Best Weapon to train Shooting ?

Started by SpaceDorf, March 15, 2017, 04:15:37 PM

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SpaceDorf

What is the best Weapon to train shooting ?

Meaning the least cooldown and aim time.
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Maxim 37 : There is no overkill. There is only open fire and reload.
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A Friend

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Sola

Quote from: A Friend on March 15, 2017, 08:17:35 PM
Pistols on a rock wall.

Explain in detail pls.

Personally, I use sniper rifles.  It only takes a handful of shots to get your 4000 daily max, hit or miss.
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https://ludeon.com/forums/index.php?topic=28669.0

Euzio

There was a thread on this awhile back. Think the overall consensus was Pistols given their rate of fire.

bobucles

Shooting has a huge XP penalty outside of combat, so it's not very easy to train. Inside combat it's easy to rack up a few thousand XP. The most important factor seems to be fire rate. Colonists who fire off a dozen attacks get far more XP than a handful of sniper shots.


Fleurs

Quote from: bobucles on March 15, 2017, 10:57:19 PM
Shooting has a huge XP penalty outside of combat, so it's not very easy to train. Inside combat it's easy to rack up a few thousand XP. The most important factor seems to be fire rate. Colonists who fire off a dozen attacks get far more XP than a handful of sniper shots.
What does outside of combat include? Is shooting on a sleeping squirrel "inside combat"?

Euzio

Hunting does count as a combat so yeap. The reason for the pistol was because of high fire rate + low damage means you get lots of shots off.

giannikampa

Someone said that the best is pistol on downed centipede, apparently attacking an enemy gives more xp than a wall, plus the damage won't matter in the equation, so pistol is more time effective.
Not sure if it is better if you attack a big size enemy (so a downed centipede) or a small one (so a downed shyte).
And as always.. sorry for my bad english

SpaceDorf

Okay, so the Masterwork Pistol was the right descission.

Attacking a downed centipede means having a near indestructible shooting target ..

So either standing around pistoling . or hunting with a sniper rifle ..
I will try :)

Thanks people.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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giannikampa

Actually.. you would prefer a 5% shoddy pistol, as long as missing target gives the same XP and you don't want to kill the mechanoid or you'll have to go shoot antother. Correct me if this is wrong
And as always.. sorry for my bad english

SpaceDorf

If its actual enemy shooting and not wall-shooting you are right ..

I still would prefer a 100% pistol .. just so it does not crumble in his hands while training.

another thought I had was to use emp-grenades for training .. because there would be no accidental injuries with them.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Hans Lemurson

As far as I can tell, throwing grenades gives 0 exp.

Machine Pistols are just as good as Pistols in terms of rate of fire, depending on what you have from pirate loot.

I gave a pistol to a pawn and told him to go hunt.  He comes back with the occasional carcass, but all that missing at max range has really upped his game in the accuracy department.

Firing a long-range low accuracy weapon during active combat (sniper rifle example, if shoddy) is another way to get EXP.  It requires specific conditions though, where the enemy is no danger to you, and is willing to stay engaged instead of fleeing.  A single Scyther aggro'd at a shielded pawn behind sandbags is a good target.
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SpaceDorf

I have the Leadership Mod installed.

My best fighter needed to get better in shooting than research.
So he gets elected as Combat Leader not Scientist.

So Weapon had no real influence on his hit rate and Hunting was to slow for training.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

RazorHed

I read this question and immediately thought .. Yes we DO need trains in Rimworld !

b0rsuk

First we need to have weapon learning normalized, so there are no game-y tricks like shooting pistol trains faster because pistol shoots faster. How much skill is gained by shooting a weapon should be directly proportional to the time it takes firing it.