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RimWorld Science: Comparing Guns — RimWorld Alpha 16 Gun SCIENCE!!! (Learn which guns are best for which jobs in RimWorld.) ** WHAT RIMWORLD MECHANIC SHOULD WE INVESTIGATE NEXT? LEAVE YOUR SUGGESTION IN THE COMMENTS! ** ==== Subscribe, so you don't miss the next one: http://goo.gl/pqSzho Follow me on Twitter: / bjorn_strongarm ==== Ever wonder which guns are best in RimWorld? Who doesn’t? The age-old debate of the Charge Rifle vs. the LMG is just one of many questions we might wonder about when it comes to comparing guns. In this episode of RimWorld Science, we start by looking at each weapon’s statistics and the way we can use to them to calculate expected damage-per-second values. There are three categories of statistics: 1. Accuracy. These statistics tell us how accurate a gun is at 4, 15, 30, and 50 tiles. The accuracy scales smoothly between these points, as I show. 2. Damage. For single-shot weapons, this is read off the ‘Damage’ statistic. For automatic weapons, it is ‘Damage’ multiplied by ‘Burst shot count’. This is how much damage you get if every bullet hits. If you want to find out expected damage — that is, damage weighted by accuracy — just multiply that value by the gun’s accuracy value (at the relevant distance). 3. Time. Each gun has a warmup — the time it takes for your colonist to aim — and a cool-down — how much time after firing you have to wait until aiming again. Automatic weapons also have a length of time for them to get all of their bullets out. Take the ‘fire rate’, convert it to rounds-per-second (by dividing it by 60), and then put it along with the burst shot count into the formula: (Burst shot count - 1) x rounds per second to get the Burst Length. Then single-shot weapons take Warmup + Cooldown seconds to fire, and automatic weapons take Warmup + Burst Length + Cooldown to fire. Call this Firing Time. 4. Damage Per Second. If you take 1 / Firing Time, you get a ‘Bursts per second’ value — that’s how many bursts the gun can fire off per second, as it sounds. Multiply it by damage per burst to get the maximum damage per second of that gun, or multiply it by expected damage per second to get the expected dps of that gun. So much for statistics. What happens when we try these guns in real life against maddened, charging animals? Here, surprises happen. Guns with high dps (like the Charge Rifle and LMG) don’t do as well against medium-weight animals like cows and elephants as the Assault and Survival rifles. These lower damage guns can start shooting sooner (because of their longer range) and can get rounds off faster, making them very powerful in animals-are-charging-us situations. However, as the amount of damage per target goes up, the guns perform more line with their DPS values. This suggests that if you’re going Thumbro-hunting, take along a charge rifle; but if you’re defending your home against some tribals coming in for an attack, grab an assault rifle! ===== Want to check my numbers? Download the full table of weapons values here: https://www.mediafire.com/?udfvcorka5... ===== RimWorld follows three survivors from a crashed space liner as they build a colony on a frontier world at the rim of known space. Inspired by the space western vibe of Firefly, the deep simulation of Dwarf Fortress, and the epic scale of Dune and Warhammer 40,000. RimWorld Alpha 16 from Ludeon Studios: http://RimWorldgame.com/ RimWorld Alpha 16 on Steam: http://store.steampowered.com/app/294... ==== My RimWorld Let’s Play series: Series 1 (RimWorld Alpha 14, complete): • [Blind] Bjorn Plays RimWorld Alpha 14 Series 2 (RimWorld Alpha 15, complete): • Bjorn Plays RimWorld Alpha 15 (RimWorld Se... Series 3 (RimWorld Alpha 15, complete): • Bjorn's Randy Random Rimworld Alpha 15 Van... Series 4 (RimWorld Alpha 15, complete): • Randy Random RimWorld Alpha 15 Gameplay --... Series 5 (RimWorld Alpha 16): • [#1] Let’s Play RimWorld Alpha 16: A Whole... ==== Credits (outro music): “AT1”, by Synapsis http://freemusicarchive.org/music/Syn... Licensed under Creative Commons 3.0