Editing Weapons
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− | {{ | + | {{for|ways for both countering and using each kind of weapon|Weapon Guide}} |
− | {{ | + | {{imagemargin|[[File:weapons_preview.png|right]]|32px}}'''Weapons''' are used by [[colonists]] and [[raiders]] alike to fight each other (and sometimes to put down enraged [[animals]]). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots. |
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− | '''Weapons''' are used by [[colonists]] and [[raiders]] alike to fight each other (and sometimes to put down enraged [[animals]]). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots. | ||
{{TOCright}} | {{TOCright}} | ||
If left exposed with no roof, a weapon on the ground will [[Deterioration|deteriorate]] until it disintegrates without a trace. Weapons stored in a [[shelf]] will not deteriorate, even if left outside. | If left exposed with no roof, a weapon on the ground will [[Deterioration|deteriorate]] until it disintegrates without a trace. Weapons stored in a [[shelf]] will not deteriorate, even if left outside. | ||
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== Ranged weapons == | == Ranged weapons == | ||
− | Range weapons consist mostly of firearms, as well as | + | Range weapons consist mostly of firearms, as well as other non-gunpowder weapons like [[Neolithic Weapons|bows and throwing spears]], and also the advanced charge rifle and incendiary launcher. A ranged weapon's accuracy and damage are also affected by its [[quality]] level. |
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The ranges are measured in tiles and correspond to: | The ranges are measured in tiles and correspond to: | ||
− | * Touch = 3 | + | * Touch = 3 |
− | * Short = 12 | + | * Short = 12 |
− | * Medium = 25 | + | * Medium = 25 |
− | * Long = 40 | + | * Long = 40 |
− | + | Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. For example, a pump shotgun, with a maximum range 15.9 and acc. stats 80-87-77-64, will never fire out at a range of 25 tiles, yet the medium range accuracy stat does still bear relevance to its accuracy at 13-15 cells; you can think of its accuracy stats as 80-87-(77)-(n/a) instead. | |
− | + | DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range. | |
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− | + | Some ranged weapons fire in bursts with each shot having individual hit chances. Cooldown starts once all shots in a burst are fired. | |
− | + | Ranged weapons also can't fire in melee range unless the target is downed or not immediately hostile to the player's faction. | |
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Stats listed in the table below are for weapons that are of normal quality; better/worse quality will raise/lower the % to hit as appropriate. | Stats listed in the table below are for weapons that are of normal quality; better/worse quality will raise/lower the % to hit as appropriate. | ||
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{| {{STDT|sortable c_06 text-center}} | {| {{STDT|sortable c_06 text-center}} | ||
− | ! colspan='2'|Name !! Damage !! | + | ! colspan='2'|Name !! Damage !! AP !! Stopping Power !! Warm-Up<br/>(ticks){{ref label|Time|A}} !! Cooldown<br/>(ticks){{ref label|Time|A}} !! Range<br/>(tiles) !! Burst Count !! Burst (ticks){{ref label|Time|A}} !! Bullet Speed !! Accuracy<br/>(Touch) !! Accuracy<br/>(Short) !! Accuracy<br/>(Medium) !! Accuracy<br/>(Long) !! Miss Radius !! Blast Radius !! DPS<br/>(Optimal){{ref label|DPS Targets|B}} !! data-sort-type="number"|DPS<br/>(Touch){{ref label|DPS Targets|B}} !! data-sort-type="number"|DPS<br/>(Short){{ref label|DPS Targets|B}} !! data-sort-type="number"|DPS<br/>(Medium){{ref label|DPS Targets|B}} !! data-sort-type="number"|DPS<br/>(Long){{ref label|DPS Targets|B}} !! Value {{icon Small|silver|}} |
