RimWorld

RimWorld

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Nooby Nov 4, 2023 @ 10:25am
Combat extended yes or no?
do you play it or not? and why?
Originally posted by Dr.Acula:
Originally posted by Wantoomany:
I think the disconnect is how CE often gets presented. If some new player comes here saying vanilla combat sucks, before even really understanding it, and someone presents CE as FIX for vanilla combat as opposed to an Alternative. The you are understandably leaving the door open for Rimworld pundits and experts from both sides to weigh in.

CE does not and never will FIX Rimwolds combat. Rimworlds combat isn't broken. CE simply offers a different combat experience.
Well, if someone doesn't like vanilla combat in Rimworld then that person might consider it broken and combat extended may (or may not) be a fix in that case. For me it was a fix to a general problem in how Rimworld vanilla expected me to play the combat.

Since I switched to CE my defenses and general playstyle related to the combat has slowly evolved away from bad things I had to do in vanilla combat.

That does not mean vanilla combat is bad for every player. I've said it before in another post. For some vanilla combat is superior and for others it may be CE. Some might dislike both systems (I think there is another mod changing the way combat handles - forgot the name though).

If I look into this Forum or even the Rimworld main Sub-Reddit you constantly see posts with discussions about kill boxes (or flame labyrinths now) and how many try to build them in various ways to basically abuse the AI and construct fortresses that are extremely difficult to get into for attackers. And the reason why people build kill boxes (and labyrinths to burn attackers) is because the vanilla combat system is somewhat limited in what you can do with defenses. Defensive turrets and even ranged weapons are pretty inaccurate and do poor damage (even with the highest tech). Armor also doesn't really stop your pawns from taking damage. It may just reduce the amount of damage they take to some degree. This why a freaking turtle might still defeat your pawn in marine armor who carries a mono sword in some unlucky situations.

So to even out the bad aim and limited damage people try to build these kill boxes where enemies trickle in one by one and are forced into the open so that they can then be shoot down by 10 pawns huddling together behind some barriers.

And whatever else you might think about CE and its problems it allows for way more options in how to defend your base. You could even successfully build an open city without any walls around it. It would be dangerous but possible with the right defensive strategies.

And btw. if you carry a charged rifle around with you while wearing endgame armor then no wild animal (except maybe thrumbos or whatever other similar animal is added through mods) should pose a threat to your pawn anymore if he has at least some minor skills in handling ranged weapons. And for those that are bad at shooting there's always the shotgun...
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Showing 46-60 of 114 comments
VoiD Nov 5, 2023 @ 9:33pm 
Originally posted by Astasia:
Originally posted by VoiD:
In particular, the second paragraph suggests that vanilla combat is on par with CE in terms of complexity and skill.

No that is not what I intended to suggest at all. What I'm saying is that vanilla combat has a higher level of complexity and skill required than CE. CE dumbs down combat rather than enhancing it and provides the illusion of danger and strategy while actually taking it away. Armor mitigation in CE fully nullifies the danger of most threats, as does the inclusion of embrasures. From what I've seen people largely use CE to make the game easier, and many of the CE modlists I've seen people post include mods that disable mechanoids since that is the main faction in the game that can pose a reasonable threat with CE, and that is mostly just a higher gear check. Sure you can add additional mods to the list that add more dangerous threats and weapons, but likewise there are smaller mods you can add that make vanilla combat more dangerous at endgame if you choose. If you've hit the 10000 point raid cap you've likely already won the game though.

The idea that flanking, melee jumppacks, or enemy suppression are not valid strategies in vanilla is also fairly absurd. It's once again an example of somebody attributing basic gameplay to CE for some reason.

CE doesn't add a single mechanic that attempts to make combat more interesting, it just shuffles the numbers around in a way that is easier to abuse, making enemies die faster and colonists more safe in armor. If you just like the idea of ammo there are better mods for that.
You seem to be contradicting yourself.

At first, you suggest that the armor mechanics in the game render threats insignificant. However, you then mention that it's common for players to utilize mods to disable centipedes, particularly because they possess the armor you previously regarded as advantageous. So, which perspective is accurate? Is CE considered easy because players disable its content and only face native threats while also claiming that natives are too easy to handle?

You also contend that mechanoids are merely a 'gear check.' How is this any different from the vanilla experience? Are you implying that the progression of combat in vanilla is so poorly designed that it scarcely matters whether you're wielding power swords or clubs against the game's most formidable adversaries? Alternatively, are you suggesting that the highest threat in vanilla, which is also mechanoids, is essentially 'just a gear check' since they become more manageable with better, higher-tier gear?

