Good news is, so long as you get out a decent harvest, you're usually set for quite some time. If you're worried about addictions, just remember the goal. The only real defence I could recommend is to simply control the colony wealth value until you do have weapons that have a chance against mechanoids. I've only just got a new machine, so there should be updates with his mod in the next week or so. Weaker flesh damage, but pretty good at penetrating armor.)) An 80w 5.56 Nato turret is much better than another colonist when it comes to defending early game. Shotguns are limited by their spread, but a pistol is limited by how calm and well trained the shooter is. Any tips for a medieval only play through? -Sacrificial turrets: Late game pirate raids have a borderline unreasonable number of triple/doomsday rocket users. I guess I was looking for something in between. Like a lot of ammo. It addition to that, in 1.0 it's possible to get raids that are all melee. I've played several games and I think I'm doing quite well so to ramp up the difficulty and realistic experience, I try to have Combat Extended. I always felt like the original combat was a little bit...shaky(?). If you can equip your medics, keep it light. Second, I'd rather try to finish the weapon side of this mod before attempting a patch, because it will take a considerable amount of time to patch and balance my mod with Combat Extended (Though there are some questionable changes to the pistols that I don't particular agree with in CE). Use mortar against Sieges, the binocular guy sets the target for mortars. I am not sure, i am still new to modding rimworld and what not. For handlers, usually just setting them to carry 20 meat / 20 veggie works out pretty well without them carrying every hunk of food. Have you tried getting them to pick the arrows up instead? 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. 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. Make and take ONLY what is absolutely necessary for survival. It fires quickly enough to make advancing raiders think twice, and the 30 round drum lasts forever on single shot. It's a double edged sword though, as if your explosives pawns are ever downed by an opposing explosive weapon... let's just say they get an impromptu viking burial leaving no body behind to attempt a Resurrection. It doesnt say and the normal 'mouse over' info for me seems broken in CE. This patch is now obsolete with the new, integrated patch added in CE 3.2. The KPV is your friend, a pawn that isn't on go-juice doesn't remain standing after getting hit with 14.5X114mm HE.

And I mean any animal (provided they're not some weird modded creature that has a high armor rating). I know that's probably a hard question because there are so many for so many solutions. Give to the worse shooter guy. Is there a way to prevent the enemy from kill themselves with friendly fire? Like setting apparel restrictions, you can set weapon loadouts. You can keep a few melee pawns around for back-up situations (such as if you have a brawler who gets all cry-baby when you stick a gun in his/her hands). CE is a great mod. I gave two colonists LMGs and they basically instakilled a couple of thrumbos.

Almost all of the enemies got mowed down by their friends so its a wee bit ridiculous. SPACING! UMP - Burst, Snapshot.

And it kind of bugged me that my colonists are only ever killed in combat...maybe(?) Mechanoids in CE are extremely well-armoured and are able to shrug off most small-arms fire; for instance, they are practically immune to pistols. Get Simple Sidearms Mod. Is there a way to fix this?

If not dealt with correctly, that is. The game was never designed for embrasures. can easily kill them. does it mean its not patched? That's risky though and you'll likely lose a pawn. They push through all my traps almost unscatched and in the end all my colonists are downed with only lancer down to 50%. HOWEVER make sure you assign them some raw food to carry for animal training purposes (I usually do 20 Vegetarian 20 meat). Bloodloss on the battlefield is a major threat and requires medics to immediately stabilize patients. You need to sign in or create an account to do that. Great guide,dude. This is me speaking from a Zzzzt experience and burning ammo. Middle of the road penetration and damage), and AP (Armor Piercing. There's still a slight chance that rounds/opposing melee fighters can make it pas the shield and slice your pawn, but generally keeps your users pretty safe.

It's also hilariously fun to hear a half dozen pawns go to town. Even for shot gun users. One hit with a charge blaster is usually a severe wound or flat out down, if it hits the head or neck its instant death, legendary marine helmet or not. SMG's or AR's with minimal ammo. Thank yall for reading! Jury is still out on how effective this is, but so far I like it.

