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Also not positive as to the best method of sharing the list on Steam while still making it easy to update.
I'd love to see some proper testing, though. As of right now, I haven't been getting very difficult raids at all, even though I have almost ten thousand silver, I'm still getting federation raids of only auxillary pistol soldiers and bombers, and I have yet to see a single ogron from the ferals. All I know is the JI can absolutely destroy most of my enemies before they even breach the first barrack, and that's what matters, so i'm putting my money on JI sweeping the competition.
I'm super interested in this list your making. I just started using Rimsenal and the sheer amount of options are kind of baffling. I don't even know where to start in terms of outfitting my troops and getting some kind of standard gear setups going. Once you finish with this I'm sure this will be a huge help to the community.
I know you're not done with this yet but what's your general opinion so far? I'm trying to find a good Rimsenal alternative to the standard Assault/Charge rifle trooper and am having a hard time of it with these crazy Rimsenal factions leaving me with casualties almost every Raid while I'm still grasping the basics.
I haven't found a clear winner in the more standard infantry role yet because their stats are often very similar and there's so many to deal with, but out of what I've tested so far the TE Kinetic Rifle has the higest DPS, and the JI Molten Rifle, GD Modular Rifle, and ordinary Assault Rifle have the best range. While the JI Molten Rifle probably has the bes range and DPS combo, the GD Modular Rifle can put the most rounds down range, potentially generating a higher DPS simply through more probability tests to hit the target with smaller amounts of damage.
I'm not sure about DPS though, I've definitely figured out some of what weapons work best for which scenerios but I haven't compiled DPS statisctics like this, is all of this tested or based on stats on paper? Also, did you use the different power armors in these tests or take into account their bonuses?
I can say that Jotun is the best branch against mechanoids, Yunhwa is best against animals or soft-targets and Graydale benefits allot from the relyable accuracy stats. As for the best rifle I'm not sure... I'd imagine it would really all differ based on target type and size but I don't think the Hrunting Molten Rifle will ever let you down. The Frost Shard Rifle is good against soft-body targets and usually downs enemies more often than kills them, fires more often with decent DPS but lacks the optimimal range expected of an assault rifle and is utterly useless against mechanoids and higher ranked Federation pawns.
I think a Hrunting would do well in most scenerios, even against animals which are Jotun weapons' weakness it does fairly decently. I have yet to compare that to a Burst Charger though. Against a full-fledged Federation army with Peacekeepers and Peacemongers however, always use Tisiphone, their usefulness is in their lore on google docs.
As for melee weapons, I tested a Legendary Assault Hammer vs a Legendary Vibrosword on a pawn with 20 in melee stat and bionic upgrades: at maximum potential the Assault Hammer outpreforms due to its greater damage only when the first two hits either kill or neutralize most of the danger in melee range, the Vibrosword surprisingly takes the cake when dealing with enemies who may last longer or are soft-bodied due to how fast they attack and thus a greater chance of cutting off or disabling body parts. The other two melee options are better used just for their stat bonuses if you are also using the Sidearms mod.
This was also tested against mechanoids and I would not suggest using an Assault Hammer against Scythers since they will out-dps you and kill you, a Vibrosword will more often disable their blades and make them for less dangerous to fight at melee distance.
As for the Federation, when you eventually face Peacemakers, Snipers, Peacemongers and other horrible things, Tisiphone weapons and especially their armor do much better than Jotun's. Peacemongers especially have a ton of resistance to normal bullet damage but are easily shredded by kinetic/blunt damage, a good Kinetic Lancer will destroy them in seconds, an army with them will annihilate any Federation raid.
I also wasn't aware that there was a google docs, which I'll have to go find and look at.
To calulate DPS I just add the Warmup and Cooldown times together and divide the Damage by that value. For burst weapons, I also take into account the number of shots and their rounds per minute (rpm); multiplying the damage by the number of shots and dividing that by the rpm(in seconds), then dividing it all by the combined Warmup and Cooldown times.
I'm not really looking too deaply into melee weapons because I try to knock out targets at standoff range and use an embrasures mod to keep them at bay. So I don't have many enemies I have to melee unless there's an infestation, in which I generally find that the Aussault Hammer worked well. Again, I try to stay out of melee range, so most of the melee expert's job is to destroy the hives, which the Aussault Hammer definetely does the best, followed by the baton weapon used by the Federation, and the Vibrosword takes significantly longer to do the job.
