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don't find yourself in my situation where you think its the new one and then find out really late that its not.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1631756268
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1631756268
https://github.com/CombatExtended-Continued/CombatExtended/releases
If it had the explosive power that removes all defensive turrets and cover OR the incendiary power that burns through cover and blocks off areas that it has, it would seem entirely balanced.
In its current state, it instantly destroys cover and turrets, removes flak guns with both explosive damage and inextinguishable fire since it douses the area in flammable material, can penetrate cataphract armour with the bomb and burn through it with fire, and sets huge areas on fire that cannot be extinguished. The combined effect removes any ability the player has to respond to them.
Pathetic.
Suppression, while an interesting feature, makes AI go fucking bonkers. Typically, when you're being shot at (especially if we're roleplaying with high shooter skill implying high tactical awareness), you would crouch down and retreat. Instead, in this mod, colonists will walk somberly toward the enemy, and then "hunker down," no matter how often i tell them to retreat.
You can change that option in the simple sidearms mod settings