It sacrifices a little range as a result, but the trade-off of how much hurt it can put out is more than worth it. Firing in bursts, the charge rifle can generally punch through late-game enemies that may come to threaten your colony. This is a general step up from the assault rifle in terms of damage output. Have a colonist with a minimum of 6 in crafting.įor more info, click here.Have a crafting spot or smithy available in the colony.Decent accuracy at mid and close range.High range that is nearly as much as the assault rifle.Neolithic tech means you can research it straight away.For hunting purposes and handling early tribal attackers, this weapon can carry your colony through the hurdles. It deals fairly high damage for a weapon of its era with a great deal of range to boot. This weapon shines in the early phases of playthroughs where barely any technology is unlocked. The monosword cannot be crafted in vanilla but can be acquired through: High damage value means most things will feel the hurt.High penetration means it can hurt anything.In the hands of a strong melee colonist that has psy-casting and they’ll be cleaving through foes with ease. With one of the highest penetration values out there, this weapon will tear through heavily armored late-game enemies with high damage values. In terms of the best options out there, few can compete with the monosword. While melee, in general, is a risky endeavor even in the best of cases, it is also an inevitable part of combat that must be addressed. Requires steel and components to craft.Have a colonist with a minimum of 6 in crafting.Have a machining table available in the colony.Industrial era tech, meaning it can be accessible reasonably early with most scenarios. High range compared to its contemporaries.Rapid fire rate thanks to reasonably low warmup and cooldown time. Point enough assault rifles in one direction and the problem generally will go away. If you’re hurting for what to make in bulk to hand out to every colonist without considering their skills and traits, rarely will handing them an assault rifle go wrong. The assault rifle is a strong all-rounder weapon that provides a steady hail of stopping power that has a decent balance of accuracy at all ranges. Below will be a few options that can add an edge to your defense in most scenarios, or better yet pull your colonists out of a particularly awful scenario. Be it rate of fire, damage, penetration, or range, the key is to understand the nature of both your colonist’s skills as well as whatever is thrown at them. When considering what to arm them with, it is important to weigh the properties of the weapon to match the circumstance they are in. The last line of defense in any colony will be the colonists themselves.
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