RimWorld

RimWorld

Combat Extended [1.3]
VoiD 5 Sep, 2022 @ 5:30am
I feel like CE has some balance issues
So I've played a "pure" CE run, with just some QoL interface mods and texture skins, and as a new player this is how my experience went:

1: Early game was a rough learning experience, Tough pawns are no longer OP, you can't just facetank bullets anymore, armor is everything, it's your first and last line of defense, your true HP, so the early game is a mad rush to get access to armor, ammo and decent weapons.

This is specially true against centipedes, 20mm armor is just not something small arms can deal with.

2: I've specifically avoided exploiting the game (like stealing the empire's armors and stuff) but late game the game just kept getting easier and easier, once you have the right weapons (like a flamer, a KPV, ion charge bullets, an RPG7, etc..) even centipedes are easy to 1shot-kill, everything else becomes trivial under a hail of bullets, enemies don't even fight back due to supression, and any high caliber shots will most likely kill or cripple any target it hits, meanwhile, by having power armors I am now imune to most damage, centipedes no longer 1shot my guys, fire damage seems irrelevant, explosives don't do anything to me, the bulk and weight mechanics are meaningless as I can carry as much as I want.

I've even tried to spawn 3 max size raids against my base in the middle of the map and I didn't even have to draft my pawns, as a bunch of well placed turrets all around my base could deal with them all, and those who made it past were auto-fired upon by my workers, no threat, no damage taken.

CE is a wonderful mod, and I can't imagine going back to vanilla combat, but I can't help but to think that I wish the sense of urgency, the need for flanking maneuvers, to switch to grenades and such from the early game could last well into the late game as well, the game became far easier than vanilla once you learn how things work.
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Showing 1-11 of 11 comments
VoiD 5 Sep, 2022 @ 5:34am 
For context, this is what my base looked like, I've played it with the mad storytellers (Cele Jackrabbit) sending 4 raids one after another every week, and those outter walls weren't there until I've decided to turn on the ship's reactor, tbh they weren't needed either.

In fact, I think the walls made my defenses worse as enemies would no longer come in a straight line to get shreded by missed shots and bullets.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2857545250

This wasn't some easy-single-entrance-mountain-killbox-exploit thing, just regular CE combat.

PS: There was one piece of content that was still challenging, and that was the Mech Cluster, which required some heavy use of psycasts, or jump packs, or a healthy stock of tripple/apocalyptic launchers (which pirate raiders were happy to provide) to deal with all of those dangerous turrets, in vanilla I can just smoke them and destroy them all but unless I was doing something wrong, smoke didn't seem to stop them from targetting me in CE, so breaching walls, using melee, EMP grenades, etc.. Was a necessity.
Last edited by VoiD; 5 Sep, 2022 @ 5:47am
Farbott 11 Sep, 2022 @ 2:17pm 
Try using the industrials mod and also enhanced raiders, industrials add people with actual decent and stable equipment, they also come with deadly weapons like grenade launchers as support, and enhanced raiders makes their equipment better, better quality, better ammo, etc etc.
Farbott 11 Sep, 2022 @ 2:18pm 
Cause im gonna be fr with you, of course your gonna wipe out tribals and pirates, their gear aint worth ♥♥♥♥
Tackdriver Tim 7 Oct, 2022 @ 12:34am 
Just don't build walled complex, like in real life. Normal people do not build walls outside of their defense
Scout Gaming 7 Oct, 2022 @ 4:14am 
Originally posted by VoiD:
So I've played a "pure" CE run, with just some QoL interface mods and texture skins, and as a new player this is how my experience went:

1: Early game was a rough learning experience, Tough pawns are no longer OP, you can't just facetank bullets anymore, armor is everything, it's your first and last line of defense, your true HP, so the early game is a mad rush to get access to armor, ammo and decent weapons.

This is specially true against centipedes, 20mm armor is just not something small arms can deal with.

