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There are a wide variety of weapons availale in RimWorld. Using them effectively can give you a sizable advantage against raiders. | There are a wide variety of weapons availale in RimWorld. Using them effectively can give you a sizable advantage against raiders. | ||
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==Overview== | ==Overview== | ||
There are four main categories of weapon this guide will cover: | There are four main categories of weapon this guide will cover: | ||
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** Uranium [[warhammer]]s{{RoyaltyIcon}} are better against armor, but 3x as expensive, and slightly weaker overall. | ** Uranium [[warhammer]]s{{RoyaltyIcon}} are better against armor, but 3x as expensive, and slightly weaker overall. | ||
− | Blunt wounds do not bleed, are much less likely to destroy limbs, and blunt weapons are often weaker in {{DPS}} than their sharp counterparts. However, blunt weapons are great for penetrating armor, as most | + | Blunt wounds do not bleed, are much less likely to destroy limbs, and blunt weapons are often weaker in {{DPS}} than their sharp counterparts. However, blunt weapons are great for penetrating armor, as most armor protects poorly against it. They also have a small chance to stun for {{ticks|45}} on hit. In addition, non-bleeding ''can'' help with capturing [[prisoner]]s. Note that enemies have a ''Death on Down'' chance from pain, so this does not increase capture rate by a lot. Weaker blunt weapons can help supress [[berserk]]ing pawns. |
:'''Comparisons:'''<br> | :'''Comparisons:'''<br> | ||
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:'''Comparisons:'''<br> | :'''Comparisons:'''<br> | ||
− | Power claws are roughly equal to a normal [[plasteel]] [[longsword]]. [[Hand talon]]s{{RoyaltyIcon}} are stronger than [[elbow blade]]s{{RoyaltyIcon}}, which are stronger than a [[knee spike]]{{RoyaltyIcon}}, though knee spikes have more {{AP}}. All three are roughly on-par with a normal steel longsword. Note that combat parts are incompatible with other artifical parts: hand attachments get in the way of a [[field hand]], hand / arm attachments don't work with a [[bionic arm]], and knee spikes don't work with a [[bionic leg]]. [[Venom | + | Power claws are roughly equal to a normal [[plasteel]] [[longsword]]. [[Hand talon]]s{{RoyaltyIcon}} are stronger than [[elbow blade]]s{{RoyaltyIcon}}, which are stronger than a [[knee spike]]{{RoyaltyIcon}}, though knee spikes have more {{AP}}. All three are roughly on-par with a normal steel longsword. Note that combat parts are incompatible with other artifical parts: hand attachments get in the way of a [[field hand]], hand / arm attachments don't work with a [[bionic arm]], and knee spikes don't work with a [[bionic leg]]. [[Venom talon]]s{{RoyaltyIcon}} are the weakest of the bunch, but do not occupy any useful area of the body. |
==Melee - Nonhuman== | ==Melee - Nonhuman== | ||
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===Animal=== | ===Animal=== | ||
*[[Thrumbo]]s are the best animal, but are notoriously difficult to tame and keep tame. | *[[Thrumbo]]s are the best animal, but are notoriously difficult to tame and keep tame. | ||
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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 | + | 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=== |
{{Biotech|section=1}} | {{Biotech|section=1}} | ||
*[[Scyther]]s are the most effective at melee combat. | *[[Scyther]]s are the most effective at melee combat. | ||
− | + | Mechanoids have all the advantages of being an animal, but 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 eventuallyy [[pollution|pollute]] your landscape. As combat mechs can be turned off, the actual costs of power and pollution are rather limited. | 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> | ||
− | Scythers (2 bandwidth) are the strongest and most effective at melee, and move slightly faster than a baseline human. [[Tunneler]]s (3 bandwidth) have twice the armor of a scyther ''and'' a natural 250 HP [[shield belt]], but are much slower and don't do as much damage | + | Scythers (2 bandwidth) are the strongest and most effective at melee, and move slightly faster than a baseline human. [[Tunneler]]s (3 bandwidth) have twice the armor of a scyther ''and'' a natural 250 HP [[shield belt]], but are much slower and don't do as much damage. Tunnelers can also mine. [[Centipede]]s (4) and [[diabolus|mechanoid]] [[war queen|commander]]s (5) have similar armor to the tunneler, and have ''much'' higher actual health, though are mainly used for ranged combat. |
