RimWorld

RimWorld

Combat Extended
Dark_crystal 11 Jan, 2024 @ 11:44am
how do i turn off the armor feature ( or is it impossible to turn it off ) ?
it is stupid how much armor some things have , like mechanoids and thrumbos , like if you are starting a colony is is impossible to get a mech link because the mechoids defending it are way to powerful , like it it stupid how powerful the starter mechs are , even the militors
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Showing 1-9 of 9 comments
KameRUN 31 Jan, 2024 @ 5:18am 
Use molotov or FSX bombs to kill them. It's not that impossible. Also default shotgun can penetrate their modules using buck or slugs.
santanuki 1 Feb, 2024 @ 3:02am 
I learned to like it a lot more after actually fighting mechanoids for a bit, they're really challenging but most guns work favorably well against them with the right ammo - I used shotguns early on last playthrough which would take out some of the early mechs with relative ease, explosives and molotovs are great cheap options, the RPG will instantly kill most low tier mechanoids on contact and isn't too difficult to get HEAT or thermobaric rockets for
Scout Gaming 20 Feb, 2024 @ 4:57am 
An actual skill issue
AJABOOBOO 10 Mar, 2024 @ 3:28pm 
i disable them in most of my play throughs. They are not fun. Just annoyingly op and sometimes, some individuals seem way too armored.
The combat extended mod is great in many ways.
The mechs can be annoying with how godlike some can seem. Fire is really effective but you have to get close and as tribals, yeah thats laughable.
The trolls are always out. mute them. they are not constructive. such as the dingle berry above me.
I agree, the mechs are not even fun to play against and i usually disable them at this point myself.
If they were tweaked or at least allowed us to tweak them a bit, that would be nice.

Got attacked by a legionary with a fire mortar with bugged incendiary weapons. no fire anywhere but everything was lighting on fire on the map after it fired it small mortar.

I agree, the mechs are way too strong and i have noticed they are inconsistent in their strengths. some militors will drop in one or two hits and others seem to take entire ammunition reserves and its still ticking.

I have have 12 people firing large caliber weapons with special ammos around 1 centepede. over 1500 rounds into one enemy. everyone ran out of ammo and it was still attacking....
i suspect a bug with the armor mechanic or something but i dont know. That is when i knew the mechs were broken beyond repair.

disabling mechs wont really effect your mechanitor play-through as you can still summon the mechs to attack and get the parts.

good luck and mute trolls

also, disabling mechs in extreme biomes makes the game more interesting. it cant just send the default "last enemy of resort" in extreme climates.

The games mechanic of not wanting to supply enemy pawns with the gear to survive extreme weather due to that all gets counted towards your wealth count apparently after they die doesnt help.
Last edited by AJABOOBOO; 10 Mar, 2024 @ 3:31pm
Robin 14 Mar, 2024 @ 4:45am 
friendly reminder a single centipede can break 2 plasteel walls in like, literally 5 seconds. They absolutely are really OP
AJABOOBOO 14 Mar, 2024 @ 6:13am 
Originally posted by Robin:
friendly reminder a single centipede can break 2 plasteel walls in like, literally 5 seconds. They absolutely are really OP

the centipede was just an example.
its seems that whatever mechanic handles damage to the mechs gets borked and an individual mech of whatever type will be nigh impossible to damage in a group of the same types/
this also seems to apply to fire damage. It still works but it seems WAY SLOWER to take damage than all the other same types.

i dont know the mechanic involved nor do i care.
The mechs were OP in vanilla combat but you could handle them.
In CE they are down right not fun to even play against. Not even a little. the 66mm fire mortars also seem to light up WAY MORE AREA than is visually indicated on the screen.
I have units well out of the bombs explosion area as it appears to be a small area but nope.
Everyone within a 50 block radius or so just bursts into flames.

the shields sometimes dont seem effected by EMP damage.
2 Grenade launcher mounted guns full of emps firing at a shielded mech. over 120 EMP grenades on full auto. The shields never once dropped.

To me, this indicates a problem with how the mod handles damage. I am no expert.
I do know that this makes it utterly pointless to play against mechs and in a game where the element of fun is the end goal, this fails to achieve this.

if some people like this, hey good for them. others do not and we should be able to at least tweak the mechs.
Also the mod author should recheck the mech damages or at least give a better description of whats happening if it is intended.

I have dropped entire armies of centipedes easily then, there is one that seems to not take ANY damage suddenly and nothing seems to stop it.
Last edited by AJABOOBOO; 14 Mar, 2024 @ 6:17am
Laurie 19 Mar, 2024 @ 12:11am 
To get the mechlink early, build some traps around your door. Then put your knife guy at the side of the door to distract it whilst being shot by your rifle and revolver pawns. If the enemy is a scyther, then go outside and make it chase a pawn whilst being shot by your others.

Dont try to use melee on a scyther. Metal doesnt penetrate metal and it will slice the limbs off your colonist when he or she attempts to scratch its paintwork
Estredar 24 May, 2024 @ 1:41pm 
You guys are joking right? Not saying this in a condescending way, trully!

If you only run vanilla and combat extended, fair, weapons able to pierce that high a armor rating are rarer. Otherwise, simply using vanilla weapons extended as an exemple, make a single anti-materiel riffle, AP rounds and kite away. Or better, with heavy weapons, make a uranium slug riffle with 30mm APHE rounds and it can one-shot centipedes about half the time (thoug it will slow you down alot and RoF is abismal)

I suspect that the mistake most people make is assume if the ennemy armor is 12 and they have 12 AP, the bullets will go through and do max damage, no, you'd need 12.1 AP, this is a defender wins equation. Also, when you go through armor with pressure, this deals reduced damage.

Basically, combat extended requires you to use more logic than the base game aka: you would not try to engage an APC with a riffle and AP ammo IRL. You'd use a rocket launcher, anti-tank grenades, an anti-materiel riffle or a heavy machine-gun with AP ammo, do it preferably from afar and with solid cover between you and the target.

So, TLDR, use cover, proper distance for your weapons, proper ammunition, wear the best helmet and know when to just up and run for dear life. And if you really don't like it, yeah just remove them, this is a game, it's meant to be fun, some just like the challenge more than others.
Last edited by Estredar; 24 May, 2024 @ 1:44pm
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