Grenades have pretty big drawbacks, so that leaves the charge rifle for short-range battles. That was a set of seriously unlucky rolls. RimWorld Science: Comparing Guns — RimWorld Alpha 16 Gun SCIENCE!!! Close-up damage output is weaker though relative to cheaper ranged weapons such as the chain shotgun, overall only being comparable to the heavy SMG - still decent in absolute terms though. Rimworld weapon guide / Weapons tutorial Time for a little weapon testing to find out the most effective way of demolishing Centipedes. A crafting skill of at least 7 is required. I just walk out of the base, stand outside the walls and fight a field battle against whoever dares attack me. Assault Rifles are the backbone of my defense, Charge Rifles are what keep the majority of my colonists safe from quick melee fighters and manhunter packs. I micromanage though, picking targets for my colonists by myself since they are too dumb to do it on their own. Did you mean visit the torture chamber? Contents. Even tribals with Pila will dent your vests and cost you organ damage if allowed into range. Having tried both, it's no contest. Kill my boar? "A charged-shot assault rifle. These require high amounts of power to fire and are powered by hex-cells at small scales (like Charge Rifles), or fusion reactors in the case of large cannons. I see mostly Charge Rifles, molotovs and shotguns with the occasional Sniper Rifle and triple rocket launcher. This is why I keep a stock of lances, every raid I scan for any dangerous big guns and zap the shit out of them right before they get to my entrance. The sniper rifle is a slightly heavier, single-shot firearm in RimWorld which deals a high amount of damage per shot; a long time between shots; very long range and high overall accuracy. Charge rifle is really great in the hands of a gun man standing behind a melee pawn. Stopping power is also good: high enough to … I have a spreadsheet with all weapons stats. Miniguns + trigger happy and you can approach 60 dps. The charge lance deals the highest amount of damage per shot out of all non-explosive ranged weapons in the game, and therefore has gained quite the reputation for dismembering and outright killing people alongside the pila and sniper rifle. As Minigun is the natural upgrade for it - it has similar range and much more firepower. I prefer the charged rifle over the AR most of the time. Most raids I face involve hordes of raiders running towards a defensive line of my colonists spraying charge rifles at them, so the accuracy isn't a massive issue when you have that many targets all grouped together. Centipedes are best dispatched at distance. It's priceless in this role and cannot be replaced by any other gun. The charge rifle is a slightly heavier, multi-shot ranged weapon in RimWorld which fires 3-shot bursts of rounds which deal a slightly higher amount of damage each; a moderate delay between each shot; a moderate time between bursts; moderate range and slightly lower overall accuracy. Charged-shot weapons are also referred to as Tokamak weapons in the fiction primer. hide. A lousy raider with a Triple Rocket Launcher can kill a bunch of your men with just one lucky shot. High damage short range weapon to kill enemies rushing your line before they engage in melee. And those pesky raiders you speak of are typically armored and AR rounds barely make a dent in them. Think the only time i use one is to piss off thrumbos / bears so they go after the raiders or i can lure em to better fight positions, I wish the weapons that could reach long range wouldn't list an accuracy. They both have their uses, and it really depend on your defensive situation. The charge rifle does so much more damage and you can play around the shorter range. Which do you use? Charge rifles work really well on defense with a few uranium slug turrets to support them. https://www.reddit.com/r/RimWorld/comments/57zjh9/dataspreadsheet_all_weapons_and_apparels_stats/. The name alone should give pause about even using it. Values were pulled off the game files directly so should be up to date.Here if it can help : https://www.reddit.com/r/RimWorld/comments/57zjh9/dataspreadsheet_all_weapons_and_apparels_stats/. I use them for colonists that have 10-20 shooting. Archived. I almost never lose limb (I got plenty of bionics at this point so it hardly matters anyway). was 60%, and 50 tile acc. 20 comments. Charge rifles can also be crafted at a fabrication bench once the pulse-charged munitions research has been completed; from 50 plasteel, 2 advanced components and 45,000 ticks (12.5 mins) of work. Is one strictly better than the other? Overall, the charge rifle is best paired with a careful shooter up to level 16, and with a trigger-happy shooter beyond that point. 