In CE, you can indeed deal with centipedes even if you lack the means to pierce their armor. Molotov cocktails are affordable and easy to produce, and flamethrowers aren't overly advanced. However, you'll need to get dangerously close to units capable of wiping out your entire squad from across the map with a single shot or burst. You'll also need to fire these weapons at very short range before they can aim and fire back; otherwise, it's a death sentence. If you believe this approach requires no tactics, then you might not be considering the full picture. EMP weapons are also an option, but most of them have similar ranges to conventional firearms.

By late game, it's worth noting that centipedes are not as insurmountable as they may seem, and regular power armor can can have over ~50% of their armor value. Are you perhaps just echoing the popular notion of 'OP centipede tanks'? Keep in mind that in CE, having more armor doesn't merely result in damage reduction but also renders a wide range of weapons ineffective.

In Vanilla the 'Tough' trait, which largely nullifies threats. However, CE employs different damage models, and 'Tough' doesn't provide significant benefits in most situations. A shot from a pistol will still penetrate skin, bones, and likely hit vital organs, downing a character regardless of their 'Tough' trait. Bleeding can prove fatal within two hours, irrespective of 'Tough.'

Regarding your point about embrasures, it appears you might not fully grasp how the mod works. An embrasure is functionally similar to a regular sandbag, and since it doesn't provide a magical dodge percentage as in vanilla RimWorld combat, it seldom offers significant advantages. When facing highly skilled enemies like Lancer mechs, who are near-perfect marksmen, staying behind an embrasure and attempting to trade shots can lead to disaster, potentially resulting in traumatic brain injuries even if pawns wear helmets. Making a fireline and trading shots works in vanilla, but it's NOT A viable strategy in CE, not without HMG nests spread out through the map accross a huge wall with multipla layers of defense, add some mounted cannons and mortars too.

Additionally, you seem to be unaware that enemies cannot shoot through each other. In CE, tactics such as using jump packs to land behind enemies and keeping an enemy between you and those attempting to shoot you down can be effective strategies. In vanilla, you'd often get hit regardless, as there's no friendly fire consideration, while in CE, friendly fire is a real concern.

When I mentioned flanking in CE and the ability to decimate a raid with a strategically positioned automatic shotgunner in a chokepoint, I wasn't referring to merely having a higher hit chance as in vanilla combat. I meant the creation of storm of shrapnel flying through the air, striking dozens of targets simultaneously and incapacitating individuals more swiftly than vanilla rocket launchers could. This isn't because shotguns are overpowered, far from it. It's because the level of tactical positioning in CE is on an entirely different plane compared to the vanilla experience. In fact, a mounted LMG with a bipod, while less mobile, could achieve similar results.

Honestly, your criticism of a mod that significantly enriches vanilla combat with features like ballistics, height, armor-piercing, and loadouts doesn't appears to come from a place of knowledge, perhaps you should try the mod, at least once.
Astasia Nov 6, 2023 @ 12:15am 
Originally posted by VoiD:
You also contend that mechanoids are merely a 'gear check.' How is this any different from the vanilla experience?

The core game scaling is about numbers. In vanilla you can handle an enemy like a lone centipede fairly early with minimal gear. As your gear gradually gets better the fight becomes safer and you are capable of handling more enemies at once, which the game will gladly throw at you because that's how it raises difficulty, more enemies. In CE you either struggle to deal with a single enemy, or you are easily capable of dealing with a large number of them, with very little middle ground. It applies a concept to combat that could work in a game designed to use it from the ground up, but is fundamentally flawed in a game like RimWorld. Again, turning combat into what is effectively a boolean gear check.

Originally posted by VoiD:
Regarding your point about embrasures, it appears you might not fully grasp how the mod works. An embrasure is functionally similar to a regular sandbag

No it's really not at all similar to a sandbag. The main point of an embrasure is it allows your colonists to shoot through it without allowing enemies to walk through it. The cover value is more or less insignificant. This seems like a pretty extreme detail to try to gloss over. Fundamentally CE does not change cover, it just changes where you get damaged while in cover, if you are behind an embrasure your chance to be hit is significantly reduced and when you do get hit it will be a headshot, but CE helmets make that not an issue. You can combine walls and embrasures for better cover. In either case, having "sandbags" that enemies can't climb over completely trivializes many threats.