2: I've specifically avoided exploiting the game (like stealing the empire's armors and stuff) but late game the game just kept getting easier and easier, once you have the right weapons (like a flamer, a KPV, ion charge bullets, an RPG7, etc..) even centipedes are easy to 1shot-kill, everything else becomes trivial under a hail of bullets, enemies don't even fight back due to supression, and any high caliber shots will most likely kill or cripple any target it hits, meanwhile, by having power armors I am now imune to most damage, centipedes no longer 1shot my guys, fire damage seems irrelevant, explosives don't do anything to me, the bulk and weight mechanics are meaningless as I can carry as much as I want.

I've even tried to spawn 3 max size raids against my base in the middle of the map and I didn't even have to draft my pawns, as a bunch of well placed turrets all around my base could deal with them all, and those who made it past were auto-fired upon by my workers, no threat, no damage taken.

CE is a wonderful mod, and I can't imagine going back to vanilla combat, but I can't help but to think that I wish the sense of urgency, the need for flanking maneuvers, to switch to grenades and such from the early game could last well into the late game as well, the game became far easier than vanilla once you learn how things work.

Could not agree more. Early game is much more tactical and fun, late game just becomes boring spam. Mainly the reason why I prefer to play with spacer tech removed, industrial only runs are surprisingly fun.
Grimwulf 7 Oct, 2022 @ 10:15am 
Speaking of balance, I feel like the price of 60mm mortar shells (mechanoids use them and drop upon death) should be nerfed. AFAIK, there is no use for them other than selling. And traders pay stupid high prices for them
Tackdriver Tim 7 Oct, 2022 @ 7:38pm 
Originally posted by Grimwulf:
Speaking of balance, I feel like the price of 60mm mortar shells (mechanoids use them and drop upon death) should be nerfed. AFAIK, there is no use for them other than selling. And traders pay stupid high prices for them
Well, I've been thinking about buffing mortars like in real life. Making them reload and fires faster. I plan to add a 60mm M40 commando mortar in a mod I make. I'm reading through the VWE expanded's file to give me some ideas
Tackdriver Tim 7 Oct, 2022 @ 7:38pm 
Originally posted by Scout Gaming:
Originally posted by VoiD:
So I've played a "pure" CE run, with just some QoL interface mods and texture skins, and as a new player this is how my experience went:

1: Early game was a rough learning experience, Tough pawns are no longer OP, you can't just facetank bullets anymore, armor is everything, it's your first and last line of defense, your true HP, so the early game is a mad rush to get access to armor, ammo and decent weapons.

This is specially true against centipedes, 20mm armor is just not something small arms can deal with.

2: I've specifically avoided exploiting the game (like stealing the empire's armors and stuff) but late game the game just kept getting easier and easier, once you have the right weapons (like a flamer, a KPV, ion charge bullets, an RPG7, etc..) even centipedes are easy to 1shot-kill, everything else becomes trivial under a hail of bullets, enemies don't even fight back due to supression, and any high caliber shots will most likely kill or cripple any target it hits, meanwhile, by having power armors I am now imune to most damage, centipedes no longer 1shot my guys, fire damage seems irrelevant, explosives don't do anything to me, the bulk and weight mechanics are meaningless as I can carry as much as I want.

I've even tried to spawn 3 max size raids against my base in the middle of the map and I didn't even have to draft my pawns, as a bunch of well placed turrets all around my base could deal with them all, and those who made it past were auto-fired upon by my workers, no threat, no damage taken.

CE is a wonderful mod, and I can't imagine going back to vanilla combat, but I can't help but to think that I wish the sense of urgency, the need for flanking maneuvers, to switch to grenades and such from the early game could last well into the late game as well, the game became far easier than vanilla once you learn how things work.

Could not agree more. Early game is much more tactical and fun, late game just becomes boring spam. Mainly the reason why I prefer to play with spacer tech removed, industrial only runs are surprisingly fun.
Yeah, I'd recommend having Igor Invader on for additional lethality.
=(e)= Lemonater47 28 Oct, 2022 @ 12:09am 
Originally posted by VoiD:
For context, this is what my base looked like, I've played it with the mad storytellers (Cele Jackrabbit) sending 4 raids one after another every week, and those outter walls weren't there until I've decided to turn on the ship's reactor, tbh they weren't needed either.