1 year ago. Armor penetration is also surprisingly high, being comparable to the sniper rifle's, despite the aforementioned weapon having a significantly higher per-shot damage. Assault rifle gives more room for hit and run/kiting, and it is quite accurate at range (and fast to fire and move after firing, unlike sniper rifle, minigun etc). The assault rifles are better for hit'n'run tactics to shoot from far away with bionic legs / go juice. The below graphs assume an unmodified shooter using a Normal quality weapon. This means that the charge rifle sees a big advantage against large enemies, or even against tightly-packed groups of enemies - though higher-quality LMGs will still fare slightly better in these situations. You can use both. Press question mark to learn the rest of the keyboard shortcuts. Additionally, stopping power is lackluster meaning that the charge rifle can't stagger humans, instead being limited to the likes of tortoises and boomrats. Sort by. It mostly does a ton of damage to the surroundings of the target. In this case (range vs CR raiders) I'd advise upgrading AR to Minigun, it'll do way better. Intimidating right? Posted by 9 months ago. They're much better at killing then downing, and their good accuracy at close range is especially good against unprotected tribals with clubs and melee weapons. zambasshik. This page was last edited on 3 February 2021, at 15:17. Released on impact, the charged energy greatly increases the damage done.". Keep in mind also that the aiming time, firing time, and recharge time of an assault rifle burst is much faster than that of the charge rifle. Pulse-charge technology charges each shot with unstable energy as it leaves the barrel. This thread is archived. What ratios of Charge, assualt, and sniper rifles do you use? So, to the point: the AR-CR comparison is false. The vanilla storyteller really favours Charge Rifles and other short-range weapons. The AR is a versatile gun, it's a decent choice regardless of the situation. Assault Rifles to get an early hit in and reduce accuracy of raiders, Charge Rifles to mop up. Finally, the charge rifle is very difficult to acquire until lategame since its production requirements are high and because raiders don't use charge rifles. I can't remember when I lost a man in combat. Let's talk about which weapon is better. Miniguns are great if you can find a use for them, but absolutely suck outside that. EDIT3: these numbers use the raw # reported on http://rimworldwiki.com/wiki/Weapons, with accuracy propagation (assuming linear transition) when accuracy is not defined at a particular range (ex., if 30 tile acc. Mostly the charge rifle and grenades win out. Accuracy is also fairly poor, being almost identical to the chain shotgun's. If you use killboxes, then charged rifles are better as they have the same range as turrets mostly. Machine guns do offer more dps, but I prefer the lower windup time of the CR to get shots off before enemies do. You hit something, you want it to stay down. I feel like charge rifles are glorified shotguns, New comments cannot be posted and votes cannot be cast. Overall single-target damage output is the second highest out of all player-usable weapons in the game, beaten only by the minigun. It excels when you need to carefully clear an infestation across your base, it allows you to stop a manhunter pack in its tracks. The charge rifle has more accuracy at close range than the assault rifle. I would use ARs for pirate raids and good shooters that have to make decisive downs or kills whether it's for bionics, prisoners, or just taking out a skilled raider. A charge rifle is also the starting weapon in the rich explorer scenario. I don't take chances with those damn launchers after having fucking Neo dodge a hail of bullets once to triple launcher my bunker and give 3 of my 6 defenders brain damage. That's definitely true. On impact, the energy in the particles is released in a very efficient explosion. So, to the point: the AR-CR comparison is false. I tend to use mostly Charge Rifles, with Sniper Rifles available for when needed. report. These require high amounts of power to fire and are powered by hex-cells at small scales (like Charge Rifles), or fusion reactors in the case of large cannons. I use Sniper Rifles to single out threats (other snipers, triple rocket launchers) and Miniguns to deal general damage. E16 Precision Charge Rifle - A long-ranged and powerful but heavy and slow-firing charge rifle that fills the designated marksman/sniper role. This is combined with the highest projectile velocity ingame, as well as decent range and accuracy. CR has nearly 2x more damage on each bullet. Charge Rifle and Assault Rifle are different guns, have different uses and upgrade paths. Looks like you're using new Reddit on an old browser. Does anyone have their thoughts on this comparison? Combining a solid per-shot damage with a 3-shot burst naturally makes for a dangerous weapon, which is exactly what the charge rifle is. My Randy Extreme setup at 1,5 million colony value (and three hostile tribes on the map) is below. The heavy charge blaster is a mechanoid-only weapon equipped on centipedes with a short warmup but lengthy cooldown time. I prefer charge rifles for my less skilled shooters and for firing into dozens of tribals. The range calculation is regardless of weapons. Raiders with charge rifles are extremely dangerous and even in the middle game (150k-250k wealth) you'll start facing them in substantial numbers. Like the Minigun, it is an excellent crowd control weapon, dealing heavy damage against groups of targets, but its low accuracy makes it less effective against scattered or individual targets.. I just resisted a tribal raid that had nearly 90 men and left 50-ish bodies on the ground, most of them mid-range where both my miniguns and charge rifles could engage. I depends how you battle and what range you like to engage at. At 20 tiles, the charge rifle takes the #2 spot from the assault rifle (it actually drops to #5 as the LMG and heavy SMG are also slightly better at that range). E9C Charge Carbine - A short-barreled variant of the E15 that trades accuracy and range for faster draw speed and lighter weight. If you can get some bionic eyes, the charged rifle almost never misses @ shooting 10 skill meaning constant damage. They fire projectiles coated in a matrix of magnetically-contained charged particles. If mechanoids air drop onto your base you will regret going with ARs because they won't kill centipedes fast enough unless you expose many colonists to return fire. Aug 31, 2016 @ 8:11pm Charge Rifles or Assualt? 