|- | |- | ||
{{#ask:[[Concept:Ranged Weapons]] [[Class::!Mechanoid Weapons]] [[Name::!Uranium slug cannon]] [[Name::!Autocannon]] [[Name::!Mini-turret gun]] | {{#ask:[[Concept:Ranged Weapons]] [[Class::!Mechanoid Weapons]] [[Name::!Uranium slug cannon]] [[Name::!Autocannon]] [[Name::!Mini-turret gun]] | ||
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| sort=From DLC, name}} | | sort=From DLC, name}} | ||
|} | |} | ||
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:{{note|Time|A}} At normal game speed, there are 60 ticks to one real world second. See: [[Time]]. | :{{note|Time|A}} At normal game speed, there are 60 ticks to one real world second. See: [[Time]]. | ||
:{{note|DPS Targets|B}} This DPS assumes a single target - weapons with a blast radius may have higher effective DPS by virtue of hitting multiple targets. | :{{note|DPS Targets|B}} This DPS assumes a single target - weapons with a blast radius may have higher effective DPS by virtue of hitting multiple targets. | ||
=== Quality modifiers === | === Quality modifiers === | ||
+ | |||
{| {{STDT|sortable c_06 text-center}} | {| {{STDT|sortable c_06 text-center}} | ||
! Quality !! Accuracy Modifier !! Base Damage Modifier !! Armor Penetration Modifier | ! Quality !! Accuracy Modifier !! Base Damage Modifier !! Armor Penetration Modifier | ||
|- | |- | ||
− | ! Awful | + | !Awful |
− | | 0.80 | + | |0.80 |
− | | 0.90 | + | |0.90 |
− | | 0.90 | + | |0.90 |
+ | |- | ||
+ | !Poor | ||
+ | |0.90 | ||
+ | |1.00 | ||
+ | |1.00 | ||
+ | |- | ||
+ | !Normal | ||
+ | |1.00 | ||
+ | |1.00 | ||
+ | |1.00 | ||
|- | |- | ||
− | ! | + | !Good |
− | | | + | |1.10 |
− | | 1.00 | + | |1.00 |
− | | 1.00 | + | |1.00 |
|- | |- | ||
− | ! | + | !Excellent |
− | | 1. | + | |1.20 |
− | | 1.00 | + | |1.00 |
− | | 1.00 | + | |1.00 |
|- | |- | ||
− | ! | + | !Masterwork |
− | | 1. | + | |1.35 |
− | | 1. | + | |1.25 |
− | | 1. | + | |1.25 |
|- | |- | ||
− | ! | + | !Legendary |
− | | 1. | + | |1.50 |
− | | 1. | + | |1.50 |
− | | 1. | + | |1.50 |
|- | |- | ||
− | + | |} | |
− | | 1. | + | |
− | + | === Accuracy === | |
− | | | + | {{Stub|section=1|reason=Needs to be double checked and what happens at ranges beyond 40 tiles for weapon accuracy? Where is body size applied? Also [[Ideoligion#Combat_in_darkness|Combat in Darkness]] precept effect needs info. Also [[Genes#Nearsighted]] info}} |
+ | Ranged weapon accuracy follows the following equation: | ||
+ | {| class="wikitable" | ||
|- | |- | ||
− | + | | Accuracy = ([[Shooting Accuracy]]<sup>Range</sup> × Weapon Accuracy × [[Weather]] × [[Smoke]] × [[Cover]]) + [[Ideoligion#Combat_in_darkness|Combat in Darkness]] | |
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|} | |} | ||
+ | Where: | ||
+ | * [[Shooting Accuracy]]: Is the stat of the shooting pawn. | ||
+ | * Range: Is the distance in tiles between the shooter and the target. | ||
+ | * Weapon Accuracy: Is the weapon accuracy of the weapon at that range. If it is not one of the listed values at 3, 12, 25, or 40 tiles, it is linearly interpolated between the nearest point above and the nearest point below the current range. | ||
+ | * [[Weather]]: Is the accuracy modifier for a given weather ranging from 50% for Fog, to 100% on a clear day. | ||
+ | * [[Smoke]]: If smoke occupies any tile directly between the shooter and target, it applies a 30% modifier (otherwise 100%). | ||
+ | * [[Cover]]: Cover modifier for the target, based on cover objects and shooting angle. | ||
