RimWorld

RimWorld

KalkiKrosah Jul 26, 2019 @ 3:48pm
LMG or Assault Rifle?
Assault Rifle.








(Am I doing it right?)
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Showing 1-15 of 15 comments
Kittenpox Jul 26, 2019 @ 3:54pm 
These threads are boring, imo.
Morkonan Jul 26, 2019 @ 4:06pm 
Assault Rifle for more highly skilled Shooters, LMG for the less skilled shooters. (My general rule in-game.)

An LMG can put out quite a bunch of lead poisoning at short/medium range where accuracy isn't necessarily a priority. It also makes for nice background music when low-skill shooters are assigned Hunting jobs and are all armed with LMGs...

In other words, and in my opinion, the LMG isn't necessaarily outmoded for some types of shooters as soon as Assault Rifles become available. Of course, all weapon choices have to bow to the needs of the current situation.

The principles are, AFAIK, still sound, though some changes may have been made since this vid was produced: (Lots of still valid and good vids in that series, btw.)

https://www.youtube.com/watch?v=brFG-N2bpyo
Last edited by Morkonan; Jul 26, 2019 @ 4:08pm
flu007 Jul 26, 2019 @ 4:10pm 
My calculations prove that the Machine Pistol is better than both of them in all potential situations!
Morkonan Jul 26, 2019 @ 4:24pm 
Originally posted by flu007:
My calculations prove that the Machine Pistol is better than both of them in all potential situations!

Revolver or die!

(Actually, I had a one-armed pawn who was primarily a Cook and she was outstanding with her Machine Pistol. Some raider idgit dared to open the door to the dining hall and she mowed them down... I also sent her hunting varmint-level animals with it. Pretty effective unless they got a chance to close with her. Ended up giving her a Masterwork Revolver, though, as I always kept her on pistol weapons, since she only had one decent arm. (Researching some advanced prosthetics for her, but will still keep her on pistol type weaps.)

Because of the Skill system and the variety of types of combat in Rimworld, many weapons aren't really completely "outmoded." There's a ton of room for "choice" there and I like roleplaying out a good many of them.

Hmmm.... I wonder if an "All Shotgun" playthrough is viable? I'd be willing to bet that it is, but some situations might be a bit "iffy." Some defensive arrangements might have to be made...
KalkiKrosah Jul 26, 2019 @ 4:44pm 
Originally posted by Kittenpox:
These threads are boring, imo.

Yeah, it's meant to be satire. Personally I use what I can get. LMG is overkill in many situations with a 4 round burst and a longer reload timer and shorter range. But it is more useful to blow up enemy cover or on bug targets. Assault rifle is still the Jack-of-all-trades firearm in my eyes. Good in most areas but not great.
flu007 Jul 26, 2019 @ 4:48pm 
I really like the Machine Pistol actually.

Obviously very useful early game, because raiders carry (and drop) them regularly before you can even make them.
But apart from my first playthrough, where I made at least one of every type of weapon, I now rarely craft weapons until the sniper rifle/charge weapon level and just use whatever raiders dropped. Which means the most common weapons my pawns wield are bolt action rifles and machine pistols, through the mid and into the late-ish game.

The lower level shooters use the machine pistols, but a couple of them close together can produce a nice wall of tiny bullets to stagger any raider that survived the long range shots and gets into their range.

Obviously assault rifles or LMGs could do the same even better, but since I play on an asy difficulty setting and don't get raided 5 times a week, for those worker bee pawns that don't leave the base and only need to use a gun every once in a while, the Machine Pistol is often plenty good enough.
Morkonan Jul 26, 2019 @ 4:51pm 
Originally posted by KalkiKrosah:
Originally posted by Kittenpox:
These threads are boring, imo.

Yeah, it's meant to be satire. ...

Sure.

But, since equipping appropriate weapons for pawns is a critical part of gameplay, it's still a useful subject. And, as long at there aren't similar threads easily available for newbies to learn from, it's still worth yammering on about. :)

I haven't tried Chainguns since pre-1.0 and the "target area" nerf. Those used to be outstanding to give to unskilled shooters. (My "go to" for downing escaping Raiders at range for capture.)

So, how are Chainguns these days?
Morkonan Jul 26, 2019 @ 5:02pm 
Originally posted by flu007:
I really like the Machine Pistol actually.

Obviously very useful early game, because raiders carry (and drop) them regularly before you can even make them.
But apart from my first playthrough, where I made at least one of every type of weapon, I now rarely craft weapons until the sniper rifle/charge weapon level and just use whatever raiders dropped. ...

