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| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 7
 
| skill 1 level = 7
| has quality = True
 
 
| weaponTags = Gun, SpacerGun
 
| weaponTags = Gun, SpacerGun
 
| thingSetMakerTags = RewardStandardLowFreq, RewardStandardQualitySuper
 
| thingSetMakerTags = RewardStandardLowFreq, RewardStandardQualitySuper
| tradeTags = WeaponRanged
 
 
}}
 
}}
 
{{Info|The '''charge rifle''' is a spacer-tech [[weapon]] that fires 3-round bursts. It has good armor penetration, moderate range, and slightly lower accuracy}}
 
{{Info|The '''charge rifle''' is a spacer-tech [[weapon]] that fires 3-round bursts. It has good armor penetration, moderate range, and slightly lower accuracy}}
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Charge rifles are endgame tier weapons. In terms of DPS, the charge rifle is only beaten by the [[chain shotgun]] and [[minigun]], after considering accuracy. The former has a rather short range, and the latter carries a massive cooldown cycle. The charge rifle has none of their downsides; its moderate range, higher {{AP}}, and powerful, three shot burst make it a flexible weapon. A minor downside is that it can't stagger humans.
 
Charge rifles are endgame tier weapons. In terms of DPS, the charge rifle is only beaten by the [[chain shotgun]] and [[minigun]], after considering accuracy. The former has a rather short range, and the latter carries a massive cooldown cycle. The charge rifle has none of their downsides; its moderate range, higher {{AP}}, and powerful, three shot burst make it a flexible weapon. A minor downside is that it can't stagger humans.
  
The main issue with using charge rifles is cost. They require [[advanced component]]s - difficult to amass  before [[Research#Advanced Fabrication|Advanced Fabrication]] is available. Raiders outside of the [[Empire]]{{RoyaltyIcon}} won't ever carry the charge rifle and their appearance in [[trade]] inventories is rare, expensive, and limited in quality compared to crafting. For most of the game, you'll have to rely on cheaper weapons. Quality has a major impact - you could get a normal quality charge rifle by trading, but it could be matched or outperformed by an excellent [[heavy SMG]] or [[assault rifle]].
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Charge rifles, as general purpose 3-burst firearms, are very similar to [[assault rifle]]s. The latter is noticeably cheaper, but also comes with several advantages.
  
The disparity in cost becomes even more relevant when mass producing weapons, in hopes of rolling higher qualities. For example: before {{AP}}, a masterwork [[assault rifle]] outperforms all charge rifles of a lower quality, and has a superior range. You can often create double the amount of assault rifles for the same investment. This makes mass producing high quality, lower tech weapons a viable alternative when resources and crafting expertise are limited.  
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For the same [[quality]], a charge rifle has roughly +20% more pre-accuracy DPS, +50% damage per shot, and '''twice''' the armor penetration. However, it also has 5 tiles less range and ~10% less accuracy. Therefore, regular ARs could be a more appealing choice when range is actively helpful, or if a higher quality assault rifle is created. For instance, a good quality assault rifle is just slightly worse than a normal charge rifle.
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The main issue with using charge rifles is cost. They require [[advanced component]]s - which are largely impractical to amass before [[Research#Advanced Fabrication|Advanced Fabrication]] is available. Raiders outside of the [[Empire]]{{RoyaltyIcon}} won't ever carry it. For most of the game, you'll have to rely on cheaper weapons. Depending on [[quality]] and current range, they can often beat a charge rifle.
  
 
=== Stats ===
 
=== Stats ===
Against an unarmored human, a charge rifle can kill with 3 hits to the torso, 2-3 hits to the head, 2 hits to the neck, or 1 hit to the brain; cripple limbs in 2 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 5 hits (~8.2 seconds average) to incapacitate that human from pain shock.
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Against an unarmored human, a charge rifle can kill with 3 hits to the torso, 2-3 hits to the head, 2 hits to the neck, or 1 hit to the brain; cripple limbs in 2 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 5 hits (~9.7 seconds average) to incapacitate that human from pain shock.
 
 
Overall, the charge rifle is best paired with a careful shooter up to level 16, and with a trigger-happy shooter beyond that point.
 
 
 
== Comparisons ==
 
===Comparsion to assault rifles===
 
Charge rifles, as general purpose 3-burst firearms, are very similar to [[assault rifle]]s. The latter is noticeably cheaper, but the charge rifle comes with a few advantages.
 
