though it has less {{AP}}. Plasteel is much better than steel; a plasteel [[knife]] is roughly on par with a steel longsword of the same quality. The next best weapons from longswords are [[spear]]s and [[gladius]]es. Faster weapons (like knives) have some niche to training melee.
  
 
===Blunt===
 
===Blunt===
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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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*The [[Genes#Ability|animal warcall]] [[gene]]{{BiotechIcon}} turns a specific animal hostile against your opponents.
 
*The [[Genes#Ability|animal warcall]] [[gene]]{{BiotechIcon}} turns a specific animal hostile against your opponents.
  
For the former two strategies, you should wall in [[door]]s (to prevent exit via [[mental break]]), and watch the carnage. Stronger animals like [[megasloth]]s or a herd of [[elephant]]s can easily end smaller raids, or at least force [[siege]]s to attack. These are heavily dependent on your map's current fauna. Also note that using wild animals like this becomes progressively weaker as raids become stronger. An [[elephant]] can't handle 30 gun-wielding raiders, for instance.
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For the former two strategies, you should wall in [[door]]s (to prevent exit via [[mental break]]), and watch the carnage. Stronger animals like [[megasloth]]s or a herd of [[elephant]]s can easily end smaller raids, or at least force [[siege]]s to attack. These are heaily dependent on your map's current fauna. Also note that using wild animals like this becomes progressively weaker as raids become stronger. An [[elephant]] can't handle 30 gun-wielding raiders, for instance.
  
 
===Mechanoid===
 
===Mechanoid===
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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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*{{Icon small|Autopistol|24}} [[Autopistol]]s have slightly better DPS than revolvers at any range, but do not stagger humans. Autopistols also have the fastest cooldown cycle in the game, lending well to hit-and-run tactics against melee opponents.
 
*{{Icon small|Autopistol|24}} [[Autopistol]]s have slightly better DPS than revolvers at any range, but do not stagger humans. Autopistols also have the fastest cooldown cycle in the game, lending well to hit-and-run tactics against melee opponents.
  
As the lowest tech firearms, pistols are weaker than most of the options here, but still better than a recurve bow at all ranges. Inaccurate from max range. Both handguns are roughly the same as each other, but revolvers are better as a support weapon, and autopistols better as a main damage dealer.
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As the lowest tech firearms, pistols are weaker than most of the options here, but still better than a recurve bow at all ranges. Inaccurate from max range. Both handguns are roughly the same to each other, but revolvers are better as a support weapon, and autopistols better as a main damage dealer.
  
 
===Long ranged===
 
===Long ranged===
These options are effective in any situation (outside of close combat), mostly due to the small effective range of contemporary weapons.
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These options are effective in any situation (outside of close combat), mostly due to the small effective range of these lower-tech weapons.
 
*{{Icon small|Greatbow|24}} [[Greatbow]]s are on-par with most pistols, but have a higher range. "Greatbows are better than pistols at the pistol's max range". While costing only wood to create, actually researching greatbows is usually not worth all that effort - even for Tribal starts - when other guns are easy enough to get from raiders. Also, they are outclassed by the bolt-action rifle in every reasonable statistic.
 
*{{Icon small|Greatbow|24}} [[Greatbow]]s are on-par with most pistols, but have a higher range. "Greatbows are better than pistols at the pistol's max range". While costing only wood to create, actually researching greatbows is usually not worth all that effort - even for Tribal starts - when other guns are easy enough to get from raiders. Also, they are outclassed by the bolt-action rifle in every reasonable statistic.
*{{Icon small|Bolt-action rifle|24}} [[Bolt-action rifle]]s are a fairly standard, mid-long range option, only outranged by the [[sniper rifle]]. Best range in this tech level by far, it can shoot just about any enemy as they approach. Like greatbows, they beat pistols at the pistol's max range. Good for open combat, and great for hunting. Preferably used with high-skill shooters.
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*{{Icon small|Bolt-action rifle|24}} [[Bolt-action rifle]]s are a fairly standard, mid-long range option, only outranged by the [[sniper rifle]]. Best range in this tech level by far, it can shoot just about any enemy as they approach. Like greatbows, they beat pistols at the pistol's max range. Good for open combat, and great for hunting. Preferably used with high-skill shooters.
 
