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Using the strongest [[cover]] available is key to winning a firefight. Pawns will automatically use cover, like [[sandbag]]s and stone [[chunk]]s, that they are adjacent to.  If you have the time and resources to spare, you can make multi-layer defenses, with rows of cover you can fall back to if you're being overwhelmed. The drawback is that, if enemies advance, they can use your defensive lines as cover.
 
Using the strongest [[cover]] available is key to winning a firefight. Pawns will automatically use cover, like [[sandbag]]s and stone [[chunk]]s, that they are adjacent to.  If you have the time and resources to spare, you can make multi-layer defenses, with rows of cover you can fall back to if you're being overwhelmed. The drawback is that, if enemies advance, they can use your defensive lines as cover.
  
[[Wall]]s are the best possible cover, shielding colonists from 75% of bullets. While they cannot be fired through, pawns will "lean" out from a wall and fire from its side. A row of 1-tile wide walls, interspersed with [[barricade]]s or [[sandbag]]s, are the strongest formation of cover.  
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[[Wall]]s are the best possible cover, shielding colonists from 75% of bullets. While they cannot be fired through, pawns will "lean" out from a wall and fire from its side. 1-tile wide walls, interspersed with [[barricade]]s or [[sandbag]]s, are the strongest formation of cover.  
  
Cover can also be used by your enemies. [[Chunk]]s of stone and steel slag are much more effective than [[tree]]s, and should be cleared out. Conversely, if assaulting a [[siege]] or [[mech cluster]] {{RoyaltyIcon}}, you should use any preexisting cover, such as chunks, [[ruins]], or [[mountain]]s.
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Chunks of stone and steel slag near your base can be used by attackers as cover.  Be sure to have your colonists clear away such debris to deprive ranged attackers of an advantage. Conversely, if assaulting a [[siege]] or [[mech cluster]] {{RoyaltyIcon}}, you should use any preexisting cover, such as [[tree]]s, [[rock chunk]]s, [[ruins]], or [[mountain]]s.
  
 
=== Tactics ===
 
=== Tactics ===
 
{{Main|Defense tactics}}
 
{{Main|Defense tactics}}
 
Sometimes you will have to use more clever tactics to defeat your incoming enemies, such as when you're outnumbered, or you don't have suitable ways to cope with the incoming raiders.
 
Sometimes you will have to use more clever tactics to defeat your incoming enemies, such as when you're outnumbered, or you don't have suitable ways to cope with the incoming raiders.
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===Colonist management===
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Ultimately, colonists are beings with [[mood]] and [[need]]s to take care of. A tired, hungry colonist will become progressively more upset, while [[pain]] isn't a particularly pleasant experience. [[Mental break]]s are absolutely ''lethal'' in combat, as the pawn will refuse to shoot or follow orders.
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To prevent this, you should ideally care for colonists ''before'' combat starts. A pleasant base - great dining, recreation, and bedrooms specifically - will keep soldiers' spirits high. Alternatively, you can assign colonists to carry [[drug]]s at all times (Assign tab -> Drug policy). Order colonists to take the drug as combat begins. [[Go-juice]], while inheriently addictive, will give major boosts for combatants.
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If a colonist starts to sustain too many injuries, you can use your less combat-skilled colonists to take over while they retreat. If need be, have your injured colonist drop their weapon and undraft them, then have your reserves pick up the weapon and fight in their place. If a pawn takes on too much damage, they may become [[downed]] and require rescue.
  
 
===Logistics===
 
===Logistics===
During battle, it's often handy to keep colonists with [[firefighting]] duties nearby in case a [[fire]] breaks out. Pawns lit on fire will run around wildly, unable to attack. [[Firefoam pop pack]]s will extinguish colonists while preventing future fires. Even if someone is incapable of violence, they can help end fires nearby and rescue people in need.
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During battle, it's often handy to keep colonists with [[firefighting]] duties nearby in case a [[fire]] breaks out. [[Firefoam pop pack]]s will extinguish colonists while preventing future fires. Even if a colonist is incapable of violence, they can help end fires nearby and rescue people in need.
  
After battle, you'll likely need to clean up and repair any damage done to your base. Undraft colonists so that they can start on work. Build [[grave]]s, set up a dumping stockpile accepting corpses, or use an [[electric crematorium]] to dispose of bodies, in order to avoid the mood penalty for seeing [[corpse]]s.
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After battle, you'll likely need to clean up and repair any damage done to your base. Undraft colonists so that they can start on work. Build [[grave]]s, set up a dumping stockpile accepting corpses, or use an [[electric crematorium]] to dispose of bodies - preventing the mood penalty for seeing [[corpse]]s.
  
