Have you tried getting them to pick the arrows up instead? Two people with LMGs can easily supress a hundred man tribal raid. I like that CE makes combat more nuanced, especially when it comes to cover, but I've found the mod as a whole not to my liking.
If done correctly, shells should hit the ship in rapid succession rather than all at once. 2 steel if ever there are armored raiders that survived through those 2 wood traps. Make and take ONLY what is absolutely necessary for survival. The familiar sound of bullets bouncing off armour plating can be heard if you subject a power-armoured pawn to non-armour-piercing weapons fire. However it goes both ways. If they clump up, a single well placed grenade or rocket can end your whole run. I tried right clicking on the arrows but nothing. When you do transition, it'll save you a lot of headache if you produce the weapons en-mass, then have everyone switch over at once. Perhaps the biggest "problem" is that Combat Extended increases the range of most guns, by quite a bit.
Weaker flesh damage, but pretty good at penetrating armor.)) Expect your PC to chug a bit. RimWorld> Workshop > N7Huntsman's Workshop . I can down 2 of them quite easily, but one of them is an almost super soldier that take down my other colonists. Or go on a pilgrimage to find some from a neighboring colony. This item will only be visible to you, admins, and anyone marked as a creator. Tbh, I forget if this is in Vanilla or not. When pawns are under fire, they become "suppressed", wherein the pawn is fearful of incoming bullets and is compelled to seek cover. You need penetration and stopping power or you will get overwhelmed by better armoured and armed raiders very quickly (especially if you let your wealth get outta control).
Especially in the first year. I just wish it was piecemeal instead of an all-in-one. I only recently got the ce weapons and so far only used the triple rocket launchers since they reliably one shot them, but the range is rather short and they are expensive to build so they can really drain components. I've had a pawn solo two Centi's with an EMP shotty before. New comments cannot be posted and votes cannot be cast. Discussion, screenshots, and links, get all your RimWorld content here! Excuse my ignorance, but could you please tell me how to download the particular branch with GiantRace support on github.
Get something other than small arms ASAP.
And I mean any animal (provided they're not some weird modded creature that has a high armor rating). centipedes).
Had a quest where the empire asked me to divert 3 pirate groups to come fight me instead of them. It is only visible to you. Please see the. Hey all, So I was *super* excited to try out combat extended today.
These two articles are critical in increasing your pawns bulk/weight capacities.
© Valve Corporation. EMP rounds are far more effective against Mechs than any other round type (other than explosives).
- Turrets can now be reloaded incrementally, allowing for larger magazine sizes. This megapatch is now no longer necessary, and should be deleted.
With your colony wealth starting as low as possible, early raids are easier than those from crash landed scenarios even at Randy Savage. I like to build a hardened tunnel leading up to them from inside my colony so I can reload mid-raid. The blast kills the builder then the shrapnel damages other nearby hostiles. I know from experience because friendly fire from my grenadier killed three of my own marine-armour soldiers in a single blast.
You WOULD NOT want grenadiers nearby your base at any cost. Raids will hit hard and often at this stage, best not to get caught with your pants down. lol. I wouldn't recommend it, as there's a chance of your pawn getting overwhelmed and stuck in a loop of infinite knockdowns, but if you can funnel enemies into 1v1 or even 3v1 situations, it's cake. It could be the difference between a bruise or a liquefied heart. This can negatively affect your accuracy. Soothe Pulsers can mitigate that, so have a healthy supply (I had 4/5 before starting up my reactor.) Mortar shells are hard to craft so you check every trader if they have some. If I don't have RPG can hand thrown grenades work on them? One or two dedicated researchers and you can hit this within the first two years. Or... you can organize a not-so-ethical "organ caravan" and visit a closed circuit of allied settlements. I use it for a specific playthrough, I turn off most other mods. It addition to that, in 1.0 it's possible to get raids that are all melee. See - why did my level 20 champion lose to a level 2 dude with a stick... My personal/semi-proven strategies for a successful run: -Keep your base tight and make engagement ranges short. It does add the need for ammo/reloading mid firefight. How do I make the armor less resistant to melee damage? At this point you are already a little more secured.
CE is more about being prepared than anything imo. Currently in my 4th year of a Naked brutality/Randy/Merciless run and my last colony went on 10 years with close to 50 colonists. How effective suppression is also really depends on the amount of cover the raiders have in a jungle they can still advance rather easily due to the thick growth but in deserts or tundras Its rather easy to keep them at distance. I'll also be addressing some common complaints I see as well as offer solutions. In the second run I'm almost wiped in a 5v3 engagement. They create massive fireballs and can usually stop raids dead before they get any momentum going. You need to sign in or create an account to do that. This is me speaking from a Zzzzt experience and burning ammo.
