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I try to save myself the micromanagement and just focus on getting the highest quality of those. There is a big difference between a high quality weapon and a low quality one.
I am fascinated by the mini-gun mechanics, though, but would never use it. Did you know that the mini-gun never hits the intended target if they do not move? As soon as the target moves, they will probably get hit, and everyone around the target will get hit, but as long as the target stays still they are safe while everyone and everything around them gets shot to heck. Funny!
Assault rifle is definitely the safest choice. It's the Jack-of-all-trades weapon. Decent in every category but not the best (or worst) at anything.
Sniper Rifle gets a lot of love for its range and raw power but most people overlook its long reload and aim timers. By all means make sure you have some but don't equip it on everyone because it front loads all its damage into one bullet. Poor shooters should almost never hold one and if you ever get a man hunter pack event with lots of tiny animals a sniper rifle will be overkill and would lag behind in DPS because of it.
The assault shotgun is actually the best gun in the game for sheer damage. It deals good damage and fires off in a 3 round burst. The range is short, the accuracy is low but in close quarters it can shred most enemies to pieces. And the ones who do live are slowed by the high knockback rating, giving everyone else a larger window to hit a vulnerable target. In skilled hands and in close range it is the best you can get.
LMGs dish out better damage than an assault rifle, have a longer burst and longer range. The downsides are lower accuracy, and a longer aim and reload timer. I only use it on larger targets such ad centipedes, megaspiders or rampaging elephants. In most other scenarios you will be better off with an assault rifle.
Autopistols are a great training weapon. I use them to level up passionate shooters by hunting squirrels. They are adequate for defense in the early game but you're going to want to upgrade to something with more damage in the later stages of the game.
All those autopistol users should swap over to this when defending against a raid. Shorter range, but the highest fire rate of any weapon in the game. Works extremely well in conjunction with shotguns and grenades for tracking on extra damage. The short down time also allows for very quick repositioning. Great weapon for hit and run tactics.
Grenades CAN out damage the auto shotgun in sheer damage, but most enemies can escape the blast radius before it goes off it they aren't being slowed down in some way. Its ability to damage structures can be both a benefit and a detriment depending on the environment. If used in the kill zone it could blow apart trees and leave raiders without cover. But drop pod raids into your main storage area would be a night mare for the grenadiers to handle. It's a good support weapon if used in the right situations but should not be relied upon for consistent damage output.
Molotovs are similar to grenades. What the lose in damage they make up for in utility and zone control. Enemies on fire will frantically runaround outside of cover making them easy targets to be picked off. If used indoors they can make the room into a furnace mitigating the need to even get into a gun fight. The incendiary launcher is a slower but further reaching version of the molotov.
EMP grenades are the best way to deal with mechanoids as it stuns them almost permanently. It does the same to turrets as well as shield belts. They're a niche weapon but nice to have around.
The bolt action is the poor man's sniper rifle. I still keep it around into the late game because it still serves a purpose as the ideal hunting weapon. It has good range, good damage and below average aim and reload times. It hits that damage sweet spot where it does enough to make a significant dent in a larger animal but low enough where it isn't regularly blowing the limbs off of the smaller animals. Put it on the shelf by your firing line.
The knife is underrated. It does not dish out loads of damage per attack but it does attack frequently and regularly. It is the best melee trainer weapon and when fighting a horde of man hunting squirrels should be the ideal close quarters weapon.
The gladius is a stronger version of the knife and what I typically put on the shelf. It is more damage but slower than a knife. Usually a reliable weapon to give to a low-moderately skilled melee user against another human.
The mace is blunt damage. It's faster than a club in most instances and deals about the same damage. It's good for beating prisoners into submission, beating centipedes out of commission and capturing rowdy raiders who don't want to be captured. I keep a couple on my front line shelves but mostly keep them outside of the prison doors.
Longswords are overrated. They are the melee version of a sniper rifle, minus all the range. The only people who should be using these are melee experts and only against human sized targets or larger. Otherwise a gladius, mace or spear should suffice.
Well, you won't be able to choose from just any gun you want. That means you'll need to go for what you can get, when you can get it. Always get your hands on the best weapon you can for your Tech Level. Always. (You'll likely get your first decent weapons from Raiders if you can't get your research going quickly.)
Pistols suck, for the most part. They're not worth using unless you have a Melee character that can lock down the target so the pistol user can get in some DPS. Otherwise, most enemies you're encountering during your pistoleer days are going to close rapidly. They are fine for mid/low range combat against ranged units, though, but Quality matters a great deal. A Mastercraft Pistol is a very desirable high DPS close-range weapon.
Bolt-Action Rifle - Arguably one of the most useful, weapons in the game with the longest useful longevity. Maybe only second to the Assault Rifle in those terms, I suppose. But, it's all really depending on what you're encountering. For Hunters, a Bolt-Action Rifle is awesome and it's all I ever equip them with. I always have a couple/few pawns still equipped with these all the way through a playthrough. Range, accuracy, couple with RoF can get some early, much needed, hits in.
Assault Rifle - Most versatile. Likely the most widely used across the board. Definitely a Rush-To Weapon if you can. Very good stats all around and absolutely a General Purpose Killer. There isn't a downside to this weapon, IMO.