+ | * [[Body size]]: A modifier based on the body size of the target. 0.5x for body sizes of 0.5 or lower, equal to body size for body size between 0.5 and 2.0, and 2.0x for body sizes of 2.0x or higher.{{Check Tag|Detail/Verify|Verify bounds and check where the multiplier is applied in the order of pperations}} | ||
+ | * [[Ideoligion#Combat_in_darkness|Combat in Darkness]] Preferred Precept{{IdeologyIcon}}: Up to +25%/-20% ranged accuracy & +10%/-10% melee accuracy in darkness/brightly lit environments, respectively. Only if the Preferred Precept is held by the shooter, otherwise 0%. | ||
+ | |||
+ | Related to accuracy, there are also [[friendly fire]] mechanics that prevent misses from hitting nearby allies within a certain radius. | ||
+ | |||
+ | === Stopping power === | ||
+ | {{stub|section=1|reason=Lacking detail. How does stagger proc, what are its exact effects and durations, etc}} | ||
+ | Stopping power is the ability of ranged weapons to cause stagger when hitting a target, slowing them down for a short{{Check Tag|How short?}} period. The size of the number relates directly to the body size of the pawn that can be staggered by the weapon - thus, to stagger [[human]]s a stopping power of {{Q|Human|Body Size}} or higher is required while to stagger an [[elephant]] a stopping power of {{Q|Elephant|Body Size}} would be needed. | ||
+ | |||
+ | A typical ranged weapon has a stopping power of 0.5, however the following weapons have higher stopping powers: {{#ask: [[Stopping Power::>0.500001]]}}. | ||
+ | |||
+ | Of these, only the following are sufficient to stagger a human: {{#ask: [[Stopping Power::>{{Q|Human|Body Size}}]]}}. | ||
+ | |||
+ | === Unobtainable weapons === | ||
+ | These weapons are equipped by either mechanoids or by turrets and cannot be obtained independent from their regular users without the use of [[dev mode]]. | ||
+ | They include: the [[autocannon]], the [[heavy_charge_blaster|heavy charge blaster]], the [[inferno_cannon|inferno cannon]], the [[Inferno_cannon_(Turret)|turret form of the inferno cannon]], the [[light_charge_blaster|light charge blaster]], the [[mini-slugger]], the [[mini-turret_gun|mini-turret gun]], the [[needle_gun|needle gun]], and the [[uranium_slug_cannon|uranium slug cannon]]. When a normal pawn equips a debug-spawned weapon and then drops it, the weapon will disappear. | ||
== Melee weapons == | == Melee weapons == | ||
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=== Base melee stats === | === Base melee stats === | ||
− | The following stats are for | + | The following stats are for weapons that are of normal quality and made out of [[steel]] (the baseline material). Other materials may do more or less average damage per second (DPS), as will better/worse [[quality|qualities]]. |
{{Melee Weapons Table}} | {{Melee Weapons Table}} | ||
=== Material / Quality modifiers === | === Material / Quality modifiers === | ||
− | + | {| {{STDT|sortable c_06 text-center}} | |
− | {| {{STDT| sortable c_06 text-center | + | ! Material !! Cooldown speed factor !! Damage factor (Blunt) !! DPS factor (Blunt) !! Damage factor (Sharp) !! DPS factor (Sharp) !! Max HP factor |
− | ! Material !! Cooldown speed factor !! Damage factor (Blunt) !! | + | |- |
+ | ![[Sandstone Blocks|Sandstone]] | ||
+ | |1.30|| | 1.00 || 0.77 || | 0.50 || 0.38 || 1.4 | ||
+ | |- | ||
+ | ![[Granite Blocks|Granite]] | ||
+ | |1.30|| | 1.00 || 0.77 || | 0.65 || 0.50 || 1.7 | ||
+ | |- | ||
+ | ![[Limestone Blocks|Limestone]] | ||
+ | |1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.55 | ||
+ | |- | ||
+ | ![[Slate Blocks|Slate]] | ||
+ | |1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.3 | ||