In fact, I think the walls made my defenses worse as enemies would no longer come in a straight line to get shreded by missed shots and bullets.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2857545250

This wasn't some easy-single-entrance-mountain-killbox-exploit thing, just regular CE combat.

PS: There was one piece of content that was still challenging, and that was the Mech Cluster, which required some heavy use of psycasts, or jump packs, or a healthy stock of tripple/apocalyptic launchers (which pirate raiders were happy to provide) to deal with all of those dangerous turrets, in vanilla I can just smoke them and destroy them all but unless I was doing something wrong, smoke didn't seem to stop them from targetting me in CE, so breaching walls, using melee, EMP grenades, etc.. Was a necessity.


Don't use killboxes at all.

Then CE never gets easy.

Pirates with a bunch of Mercenary pawns gets scary. When they come along with various rocket launchers and sniper rifles.

Let alone centipedes which basically outrange everything you have.
VoiD 28 Oct, 2022 @ 12:45am 
Originally posted by =(e)= Lemonater47:
Originally posted by VoiD:
For context, this is what my base looked like, I've played it with the mad storytellers (Cele Jackrabbit) sending 4 raids one after another every week, and those outter walls weren't there until I've decided to turn on the ship's reactor, tbh they weren't needed either.

In fact, I think the walls made my defenses worse as enemies would no longer come in a straight line to get shreded by missed shots and bullets.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2857545250

This wasn't some easy-single-entrance-mountain-killbox-exploit thing, just regular CE combat.

PS: There was one piece of content that was still challenging, and that was the Mech Cluster, which required some heavy use of psycasts, or jump packs, or a healthy stock of tripple/apocalyptic launchers (which pirate raiders were happy to provide) to deal with all of those dangerous turrets, in vanilla I can just smoke them and destroy them all but unless I was doing something wrong, smoke didn't seem to stop them from targetting me in CE, so breaching walls, using melee, EMP grenades, etc.. Was a necessity.


Don't use killboxes at all.

Then CE never gets easy.

Pirates with a bunch of Mercenary pawns gets scary. When they come along with various rocket launchers and sniper rifles.

Let alone centipedes which basically outrange everything you have.
I don't, those outer walls weren't there until I hit the ship reactor button.

As it turns out they weren't helpful, actually made defense worse as enemies wouldn't come rushing in a straight line, so all the missed HMG shots weren't instantly wiping out invaders anymore, the walls were actually protecting them.

But it didn't matter much either way, cele jackrabbit sends more daily raids than the reactor event itself so the whole game I had 3+ raids within every couple of days anyway. Besides, most of the reactor raids died before they even got in range to Howitzers.
Tackdriver Tim 28 Oct, 2022 @ 12:56am 
Originally posted by =(e)= Lemonater47:
Originally posted by VoiD:
For context, this is what my base looked like, I've played it with the mad storytellers (Cele Jackrabbit) sending 4 raids one after another every week, and those outter walls weren't there until I've decided to turn on the ship's reactor, tbh they weren't needed either.

In fact, I think the walls made my defenses worse as enemies would no longer come in a straight line to get shreded by missed shots and bullets.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2857545250

This wasn't some easy-single-entrance-mountain-killbox-exploit thing, just regular CE combat.

PS: There was one piece of content that was still challenging, and that was the Mech Cluster, which required some heavy use of psycasts, or jump packs, or a healthy stock of tripple/apocalyptic launchers (which pirate raiders were happy to provide) to deal with all of those dangerous turrets, in vanilla I can just smoke them and destroy them all but unless I was doing something wrong, smoke didn't seem to stop them from targetting me in CE, so breaching walls, using melee, EMP grenades, etc.. Was a necessity.


Don't use killboxes at all.

Then CE never gets easy.

Pirates with a bunch of Mercenary pawns gets scary. When they come along with various rocket launchers and sniper rifles.

Let alone centipedes which basically outrange everything you have.
Centipedes are like tanks, retreat back into your home and defeat them in close range combat. MOUT is extremely hard for tanks
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