Sniper Rifle - Very powerful. Capable of one-shotting some opponents. Easily capable of blowing off limbs and incapacitating components. Yields large numbers of "Brain Damaged" Prisoners from consistent headshots, though. Absolutely recommended must-have for Mechanoid attacks, due to high per-hit damage at range that can incapacitate weapons/sensors, etc, crippling or blinding many. Super-Slow reload/aim, though, means that is absolutely must have a lot of support in a firefight. However, with a speedy pawn, it's a good "kiting weapon" for very tough enemies, provided they can shoot quickly enough.
Charge Rifle - End-Game weapon. Good damage, but might be a bit behind Assault Rifles in a firefight. People generally rush these, too. At that stage in the game, there's really no downside for these.
Shotgun/Autoshotgun - Don't forget these nasty things. They are outstanding for short-range damage, like waiting for the enemy to come around a corner, guarding tight spaces, interior fights, etc. Good forced entry weapons for your own Raids to other tiles. (Get a pawn to beat down the door, rush with the shotgun and something is going to be dead, quickly.)
https://rimworldwiki.com/wiki/Weapons
Don't forget - Bows can be very good weapons when you can't get your hands on bolt-action rifles yet. Don't pass them up, especially if you're on a high difficulty/Randy and there's a ways for you to go in order to get rifles. (It's the range and the likelihood you'll otherwise have to equip melee weapons for non-melee specialists in this stage of the game.)
Chain Shotguns are the ultimate king.
Let the turrets draw the enemy's fire. Have your guys mass a couple steps behind the turrets. Or around a corner in a passage, or lines up behind a wall with a narrow gap.
As the enemy enters range, multiple hits from shotgun *will* drop any one enemy.
The chain shotgun has a very short range. But this works in your favor, actually, as that effectively improves its accuracy. and nothing, but *nothing* matches the sheer dropping potential of a triple blast of shotgun at short range.
The only thing to remember is *you* do not go after the enemy. Let *them* approach you. Without line-of-sight until they are almost on you.
Warning - I play with CE with the ammunition system turned off, so what I'm saying might be complete bull if you do use it. However, to me, it's just a massive headache, what with there being 10 trillion different types of ammo, and all the ammo for the fun guns(like the flamethrower) being so expensive.
Honestly, people make CE out to be this mod that turns combat into this big game of chess, but it really doesn't. All it really does is make combat less cartoony and make it so that you want to get pretty much solely machine guns(Or, if you don't care about range as much, the flamethrower and the grenade launcher, but I believe those are added by CE guns). I've seen a decent amount of people say that CE makes shotguns extremely dangerous, but this just isn't true if you have a machine gun that outranges them, and 95% of of machine guns outrange shotguns. Also, it basically removes the chain shotgun - in CE it's renamed to the Saiga 12K, which doesn't have an auto or burst feature, which just makes it a glorified pump shotgun. The only 2 guns you have to worry about in CE are the M16A4 and the Degtyarev DP, since they have massive range and bite. If you use CE guns, then you have a few more guns to worry about, but mostly the Deg DP is what should make you afraid. The RPG-7 is useful if you have a good shooter and don't care about taking prisoners(Though it should only be used against mechanoids if you leave the ammo system on), however you should also carry another gun (Ak-47, Deg Dp, M16A4, as long is it's
a long-medium range machine gun you're good) since the RPG has horrible reload times.
I don't like blood or sharpy swords.
I like to smash.
HP (condition) does not affect weapon performance.
Quality VERY MUCH does affect.
Between the improved accuracy and damage, a legendary weapon is fully twice as lethal as a "normal" one of the same design.
Good mod for comparing weapon stats in case anyone's interested. https://steamcommunity.com/sharedfiles/filedetails/?id=974066449
presuming you're not using CE, the guns you're using will depend on the situation
i tend to have most the pawns equipped with the AR, or the charge rifle once i get my hands on them, as they are the most versatile and useful in most situations reliably.
Depending on my base setup, I also have one or two of my best shooters equip the long range rifles (bolt action/sniper/charge lance depending on my tech) to snipe out those pesky lancers/rocket wielders and high threat targets, and also have 3-5 pawns with maces and shield belts for aggro/door blocking/flanking charges. sure the longsword may have a higher dps potential, but by the time i'm actually properly kitting my pawns with excellent or higher stuff, the enemies come with armor (other than the tribal raids) which mostly negates sharp damage.
and of course, a couple non-combat pawns manning mortars at all times.
but remember how i said equipment are situational? the above is for defending the base, aka a raid.
when you're on the offensive side, attacking a well defended (or not so well defended..) group of enemies outside your protective defences/killboxes, the loadout changes to a few mace/shieldbelt aggro/bullet sponges charging the enemy while they're backed up by a group of chain shotguns/heavy SMG, with a few supporting with ARs/charge rifles.
Just wanted to note that I'm a huge fan of the regular shotgun. Against normal Raider/Pirate types, it's awesome. And, it works well when you have to kick in a door - Get a melee with a shield in front, shotgun and others behind, and you're good to make entry.
Something I learned long ago for Caravanning to raid a tile - Always pack secondary weapon choices, EMP grenades, molotovs and never leave home without a sniper rifle. Never leave home without a sniper rifle... Never. :)