RimWorld
Paramount Combat Armaments
173 comentarios
Gamesense0 6 JUL a las 5:22 
I just discovered this mod yesterday and now just thinking of it makes me smile :lunar2019piginablanket:
Samael Gray  [autor] 4 JUL a las 13:38 
1.6 compatibility is here, have fun!
Barteg 14 JUN a las 7:07 
Good call on the 30mm handheld
Still the best weapons mod on the workshop
Ryanisunique107 12 MAY a las 4:24 
FUCK YEAAAAHAH
Samael Gray  [autor] 12 MAY a las 1:59 
@Ryanisunique107 All of the previously unavailable weapons for the non-CE players are now craftable and buildable.
Samael Gray  [autor] 5 MAY a las 22:56 
@eugh They are all craftable, check whether you have the required research projects unlocked or not. There are usually multiple for each weapon.
Ryanisunique107 5 MAY a las 21:36 
if i had to guess its in a different work bench
eugh 5 MAY a las 17:14 
Sorry if I'm blind and this has been stated, but are all the weapons craftable? I only see the charge weapons, and I haven't seen any research for the rest
Ryanisunique107 29 ABR a las 8:55 
thank you
Samael Gray  [autor] 29 ABR a las 3:23 
It's not locking behind a certain mod, it's the limitations of the vanilla game that is unable to replicate what the weapon does with CE. Without CE it'd just be a gun that shoots a big boolet or explosion, not both.

But I've given some thought to the weapons that are CE-only and will do something about them.
Ryanisunique107 28 ABR a las 20:05 
why would you lock the coolest gun behind a mod i cant have :steamsad:
Samael Gray  [autor] 28 ABR a las 10:17 
It's the RX-40 charge RARC, only available with CE.
Ryanisunique107 28 ABR a las 4:13 
what the name of that cool huge ass fucking rail gun looking gun in the 3rd picture
cybrex 25 ABR a las 2:54 
Love this mod, but can you add H-12 charge HMG back, GX-12 is too heavy.
Samael Gray  [autor] 18 ABR a las 22:31 
I'm aware of that issue and have implemented the solutions I could think of, and it still occurs for some people. Worst/Best part is that it doesn't happen with minimal mods so it might just be another mod messing things up.
Multi 18 ABR a las 18:27 
Hi! I'm sorry if someone else already asked this, but for some reason the ammunition is not craft-able in any work station and it caused a ton of other random ammunition to not show up either in work stations, even with all research done. It still exists and can be spawned in and viewed, just not manufactured. I have CE (1.4) and various other armament mods, but it seems to just be this one causing it, I'm a huge fan of the content and just hoping to figure out a fix, thanks!!!
Samael Gray  [autor] 16 ABR a las 4:18 
Small trivia: The GM6 Lynx is an anti-materiel rifle through and through and there are enough AMR style Lynx's out there so I decided to swap the high magnification scope on it with a holo sight, remove its bipods and give it an angled foregrip and you suddenly have a rifle that more resembles a battle rifle than an AMR. All for fun and having something high caliber and fun.
Max Havoc 16 ABR a las 2:25 
I love the fact the Lynx is considered a battle rifle by this mod, I for one %100 agree with this designation
Sverd 28 MAR a las 9:53 
Understandable, thanks for your work
Samael Gray  [autor] 27 MAR a las 22:29 
The list of weapons is as condensed as it can be considering each caliber only has less than a handful of options to keep things light, so there isn't much room for removal while keeping the mod cohesive.
The real world names can only be to vanilla-style names for only so many weapons since after a certain point I'd run out of options.

Cherry Picker should still work decently well tho.
Sverd 27 MAR a las 15:53 
Any chance of a 'lite' version with a condensed, vanilla-style list (magnum, charge magnum, charge battle rifle etc) and no/condensed turrets? Your sprites are absolutely awesome and the Immortal armor is sick but the CE style massive list of weapons from individual manufacturers can be a real headache just to figure out what to use. Cherry picker is pretty buggy so it's hard to filter as a user.
Omega Epsilon 27 MAR a las 3:05 
Alright thank you, appreciate the help
Samael Gray  [autor] 26 MAR a las 23:49 
There is also the Advanced Optics requirement if you're using CE.
Omega Epsilon 26 MAR a las 17:07 
Is there research pre-requisite for the Sword International MK-18 Mjolnir? Researched Precision Rifling, and I don't see the crafting recipe in the machining table.
LetTheMossReclaimYou 26 MAR a las 15:56 
Damn. That thing looks nice, but retooling a whole list for CE...
Samael Gray  [autor] 26 MAR a las 12:21 
Of the three big guns in the first weapon preview image, the one on the left.
LetTheMossReclaimYou 26 MAR a las 1:30 
Is the CE-only sniper the one that looks like a railgun?
Samael Gray  [autor] 25 MAR a las 10:57 
I've made the really advanced and sniper turret as accurate as possible considering the balance implications, can't get around the accuracy penalties at long ranges after some point without making the turret horribly op.
An Unlikely Order 25 MAR a las 9:56 
Ah, damn, guess I gotta wait then. Cheers for the responsive replies! :D

