RimWorld

RimWorld

Mechanoid Nerf for Combat Extended
91 Comments
Psyobe Again 15 Jul @ 10:01pm 
1.6 possible?
R0N1N 13 Jul @ 9:40pm 
Will this be updated to 1.6?
Lazern 19 Feb @ 12:46pm 
This is great. Having a mechanoid raid with centipedes is game over because I don't like using cheesy tactics or super specific ways of surviving something. But this leaves room for more creativity.
Skeleton Man 4 Feb @ 7:28pm 
Thanks for this. Centipede and most mechanoid raids always end up being too micro-management heavy for my liking. You either peek them with AT and snap shots on them before they can wind up and shoot then wait for them to move again, or they will instantly (Head, Skull, Brain [Permanent gunshot injury]) your colonists through marine armor from maximum range with a nonstop barrage of fire. I don't think there would be such an issue if the AP of plasma weapons wasn't so insanely overtuned so they virtually ignore most armor.
thezblah 2 Dec, 2024 @ 2:12pm 
I really appreciate this. I like to use no-ammo mode when I want the bullet and injury mechanics but don't want to micromanage loadouts or generic ammo mode when I want to stop cheesing everything with HEAP ammo but with both modes mechanoids are either just a game over, or have to be disabled (which, without other threat mods is kind of lame).
Stone Cold Stavros Flatley 25 Apr, 2024 @ 6:57am 
Wasn't a fan of having to memorise 60 ammo types, I'd rather keep it simple so this alteration for Mechanoids is excellent
tomthehand 7 Apr, 2024 @ 1:50pm 
I was wondering why centipedes seemed so difficult! I think my issue is that they seem disproportionately hard compared to other mechanoids and compared to other factions. I kind of wonder if, instead of nerfing their stats, their raid point "cost" should be increased.
polat.cal 6 Jan, 2024 @ 12:00pm 
Thank you for update and precious efforts N7Huntsman - you are one of the legends.
FrAmed46 12 Dec, 2023 @ 7:46am 
using worse slurs is gonna get him banned lmao
Dr. Eggman 9 Nov, 2023 @ 9:07pm 
Bro over here actually using autistic as an insult in 2023?
Security Cam #7 19 Jul, 2023 @ 2:30pm 
Keep inhaling that copium bud
Security Cam #7 19 Jul, 2023 @ 1:19am 
Then explain.

And no, the answer "it's just rng" is not the correct one.
Mr. Rottenson 18 Jul, 2023 @ 1:39pm 
I understand how vanilla combat works and it's the weakest part of the game
Security Cam #7 30 Jun, 2023 @ 1:15am 
You are hypocritical, cringe extended is a cope mod by itself made for people who do not understand how vanilla combat works.
Get Donked On 29 Jun, 2023 @ 4:49pm 
cope mod get good and make a flamethrower or a m72 law
Wolfhound88 25 Jan, 2023 @ 1:41am 
Can this be updated please?
cptnoname 23 Dec, 2022 @ 6:18am 
Sadly @R U BREADDY, it doesn't appear to be, no. The game still shows 20 mm RHA and 45 MPa armor when loaded (should be 16mm and 35 MPa, respectively, according to the patch)
R U BREADDY?! 15 Dec, 2022 @ 8:56am 
Will this work for 1.4?
AbsynthMinded 1 Oct, 2022 @ 8:30am 
I just want the headshots to stop. Just that. I can handle the fights, if I can live long enough to reach it.
Existential Crisis 17 Jul, 2022 @ 9:16pm 
@WhiteFox Storytellers like Randy Random are extremely punishing and do not give you breaks at certain times. You could get 1 massive raid that destroyed your defences, followed by another massive raid, annihilating your base. He may be using different mods than you do, for example, I use "pawns do not just die", which removes the general damage needed to kill a pawn. This means I cannot kill a pawn without destroying a vital part or by inflicting blood loss, this applies to the centipedes I fight, and they do not die by the blood loss.
That One Guy Green 11 Jul, 2022 @ 7:41pm 
Is there a version that nerfs pikeman or a giude on how to deal with them.
FoxWhite 24 Jun, 2022 @ 9:06pm 
https://www.youtube.com/watch?v=0ChsMzjlD5s i know this doesn't cove 10+ centipede raids but by then you should have a stock pile of anti mech equipment and defences that give you an advantage over them.
FoxWhite 24 Jun, 2022 @ 8:57pm 
oh my fucking god,
SAIGA/USAS EMP slug (saiga has a faster warmup)
ARTILERY (HE can damage it but it's a waste use INCEND since prometheum soacks it)
don't fight it on open ground, pretend it's stalingrad, don't even fight lancers on open ground,wait for the scum and get close and mag dump it (unless you can tank their shoots which you can't)
50 cal is useless unless it's coming out of a machine gun, 114 is better since it does more damage but 50 cal is better on your soldiers due to weight/damage there is but you're not doing that you're using a mounted KPV so you should only really care about damage.
I prefer the MLAW EMP combo but i take you lot like bullets so KPV it is.
AP-I is your friend.
if you're getting 10 centipede raids how tf are you not prepared for it? you need to rush this and buy the supplies you need. sorry for being rude and hardcore but centipedes suck the life out of you and taking them out the game sucks the life out the game
selest19 24 Jun, 2022 @ 12:19pm 
pro tip is you do not want this. Centipeades are susceptible to physic insanity lances (idk why
Pik 20 May, 2022 @ 7:55am 
Please update this, Tired of my colonists getting 1 shot from aross the universe while wearing the best armor in the game. Meanwhile my 4 50.cal snipers take 30 rounds to the head to kill just one... in raids where i get 10.
모드씌 15 Apr, 2022 @ 6:36am 
please update
Big [REDACTED] Marty 28 Dec, 2021 @ 1:06am 
@whitefox