 
=== Pause frequently! ===
 
=== Pause frequently! ===
 
The most important combat tip is saved for last. Use the pause feature! The tide of battle changes very quickly with a smoking turret or thrown grenade in the middle of your colonists. Take advantage of the space bar to freeze the action and give your colonists new orders.
 
The most important combat tip is saved for last. Use the pause feature! The tide of battle changes very quickly with a smoking turret or thrown grenade in the middle of your colonists. Take advantage of the space bar to freeze the action and give your colonists new orders.
  
==Colonist management==
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=Detailed mechanics=
Ultimately, colonists are beings with [[mood]], [[need]]s, and [[injuries]] to take care of. A tired, hungry colonist will become progressively more upset, while [[pain]] isn't a particularly pleasant experience. [[Mental break]]s are absolutely ''lethal'' in combat, as the pawn will refuse to shoot or follow orders. To prevent this, you should ideally care for colonists ''before'' combat starts.
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Ranged and melee weapons have their own, specific mechanics for determining combat. These are not essential for learning combat, but can help optimize it.
 
 
A pleasant base - great dining, recreation, and bedrooms specifically - will keep soldiers' spirits high. Alternatively, you can assign colonists to carry [[drug]]s at all times (Assign tab -> Drug policy). Order colonists to take the drug as combat begins. [[Go-juice]], while inherently addictive, confers major combat-related boosts.
 
 
 
===Skills===
 
As pawns can only hold one weapon at a time, colonists that are great at one combat stat (Shooting or Melee) are better than one decent at both. Shooting skill has a greater impact the further away a colonist is shooting from, so assign longer range weapons to skilled colonists. Give your best melee fighters the best melee weapons.
 
 
 
Ideally, you should keep your best doctors away from direct combat. In practice, having an extra shooter is more valuable - just don't be overly risky with them.
 
 
 
===Triage===
 
Tending to wounded colonists is important to save them from dying. Drafted colonists can immediately tend to others on the field, with or without medicine. Prioritize those who are bleeding out the most. While medicine does not staunch the flow of bleeding of a specific wound any faster, it can stop multiple wounds at the same time.
 
 
 
If a colonist starts to sustain too many injuries, you can use your less combat-skilled colonists to take over while they retreat. If need be, have your injured colonist drop their weapon and undraft them, then have your reserves pick up the weapon and fight in their place. If a pawn takes on too much damage, they may become [[downed]] and require rescue.
 
  
 
== Ranged ==
 
== Ranged ==
 
Ranged combat involves the use of weapons from a distance. Pawns wielding ranged weapons will shoot at enemies, because what else did you expect them to do?
 
Ranged combat involves the use of weapons from a distance. Pawns wielding ranged weapons will shoot at enemies, because what else did you expect them to do?
 
Note that RimWorld does not have any ammo mechanics, even for items that visually appear to be finite, like [[pila]] and [[grenades]]. [[Doomsday rocket launcher]]s and [[triple rocket launcher]]s are consumed on use, while every other held weapon is infinite. Weapons will not be damaged so long as they are wielded, and weapon damage has no impact on their combat effectiveness.
 
  
 
===Weapon stats===
 
===Weapon stats===
 
Ranged weapons consist of many attributes:
 
Ranged weapons consist of many attributes:
*'''Damage:''' How much health each bullet can do. For reference, the brain has 10 HP, the heart has 15 HP, and the torso (general body) has 40 HP.
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*'''Damage:''' how much health each bullet can do. For reference, the brain has 10 HP, the heart has 15 HP, and the torso (general body) has 40 HP.
*'''Armor penetration:''' The ability to ignore [[armor]]. AP directly subtracts from armor rating; if a weapon's AP > the armor %, then armor is completely ignored.
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*'''Armor penetration:''' the ability to ignore [[armor]]. AP directly subtracts from armor rating; if a weapon's AP > the armor %, then armor is completely ignored.
*'''Stopping power:''' The ability to stagger, or slow, pawns. A stopping power of 1 can stagger humans and human-like [[mechanoid]]s. When staggered, a pawn is reduced to 1/6th of their normal speed for {{ticks|95}}.
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*'''Stopping power:''' the ability to stagger, or slow, pawns. A stopping power of 1 can stagger humans and human-like [[mechanoid]]s. When staggered, a pawn is reduced to 1/6th of their normal speed for {{ticks|95}}.
*'''Burst count:''' How many bullets are fired at a time. If a weapon fires multiple shots, there will be a short delay between bullets.
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*'''Burst count:''' how many bullets are fired at a time.
*'''Aim time''' and '''Cooldown time''': How long it takes between each burst. Aim time happens before shooting, cooldown happens after.
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*'''Aim time''' and '''Cooldown time''': how long it takes between each bullets. Aim time happens before shooting, cooldown happens after.
 