I do the same, but generally end up crafting a couple of Assault Rifles when I can. For me, it's Component availability that is the determining factor at that point. I'll usually be looking to purchase some Components in bulk around that time and, when I do, a couple of Assault Rifles are one of my priorities if I don't have any.

Bolt Action Rifles are no joke up to that point. For a skilled shooter, against regular leveled enemies and with decent quality, they're pretty effective.
OtterBOI77 Jul 26, 2019 @ 5:10pm 
Bedrooms imo.
Bike Knight Jul 26, 2019 @ 6:55pm 
Assault rifles for most pawns, while my Trigger Happys get instant miniguns.

I play with Weapon Tech these days though so everyone ends up with a mix of whatever Excellent or better automatic and/or high caliber rifles the raiders bring to me.
ToddEStan Jul 26, 2019 @ 10:19pm 
Do pistols really work better for colonists with only one good arm? I mean, it makes total sense, but does the game work that way?

One of the interesting thing about Rimworld is that there really isn't any gun that's a clear upgrade over another gun in all categories. You're always giving up something.

Overall, the assault rifle has less powerful rounds, but makes up for it by having better accuracy and shooting faster. Another thing is that it's only 3.5 kg, while the LMG is 8.5 kg, so for someone who's not one of your main fighters, not having to haul around a LMG all the time seems like it would make more sense.

For colonists with poor shooting skills, I'll start off with the revolver in the very early game, auto-pistol in the earlier game, then the machine pistol, then the SMG once I have them, and finally the assault rifle in the late game.

Better shooters will get a LMG at some point, and later may be replaced with a charge rifle, though since raiders don't drop charge rifles, I don't usually bother with trying to get every one of my good shooters a charge rifle. Better shooters may also get higher quality assault rifles, especially if they go caravaning a lot.

The best couple of shooters are my snipers. They start off with bolt-action rifles, then the sniper rifle as soon as I can get my hands on one. If I get a charge lance I'll usually equip that on my next best shooter. If I had a really high quality bolt-action rifle (masterwork or better), I may keep using that too even in the late game - 100% accuracy for most of its range is no joke.

A couple of the better mid level shooters will get a minigun, or maybe a shotgun for enemies that get too close. I tried shotguns on low level shooters, and while you would think it would be a good weapon for them, they couldn't aim it worth anything.
M.K. (Banned) Jul 27, 2019 @ 12:00am 
Originally posted by Bike Knight:
Assault rifles for most pawns, while my Trigger Happys get instant miniguns.
.

NoNo.
Chain Shotgun

Trigger happy virtually eliminated the reload delay on those, and the ultra-short engagement range eliminates a lot of the inaccuracy penalty.
KalkiKrosah Jul 27, 2019 @ 12:40am 
Originally posted by M.K.:
Originally posted by Bike Knight:
Assault rifles for most pawns, while my Trigger Happys get instant miniguns.
.

NoNo.
Chain Shotgun

Trigger happy virtually eliminated the reload delay on those, and the ultra-short engagement range eliminates a lot of the inaccuracy penalty.

I usually give my trigger happy guys grenades... don't need much accuracy with grenades. In fact "missing" can sometimes enable your guys to toss grenades through walls. But chain shotguns would be a good alternative when I don't have anymore grenades to hand out. That would be a really good combo... 2 trigger happys, one with a shotgun and one with grenades.
Kittenpox Jul 27, 2019 @ 1:09am 
Originally posted by OtterBOI77:
Bedrooms imo.
:trophy: :-D
Siluda Jul 27, 2019 @ 5:14am 
Originally posted by Morkonan:
Originally posted by flu007:
My calculations prove that the Machine Pistol is better than both of them in all potential situations!

Revolver or die!

(Actually, I had a one-armed pawn who was primarily a Cook and she was outstanding with her Machine Pistol. Some raider idgit dared to open the door to the dining hall and she mowed them down... I also sent her hunting varmint-level animals with it. Pretty effective unless they got a chance to close with her. Ended up giving her a Masterwork Revolver, though, as I always kept her on pistol weapons, since she only had one decent arm. (Researching some advanced prosthetics for her, but will still keep her on pistol type weaps.)

Because of the Skill system and the variety of types of combat in Rimworld, many weapons aren't really completely "outmoded." There's a ton of room for "choice" there and I like roleplaying out a good many of them.

Hmmm.... I wonder if an "All Shotgun" playthrough is viable? I'd be willing to bet that it is, but some situations might be a bit "iffy." Some defensive arrangements might have to be made...
run and wgun would be a good mod for this playthrought to spice things up
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Date Posted: Jul 26, 2019 @ 3:48pm
Posts: 15