+ | |- | ||
+ | ![[Marble Blocks|Marble]] | ||
+ | |1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.2 | ||
+ | |- | ||
+ | ![[Silver]] | ||
+ | |1.00 || | 1.00 || 1.00 || | 0.85 || 0.85 || 0.7 | ||
+ | |- | ||
+ | ![[Gold]] | ||
+ | |1.00|| | 1.00 || 1.00 || | 0.75 || 0.75 || 0.6 | ||
+ | |- | ||
+ | ![[Steel]] | ||
+ | |1.00 || | 1.00 || 1.00 || | 1.00 || 1.00 || 1.0 | ||
+ | |- | ||
+ | ![[Plasteel]] | ||
+ | |0.80|| | 0.90 || 1.13 || | 1.10 || 1.38 || 2.8 | ||
+ | |- | ||
+ | ![[Wood]] | ||
+ | |1.00|| | 0.90 || 0.90 || | 0.45 || 0.45 || 0.65 | ||
+ | |- | ||
+ | ![[Uranium]] | ||
+ | |1.10|| | 1.50 || 1.36 || | 1.10 || 1.00 || 2.5 | ||
+ | |- | ||
+ | ![[Jade]] | ||
+ | |1.30|| | 1.50 || 1.15 || | 1.00 || 0.77 || 0.5 | ||
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|} | |} | ||
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{| {{STDT|sortable c_06 text-center}} | {| {{STDT|sortable c_06 text-center}} | ||
! Quality !! Base Damage Modifier | ! Quality !! Base Damage Modifier | ||
|- | |- | ||
− | ! Awful | + | !Awful |
− | | 0.80 | + | |0.80 |
+ | |- | ||
+ | !Poor | ||
+ | |0.90 | ||
|- | |- | ||
− | ! | + | !Normal |
− | | | + | |1.00 |
|- | |- | ||
− | ! | + | !Good |
− | | 1. | + | |1.10 |
|- | |- | ||
− | ! | + | !Excellent |
− | | 1. | + | |1.20 |
|- | |- | ||
− | ! | + | !Masterwork |
− | | 1. | + | |1.45 |
|- | |- | ||
− | ! | + | !Legendary |
− | | 1. | + | |1.65 |
|- | |- | ||
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|} | |} | ||
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{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Attack !! Damage !! Cooldown !! Selection Weight !! Selection Chance | ! Attack !! Damage !! Cooldown !! Selection Weight !! Selection Chance | ||
|- | |- | ||
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{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Attack !! Damage !! Cooldown !! Armor Piercing !! Chance Factor !! Initial Selection Weight !! Category !! Final Selection Weight !! Selection Chance | ! Attack !! Damage !! Cooldown !! Armor Piercing !! Chance Factor !! Initial Selection Weight !! Category !! Final Selection Weight !! Selection Chance | ||
|- | |- | ||
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{{See also|Persona weapons}} | {{See also|Persona weapons}} | ||
Any weapons carried by non-colonists can arrive on the map "biocoded", meaning that weapon is ''only'' usable by the specific pawn that the weapon is biocoded to. Biocoding on weapons cannot be changed or erased, but pawns recruited as colonists will still be able to use weapons biocoded to them. These weapons are occasionally found on raiders, guests and other pawns, and cannot be sold. They can be [[Electric smelter|smelted]] and have a specific option in both the bill menu and in [[stockpile]]s to allow their sorting. | Any weapons carried by non-colonists can arrive on the map "biocoded", meaning that weapon is ''only'' usable by the specific pawn that the weapon is biocoded to. Biocoding on weapons cannot be changed or erased, but pawns recruited as colonists will still be able to use weapons biocoded to them. These weapons are occasionally found on raiders, guests and other pawns, and cannot be sold. They can be [[Electric smelter|smelted]] and have a specific option in both the bill menu and in [[stockpile]]s to allow their sorting. | ||
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== Version history == | == Version history == | ||
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{{nav|weapon|wide}} | {{nav|weapon|wide}} | ||
− | [[Category:Equipment | + | [[Category:Weapons| ]] |
+ | [[Category:Equipment]] |