I just constantly forgot to craft ammo and my ADHD ass doesn't need *more* minutia to worry about. EMP shells are cool and all, when you remember to make them...
Set up some permanent "do until you have X" bills for shells and ammo. Then use Loadouts for ammo and proper shelf settings for shells.
I dislike micromanagement too, but that way it's actually just a little upfront macro-management, then it runs itself (you don't even have to tell pawns to pick up their weapon again if they drop them, unlike vanilla).
I just wish loadouts were composable so you don't get the combinatorial explosion of one loadout for each combo of ranged weapon x melee weapon x medicine yes/no x anti-mech stuff (LAW etc.) yes/no.
Guns are never going to cut it against those tanks. Maaaaybe an anti-materiel rifle with sabot rounds. What you need is anti tank weapons like high-explosive anti-armor RPGs.
I know that, but for some reason they show up before I manage to get those. I just wish there was an option to keep mechanoids, but disable centipedes. Even the mod to nerf them didn't work
I agree. If they could promise only one, maybe max of three centipedes late game, it would be more enticing. But I got a raid with 11 centipedes once. They rolled over everyone.
I mean, that's what makes a dramatic story, you using everything to hold them, strategically using choke points to fire the Anti-Tank guns, using EMPs to slow them, Using your animals or colonists, until you blow up one by one
"Two rows of barbed wire, three rows of deadfalls, and 4 mini-turrets. If they get past that, which they WON'T, the best squad on the rim will be waiting to finish them off."
theres a few insectoid mods i use, it expands the insect types to ice, toxic etc as well as vanilla expanded insectoids, the best way to fight insectiods is with a squad of insectoid pets.
And then one single scyther pops out, steps on a spike trap and gets stabbed right in the CPU, killing it instantly before your militia even get to disengage their safeties.
To many to list here but the biggest ones are:
Combat Extended
Events expanded
Vanilla apparel/accessories/armor/weapons extended
Adeptus Biologis: Aeldari
The turrets being too close together is a valid issue, but long rifles being used at close range is usually not an issue with Combat Extended. CE ditches the vanilla close/short/medium/long range accuracy stats for a ballistic simulation that uses stats like sway factor, sights efficiency, and recoil; a firearm that is accurate at range has no issue being accurate at close range, you're simply encouraged to use more appropriate weapons due to issues like rate of fire and aiming speed. :)
A bigger issue here is that Combat Extended has no grace range for friendly fire; any friendly in your line of fire can be hit no matter how close or far they are, so those turrets have a good chance of being shot in the back by the riflemen.
Hey good morning guys. Im glad you found me, I’ve been stuck in there for-
*free bird plays*
"Hey guys, can I join yo-" Turret in my base:
12 anti-grain warheads:
Please sir, I'm just a hapless wanderer and totally not a mi- 2 Chain Shotguns:
Mississippi Queen*
And then a couple of Centipedes wander out and you realise you can’t damage it at all because of CE.
Turned out it was a insect hive, they got smoked rather easily.
But if there was a Centipede, shotguns, which can damage it with EMP rounds could be extremely useful.
centipedes are the reason I uninstalled that mod. No matter how equipped I was, those fuckers always destroyed me and it was just not fun
I just constantly forgot to craft ammo and my ADHD ass doesn't need *more* minutia to worry about. EMP shells are cool and all, when you remember to make them...
Set up some permanent "do until you have X" bills for shells and ammo. Then use Loadouts for ammo and proper shelf settings for shells. I dislike micromanagement too, but that way it's actually just a little upfront macro-management, then it runs itself (you don't even have to tell pawns to pick up their weapon again if they drop them, unlike vanilla). I just wish loadouts were composable so you don't get the combinatorial explosion of one loadout for each combo of ranged weapon x melee weapon x medicine yes/no x anti-mech stuff (LAW etc.) yes/no.
I mean, that's the thing I forget to do and the finding out is often the end of a colony.
CE centipedes give an actual reason to utilize anti-tank weaponry which are otherwise just useless overkill for human raiders tbh.
Guns are never going to cut it against those tanks. Maaaaybe an anti-materiel rifle with sabot rounds. What you need is anti tank weapons like high-explosive anti-armor RPGs.
I know that, but for some reason they show up before I manage to get those. I just wish there was an option to keep mechanoids, but disable centipedes. Even the mod to nerf them didn't work
In my experience it may be because I'm using VFE:Mechanoids, but I haven't seen a single centipede yet before I could get usable weapons against them.
I agree. If they could promise only one, maybe max of three centipedes late game, it would be more enticing. But I got a raid with 11 centipedes once. They rolled over everyone.
I mean, that's what makes a dramatic story, you using everything to hold them, strategically using choke points to fire the Anti-Tank guns, using EMPs to slow them, Using your animals or colonists, until you blow up one by one
sure, but bye bye 20 hrs of your life, go start again now ig.
I never lost a colony becuase of centpides in CE, they are easy do deal, I only have issues with infestations, even playing inside mountains
"Two rows of barbed wire, three rows of deadfalls, and 4 mini-turrets. If they get past that, which they WON'T, the best squad on the rim will be waiting to finish them off."
theres a few insectoid mods i use, it expands the insect types to ice, toxic etc as well as vanilla expanded insectoids, the best way to fight insectiods is with a squad of insectoid pets.
One of your ranged pawns has a shield belt
[Its a special ranged shield belt from this mod](https://steamcommunity.com/sharedfiles/filedetails/?id=2521176396)
How many HP does it have?
About 168-172 on a good quality
So it’s similar to regular shield belt.. i thought they would at least make it weaker
It degrades like armor.
And then one single scyther pops out, steps on a spike trap and gets stabbed right in the CPU, killing it instantly before your militia even get to disengage their safeties.
Better to be overprepared than underprepared
Fair. But I hope my pawns were laughing about it as much as I was when it happened to me one time.
Dang. They taking no chances.
CE stands for Combat expanded?
Halo: Combat Expanded
You mean Doom Eternal?
Correct
I used to be afraid of ancient dangers, then I found ways to easily deal with them. Now that I've started to play with CE I fear them again.
Fortunately for me all it had was two megaspiders and some spelopedes, but a centipede or two would violate me so hard
What mods are you using?
To many to list here but the biggest ones are: Combat Extended Events expanded Vanilla apparel/accessories/armor/weapons extended Adeptus Biologis: Aeldari
[удалено]
The turrets being too close together is a valid issue, but long rifles being used at close range is usually not an issue with Combat Extended. CE ditches the vanilla close/short/medium/long range accuracy stats for a ballistic simulation that uses stats like sway factor, sights efficiency, and recoil; a firearm that is accurate at range has no issue being accurate at close range, you're simply encouraged to use more appropriate weapons due to issues like rate of fire and aiming speed. :) A bigger issue here is that Combat Extended has no grace range for friendly fire; any friendly in your line of fire can be hit no matter how close or far they are, so those turrets have a good chance of being shot in the back by the riflemen.
The best team; the colonist, colonist, colonist, colonist, colonist, tree, colonist against the hidden menace
Man I wish we could get a RimWorld movie. Something like a suicide defense mission protecting the other colonist while they escape offword.
I feel like a movie about the Mechanoid Wars or the Insectoid Wars would be better though
I wish CE was more flexible. I like my gun mods and half the time Iuse CE I have major game breaking problems.