*'''Range:''' How far a weapon can shoot.
 
*'''Range:''' How far a weapon can shoot.
*'''Accuracy:''' A weapon's own modifier to accuracy. Shooting skill and other factors also determine accuracy.
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*'''Accuracy:''' a weapon's own modifier to accuracy. Shooting skill and other factors also determine accuracy.
** Each weapon has specific accuracy values at Touch (3), short (12), medium (25) and long (40) ranges. Linear interpolation is used for any values in between. (e.g. accuracy at 17.5 tiles is equal to the average of the short and medium accuracy)
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** Each weapon has specific accuracy values at Touch (3), short (12), medium (25) and long (40) ranges. Linear interpolation is used for any values in between. For example, accuracy at 17.5 tiles is equal to the average of the short and medium accuracy.
 
 
There are two summary stats of how a weapon will actually perform:
 
*'''Optimal DPS:''' How much damage a weapon can do, per second, if every shot hits an unarmored target.
 
*'''DPS (Range):''' How much damage a weapon can do, per second, factoring in weapon accuracy at a specific range. (Before the shooter's accuracy, armor, etc.)
 
DPS is a measure of how fast a weapon can deal out [[pain]]. [[Pain shock]] is the primary way of disabling pawns in combat; hurt them enough, and they will be [[downed]]. Note that enemies downed from pain have a chance to [[death|die]], anyways. Other factors like range, stopping power, and aiming/cooldown time can all impact how you use a weapon in battle, but damage is a stat to be prioritized first.
 
  
 
===Effective accuracy===
 
===Effective accuracy===
Conventional (non-explosive) ranged weapon accuracy follows the following equation:
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{{Stub|section=1|reason=Needs to be double checked and what happens at ranges beyond 40 tiles for weapon accuracy?}}
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Ranged weapon accuracy follows the following equation:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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In simpler terms:
 
In simpler terms:
*[[Shooting Accuracy]] is the stat of the shooter. A shooter's accuracy becomes exponentially more important the further a shot is fired. Higher Shooting skill, [[manipulation]], a [[gunlink]]{{RoyaltyIcon}}, etc. all improve this stat.
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*[[Shooting Accuracy]] is the stat of the shooter. It has an exponential effect on accuracy, becoming more important the further a shot is fired. Higher Shooting skill, [[manipulation]], a [[gunlink]]{{RoyaltyIcon}}, etc. all improve this stat.
*Weapon accuracy is the stat of the weapon. Each weapon has specific accuracy values for shooting at specific ranges. This is a factor applied after shooting accuracy.
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*Weapon accuracy is the stat of the weapon. Each weapon has specific accuracy values for shooting at specific ranges. This is multiplied after shooting accuracy.
*Factors like [[cover]], [[smoke]], [[weather]], and body size are all multipliers or offsets to the "final" accuracy. See [[Weapons#Accuracy]] for the full list.
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*Factors like [[cover]], [[smoke]], [[weather]], and body size are all multipliers to the "final" accuracy.
 
 
If a ranged weapon is calculated to hit, it will hit, regardless of where the bullet visually lands or any defender movement. If the bullet misses, then it can impact other tiles.
 
  
 
===Miss mechanics===
 
===Miss mechanics===
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===Forced miss===
 
===Forced miss===
{{Rewrite|section=1|reason=Added in 2018, verify this still works like this and if so then integrate with existing FMR weapon pages}}
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*'''Forced Miss Radius:''' Many explosives will ''always'' land within the forced miss radius, ignoring every factor to accuracy. there's a small chance that they'll occasionally use standard accuracy, scaling with a small radius. Forced miss also scales with distance:
Many weapons (mostly explosives) have a Forced Miss Radius stat. Forced miss is modified with with distance:
 
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
! Distance (cells) !! Radius Multiplier
 
! Distance (cells) !! Radius Multiplier
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|}
 
|}
  
Weapons with this stat will ''always'' land within their forced miss radius, ignoring every factor to accuracy. There is a small chance to use standard accuracy instead, more likely with a small radius.
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== Melee ==
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Melee involves hand-to-hand combat, with or without the use of weapons.
  