 
: Even when you have more advanced weapons, the bolt-action still has a niche. It deals more damage than the sniper while retaining high range. The bolt-action outranges all [[centipede]] variants, and comfortably outranges [[lancer]]s.
 
  
 
Due to enemy AI firing from the closest available cover, meaning they often fire from near-max range, both of these weapons perform very well in the open. Both weapons are good in a long distance firefight, though bolt-action rifles are statistically superior.
 
Due to enemy AI firing from the closest available cover, meaning they often fire from near-max range, both of these weapons perform very well in the open. Both weapons are good in a long distance firefight, though bolt-action rifles are statistically superior.
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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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===Rifles & SMG===
 
===Rifles & SMG===
 
Rifle-class weapons are generalist weapons, dealing great damage at any range.
 
Rifle-class weapons are generalist weapons, dealing great damage at any range.
* {{Icon small|Assault rifle|24}} [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. They are very good when outside a [[killbox]] (such as repelling breachers and sappers), and respectable inside of one. If you don't need a [[sniper rifle]]'s range, they are the best general weapon for [[kiting]]. Somewhat 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. The best weapon for [[kiting]], assault rifles are very good when outside a [[killbox]] (such as repelling breachers and sappers), and respectable inside of one. Somewhat skill friendly.
 
* {{Icon small|Heavy SMG|24}} [[Heavy SMG]]s are skill friendly, close-medium range weapons. Great damage and accuracy up close, remaining decent at longer distances. A strict upgrade to the machine pistol. SMGs are best for low-skill shooters, mostly due to closer range. They can outdamage even charge rifles at <10 tiles, without the hard range restrictions of a chain shotgun.
 
* {{Icon small|Heavy SMG|24}} [[Heavy SMG]]s are skill friendly, close-medium range weapons. Great damage and accuracy up close, remaining decent at longer distances. A strict upgrade to the machine pistol. SMGs are best for low-skill shooters, mostly due to closer range. They can outdamage even charge rifles at <10 tiles, without the hard range restrictions of a chain shotgun.
 
* {{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. Charge rifles are the strongest weapon in a [[killbox]] that can remain flexible outside of one.
 
* {{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. Charge rifles are the strongest weapon in a [[killbox]] that can remain flexible outside of one.
  
In general, these weapons are great for base defense, whenever in static setups or when dealing with [[breacher]]s and [[sapper]]s. They are also the best options for attacks outside of your base. Assault rifles are the overall best weapon outside of a killbox, charge rifles deal the most damage of the three, and SMGs are best at lower skill.
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In general, these weapons are great for base defense, whenever in static setups or when dealing with [[breacher]]s and [[sapper]]s. They are also the best options for attacks outside of your base. Assault rifles are the overall best weapon outside of a kill, charge rifles deal the most damage of the three, and SMGs are best at lower skill.
  
 
===LMG & Minigun===
 
===LMG & Minigun===
 
Weapons with a large burst of bullets, but low accuracy and long cooldowns.
 
Weapons with a large burst of bullets, but low accuracy and long cooldowns.
 
* {{Icon small|LMG|24}} [[LMG]]s fire a 6-shot spray of bullets. Can stagger humans, but lower single-target DPS than the rifles. The LMG is decent for crowd-control, and a good support weapon.
 
* {{Icon small|LMG|24}} [[LMG]]s fire a 6-shot spray of bullets. Can stagger humans, but lower single-target DPS than the rifles. The LMG is decent for crowd-control, and a good support weapon.
* {{Icon small|Minigun|24}} [[Minigun]]s fire a massive 25-shot burst, a massively heavy SMG. High cost, wildly inaccurate, and with a huge cooldown cycle, miniguns are dedicated to crowd-control in specialized, stationary setups. Extremely powerful in the right situations.
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* {{Icon small|Minigun|24}} [[Minigun]]s fire a massive 25-shot burst, a massively heavy SMG. High cost, widly inaccurate, and with a huge cooldown cycle, miniguns are dedicated to crowd-control in specialized, stationary setups. Extremely powerful in the right situations.
  