the issue isn't that they are too strong, they are a good challenge, and can be dealt with

the issue is raid scaling, fighting 5+ centipedes is a colony wipe if you don't have the means to kill them before they fire on you. and in order to kill them that fast, you need a defense setup so OP it makes all other raids a farce unless you pull your punches, as it were.
CW 14 Dec, 2021 @ 12:03pm 
im playing without ammo so i need this
CW 14 Dec, 2021 @ 12:00pm 
does this work with vanilla expanded mechanoids v2?
FoxWhite 8 Dec, 2021 @ 9:35am 
How to fight mechs:
The CE guns mod adds a lot of cool launchers that work well against mechs, the MLAW (m-72 law officially, but my name for it is cooler,non-negotiable) is a really nice cheap, close-range-ish, single-use laucher that makes for some nice urban combat inside your colony, there's the good old RPG, mortars[HE rounds] do a bit of damage with the big shrapnel fragments if you have a big enough stockpile you can do serious damage to a group of mechs AND if that's not enough you can always get some sabot rounds and an LMG (an RPD and 100 7.62 soviet is plenty for a centipede at point blank, please fact check me on that), emp stun the fucker and fill it with lead uranium .
FoxWhite 8 Dec, 2021 @ 9:35am 
I find mechs nice as they pose a threat. In CE a couple of defensive structures and good guns make it hell on earth for the average tribal/outlander/pirate, so mechs are a fun reminder you're not invincible. Fighting mechs at industrial level should feel like the soviets holding the germans, it's not pretty but it works.
looking at these comments Lincrono gets it and Age should chill.
P.S check the armor penetration, centipedes is 20mm, pikemen 7mm and i don't remember lancers/scythers but they're not that strong, if you have something with a higher stat use it .
[I'm human, correct me if i got anything wrong as i got this from my own memory/experience and i didn't exactly read any wiki while writing this so :steamsalty::steamsalty:]
Lincrono 7 Dec, 2021 @ 2:28pm 
Honestly, I was never a fan of a straight up centipede nerf and much preferred simply adding tools to fight them more effectively. I dropped the warm/cool cycle of missile launchers to make hit-and run actually viable. and added range to certain anti-materiel weapons to out-range the inferno guns. actually having tools to play with has been far more enjoyable than either a nerf, or the tedious peak-a-bo game of cheesing their simple AI with decoys. and when normal raiders drop in with these changed weapons it's created a few fun dynamics between the rifles, MGs, and launchers.
TheSquirrelofHuscurl 13 Nov, 2021 @ 11:45pm 
A lot of negativity here, so I want to say thanks alot for this mod. I personally find medieval playthroughs unplayable with the default settings - there are no medieval tools to reliably kill Mechanoids, even when using extensive medieval mods. It's almost a guarantee you are losing a colonist every single raid... tried everything. :fsad:

Sometimes experimenting and tactics don't solve everything, and this mod helps with that a lot.
Tay 13 Nov, 2021 @ 11:14am 
I think this nerf is almost mandatory if you don't want mechs to be the only true challenge in your campaign. The current state of mechs in CE is such that they are just so far ahead of the other factions, that simply decreasing difficulty makes all other threats and challenges (even more) trivial.
Lord 7 Nov, 2021 @ 7:06am 
1.3!!!!
Age 16 Oct, 2021 @ 10:10am 
Yeah, and somehow headshotting all my snipers carrying 50.BMG and PTRS from 40-35 tiles away with a gatling plasma cannon while they did sweet-fuckall with 20 SHOOTING. This game is a genuine infuriating piece of shit when it comes to combat, even with Combat Extended, and I enjoyed XCOM and Silent Storm.
Security Cam #7 16 Oct, 2021 @ 7:04am 
@Age

Bulletsponges that 1 shot colonists in the best modded armor in the game*
Age 16 Oct, 2021 @ 5:09am 
"Removed player’s feeling of pride and accomplishment" Get the fuck out of here with that.

Who is the actual sad loser enjoys these bulletsponges? This isnt a fucking MMO or XCOM.
ZaHunter 3 Oct, 2021 @ 3:08pm 
Had to get this so that Android teirs level 1s wouldnt be the strongest npc in the world
MedicalPol 4 Sep, 2021 @ 5:45am 
This mod is just a patch pretty sure it works with 1.3 even if there's no 1.3 tag in the about file
Thundercraft 26 Aug, 2021 @ 3:18am 
Maybe 1.3 some day (please)?
The Homelander 22 Aug, 2021 @ 6:09am 
Please 1.3!!!
Akahige 22 Jul, 2021 @ 1:15pm 
Will this be updated for 1.3?
Silivethiel 31 Mar, 2021 @ 1:10pm 
Forget all the suggested tactics. CE has a separate Weapons-Mod. I think it was always intended that you use that. This Mod includes some Grenade Launchers and Bazookas. With that ordnance you can kill them but it is still dangerous especially when there are lots of them. Pretty well balanced. Only problem maybe is the OP-effect of these weapons against raiders and such. But I think its ok because these weapons are so dangerous that you may kill half your colonists if you dont concentrate. Anyway thats the only solution and it is more or less thought through. Try it!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1582570547
Security Cam #7 16 Mar, 2021 @ 5:13am 
I found out HE rounds can take them out fairly quickly, load up your pawns with those and all turrets you have.
Centipedes with this mod are quite inaccurate when your pawns are *behind* embrasures (unless they wield the stupidly OP inferno cannon that takes out a granite wall in one hit, seriously wtf), though I have yet to find a way to kill a drop pod raid on top of your colony besides using energy fields from another mod that cause any drop pods to explode with impact upon going through the field.

Scythers, lancers and pikemen are easy.
Nikusha Marx 16 Mar, 2021 @ 12:39am 
combat extended with mechanoids it's like unplayble shit, why mechanoids are killing my best fighters with excelent armor with one hit, what the fuck.
Security Cam #7 6 Mar, 2021 @ 12:52pm 
Even with this mod on a centipede took 30 .50 BMG shots from an anti material rifle to finally go down.
Gecko + 2 Mar, 2021 @ 1:59am 
One round passed through literally the entirety of my colony and killed my bonded boomrat, so here i am subscribing lol
John Cyberpunk 15 Feb, 2021 @ 1:11pm 
I got raided by 1 centapede all my colonists had emp grenades and charge rifles. We lost.
Blhite 13 Feb, 2021 @ 6:10am 
I dont think VFE mech is playable with out this mod, a bloody transport ship have like 7 Centipede with hellfire canons.