== Melee ==
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Pawns usually will not stack into a cell with other melee attackers, but if they do, only one pawn per cell may attack the same target. This does not apply to colony brawlers, as they can and may stack into a cell while melee attacking the same target sometimes.
[[File:Melee_test_eleplants_block.png|thumb|200px|left|A very basic melee block, available in any doorway.]]
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Melee involves hand-to-hand combat, with or without the use of weapons. Accuracy is determined with the [[Melee Hit Chance]] stat.
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Melee combat has strengths and weaknesses. A colonist skilled in melee and equipped with an effective weapon will easily win any one-on-one melee battle. However, a brawler trying to close the gap to attack a gun-wielding attacker may get shot down before reaching their target. The [[shield belt]] was designed to solve that problem. A colony might develop a [[Defense tactics#Melee sortie|small strike team of brawlers]] that can swiftly eliminate threats in close quarters, especially those that have infiltrated the colony.
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Blunt attacks also have a chance to stun enemies on hit. The chance of this is dependent on the damage of the attack and the toughness of the opponent, with attacks to the head being much more likely to stun.
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If a colonist has gone into a berserk mental break they will engage nearby targets. To subdue them with the least risk of causing serious injury, draft one or more colonists armed with nothing but bare fists or marginally blunt weaponry.
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If a pawn has lost all the body parts that can melee attack (such as hands), they will resort to using a head butt attack.
  
Pawns will usually not stack into a cell with other melee attackers. For enemies, only one pawn per cell can attack the same target. Undrafted colony brawllers will not always have collision, so it is possible for them to stack if the [[Menus#Assign|threat response setting]] is set to attack.
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Sometimes, humanoid pawns that engage in melee combat may 'kick dirt' or 'water' in their target's eyes, effectively blinding them for a short time (-80% [[sight]] for dirt, and -50% sight for water).
  
Melee combat has strengths and weaknesses. While a pawn can bash with a gun barrel in melee, a fighter with a dedicated melee weapon remains much more effective. However, a brawler may get shot down during their approach. The [[shield belt]] was designed to solve that problem. A colony might develop a [[Defense tactics#Melee sortie|small strike team of brawlers]] that can swiftly eliminate threats in close quarters, especially those that have infiltrated the colony.
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Pawns equipped with ranged weapons such as guns can defend themselves in melee by rifle-butting, pistol-whipping, or 'poking' enemies with them. This is more damaging than mere fists, but is typically not as good as dedicated melee weapons such as the [[longsword]].
  
One of the most common tactics is the ''[[Defense_tactics#Melee_blocking|melee block]]'' (see left). Stand 3 colonists just outside a hallway or door entrance. This ensures that you only fight 1 enemy at a time, reducing their relative damage output. Other colonists can fire behind the melee blockers, though enemy raiders can fire behind each other too. Effective against [[infestation]]s and melee rushes.
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=== Dodging ===
{{clear}}
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Skilled melee pawns have the ability to evade melee attacks when fighting. When the melee blow is dodged, it will always miss, regardless of whether or not it is supposed to hit.
===Other mechanics===
 
*Skilled melee pawns have the ability to evade melee attacks when fighting. When the melee blow is dodged, it will always miss, regardless of whether or not it is supposed to hit.
 
*Blunt melee attacks don't cause bleeding (unless a body part is destroyed), but they have a chance to stun enemies for a short time on hit. In addition, most pieces of [[armor]] will protect poorly against blunt attacks.
 
*Pawns that engage in melee combat while standing on dirt may 'kick dirt' or 'water' in their target's eyes, effectively blinding them for a short time (-80% [[sight]] for dirt, and -50% sight for water).
 
  
 
== Friendly fire ==
 
== Friendly fire ==
{{stub|section=1|reason=this is two of the quoted several subsidiary mechanics, more detail is needed}}
 
 
[[File:Friendly Fire Radii.png|thumb|right|Friendly fire safety radii:<br>Central pawn will not hit any friendly pawn on or within the gold radius<br>Any pawn on a sterile tile will not hit any other friendly pawn on a sterile tile.]]
 
[[File:Friendly Fire Radii.png|thumb|right|Friendly fire safety radii:<br>Central pawn will not hit any friendly pawn on or within the gold radius<br>Any pawn on a sterile tile will not hit any other friendly pawn on a sterile tile.]]
 
Friendly fire is a mechanic in which ranged attacks that missed their target have chance to hit nearby targets, including allies. As such it is important to be careful when you shoot at enemies while allies are in the way or near them, as they may have a chance of being hit as well.  
 
Friendly fire is a mechanic in which ranged attacks that missed their target have chance to hit nearby targets, including allies. As such it is important to be careful when you shoot at enemies while allies are in the way or near them, as they may have a chance of being hit as well.  

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