RimWorld

RimWorld

Suppression (Old)
79 Comments
Serina 9 Oct, 2021 @ 10:20am 
Jesse where is the cocainer?!
nikos 9 Oct, 2021 @ 6:52am 
@JessieFeathers get the one from YAYO
JessieFeathers 8 Oct, 2021 @ 7:10pm 
1.3?
Videogameplayer 11 Mar, 2020 @ 7:46am 
just wanted to say that's some excellent cover art :D
more than once have I witnessed 2 pawns having a shout out from opposite sides of a boulder xD
mtg 8 Mar, 2020 @ 4:59pm 
hope its ok to post this but here is an unofficial until author has time
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2016866580&searchtext=Suppression
genericdwarf 5 Mar, 2020 @ 2:26pm 
CE compat when lol
Roguesaber 27 Feb, 2020 @ 7:14pm 
If you're not going to update it, would you allow someone else to update it to 1.1? I know Ogliss just updated Run and Gun to 1.1 for roolo.
nikos 27 Feb, 2020 @ 12:45pm 
so are you not going to update this mod? i think it makes the game a lot better. it would be a shame if i had to drop it from my mod list. :steamsad:
TayDog  [author] 25 Feb, 2020 @ 4:18am 
Probably not.
Icarus 25 Feb, 2020 @ 3:26am 
1.1 update?
An Author 3 Feb, 2020 @ 4:12am 
It's an interesting mechanic. But for anyone wanting to try it..note that it makes Naked Brutality impossible. Suppressed = game over since he can't fight back. Melee with a shield belt or personal defense system is mandatory for naked brutality runs on high difficulty if you're using Real Ruins. Since raids become serious faster. This makes it so that incoming fire means he just stands there ducking, getting shot over and over. :/
ΔTØM 28 Jan, 2020 @ 2:05pm 
The minigun problem has been revised yet?
Ryflamer 20 Jan, 2020 @ 6:39pm 
Would it be possible to have an alternative version of this mod, or in the options menu to disable the visual ducking mechanic? On alien races that use it's bodyaddon system it causes the various different bodyparts to be oddly rendered.
Hard Gridlock 12 Jan, 2020 @ 4:07pm 
I downloaded this mod and in the game's mod manager it says this is for version 0.18. Is that normal or safe to use with 1.0?
Softis 22 Dec, 2019 @ 7:42am 
Just wanted to stop by and say I've been using this mod for a long-ass time, it goes a long way towards making melee troops realistically balanced without the need for an ultra-realistic balance mod like Combat Extended.

No more can Tribals and Pirates just charge through a literal hailstorm of fire and shank my riflemen.
Pyrrhic 1 Dec, 2019 @ 7:07pm 
This is one of my favorite mods out there, fine work!
DarkSlayerEX 28 Nov, 2019 @ 10:24pm 
are there any traits which prevent a pawn from being suppressed, or make it easier to be suppressed?
TayDog  [author] 21 Nov, 2019 @ 1:04pm 
@Nuclear thanks
Nuclear 16 Nov, 2019 @ 2:33pm 
I tested this mod with a forsaken colonist and the suppression effect wore off the same as it did my other colonists. As far as I can tell this mod is compatible with the Forsakens mod
Dwang Zhongson 13 Nov, 2019 @ 1:25pm 
I'd like to see the mod customisable through the mod options menu, considering that different people may prefer different suppression rate for combat -- it seems a little weak now for me.

Another suggestion is to add an effect desc into the game on highlight, something like "Movement 0.75x, Fire accuracy 0.5x". That's the only thing preventing this mod to be considered as a non-separable part of vanilla, it's really awesome.

And a translation possibility please.
lilwhitemouse 30 Oct, 2019 @ 12:59pm 
Oh, that's a cool idea! It might be easiest to implement it as an hediff that incapacitates the pawn? It might be easy to abuse to capture lots of prisoners, so it might should be fairly rare.

I suppose an individual pawn fleeing in panic would also be a possibility...
Roguesaber 30 Oct, 2019 @ 12:02pm 
Does this grant a mood debuff as well? One thing I'd love to see is for a mental break while under fire results in someone throwing down their weapons and surrendering,
Meakin 9 Oct, 2019 @ 6:45pm 
Looks pretty good so far, but if I'm understanding correctly, targets can't be so suppressed that they literally won't move forward anymore? I quiet like the combat extended system, and I like that someone completely gets down in cover and refuses to shoot back at all (until they recover) if they're suppressed enough.Would it also be possible to allow suppression to force AI to fall back and find cover...? I realise that kind of thing is probably asking a lot lol - but I feel like mods like this are a door to more intelligent combat AI. Oh and one last big thing! Can we get a mod menu so we can edit values ourselves? That's always a great feature. Thanks for the great mod dude!
lilwhitemouse 3 Sep, 2019 @ 1:50am 
Should people behind shields (either vanilla kinetic shields or modded shields, perhaps) feel like they need to duck? Or shouldn't they just charge in?
TayDog  [author] 1 Sep, 2019 @ 5:11pm 
@bagelhe, very weird. The suppression is just a normal hediff and should count itself down. Does Forsaken has something in it that makes health/disease stay stuck?
bagelhe 30 Aug, 2019 @ 9:35am 
anyone using this with the forsaken mod? my forsaken pawn not getting out of the suppression fire, even though fight has finished.
Karmapowered 4 Aug, 2019 @ 10:51am 
Just had the opportunity to test this mod in game (with "Proper shotguns", "Ranged Stagger Rebalanced" and "Avoid friendly fire"), and I must say it's been a blast so far. Makes it actually worthwhile again to go out and seek flanking opportunities.