I'm still learning but hopefully some of this is correct and helpful!
u/tajjet has a fantastic guide for that which you can see here! When a raider or centipede gets close enough to use an explosive (Not if. My preferred loadouts (These are just what I use. I just wish people didn't have to take things to such extremes lol. I dont want to get 2-3 years into my game only to find out that its either incredibly easy or the AI just bugs out half the time. And the top rifles in Combat extended have more than four times the range.
With the option of using EMP rounds. You might not want to risk fireworks inside your bunker. Almost all of the enemies got mowed down by their friends so its a wee bit ridiculous. I think as wealth increases more raiders should spawn with better fighting stats and more advanced weapons. Set to critical and only allow turret ammo for storage. The mechanoids comes when my tech tree isn't very far yet, so it looks like it's game over then. Shotgun them in the face with EMP rounds.
Otherwise your range is so low that they walk up to point blank automatically so they have a chance at hitting. I'm making a list of mods that are integrated with Combat Extended (CE) v1.3 either out of the box or through a patch. @STG that actually lines up with reality, as a full choke 20ga shotgun can be effective up to 50m for bird hunting, while pistols theoretically can reach that in ranges. And it kind of bugged me that my colonists are only ever killed in combat...maybe(?)
It’s your choice, but I enjoy CE. Centipede ammo drops are extremely valuable on the market because of high quantity. I'm going to ask you and the guy below because I want to try to understand this better before I start a whole new game and devote so much time into it. Nice! Can you add an option under the load outs for any food not just a specific kind? If you can equip your medics, keep it light. -Grab any weapon you find above your current tech level.
Has anybody here mentioned Centipedes at all?
Fights are way less arbitrary RNG rolls. Keep colony wealth at the bare minimum. Idk if they shouldve implemented it for the seemingly less accurate guns though.
If you're comfortable micro-managing your pawns, you can set them to carry all types and have them switch when needed.
Give the game a bit longer. First is from unexpectedly potent stick bombs that is somehow as dangerous as molotovs but carried by tribals. This has the added benefit of panicked pirates gunning down friendlies in a mad scramble to kill your turret. Usually from traders.
Note this works both ways so be careful to take out grenadiers and heavy weapon raiders soonest. Hopefully gonna make up for lack of content with a large update. -Incendiary devices use Prometheum: Another building material unique to CE. A crop of highly combustible plants. Even a large number of AP rounds. So I guess thats what I'm asking. -Stock up on Soothe Pulsers and maybe some space-cocaine.
It doesn’t move so it’s a better target than enemy pawns.
Projectiles follow logical paths, shooters are generally more competent (No more master shooters spending 2 hours to shoot a mouse 3 feet away), and firefights are far more lethal. Award. its ruining my western playthrough since people rely on melee more with just muskets around. Maybe the handler food issue is fixed in the Fast Track Edition 'cause I haven't seen that happen yet in my current playthrough.
Thanks for your help. Also the best hunting weapon as it incapacitates animals with one buckshot. I'd not face against them without some good high-muzzle-energy weaponry. "MayPeX [author] Jun 21 @ 6:01pm Combat Extended patch will not be released anytime soon. They may also forget to re-up on ammo, as there's no reason for the system to run status checks.
It's also hilariously fun to hear a half dozen pawns go to town.
If you don't and you assign them another loadout, you'll likely get spammed with a bunch of 'tamer inventory full' messages. Learned that lesson the hard way when I thought I could lob a frag at a stunned Centi, only for it to come out of stun-lock and immediately shred my pawn. It's a yellow on my end for gas traps. Bean Bag rounds are particularly useful. They didnt even get hit. Best way to protect your pawns against suppression is to allow them to fire out from really effective cover or never allow enemy pawns to have a clear shot at your pawns - which is easier said than done especially earlier in the tech tree. Scythers have a pretty high armor rating, so unless you rock explosives or AP (Or EMP shells for your shotty) you're gonna have some issues. In CE, hit chance is no longer calculated on a probability basis but rather according to a simulated bullet trajectory, where bullets are considered to be at a certain height (that changes according to a simulated ballistic trajectory) above the ground as they fly towards their target, and compare their height to the height of potential targets as they are encountered along the flight path. It's all about tactics though.
175 ratings. Final notes/Miscellaneous - Stuff I couldn't really fit anywhere else: **-**Pawn health affects carry weight: If your colonist is missing a leg, he won't be able to carry as much. so far i dig this mod and what it's showing off overall, but i've found that auto assigning a hunter to go and hunt instead of walking to max range and firing off at long range to not trigger the animal revenge on something, has instead decided to walk to point blank range and shoot some large animal pack within 5 meters and standing dead center of the pack. I've had a huge raid with about 40 enemies and I only killed 3 or 4 of them. SPACING! But within about 30 seconds of trying it, it kind of feels like everything is too powerful. -Rush weapons research. Accuracy being based on bullet trajectories is awesome.