A single hit from a charge blaster can turn your pawn's torso into pink mist. Centipede ammo drops are extremely valuable on the market because of high quantity. The less weight the better, as they'll move faster. Anyone know whether there is a CE path for the half elf ? Armor plays a much bigger role than in Vanilla. The Flak cannon can also be great, but has slow fire range. I'm still learning but hopefully some of this is correct and helpful! lol. For increased effectiveness, I like to throw in a couple Triple/Doomsday pawns for assured destruction. thank you and sorry for my bad english. (I call it 'the Randy Treatment'.

(Lost a few guys learning that :c ). Remember EMP shells do bonus damage against mechs. This item will only be visible to you, admins, and anyone marked as a creator. So I guess thats what I'm asking. I'd not face against them without some good high-muzzle-energy weaponry. Use the suppression system it's crazy broken. The mechanoids comes when my tech tree isn't very far yet, so it looks like it's game over then. At this point you are already a little more secured. Otherwise your range is so low that they walk up to point blank automatically so they have a chance at hitting. RimWorld> Workshop > N7Huntsman's Workshop > Combat Extended . Experiment with more open bases and defenses. This mod can also be found on GitHub. I wouldn't use that as a standard, but it gives you an idea as to how effective they can be). I can understand that they are set up to be powerful, but they are way too accurate, their guns kill in one hit and their assigned value is too low so that way too many spawn in each encounter. Best to sneak them some booze instead of having them tromp back to the bar for a quick drink.

how come rifles can shoot across the map but a revolver has less range then a vanilla autoshotgun? All rights reserved. Embrasures are full on walls that block all movement. All trademarks are property of their respective owners in the US and other countries. Clutter Weapon Hands (part of Clutter Misc), Rimsenal - Enhanced Vanilla Pack CE Edition. What about rimfall there is a patch for that in the comments of combat extended. Is it actually a challenge at the higher levels? You get those 'I need more ammo!' They create massive fireballs and can usually stop raids dead before they get any momentum going. How do you reach the point where you can craft all of that? They're surprisingly not heavy (About the weight of a rifle) and are great for taking out single, heavily armored targets (I.E. Basically, it's a quick fix to stem the flow of blood so you can get them to a proper hospital. It was early enough that I didn't have a reloading bench, but one of my crew had a shotgun loaded with slugs. Honestly, that may explain his scars...moving on!) If you're lucky, pirates will waste 60/70% of their explosive ordinance on your cheap turret instead of your squishy pawns/killbox. I guess i can just anyway since the error must be showing up currently too for players since i'm only noticing now i updated to the latest CE version, i tried making a patch to unpatch a patch but that worked out like it sounds it would. Supposed to save the war crimes for the raiders, not your friends. Discussion, screenshots, and links, get all your RimWorld content here! 1-2 mags worth of EMP ammo (when applicable) - This applies more to Charge rifles (I recommend Foxy's Armory for some extra-yet-balanced flavor here.)

If you don't set restrictions, your pawn with gobble up any and all ammo available for their equipped firearm. 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. Ifyou let them hit your Colonists, you are on the other side of the game balance. Combat Extended Melee. Launch the ship. Description Discussions 157 Comments 2917 Change Notes.

So another couple questions. You can process chemfuel into fsx at refineries. Thats why its important not too leave too many chunks around your base and keep a clear perimeter around your defensive points. Handlers don't have a designated number of food units, so they'll just grab everything. - Combat Extended allows you to 'stabilize' pawns in the field. Infero cannons are instant death within the first half of the radius and instant down beyond that. -Mechanoids. Please comment any mods you know of and I'll add them.

Unfavorite. Marine Armor giving bonuses to carry weight and accuracy, love it.

Raids will hit hard and often at this stage, best not to get caught with your pants down. Barring you needing something critical like hydroponics, this could save your life. Training dummies added by a couple other mods also could help a lot with effective range. 2 wooden to incapacitate, shoot to death for practice. 1 M72 LAW - I've experimented with including these in my non-explosive role pawns. Which leds me to #3, Is it normal for the mouse over info to be broken? Discussion, screenshots, and links, get all your RimWorld content here! Buckshot for tribals and hunting, Slug for armored outlanders, EMP just in case of Mechanoids.

Very amazing mod. For further weapon info I consult to this: https://www.reddit.com/r/RimWorld/comments/aqmmgz/combat_extended_and_combat_extended_guns_brief/?st=JT4GG11G&sh=3db37603.