For the time being I switched to the Superheavy Charge Autocannon SD-ROWs. Kind of sad they're not pinpoint accurate like I hoped but they're still solid, I just gotta switch their fire mode to single fire cause oh my GOD the ammunition is a pain to make lmao
Samael Gray  [autor] 25 MAR a las 9:08 
Ah I know what's wrong here, the issue you're facing is because of the typo being in CE itself. I fixed it a couple months ago but it's not on steam yet.
An Unlikely Order 25 MAR a las 5:56 
Thanks for the reply! Still having buttloads of fun with the mod. Unfortunately I tried to delete the mod folder altogether and let steam download it again, but it's still producing me 10x shells for the 57x438mm Bofors shells! :(

I dont think its any mod conflict because there's no mod I use that touches PCA. I looked into the ThingsDefs_Misc 1.4 folder because that's where the Bofors shells recipes are located and they still say to produce 10 instead of 25, but I'm not that smart on coding so I cant find the regular HE shells nor know how to change the recipe! Sorry for the inconvenience!
Samael Gray  [autor] 25 MAR a las 0:31 
Glad you're enjoying the mod. About that issue, I'd noticed that a while ago and fixed it in an update that might make steam a bit confused about it, best bet is to delete this mod's folder altogether and let steam download it again for the correct files to be loaded.
An Unlikely Order 24 MAR a las 19:16 
Hey there! Absolutely LOVE the mod, playing CE with this is a blast. One thing though, it looks like the recipe for the 57mm Bofors ammunitions are mismatched. The recipe states that it'll produce 25 shells, but when I made them, it only produces 10. I tried to manually change it so that it'll produce 25 shells instead of 10, to no avail. Maybe next update that can be adressed? Cheers!
Samael Gray  [autor] 14 MAR a las 12:58 
AOBA patched some of my weapons to be usable a while back, not sure if the patches are still up to date or not.
C3EASD 14 MAR a las 7:57 
Can mechanoids from AOBA's Dead Man's Switch Mod use your weapons?
Samael Gray  [autor] 14 MAR a las 3:50 
There won't be mod settings but you can always use mods to edit stats, like Latex Santa said.
CrazyIvan 13 MAR a las 4:43 
The weapon looks great, but it's too powerful. Maybe add a mod setting with the ability to reduce firepower by 10-20-30%?
Latex Santa 6 MAR a las 2:53 
@decoin
Rimmsqol. Anything you don't like, eliminate with Cherry Picker.
As always, mods are the solution. o7
Nitsah 17 FEB a las 5:40 
Thank you for more high tech weapons.
Barteg 16 FEB a las 5:24 
yeah I think that's the point
decoin 8 FEB a las 6:42 
after playing some more I can safely say that this mod's weapons are OP as hell, most of the them have really good range, crazy damage,crazy accuracy, and on top of that most of the weapons (if not all) come with certain buffs like reduced aiming time or more accurate aiming. Too bad, I really liked the design of them, cool green color/
Nehtiyalyr 4 FEB a las 8:59 
@decoin I guess you can try using the "Character Editor" mod, I know for sure you can edit and save things like mag size, range, bulk, don't know for sure if the same goes for damage...
decoin 1 FEB a las 11:56 
great mod but some guns are kind of OP, I wish there was a menu to change their damage parameters :steamthumbsup:
Samael Gray  [autor] 28 ENE a las 22:05 
Yepp.
Ghost 28 ENE a las 18:24 
Is this mod safe to add into a current save game?
Skiff 26 ENE a las 4:01 
love when people who can't do shit complain about a mod about fictionnal gun in a fictionnal games
Samael Gray  [autor] 21 ENE a las 23:06 
Who's to decide what is a gimmick when it comes to .50 BMG? The M2 Browning machine gun should be peak gimmick then, it's full-auto!

How's a bullpup going to have more recoil than a bolt-action with no moving parts to absorb the recoil? Even worse when it's semi-auto...
SamsWrath 21 ENE a las 19:44 
Semi-auto is kind of a gimmick when it comes to 50BMG rifle and bullpups have a lot more recoil than bolt guns. It a cool gun but, not practical which, I suppose makes it perfect for Rimworld. lol
Samael Gray  [autor] 21 ENE a las 8:35 
Simple, it's compact and semi-auto, and I like it.
SamsWrath 20 ENE a las 19:33 
Just curious but, how did you decide on the GM6 Lynx for the .50BMG instead of, let's say, the McMillan TAC-50C or another option?