LTC_Panders pretty much has it to a T, pure rogue is fine enough but the Archery fighting style certainly doesn't hurt if you want to dip into other classes, and certainly there are many excellent multiclass builds for Rogue. Just looking at straight Rogue though a Thief gets as many attacks as any other class does (if not more) while dual wielding hand crossbows excepting Fighter 11+ which is definitively end game. They also get Great Weapon Master levels of damage, but at range, and with the Sneak Attack damage as a bonus on top of that.
Note of course that a Rogue can get the same amount of attacks, and can get fantastic damage with them, with melee builds as well, including but not limited to dual wielding melee weapons or some unusual but certainly viable Polearm Rogue builds. It's just that there's no reason typically to go melee when Rogues are the king of ranged and can dish out such absurd damage from across the screen rather than wasting time getting to their target and / or putting themselves in harms' way. Especially given how easy it is to establish undesirable terrain that ranged characters can snipe across while melee combatants must trudge through. Regardless of whether you're using ranged weapons though they're absolutely top notch in damage output. This is due to the following:
1) The Bonus Action granted by Thief can be used for an attack, either a normal one or special ones like Flurry of Blows. More actions = more attacks, so the Rogue does not and will never have a disadvantage in attacks and thus damage output vs literally any other martial characters prior to level 11, and even then only the Fighter.
2) Sneak Attack scales better than the damage bonuses granted from other classes such as Barbarian, granting on average +3.5 damage per 2 levels
3) "Dipping" your weapon or applying poison continually provides benefits to all attacks made, including across multiple ranged weapons, rather than just applying to 3 pieces of ammo like in normal D&D 5e
4) Bonus action Hide provides a great way to gain advantage on attacks essentially at will, providing huge mathematical advantages to damage output vs heavily armored foes
5) Bonus action Dash or when needed Disengage provides easy repositioning, leading to fewer "dead" turns and thus more consistent damage output.
6) BG3 offers items which increase crit range, not normally available in 5e, which offer far more benefits for Rogues than they do other classes with fewer dice involved in their damage calculations.
7) Speaking of Crits, certain conditions such as Paralysis result in auto-crits, which again benefit Rogues more than other classes.
All of this ignores the incredible utility of the Rogue of course. The ability to steal the enemies' weapons before engaging in combat with them, or sneak around setting up traps / beneficial terrain, or the non-combat stuff entirely. Finally, Rogues can do what they do all day and all night and won't lose effectiveness over time, and can also very easily choose whether or not they actually want to be in combat at any time.
A well built Rogue will absolutely keep pace with a well built Barbarian or Paladin, and though pure Rogue doesn't top pure Fighter in most cases during endgame neither of them represent the pinnacle of damage output, multiclass combos reign supreme regardless and Rogue is often a part of such builds. A high level Wizard who is willing to dump high level spell slots each turn can exceed the damage output of any of those under the right circumstances, but only under the right circumstances and for a very limited number of rounds per long rest, while a Rogue will dish out consistently high damage round after round.