A single gunshot typically destroys the brain due to its low health, but a slightly lower power weapon like the machine pistol can hit the brain and not kill the colonist. While humans can survive headshots, damage to the brain is still a serious issue. Technically, you don't need the head itself to live, but it is necessary to contain the brain. This section includes the full names and descriptions of each body part in the above tables, including special notes or other extra information.Ĭontainer of the skull, eyes, ears, nose, and jaw. ↑ 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 9.9 Only the relevant choice of LeftHand OR RightHand will apply, not both.↑ If Moving drops below 16% a pawn cannot move.↑ 7.0 7.1 This part has no coverage and cannot be damaged.↑ This is the part that everything else connects to to be considered 'connected'.↑ Note that capacities can affect other capacities in turn.↑ What apparel coverage covers this body part.Different damage types can propagate damage in different ways and cause parts to be hit more often than this table shows. ↑ Target Chance is the actual chance for each part to be the initial target damaged when all parts' coverages have been taken into account.For example, the torso has a 40.5% chance to be targeted and the spine has 2.5% internal coverage so has about a 1.01% chance to be targeted. Internal parts can only be targeted when their parent part has been and take damage along with the parent part. For example, the neck, arms and legs have a combined external coverage of 59.5%, so the torso has only a 40.5% chance to be targeted. External parts cover their parent part and take hits for them. ↑ Coverage is used to determine the chance for this body part to be targeted.Charge Rifle fires basically twice as often and one burst with a legendary will often kill a human enemy, in practice it ends up being almost twice as effective as a minigun against spread out human targets, not even mentioning the increased mobility.-50% Blood Filtration. These are on paper comparisons, the issue with miniguns in most fights is it takes a long time to warm up, fire a full burst, then cooldown, against anything other than a centipede that's generally overkill and a lot of time is wasted. Even still the Charge Rifle beat it in most cases because of the higher AP, a perfect colonist with a legendary minigun eventually pulled ahead slightly but that was entirely because of the large target bonus against centipedes. Legendary minigun is 20.95 DPS with 22% AP, Legendary Charge Rifle is 19.07 but has 55% AP (against anything normal sized with more than like 33% armor the Charge Rifle does more DPS), Legendary Chain Shotgun is 26.97 DPS with 21% AP.įrancis John did a weapon comparison test which has been linked a lot when people ask about the best weapons, it's pretty good for the most part, except the test was done against centipedes with a bonus chance to hit (because they are large targets) which heavily favors inaccurate weapons like SMGs and Miniguns. Originally posted by VoiD:Fairly sure the Legendary Minigun is still the highest DPS and burst damage weapon in the game against single targets, specially at the hands of a maxed out pawn. Notable mention for automatic shotguns, specially against infestations behind a wall of 3 melee fighters in a corridor, though they aren't necessary and insects are easy enough at a chokepoint. It goes something like this, low skill = HSMG, Medium skill = Assault Rifles, High Skill = Charge Rifle, masterwork or specially legendary quality = miniguns (by far). ![]() The fact that it obliterates everything around the main target too is just a bonus, it is the single pawn that can solo most of the raids in the game, specially if you throw in a couple of consumables and/or psycasts. Fairly sure the Legendary Minigun is still the highest DPS and burst damage weapon in the game against single targets, specially at the hands of a maxed out pawn. Minigun is pretty slow and not ideal in most situations, it's basically a killbox weapon. Chain Shotgun and Charge Rifle are both better for single target in most cases. Those misses can still hit if enemies are grouped, which is where the minigun becomes effective. The old forced miss mechanic was removed, but a legendary minigun still only has 27-38% accuracy and you can never get the hit rate higher than that in normal situations even with perfect pawn accuracy. Originally posted by Ratlegion:And a legendary minigun still has forced miss, doesn't it?
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