How to understand weapon ranges ?

Started by b0rsuk, April 30, 2016, 12:51:16 PM

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b0rsuk

A shotgun has 60ish percent accuracy at Long range - and the longest a pump shotgun can shoot is 16 tiles.

How do I translate it to other weapons ? What is "medium", "short", "long" range for each weapon ?

Aatxe360

Knives, shivs, clubs, and the like only work up to one tile away.  I guess that would mean they are short range.

b0rsuk

No - when you check out weapon stats, you see it has different accuracy values for different ranges. What is considered short range for a shotgun ? Where does medium start and where does it end ?

DNK


Bairne

Well, according to the wiki:

QuoteThe ranges correspond to: Touch = 4, Short = 15, Medium = 30, Long = 50. Between those ranges, they're interpolated.

Pretty sure that means that a shotgun, with a max range of 16, would primarily use the "short" accuracy.

b0rsuk

Are these in tiles, not in percent ? That doesn't make sense!! If Medium is 30 tiles, then most weapons in the game can only shoot at Touch and Short, not Medium.

Bairne

http://rimworldwiki.com/wiki/Weapons - it would appear to be tiles, yes. The page here even has a "range (tiles)" listing for the weapons.

Xav

That would be a great idea for a mod.  i know there is one that shows the max range of a wielded weapon, but if there were concentric circles (one for each range i.e short/medium/long) , and in between each, the ranged hit percentages were displayed....

Bairne

Actually, vanilla currently shows the max range when you order them to shoot something (press b).

The circles seem like it would be doable, and I doubt it would be hard to have it toss up a number next to the circle showing the currently equipped weapon's default % at that range, but it might be a little difficult to do the hit %'s since the accuracy is interpolated - it'd be a new number for every tile. For instance with the sniper rifle being 95% at short range (16) and a mere 55% at touch range (4) it would mean a loss of 3.33% for every tile closer than 16. That also changes with any cover they pass and light conditions and so on.

Disclaimer: I'm am, of course, using very simple math rather than the actual numbers for the interpolation as I have neither the desire nor means to dig into the code for what it's actually calculating.

carbon

I made a weapon accuracy table for Excel back in 0.12 (or whatever build 906 is). I've attached it if you want to take a look. All ranges listed are in tiles.

Can't vouch for if things have changed since this was made.

[attachment deleted by admin - too old]

Shurp

If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

b0rsuk

Quote from: carbon on May 01, 2016, 03:05:54 PM
I made a weapon accuracy table for Excel back in 0.12 (or whatever build 906 is). I've attached it if you want to take a look. All ranges listed are in tiles.

Can't vouch for if things have changed since this was made.
.xlsx ? No, thanks.

Klitri

Quote from: b0rsuk on May 01, 2016, 05:25:18 PM
Quote from: carbon on May 01, 2016, 03:05:54 PM
I made a weapon accuracy table for Excel back in 0.12 (or whatever build 906 is). I've attached it if you want to take a look. All ranges listed are in tiles.

Can't vouch for if things have changed since this was made.
.xlsx ? No, thanks.

It answers your question, no need to be rude.

carbon

In case anyone can't readily open .xlsx files, I've converted the contained graph to png form.

Yes, I know it's ugly.

I don't understand why Great Bows have (had?) the best touch range accuracy, but that was the case.

[attachment deleted by admin - too old]

nuschler22

It looks helpful but I don't know what the x and y axis values refer to?