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==Ranged - Neolithic== | ==Ranged - Neolithic== | ||
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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]].) | *{{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 | + | 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; 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. |
Naked Brutality players will want to rely on [[spike trap]]s to kill raiders at first, using the shortbow for hunting and to save on traps. Of course, new tribes (and other colonies) can also use traps to their advantage. | Naked Brutality players will want to rely on [[spike trap]]s to kill raiders at first, using the shortbow for hunting and to save on traps. Of course, new tribes (and other colonies) can also use traps to their advantage. | ||
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Due to its weaknesses, pila shouldn't be actively created or sought after. However, a Lost Tribe will start with one. | Due to its weaknesses, pila shouldn't be actively created or sought after. However, a Lost Tribe will start with one. | ||
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== Ranged - Early Industrial == | == Ranged - Early Industrial == | ||
Low-tech, conventional firearms. These weapons are often carried by early pirates and outlanders, such as the [[Raider#Scavenger Gunner|Scavenger Gunner]], [[Raider#Pirate Gunner|Pirate Gunner]], and [[Raider#Town Guard|Town Guard]]. Scavenger gunners and pirate gunners in particular can ''only'' carry these weapons (and the [[incendiary launcher]]). These weapons will eventually be outclassed by superior firearms, like the [[heavy SMG]] and [[chain shotgun]]. | Low-tech, conventional firearms. These weapons are often carried by early pirates and outlanders, such as the [[Raider#Scavenger Gunner|Scavenger Gunner]], [[Raider#Pirate Gunner|Pirate Gunner]], and [[Raider#Town Guard|Town Guard]]. Scavenger gunners and pirate gunners in particular can ''only'' carry these weapons (and the [[incendiary launcher]]). These weapons will eventually be outclassed by superior firearms, like the [[heavy SMG]] and [[chain shotgun]]. | ||
− | Note that weapon [[quality]] has a large impact on combat. Even if you prefer [[revolver]]s, a ''poor'' [[autopistol]] will likely outperform an ''awful'' [[revolver]], and | + | Note that weapon [[quality]] has a large impact on combat. Even if you prefer [[revolver]]s, a ''poor'' [[autopistol]] will likely outperform an ''awful'' [[revolver]], and an ''excellent'' [[recurve bow]] can outperform both (at maximum range). This applies to all weapons, but especially if you are reliant on obtaining weapons from raiders. |
===Handguns=== | ===Handguns=== | ||
Handguns are close-mid range, general combat options. | Handguns are close-mid range, general combat options. | ||
*{{Icon small|Revolver|24}} [[Revolver]]s are a low-tier firearm with decent damage at the closer ranges. Unlike many lighter firearms, revolvers can stagger humans, slowing them slightly when a shot hits. | *{{Icon small|Revolver|24}} [[Revolver]]s are a low-tier firearm with decent damage at the closer ranges. Unlike many lighter firearms, revolvers can stagger humans, slowing them slightly when a shot hits. | ||
− | *{{Icon small|Autopistol|24}} [[Autopistol]]s are slightly | + | *{{Icon small|Autopistol|24}} [[Autopistol]]s are slightly stronger 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 | + | 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. |
===Long ranged=== | ===Long ranged=== | ||
These options are effective in any situation (outside of close combat), mostly due to the small effective range of these lower-tech weapons. | 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 | + | *{{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 respect. |
− | *{{Icon small|Bolt-action rifle|24}} [[Bolt-action rifle]]s are a fairly standard, mid-long range option, only outranged by the [[sniper rifle]] | + | *{{Icon small|Bolt-action rifle|24}} [[Bolt-action rifle]]s are a fairly standard, mid-long range option, only outranged by the [[sniper rifle]]. Good for open combat, and great for hunting. Preferably used with high-skill shooters. |
− | 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 | + | 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. |
