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Intended to be used from mid to late game. [Combat extended]Ammo types. Combat Extended: FastTrack Edition features. Buckshot shell, contains lead balls shot as a tight spread of 9 pellets. And for what better to use HE ammo? HE just adds secondary 'bomb' damage which is affected by blunt armour as opposed to sharp. Combat Extended adds a plethora of new features to the game, many of which are not immediately apparent. Colonists. On the right side it will show you the stats of all the ammo types the weapon can use: armor pen, damage per bullet and the type of damage. The purpose of this mod is to make the Rimworld Westernization Project compatible with Combat Extended. Combat Extended. Features Shooting. 50mm cannons have access to APHE, HE, and APCR shells, just like the 75mm cannon, while the 105mm cannon has access to a powerful HE shell. This should be loaded after the Combat Extended main mod in your load order. Note: The flamethrower uses Jellied Promethium, crafted at the Drug Lab. (88mm, 120mm, and 280mm) Added new raid strategies with no drop pods for vehicles only. Armor-piercing incendiary? </p> <p>Tribal raids will start to number in the hundreds at this point. A very special thanks to the contributors, patch makers, graphic artists, and playtesters who gave their free time to help make this possible. Looks like you're using new Reddit on an old browser. I do understand what hollow point and armor piercing ammunition means, but what about Ion, Conc.? Due to the extensive changes to the combat and inventory system introduced by Combat Extended, mods that add weapons, animals, turrets, new pawn types (such as aliens, robots, or new factions), and similar content require a patch to allow them to function alongside Combat Extended. Note: All future updates will be exclusively for RimWorld 1.1 onwards. No specifics, just something very vague. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. With it you can construct a box filled with vehicular pieces, and vehicle weapons. Version 1.5.2 - 23 October 2019----- - Add turrets to Caravan and Orbital Combat Supplier trader stock generators - Caravan traders will sell fewer types of turrets compared with Orbital traders This adds a 50mm, 75mm, and 105mm cannon to the security tab that are similar to the stock 90mm cannons with their own uses. The 1.0 version is only included to help players migrate their saves. To acquire a vehicle you need to research Machining and Smithingand then you will be able to build the Vehicle Table. Join. Upon following guides 1-Z on your Ikea manual and throwing away the last 5 screws, your pawn will have successfully assembled a wo… To this end, this mod adds authentic 19th century black powder ammunition for all firearms added by the Rimworld Westernization Project. Beanbag, less-lethal round, contains a … Sniper: 1-2 best shooters using aimed shot; PTRS-41 or Tac-50, 10-30 of each ammo type (except SABOT, which sucks), 1-2 medicine, 1-3 meals, 0-1 smoke grenades. This wiki is dedicated to providing easy access to information on core mechanics of the mod, as well as information on weapons , ammunition and more. Fixed raids patches for the new strategies. Combat Extended completely overhauls combat. If left exposed with no roof, a weapon on the ground will deteriorate until it disintegrates without a trace. Your enemies also seem to follow this phylosophy so make AP ammo ASAP as well. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots. If your goal is caravanning, load the driver into the vehicles first, then create the caravan with one colonist outside the vehicle. It adds completely new shooting and melee mechanics, an inventory system and rebalances the health system. Next raider without a head is in your name! It adds completely new shooting and melee mechanics, an inventory system and rebalances the health system. Discussion, screenshots, and links, get all your RimWorld content here! New comments cannot be posted and votes cannot be cast. Discussion, screenshots, and links, get all your RimWorld content here! This ammo type has higher damage at the cost of armor penetration. Combat Extended: FastTrack Edition is a fork of the original Combat Extended mod, with integrated support for more third-party mods and a more frequent update cycle.. Discussion, screenshots, and links, get all your RimWorld content here! 3.5k. Projectile rebalance: Vanilla percentage based shooting system is completely gone. Bolt-action rifles can be purchased from outlander and orbital combat suppliers, or obtained from the following raiderkinds: Bolt-action rifles can also be crafted at a machining table once the gunsmithing research has been completed; from 60 steel, 3 components and 12,000 ticks (3.33 mins) of work. New weapons and weapon types include the SKS, AK-47, FN FAL, SVD, Tac-50, RPD, PKM, M60, RPG-7, M72 LAW, and more. New comments cannot be posted and votes cannot be cast. And this time without the armored centipedes. The Definitely More Cannons – No Armored Centipedes mod adds more cannon turrets, both manned and unmanned separated into several different types. Is Concussion AP? It brings completely new shooting, melee and medical mechanics and drastically changes the way combat plays out.. Unarmored combat is much more lethal and realistic, bullets are highly lethal. If