 
Both weapons are good as support, and for at mowing crowds of enemies. Missed shots can hit other enemies in the vicinity, meaning their low accuracy is compensated when attacking a horde of tribals. Both weapons do well in crowded, stationary setups. The minigun is much more extreme - its optimal DPS is miles above any weapon in the game, but the user becomes a sitting duck. The LMG suffers when compared to rifle-class weapons, due to low effective {{DPS}}.
 
Both weapons are good as support, and for at mowing crowds of enemies. Missed shots can hit other enemies in the vicinity, meaning their low accuracy is compensated when attacking a horde of tribals. Both weapons do well in crowded, stationary setups. The minigun is much more extreme - its optimal DPS is miles above any weapon in the game, but the user becomes a sitting duck. The LMG suffers when compared to rifle-class weapons, due to low effective {{DPS}}.
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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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Each mortar shell has its own purpose:
 
Each mortar shell has its own purpose:
 
*{{Icon small|High-explosive shell|24}} [[High-explosive shell]]: General purpose shell, good against any stationary target.
 
*{{Icon small|High-explosive shell|24}} [[High-explosive shell]]: General purpose shell, good against any stationary target.
*{{Icon small|Incendiary shell|24}} [[Incendiary shell]]: Great for igniting a [[siege]]'s own mortars/mortar shells on fire, potentially causing a chain reaction. But, as the game will start [[rain]] if a fire spreads too far, these shells aren't very useful otherwise.
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*{{Icon small|Incendiary shell|24}} [[Incendiary shell]]: Great for igniting a [[siege]]'s own mortars/mortar shells on fire, potentially causing a chain reaction. But as the game will start [[rain]] if a fire spreads too far, these shells aren't very useful otherwise.
*{{Icon small|EMP shell|24}} [[EMP shell]]: Stuns mechanoids. Massive explosion radius makes this ''somewhat'' accurate. Can also disable [[mech high-shield]]s{{RoyaltyIcon}}, so that other mortars can attack through the shield.
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*{{Icon small|EMP shell|24}} [[EMP shell]]: Stuns mechanoids. Massive explosion radius makes this ''somewhat'' accurate. Can also disable [[mech high-shield]]s{{RoyaltyIcon}}, so that other mortars can fire.
*{{Icon small|Firefoam shell|24}} [[Firefoam shell]]: Creates [[firefoam]], extinguishing fires. The small firefoam radius and introduction of [[firefoam pop pack]]s and [[foam turret]]s make this shell mostly obsolete.
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*{{Icon small|Firefoam shell|24}} [[Firefoam shell]]: Creates [[firefoam]], extinguishing fires. The small firefoam radius and introduction of [[firefoam pop pack]]s and [[foam turret]]s have mostly left the shell obsolete.
 
*{{Icon small|Smoke shell|24}} [[Smoke shell]]: Creates blind smoke in a large radius. As with the [[smoke launcher]], it prevents turrets from locking on and reduces accuracy. While the smoke launcher is free to use, the shell has a larger radius and can be used from further away.
 
*{{Icon small|Smoke shell|24}} [[Smoke shell]]: Creates blind smoke in a large radius. As with the [[smoke launcher]], it prevents turrets from locking on and reduces accuracy. While the smoke launcher is free to use, the shell has a larger radius and can be used from further away.
 
*{{Icon small|Antigrain warhead|24}} [[Antigrain warhead]]: A weapon of mass destruction, on and above the level of a doomsday rocket. Quest only, so use it wisely.
 
*{{Icon small|Antigrain warhead|24}} [[Antigrain warhead]]: A weapon of mass destruction, on and above the level of a doomsday rocket. Quest only, so use it wisely.

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