 
 
For the same [[quality]], a charge rifle has roughly +20% more pre-accuracy {{DPS}} and +20% [[Apparel#Protection|armor penetration]]. For post-accuracy DPS, the charge rifle is superior to the AR for all ranges it can reach - ''even against unarmored targets''. The exact effect of the charge rifle's {{AP}} depends on target armor and weapon quality.{{ref label|Armor|1}}
 
 
 
In contrast, the assault rifle has a clear focus towards long-range combat. With 5 tiles more range, the AR outranges [[lancer]]s, [[centipede blaster]]s, and [[centipede burner]]s. It more ''comfortably'' outranges [[tribal]]s, [[termite]]s, and other enemies. For [[kiting]], when both range and DPS are highly important, the AR comes out on top - even when cost and quality are ignored. An assault rifle of higher quality will also come out ahead in many other scenarios.
 
 
 
In general, an assault rifle ~1 quality level above is ''roughly'' equal to a charge rifle. A good charge rifle is superior to an excellent assault rifle at touch and short ranges. The assault rifle would be better at medium and long ranges, though this is before considering AP. The higher quality assault rifle is much cheaper, so if given the choice, buy that. Because of the significant impact of quality at masterwork and legendary, a masterwork AR is better at any range than an excellent charge rifle, even after AP.
 
 
 
'''Notes:'''
 
:{{note label|Armor|1}} For every 1% of armor below (100% + AP%), damage is reduced by an average of 0.75% (See [[Apparel#Protection]] for detail). Every 1% of AP subtracts 1% of armor. So against [[scyther]]s and [[lancer]]s, a normal quality charge rifle would have {{Good|x{{%| (13.24)/(10.88) * (.9625/0.82) round 2}}}} DPS pre-accuracy. After accuracy: worst case scenario, {{Good|x{{%| (13.24)/(10.88) * (.9625/0.82) * (.55/.65) round 2}}}} more damage.<!-- (CR DPS / AR DPS) * (CR damage reduction / AR damage reduction) * (CR acc / AR acc).-->
 
 
 
:Masterwork and legendary weapons increase both weapon's AP, meaning it takes more armor for the same benefit. However, damage is also multiplied. Therefore, the charge rifle remains superior against light targets and even better against armored targets.
 
 
 
=== Comparison to heavy SMGs ===
 
[[Heavy SMG]]s are another general purpose weapon. Both weapons focus on short-medium range combat, as opposed to the assault rifle.
 
 
 
For the same quality, the heavy SMG beats the charge rifle for up to 10 tiles of range, before {{AP}}. However, the charge rifle is ''much'' better at the medium range band. This results in the charge rifle being a more practical weapon - most fights will start beyond 10 tiles. If you'd using the heavy SMG ''just'' because it's better at short range, you'll likely be better off using [[chain shotgun]]s instead, which are much stronger than both the HSMG and charge rifle.
 
 
 
The heavy SMG is much cheaper, and shares a similar practical range to the charge rifle. Therefore, the charge rifle is best seen as an upgrade. Use heavy SMGs at first, and start creating charge rifles once you can afford them. Heavy SMGs can still be used by 0-skill shooters, who would have trouble hitting anything past 10 tiles anyways.
 
  
For differing quality: A heavy SMG 2 quality levels can beat a charge rifle at "short-medium" range. For example, a normal charge rifle beats an excellent heavy SMG past ~17 tiles of range. HSMGs retain their advantage with shorter distances. Due to the large benefits given by masterwork and legendary weapons, a masterwork heavy SMG beats a good charge rifle at all ranges it can reach.
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Overall, the charge rifle is best paired with a careful shooter up to level 16, and with a trigger-happy shooter beyond that point.  
  
{{Weapon Stats Table}}
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{{Weapon Quality Table}}
  
 
== Trivia ==
 
== Trivia ==
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</gallery>
 
</gallery>
  
{{Nav|weapon|wide}}
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[[Kind::Weapons| ]]
[[Category:Equipment]] [[Category:Weapons]] [[Category:Spacer Weapons]]
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{{nav|weapon|wide}}
[[Category:Ranged Weapons]] [[Category:Burst Weapons]] [[Category:Rifles]]
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[[Category:Weapons]]
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[[Category:Equipment]]

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