Melee weapons damage per hit also varies depending on the quality of construction, so it's really difficult to say that one weapon always trumps another and is a clear victor. Gun's quality however, only affects their accuracy, which also degrades as the weapon's durability degrades. So it's easier to give a general ballpark range for their accuracy, with concrete damage capabilities assuming 100% accuracy.
I have done some math though, the problem I've found with making comparisons on paper is I've gotten different results in actual combat scenerios. Jotun fails in several areas in a place like the Jungle, the low fire rate and abundance of trees that get in the way can lead to a larger chance of the pawns missing until the enemy is too close for comfort, I end up having to resort to clearing tons of trees on a regular basis to keep Jotun arms functioning at their best. Yunhwa however doesn't require that. If it's anything soft-bodied then Swarmers will either kill or down them fast reguardless of trees, Vector-shots even more so but at an uncomfortable distance. Although the DPS on some of these weapons seems high, their actual DPS in combat changes based on environment and enemy size and speed, I think this is why Jotun weapons are fantastic at destroying mechanoids but poor aside from the Fafnir Shotgun for taking down animal raids.
This data is very useful though since it will still be helpful even when actual results varry. I did not think to calculate the DPS in that way so I'd be intersted to see what everything else looks like. May I suggest checking what differences the armors make to the DPS of the weapons? Unfortunately their stats aren't up on the google docs but they definitely change how effective a weapon is. I can put up their stats here if you want.
Yeah, I don't prefer melee either, I mostly just have melee specialists for fun if I ever have them or if I get a good pawn that has the Brawler trait.
I'm not that familliar with fighting mega-insects since I forgot to test for them and don't usually fight them since I do everything I can to prevent an infestation (which is probably why I forgot them lol). I assume though since megascarabs have a 40% sharp resist but a 10% blunt resist that either Tisiphone or Federation weapons work best on them, and the blunt Assault Hammer would likely be best for them too, especially hives as you've said since actual DPS for the hammer only seems to become less than the Vibrosword's after probably 8sec (I don't know the exact point there, just the fact that the Vibrosword eventually out-DPS's the Assault Hammer when wearing Close Combat armor).
The main advantage of a Vibrosword is just its much greater chance of disabling enemies, against a stationary, defensless object it's likely that the Assault Hammer does allot better. In actual combat allot of pawns using the Assault Hammer will beat an enemy pawn more efficiently than with a Vibrosword only if they can kill them quick enough or dodge enough attacks. A Vibrosword's sole reason for being better is that chance to disable, it makes melee combat allot safer when the fight drags on, though tbh my melee specialist carries both weapons thanks to the Sidearm mod so I can have him switch when necessary.
Basically Yunhwa is just good for soft body targets that prefer to get in melee range or for when you want to capture a pawn via microwave cannons. However I wouldn't suggest using Yunhwa weapons alone against such enemies because should they survive long enough to reach melee range they can become problematic and result in some damage or casualties, so having a few snipers, longer range LMGs or rifles works well in tandem with Yunhwa arms. I found that where they shine comparitively is in instances with allot of enemy cover like trees and specifically against targets that are: fast and small, soft-body, soft-body melee, or are easily downed by pain. While they don't do well in dps in most cases they will down most unarmored enemies relatively fast due to their shard ammunition type, usually before they can reach melee distance. This leaves them to be finished off fairly easily afterwards. However against anything else Yunhwa struggles compared to all other arms.
In the case of some of the bigger, tankier animals they don't do as well as Jotun weapons either but better than vanilla weapons if your pawns are fast. If your playstyle is long-range combat though then don't use them save the Microwave Cannon for crowd control or capturing.
I'd say the star weapon in Yunhwa is either the Boreas Swarmer (Yunhwa's shotgun) or the Snow Blossom Dual Pistols, at their optimal distance, especially used in tandem with Yunhwa Nervesuits or Jotun Fire Support armors, they truly shred or neutralize any soft-bodied target in seconds, unless it's a rhyno or thrumbo. Essentially keep them for animal raids and with other weapons in tribal raids or pirate raids against non-armored targets but if those aren't a problem then don't bother with them.
There's more info in the discussion I posted though and the details of that test I did with the lvl10 pawn copies.
I did mention in my last post how I was calculating DPS, but I tried using that on weapons I already put in and it didn't get the same answer, so obviously the burst formula was wrong.
EDIT: I looked up an actual formula(which may still be incorrect) for DPS.
The only apparent difference between what I was doing previously and this is that I did (B*D) instead of (B+D). I don't know if I want/should "fix" my personal formula or leave it as-is.
R = reload time
B = bullets in magazine
F = bullets per second
D = damage per bullet
DPS = (B+D)/(R+B/F)