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Here is a good guide about choosing the right weapon.
https://www.youtube.com/watch?v=j5J4P7gV4s0
https://steamcommunity.com/sharedfiles/filedetails/?id=2089553836
Bolt-action rifle is very good early on for all purpose, and is still a serviceable hunting weapon later on. The range is pretty long and it packs quite the punch.
Heavy SMG is a midgame allrounder (and in my opinion the only real option). The range is on the lower side, but otherwise it got pretty good damage and accuracy alongside burst shots.
LMG is like a very poor-man minigun. It blast out more bullets than heavy SMG but cant hit the wide side of a barn. Good against a mass of melee rushers, but overall isn't great.
Chain shotgun got the second-highest damage output in the vanilla game, but is also very limited by its short range. In most cases you can only safely use it in a specifically built small killboxes.
Assault rifle is a lategame allrounder. Shares a lot of similarity with the heavy SMG but with significantly improved range. The dps actually dropped by a little bit, but it makes field battle much safer by virtue of outranging many weapons.
Sniper rifle is in a rather weird spot. It takes forever to fire and only the best shooter can semi-reliably hit anything at near max range, but being able to poke at thingies from beyond retaliation range got its uses. I wouldn't go out of my way to craft one of these, only using it when a quest reward give me a masterwork/legendary version. Unfortunate that it doesn't outrange mech cluster turrets.
Minigun is by far the highest damage weapon you can get. Even against single target it still put out respectable amount of work. But it slows down your colonist just by carrying it around and the fact that it also ♥♥♥♥♥ up anything in the general direction it's shooting at may be a negative at times. It would hit the target, the other enemies in the area, your own melee fighters/animals, and your walls. Not something to run in large number, but it's cool to have a few people with it. Works best with someone trigger-happy.
Charge rifle is another allrounder, an alternative to the assault rifle. It got much higher armor penetration, but the range is somewhere between heavy SMG and assault rifle. That'll lead to return fire when you're trying to use it, but it'll also kill things like mechanoids so much faster. Up to you if it's a tradeoff you want.
And then there's the grenades. All got their particular uses, keep them in their own zone so you can easily find and equip them when the need arises. Molotov is great to get a firebox going, you dont usually need more than one. Frag is good against melee-only, block a doorway with your own melee and have a grenadier chuck it to the mass of enemies. It also works great to clean up the steel and mechanoid slag chunks if you dont want to bother with smelting. You'll want to keep 2-4 of it. EMP is specifically anti-mechanoid, two of them thrown with some window inbetween can make sure that each mech eats an EMP the moment it step into your killbox. Keeping 2 around is good enough. Overall, do note that you gotta disable fire at will and manually aim all these to prevent accidents.
Finally, there's the smoke launcher. It's specifically used to approach and dismantle a mechanoid cluster turrets once you clean up the defenders in some manner. It'll be a rare occasion after a while considering that if you could wipe out the defenders then you'd probably demolish the turrets in the process, but it pays off to keep one launcher around.
That's about it for the ranged weapons, you can ignore the rest and doesn't lose much over it.