you press info on them your can see more info but the gist is that fmj is the middleground, hp has higher damage but very poor armor penetration and ap has less damage but high armor pen. I'm unsure what the difference is between the types of .50 BMG rounds. To this end, this mod adds authentic 19th century black powder ammunition for all firearms added by the Rimworld Westernization Project. Created Sep 19, 2013. I think sabot just has very high armor penetration, and AP-I has less armor penetration, but secondary fire damage that triggers after the bullet penetrates(so isn't effected by armor, provided the bullet actually managed to penetrate). If fighting out in the open, position to one side of your main group, where friendlies won't get in the way, but far enough away that they won't draw enemy attention. Ammo - this is optional, but its also one of the more significant changes. Press question mark to learn the rest of the keyboard shortcuts. The Combat Extended Mod completely overhauls combat from the ground up. Requires a new save. So first, let's look at what combat extended "adds" to the game. Select the weapon, open the information window, then find the line where it says which ammo it uses and click on it. HE is high explosive, which I'd imagine is great against lightly/unarmored pawns, but what are Sabot and AP-I rounds? o Base speed to 10 from 7. o Stone: Increased damage to 8 from 6 and blunt penetration to 1 from 0.44. o Steel: Increased damage to 11 from 8, blunt penetration to 6.5 from 2.26 and speed to 17 from 10. o Plasteel: Increased damage to 10 from 7, blunt penetration to 8.12 from 2.72 and speed to 19 from 11. Rimworld Combat Extended for Rimworld Alpha 17'This mod completely overhauls combat from the ground up. Mod Description: A simple mod designed to add onto Combat Extended with the addition of new emplaced cannons. Features Shooting. Archived [Combat extended]Ammo types. Combat Extended. To assemble the vehicle, instruct a pawnto follow the included manual in the box (right-click the box). Posted by 3 years ago. As well as purchased from outlander and orbital combat suppliers, or from outlander and pirate raidersdrops. The purpose of this mod is to make the Rimworld Westernization Project compatible with Combat Extended. There are 4 types of shotgun ammo in CE: Slug, a single heavy projectile. Added new Combat Extended only ammo types. If you turn this on, you now have to make ammo for the guns, and there is different ammo for different guns, which forces a layer of management to the pre-combat that isn't there in vanilla. Press J to jump to the feed. Close. A bolt-action rifle is also one of the three starting weapons in the standard crashlanded … Same core features as the original mod – shooting, melee, armor, inventory and medical overhauls Ion is EMP, Conc. A crafting skill of at least 5 is required. here now. Press question mark to learn the rest of the keyboard shortcuts. Maces can be crafted at the fueled smithy or electric smithy once the smithing research has been completed; with 50 of any metallic or wooden material, and 10,000 ticks (2.78 mins) of work. Additionally, special recognition goes out to the Combat Extended: Fast Track team, for their tireless work towards mod compatibility! Requires a new save. Select the weapon, open the information window, then find the line where it says which ammo it uses and click on it. 1. It is useful for hunting animals and early raids, and is most effective against unarmored targets. For Combat Extended users only, vehicles does not need to be loaded up with ammo to work. is the charged equivalent of armour piercing. This has the added benefit of panicked pirates gunning down friendlies in a mad scramble to kill your turret. 270k. For Polarisbloc users only, please disable Combat Extended. Hp for tribals and animals, ap for mech's and power armor fmj for everything else. Armor Piercing (AP) 26-7 things of steel per 500 shots This ammo type, as the name suggests, has the highest armor penetration of all the ammunition types, but the lowest damage. Added compatibility with Allow Tool and Ignite Everything mods. You can simply select the ammo and open the info menu, the description has a short explanation on what this ammo type does. <p>CE is actually quite balanced when tech levels between you and the other faction are even. I assumed it was anti-personnel and loaded all my charge guns with Ion when I needed to shoot mechanoids, even though I find EMP pretty underwhelming (adaptation comes too quick). Its dumb but in order to see the ammo stats you need to look at the weapon that uses it. Combat Extended completely overhauls combat. Its dumb but in order to see the ammo stats you need to look at the weapon that uses it. Better UI support for changing ammo types across multiple pawns/turrets. Weapons have several characteristics that make them useful in different combat situations. To an extent, that is effectively AP too. Can't find info about ammo types in this mod. On the right side it will show you the stats of all the ammo types the weapon can use: armor pen, damage per bullet and the type of damage. (Fixes enemy raids with vehicles with no driver/passenger/gunner when its on drop pods.) The description is exactly the same, for AP, HE and FMJ, for example. Please help. 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