− | ===Short | + | ===Short range=== |
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. | ||
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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. | + | * {{Icon small|Assault rifle|24}} [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. Strong for repelling against breachers and sappers, good overall. Skill friendly. |
− | * {{Icon small|Heavy SMG|24}} [[Heavy SMG]]s are very skill friendly, close-medium range weapons. Great damage and accuracy up close, remaining decent at longer distances. A strict upgrade to the machine pistol. | + | * {{Icon small|Heavy SMG|24}} [[Heavy SMG]]s are very skill friendly, close-medium range weapons. Great damage and accuracy up close, remaining decent at longer distances. A strict upgrade to the machine pistol. Cheaper than either rifle. |
− | * {{Icon small|Charge rifle|24}} [[Charge rifle]]s are high-tech versions of assault rifles. Stronger | + | * {{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. Powerful weapon in its own right, if not ''as'' flexible. Quite expensive. |
− | 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. | + | 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. Heavy SMGs are closer range than charge rifles, which are closer range than assault rifles. |
===LMG & Minigun=== | ===LMG & Minigun=== | ||
− | Weapons with a large burst of bullets, but low accuracy | + | Weapons with a large burst of bullets, but low accuracy. |
− | * {{Icon small|LMG|24}} [[LMG]]s | + | * {{Icon small|LMG|24}} [[LMG]]s are lighter miniguns, with a 6-shot burst. Can stagger humans, but lower single-target DPS than rifles options. Decent crowd-control and support weapon, though one of the weaker modern weapons. |
− | * {{Icon small|Minigun|24}} [[Minigun]]s fire a massive 25-shot burst | + | * {{Icon small|Minigun|24}} [[Minigun]]s fire a massive 25-shot burst. High cost, widly inaccurate, and with a huge cooldown cycle, miniguns are dedicated to crowd-control in stationary setups. |
− | Both weapons are good as support | + | Both weapons are good as support weapons and for at mowing crowds of enemies. Missed shots can hit other enemies in the vicinity, meaning their low accuracy is compensated for. The minigun is much more unwieldy, but ''much'' more powerful, with optimal DPS miles above every non-explosive weapon in the game. |
===Sniper & Lance=== | ===Sniper & Lance=== | ||
− | Longer range, single-shot | + | Longer range, single-shot weapons. |
− | * {{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 | + | * {{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 that is clearly not this weapon is designed for. Useful for picking off [[siege]]s, lone [[centipede]]s, etc. Very reliant on shooting skill. |
* {{Icon small|Charge lance|24}} [[Charge lance]]s have a large per-shot damage and high {{AP}}. However, its range is equal to an [[assault rifle]], leading to a profile much similar to rifles rather than a sniper. Actual DPS is weaker than the assault rifle, and the armor penetration isn't actually that big. This gives it a weak niche, despite its cost and tech level. | * {{Icon small|Charge lance|24}} [[Charge lance]]s have a large per-shot damage and high {{AP}}. However, its range is equal to an [[assault rifle]], leading to a profile much similar to rifles rather than a sniper. Actual DPS is weaker than the assault rifle, and the armor penetration isn't actually that big. This gives it a weak niche, despite its cost and tech level. | ||
− | Sniper rifles (not charge lances) 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 | + | Sniper rifles (not charge lances) 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 great at luring [[siege]]s to assault your colony, assuming the siege doesn't have snipers of their own. Charge lances are closer to assault rifles than snipers for their overall weapon profile, and may have use in dealing with heavily armored enemies. |
===Chain Shotgun=== | ===Chain Shotgun=== | ||
− | + | High damage, decent accuracy, low range. | |
* {{Icon small|Chain shotgun|24}} [[Chain shotgun]]s are the strongest non-minigun, non-consumable weapon in the game, but with pitiful range. Perfect for drop pods and infestations. | * {{Icon small|Chain shotgun|24}} [[Chain shotgun]]s are the strongest non-minigun, non-consumable weapon in the game, but with pitiful range. Perfect for drop pods and infestations. | ||
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