21 colonists I have 9 snipers and they do earn their living. At how many tiles is that? Raiders never use charge rifles. It might seem like a decent all-rounder - but later in the game Assault Rifle simply lacks the stopping power to matter in combat against hordes of enemies and it's in your best interest to drop it from your setup entirely. This means AR is useless and there are only three end-game guns in Rimworld: Charge Rifle is a shotgun really, that's the combat role it serves best. Range is also fairly good for a multi-shot weapon, being identical to that of the LMG's. A lousy raider with a Triple Rocket Launcher can kill a bunch of your men with just one lucky shot. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. The charge lance is definitely the goto lategame weapon in 1.0b. Get the enemies all charging down around a bend or down a wide corridor and at least half the shots will land. It's wildly inaccurate against single targets - you can't direct a pawn to fire in 'this swath' - making it the worst weapon in my experience in Rimworld. Being able to out-range them with the assault rifle is extremely useful. The warmup/cooldown cycle is also quite long for a multi-shot ranged weapon, only being slightly shorter than the bolt-action rifle's. at 30 tiles, the only gun to have better DPS is the mini gun (mostly because even with its terrible reload and accuracy, it still puts an insane number of bullets down range), and even at that range, the DPS is very close. Assault rifles can also be purchased from outlander and orbital combat suppliers, outlander settlements, or from raiderdrops: Also... the charged rifles are always in the low to medium range, so the 'long distance' accuracy can be ignored. New comments cannot be posted and votes cannot be cast . Charge Rifle and Assault Rifle are different guns, have different uses and upgrade paths. You got to rid of most dangerous enemies at a safe range. 95% Upvoted. Assault rifle is great as a long range weapon that is quite good at countering snipers that are not at their max range and have some of the best DPS (compared to other weapons) at that range. A pesky careful shooter sniper or a scyther can take a lung or a kidney if they get lucky. Also note if you're playing vanilla loadouts, the storyteller seems to hand out charge rifles like candy to raiders, so often times you'll end up with a full arsenal of them first anyways. Meaning shotguns for instance, will almost always only use short range accuracy. Assault rifles can be crafted with skill level 6 at a machining table once the precision rifling research has been completed; with 60 steel, 7 components and 40,000 ticks (11.11 mins) of work. would be 70%), some of the DPS calculations on the wiki were slightly off (namely for the great bow for whatever reason), but everything else added up. E15 Charge Rifle - A slightly heavier but more accurate modification of the classic R-15 charge rifle. On impact, the energy in the particles is released in a very efficient explosion. Snipers, and excellent snipers while at that, are a must. 1 Acquisition; 2 Analysis; 3 Quality Table; 4 Melee Combat; 5 Graphs; 6 Version history; Acquisition. Once fired, it devastates anyone unlucky enough to be in its way. 18. Its recipe was also changed, and raiders no longer use charge rifles. Overall, the charge rifle is best suited as somewhat of an offensive weapon due to its overall damage output, being fairly consistent across all distances which the charge rifle can cover. Let's assume all are of normal quality and you have 10 colonists. Assault Rifle is obsoleted by Minigun, really. RimWorld > General Discussions > Topic Details. Disgusting versus tribals. My vests do get dented and my guys do get a bit of damage in every fight, but no massacres yet. https://rimworldwiki.com/index.php?title=Charge_rifle&oldid=80830. It fires almost twice as fast as the sniper rifle (1.9 second aim time vs 3.5 second aim time) and doesn't get as much of a penalty at firing at close range (65% accuracy vs 50% accuracy). It's not an either/or case. Charge Rifle or Assault Rifle? This monster weapon is a… Charged-shot weapons are also referred to as Tokamak weapons in the fiction primer. was 80%, than 40 tile acc. TL;DR, the assault rifle is only the best at ranges beyond the charge rifle (if you dont want to deal with a mini gun), once inside of that range, it loses its spot to a bunch of other weapons. Minigun. You hit something, you want it to stay down. (Learn which guns are best for which jobs in RimWorld. Small nuke launcher! Everything else just doesn't work late game (I know because I tried), it either has too little range or too little damage (or both) - and should be upgraded to either one of the above three guns. Whoever in your team is carrying an assault rifle, will do better in late game by carrying a minigun. I’m split between these two and can’t figure out which is best. That makes the AR a solid choice, you can do a lot of damage before enemies can return fire. share. 9 or 10, thereabouts? It has better DPS and stopping power at the same range. Close. This means AR is useless and there are only three end-game guns in Rimworld: Charge Rifle is a shotgun really, that's the combat role it serves best. That's great if you're shooting at a horde of tribals, not so great if you're taking aim at a lone scyther.