So fun also when I also got surprised by a straggling raider coming in to my position from the back. It wasn't pretty, but I got out of it licking my wounds ^.^

Easily one of the most underrated mods of Rimworld, and hopefully more mods will look into improving vanilla combat (without going to the extremes of a well-known megamod incompatible with most everything else).
LuceCat 1 Aug, 2019 @ 3:13pm 
This is fantastic! Is there a way we could get a slider to adjust how likely it is for folks to be suppressed? I'd like pawns to be a bit more afraid of getting shot at.
Precious Pomeranian 25 Jul, 2019 @ 2:31pm 
Really enjoying this mod.
It'd be nice to see some traits that influence suppression. Like a cowardly trait that makes pawns easily suppressed. Or a veteran soldier trait that reduces the aim time penalty from being suppressed. I think a few of these could spice things up.
Karmapowered 23 Jul, 2019 @ 8:46am 
@Sonya - Wins I appreciate your timely reply, thank you. Your mod is definitely going into my next game, and thumbs up.
TayDog  [author] 23 Jul, 2019 @ 4:16am 
I have not encountered a single issue with many mods. As long as a mod doesn't change the body facing for weird reasons (I don't know) it is fine.
Karmapowered 23 Jul, 2019 @ 3:43am 
Love the concept of the mod, and would totally makes sense to have been in vanilla. Anything that makes RW combat closer to JA2 (v1.13)'s combat is GOOD in my book. Anyway, two thumbs up and thank you very much for creating and sharing this mod.

Just as a side-note, may you elaborate some on what the following means for a modded game : " It now uses the body facing to determine the proper visuals to change, so anything that messes with that will make visual weirds." ?

Can we use custom faces, bodies, hairs, mounts (GiddyUp) and such ?
Pass_Me_Your_Human_Rights 27 Jun, 2019 @ 1:47pm 
this mod is pretty Kool,wen they are supressed they lie donw the dick to the ground
pinbuck 27 Jun, 2019 @ 8:33am 
@velcroboy333

randy random merciless, 20~ colonists vs a 200-man tribal raid (a significant portion of them are melee)
Popo Bigles 26 May, 2019 @ 11:53am 
Me: A fine addition to my collection.

My Mod List: 170+ Mods
Game: Currently restarting after just getting a new batch of mods

Me: https://i.ytimg.com/vi/xvXXgkknO7c/maxresdefault.jpg
velcroboy333 25 May, 2019 @ 9:50am 
@pinbuck Where they not useless and unchallenging before? Dudes with clubs vs dudes with guns is pretty predictable....Dudes with clubs never get remotely close to my base/colonists.
YAYO 23 May, 2019 @ 7:33pm 
Hi I am maker of yayo combat mode.

I am making this mode to provide a better battle experience for Rim World users. I would like to modify and integrate your mode, but is it possible?
Of course I will mark you as a co-producer.
If possible, please comment on my mode article.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1747929243

Thank you.
4ydra 2 May, 2019 @ 4:19pm 
love it!!
pinbuck 26 Feb, 2019 @ 7:24pm 
Was using this mod for a while until i saw that it makes melee rush tribals useless and unchallenging
Dentist [2 RANG] 2 Feb, 2019 @ 6:51pm 
does this work in mp?
Malikyte 7 Jan, 2019 @ 10:08pm 
@megaboto - Here, use this. It allows you to create offline backups of your mods from inside the manager.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1507748539
TayDog  [author] 7 Jan, 2019 @ 5:54pm 
As far as I know, you can take the files from the mod folder. The sources are there too if you are adventurous.

Chill out dudes. I understand both views. The reason it is this way is so it works in a reasonable and understandable way regardless of the weapons and weapon mods people use. I have no plans to change or extend this mod at this time. Please feel free to use the sources to extend or redistribute the mod.
megabot 7 Jan, 2019 @ 8:09am 
a question:is there a way to download the mod from an extern site?i use them offline,and steam mods disable themself if steam is in offline mode
megabot 7 Jan, 2019 @ 8:08am 
@Malikyte woah,please no hating
Malikyte 1 Jan, 2019 @ 6:26pm 
@Aonova - That's not an improvement. That's literally not even remotely close to how suppression works. The entire point of suppressing fire is to put as much lead on/near the target as possible in order to make them stay put so they're less likely to shoot back at you. It has absolutely nothing to do with caliber, it's all about quantity of fire. Hell it doesn't even necessarily have to hit the target - would YOU poke your head out from behind a rock if 10 guys with automatic weapons were covering your position with a wall of bullets? I think not.
Please, use your brain before making stupid "suggestions."
Re-Bot 28 Nov, 2018 @ 1:47pm 
I love the pic for this mod. I may try this later.
Latex Santa 23 Nov, 2018 @ 11:33am 
Excellent. Suppression mechanics were all I wanted out of Combat Extended, except that I didn't want any of its other features.Thanks for the mod!
Jorm 21 Nov, 2018 @ 1:51am 
Works very well. A must have.
Aonova 18 Nov, 2018 @ 10:31am 
A possible point of improvement: adding a settings page for tweaking numbers related to suppression.
I personally love the idea of the mod, but didnt want suppression linked to damage, but rather only to apply for certain weapons/beyond threshold of stopping power (basically disabling machine pistols suppressing all the pawns in the area in like 3 seconds due to high rate of fire). I also use realistic shotguns, and a single shot from max distance automatically suppresses everyone in the area due to volume of really low damage fire. Ideally having a "suppression" value to individual weapons would great (more for mgs, less/none for pistols, etc), and using the damage based suppression as a backup for unpatched/modded weapons.
Lurmey 17 Nov, 2018 @ 3:00am 
It just seems silly to me that a minigunner or a sniper would stand up out of their cover while they reload for the next shot instead of ducking back into cover for a few seconds. Anyone with a short enough cooldown can stay peaking out since that makes sense.