Weapons... wich ones to use.

Started by Der_Doodle, July 28, 2015, 05:13:32 PM

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Der_Doodle

Hi fellow Rimworlders.

I have a question about the different weapons. Mainly wich ones are usefull for wich kind of Colonist or wich arent usefull at all...

Meele Weapons:
As far as I understand the stats so far basicly all Meele Weapons are useless except:
Longsword - Big Damage per hit.
Knife - Alot of fast hits usefull maybe to stop fleeing enemys.
And even those are outclassed by double Power Claw or Scyther Blade right?
All other Weapons (Shiv, Spear, Club, Gladius) seem kinda pointless in my eyes... Or am I missing something with them?

Range Weapons have alot of "useless" weapons aswell.
Pilas, Short Bows, Long Bows - I only use them if I miss a weapon at all.
Pistols - are nice for leveling the shooting skill but apart of that seem kinda pointless aswell.
Shotguns - ... have to admit I have never really tried them but are they worth it?

Sniper Rifle > Survival Rifle - are the weapons of choice for any colonist with carefull Shooter for me.
Miniguns - for Trigger Happy Colonists
SMG - LMG(?) - basicly Miniguns for poor people right? very quickly kinda useless I think.
Grenades - I am using basicly on all Colonists with crappy shooting skill and/or Trigger Happy Colonists. EMP+ a couple of normal grenades are nice against those Mechs.
Charged Rifle and Assault Rifle - honestly no Idea wich of the two is the better one. I try to use as many of both as I can for any colonist who isnt getting a Sniper/Survival one and hasnt totally terrible shooting stats.

Rocket Launchers... well... never used them since they have "one use only" in their flavour text so I always sold them

Dont know if I forgot anything but I would love your inputs about the different weapons.

PS: I honestly dont care at all about any "new" Weapon Mods. So please keep this thread vanilla weapon stylish.

Greetings

Doodle

Segrog

Superior Pilas are amazing actually. They can easily destroy body parts.

TLHeart

hunters armed with shotguns, no friendly fire incidents, as the range is short, and packs such a wallop, they kill their pray quickly.

Rocket launcher, great against mechs and the evil ship.

miniguns can't hit the side of a large barn, basically useless. They spray bullets everywhere, but do little damage.

Power claw, blade, both reduce colonists manipulation drastically, and makes that colonist almost useless for anything else.

Gladius is great for downing an enemy without killing them most of the time. Long sword kills more often.

Long bows do more damage to a centipede, than a sniper rifle will, and still out range the centipede.

Pila is deadly, just has a medium range.

RemingtonRyder

Blunt weapons are useful for downing enemies too. You see, it's not how much damage you can do directly to them but how much pain they're in which determines if they go down. Inflicting bleeding wounds means that there's a greater chance for infection, which can be fatal if not treated properly. This means blunt weapons are useful if you want to take enemies alive and keep them alive to convert or to sell.

As with everything, it may not go as planned. Blunt weapons can shatter bones, making limbs useless.

You may also have to consider which melee weapons swing faster (have a short cooldown or warmup time).

userfredle

LOL longbows useless, trolling aside, longbows more often than not id say 80% of the time either, kill on hit, or take off limb that makes them either fall over or no longer able to aim reliably, this and pila is why tribals are so op when faced pawn to pawns.

b0rsuk

Also keep in mind armor grants much more resistance to Sharp damage than Blunt damage. It's a dramatic difference, something like 40% to 10%. When you see a dude in power armor, a club may be better than a longsword.

Segrog

If you can get a superior pila then get it. It can easily be a one shot kill on all animals and raiders.

Aristocat

IIRC scyther blade deal 20 damage and has 20 dps. longsword has around 7 dps(highest melee) but with plasteel excellent longsword it's around 27, which means attack leg and insta incap or torso twice and dead.

Never use knife, remember pawns attack random body parts, meaning you have to attack 10 times to see similar effect as longsword and they'll still waste attacks on hand, toe, feet.

Quote from: MarvinKosh on July 28, 2015, 07:38:24 PM
Blunt weapons are useful for downing enemies too. You see, it's not how much damage you can do directly to them but how much pain they're in which determines if they go down. Inflicting bleeding wounds means that there's a greater chance for infection, which can be fatal if not treated properly. This means blunt weapons are useful if you want to take enemies alive and keep them alive to convert or to sell.

As with everything, it may not go as planned. Blunt weapons can shatter bones, making limbs useless.

You may also have to consider which melee weapons swing faster (have a short cooldown or warmup time).

If you want to use blunt weapon never use weapon that made out of stone. it reduce attack speed by half which means.. It's weaker than even fist or beer, even woodlog. also longsword usually end battle in 1~4 hit, no need to treat lots of wound.


keylocke

#8
hmm.. i get the impression that most people use miniguns and other burst-fire weapons kinda "wrong".

when you use miniguns on a shootout with far opponents hiding in cover, then miniguns are crap.
however, get a bunch of minigun squad together, then use your snipers as a bait and lead enemies towards an ambush of minigunners.. it's friggin deadly. as in it can wipe out a mob when you got enemies trapped in a crossfire between your minigunners (trigger happy) and snipers (careful shooters).

