RimWorld

RimWorld

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CE: Armor-Piercing Special
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Mod, 1.3, 1.4, 1.5
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356.944 KB
9 Feb, 2022 @ 9:37am
23 Mar @ 2:27am
12 Change Notes ( view )

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CE: Armor-Piercing Special

Description
I always disliked how quickly SMGs and especially pistols fall off in CE once raiders start to get proper armor. So here's a mod that (hopefully) helps them stay a bit more relevant later in the game.

So what does the mod do exactly?

It adds a new ammo type for all pistol calibers currently included in CE. It fulfills the same role as sabot does in larger rounds, but has a different name and slightly tweaked scaling.
Same as sabot, it requires the Advanced Ammo research to be crafted.

How different is your tweaked scaling?

Unlike base CE, which only uses direct scaling for the RHA pen, the rest being done with converting IRL values, this mod converts every projectile stat, based on it's AP variant (I'm not insane enough to calculate proper values for bullets that don't even exist IRL)
The actual conversions are as follows:

Recipe costs:
  • Steel cost = Base cost * 0.7
  • Uranium cost = Base cost * 0.1
  • Chemfuel cost = Base cost * 0.1
  • Work amount = AP Work amount * 1.5

Regular projectiles:
  • AP-S RHA = AP * 1.5 rounded to the nearest int
  • AP-S MPa = AP * 1.3
  • AP-S Dmg = AP * 0.8 rounded to the nearest int
  • AP-S Speed = Base * 1.2 rounded to the nearest int

'Heavy' projectiles:
  • AP-S RHA = AP * 1.3 rounded to the nearest int
  • AP-S MPa = AP * 1.3
  • AP-S Dmg = AP * 0.7 rounded to the nearest int
  • AP-S Speed = Base * 1.2 rounded to the nearest int

Some initially expected questions

Q:Does it work with the generic ammo mode?
A:Yes =)

Q:Your ammo recipes don't appear together with the base ones
A: I know, but that's happening because they are loaded from different mods, if I could fix it, I would've done that already

Q:.How are the 'Regular' and 'Heavy' categories separated?
A: Arbitrarily, if some round gets a bit too strong in the 'Regular' group, it goes to 'Heavy', for example like the 5.7x28mm

Q:Your balancing is garbage
A:I know, that's why the comments are open =)

Q:Vanilla?
A:haha, no

Remind me, how do you end mod descriptions?

This mod was mostly a spiritual successor to Harkon's 7N31 mod, which he pulled off the ws for some reason...
And I'm also asking to not reupload the mod anywhere, but hey, it's the internet, how could I ever stop any of you? =)

Also yeah, I'm not kidding, yell balance at me in the comments, I'm actively looking for feedback
37 Comments
I CANT BREEF 1 Jun @ 4:29pm 
HI guys, does it work with The Generic Ammo Experience for Combat Extended?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3284460811&searchtext=The+Generic+Ammo+Experience
Safairette  [author] 23 Mar @ 2:25am 
You have inheritance errors on startup, this mod needs to be loaded after CE to work.
Fizix 22 Mar @ 5:06pm 
This is also with CE github version.
Fizix 22 Mar @ 5:03pm 
Apologies. I had removed hugslib but I am now using the workaround now. Only minimal mods tested. (CE + performance mods)

https://paste.gg/p/rimworld-game-logs/6119bc5b536540a7bf19d42e961ada08

Ignore the 2 exception during log publishing errors. The normal hugslib log upload is failing.
Safairette  [author] 22 Mar @ 2:26pm 
There is nothing in this mod that touches anything about the debug menus. And provide a proper log if you're going to report a bug, the error name tells me nothing.
Fizix 22 Mar @ 12:40pm 
I noticed this mod is causing the spawn thing debug menu option from working.

Exception filling window for LudeonTK.Dialog_Debug: System.NullReferenceException: Object reference not set to an instance of an object
Axon 14 Sep, 2024 @ 1:40am 
1.5 YAAAY thank you
jinn in outer space 23 Aug, 2024 @ 10:12pm 
1.5?
L0RD V0LK0V 28 Jul, 2024 @ 1:19am 
Patch for VWE - Frontier? Heavy Revolver wont accept sabots.
ddung10040 20 Jul, 2024 @ 6:16pm 
1.5 please