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Quote from: Der_Doodle on July 28, 2015, 05:13:32 PM
EMP+ a couple of normal grenades are nice against those Mechs.

woah.. nice.. 1 EMP + a squad of grenadiers vs mechs.. (equip the grenadiers with shields) get them in range, drop the shields, throw a single EMP, (send EMPer away after re-equipping his shield), then smother the mechs with grenades, re-equip the shields, run away, rinse and repeat.

a squad of grenadiers might also be a very fast way to kill mech ships if you throw about a dozen of grenades at it.

edit : i wish brawlers don't have penalty for equipping grenades.

or hopefully there would be a trait that increases the range of thrown weapons..
maybe like : strong arm or long thrower or whatevs.

edit 2: i wish shields have a toggle button to turn it on/off.
i also like the idea of having a grenade slot, so i can give grenades to everyone. and this slot can only be used by clicking it and ordering a force-fire.

JesterBlue

I wonder why does Pila took so long to aim when it should be the opposite, just a quick toss and done?

Anyway, Mace are for downing enemy, Long sword to kill, knife for marginal defense like when your non-com got rushed by some weirdo. Shiv and club can be made out of stone so... crafting practice? Same for wooden gladius.

For gun, pistol and shotgun are both good hunting weapon, piston have good rate of fire, Shotgun have good damage both have short range, make hunting safer, less accident and faster. Piston have good 'fire' rate make them good training weapon as you exp up whe you 'fire'.
SMG is good for low shooting dudes at close range when you just need more volume of fire.

LMG and A-Rifle? No idea
R4, Use when available, mid range firefight.
Survival Rifle is actually my favourite a more reliable Sniper weapon for long range Actually very good with Trigger.
Sniper rifle: remember that long distance also add more obstacle between the shooter and its target so... choose your position carefully -hover for detail. Sniper also have long cooldown so I only have 1 or 2 in occasions.
Grenade for doorway, Lov for corpses, EMP for Mech, the mech adapt after the first shot so really no point in having more than 1.

Did I miss anything? oh The Incendiary is crap! Minigun is for short range, make sure you set up proper enfilade position - the way it should be.

b0rsuk

Quote from: keylocke on July 29, 2015, 09:28:20 PM
hmm.. i get the impression that most people use miniguns and other burst-fire weapons kinda "wrong".

when you use miniguns on a shootout with far opponents hiding in cover, then miniguns are crap.
however, get a bunch of minigun squad together, then use your snipers as a bait and lead enemies towards an ambush of minigunners.. it's friggin deadly. as in it can wipe out a mob when you got enemies trapped in a crossfire between your minigunners (trigger happy) and snipers (careful shooters).

Yes ? And what other weapon isn't good when massed ?

Aristocat

Quote from: b0rsuk on July 30, 2015, 01:30:06 AM

Yes ? And what other weapon isn't good when massed ?

Bad quality knife that made out of stone. literally 1 damage. seriously..

killer117

I have personaly tested every gun in vanila rimworld except the incedary cannon. Thing sux so bad theres no point. But heres my list of advice.

R-4 rifle: my favoroute gun. Medium range and decent damage means good firefight gun. Dont use i bulk though, tribals in masse will quickly overwelm defenders with R-4's if they get close enough.

Assult rife: basically a balistic R-4. Think it does a little less damage, but a basically a good cheap gun for those who cant afford R-4's

Minigun: sux in a pitched battle or open firefight. But is great for a bottleneck defence, esspecially against tribals in large numbers. Dont use at distance vs anything except melee guys. U will lose.

Sniper:good gun at distance. Mostly one shots enemys. Good for long range attack. Do not use against tribals. Too slow and not enough fire. Will quickly be overwelmed and killed.

Shotgun: good for close quaters. Big damage and in the hands of a decent shot, fairly efective. Deadly against pirates with shivs, but cant handle overwelming bands of tribals.

Pistol: decent range, low damage. Good for beginers. Would not recomend.

Both rockets: good for that magic bullet. Expensive but in the hands of a good shot and aimed at grouped or stationary enimies, will do huge damage and be very effective. Last resort only.

Lmgs: good for tribals. Like a cross between assult rifle and minigun.

Smgs: good guns for start. Good firepower and rof (rate of fire) for an early gun. Ok against both pirates and tribals. Gets outdated quickly though.

Grenades: dont like. EMPs dont last long enough and frags have caused too much colateral damage and friendly fire for me to like them. Only good if bombarding siege at night while thier asleep. Trigger happy means u can get a few out before the first goes off and they start getting up.

Pila and bows: suck so bad. Tried, failed, died, will never use again.

Melee weapons: do like some. Mostly longswords and gladius's, although will scavage a club or knife if i have to. Use only as holding action, stopping melee attackers before they reach my infantry, or when my guys are engaged, will run out, and go after toughest enemy shooter, guys with snigers, R-4's, rife's or great bows. Great if they have shields/ armour, will take minimum damage but can remove the greaest threat to ur shooters.

Well that bout it i think. If ive missed some pls tell me, i feel like i forgot one. Anyway, this is only about the combat applications of the weapons, not thier use in hunting. 


Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

Devon_v

Pistols are fantastic micromanaged hit and run weapons. The lead up and cooldown are short enough to pop into view, shoot someone, and duck out of LoS before they can get through their own lead up. When facing a few or a singular enemy, you can get a victory with almost no risk.

With gattling weapons, aim for the center of a group. You'll never hit the guy you're shooting at, but you'll hit all his friends. Accuracy by volume.

Crappy weapons exist so that you want better ones. But there's always that story about the guy who saved the colony with a stone club.

JesterBlue

I agree, piston and Survival are the most versatile weapons. In large battle however, you want some thing that shoot fast against the wave of enemy closing in for each bullet hit, no matter how little the damage will stop the enemy for a brief reason allow you to kite or use explosive weapon.