Originally posted by VoiD:
Additionally, you seem to be unaware that enemies cannot shoot through each other. In CE, tactics such as using jump packs to land behind enemies and keeping an enemy between you and those attempting to shoot you down can be effective strategies. In vanilla, you'd often get hit regardless, as there's no friendly fire consideration, while in CE, friendly fire is a real concern.

You seem to be unaware that friendly fire is a vanilla mechanic and those strategies work just as well without CE. It doesn't stop the enemy from shooting, but it makes the enemy often shoot their allies. Mechanically there is not a strategic difference here, it's just CE once again making a situation "more safe" for your colonists.

Originally posted by VoiD:
When I mentioned flanking in CE and the ability to decimate a raid with a strategically positioned automatic shotgunner in a chokepoint, I wasn't referring to merely having a higher hit chance as in vanilla combat. I meant the creation of storm of shrapnel flying through the air, striking dozens of targets simultaneously and incapacitating individuals more swiftly than vanilla rocket launchers could. This isn't because shotguns are overpowered, far from it. It's because the level of tactical positioning in CE is on an entirely different plane compared to the vanilla experience. In fact, a mounted LMG with a bipod, while less mobile, could achieve similar results.

I wasn't talking about just having a "higher hit chance." Flanking and suppressing enemies in vanilla tends to scatter, confuse and distract them. They stop focusing fire in one direction, stop shooting while repositioning, many leave cover and get shredded from the front or back, it's not about abusing a clearly overpowered weapon to nuke a raid from the back, it's about actual strategic positioning and enemy control. Forcing an enemy out of cover or distracting them are basic intuitive strategies, implementing positional weapons that backstab groups of enemies for stupid damage is extremely gamey and unimmersive. Both systems may encourage this level of positioning, but CE is not adding anything of value here and tries to force the situation instead of keeping it natural.

Originally posted by YariMurai:
a generator the size of a building in rimworld weighed only 240 kg, a cow in rimworld weighed 78 kg and elephant only weight 240 kg

Generators do not have a weight because they can't be uninstalled, check your mods. Adult cows weigh 144kg. Just because cows and elephants are small in RimWorld doesn't mean a 180kg robot would require anti-tank weaponry to take down. It is effectively a RimWorld cow with a turret strapped to the back, with less armor than a flak vest.
Last edited by Astasia; Nov 6, 2023 @ 12:17am
Kane526 Nov 6, 2023 @ 12:37am 
Originally posted by Ghevd:
Originally posted by Kane526:
This is a common misunderstanding. So basically, bows have no magazine so you don't need to reload them. They will just use arrows straight from the pawn's inventory. Right clicking on the arrow in the pawn's action bar is just to switch arrow types if you have more than one, that's why stone arrow is greyed out, it's the type currently selected. When the pawn goes to shoot, they should just fire automatically as long as they have arrows in their inventory. Also make sure you are using Stone Arrows, and not Stone Great Arrows, as those are for the Greatbow. CE actually has a learning helper pop up for this because it's such a common misunderstanding. If you have other questions or problems, you can always join the CE Discord and ask around.

Thank you very much. I thought I was doing it right but had doubts. I did double check the ammo which is why I tried with the short bow as well. Since that is the first weapon stone arrows mention. What made me second guess myself was the recurved bow was labeled as Recurve Bow(Arrow) which lead me to believe normal arrows were loaded into it first and it didn't want to accept stone.

I swore I enabled the learning helper when it prompted me to because this is my first ever run with CE. I'll have to double check that setting because I definitely missed that tip.
Happy to have helped! There are some funky mechanics like that here and there that are hard to grasp at first so it's very understandable, especially for a new player. CE is way more complicated and requires quite a bit of learning to get into it, hence why they added CE specific learning helper notifications.
VoiD Nov 6, 2023 @ 12:56am 
Originally posted by Astasia:
Originally posted by VoiD:
You also contend that mechanoids are merely a 'gear check.' How is this any different from the vanilla experience?

The core game scaling is about numbers. In vanilla you can handle an enemy like a lone centipede fairly early with minimal gear. As your gear gradually gets better the fight becomes safer and you are capable of handling more enemies at once, which the game will gladly throw at you because that's how it raises difficulty, more enemies. In CE you either struggle to deal with a single enemy, or you are easily capable of dealing with a large number of them, with very little middle ground. It applies a concept to combat that could work in a game designed to use it from the ground up, but is fundamentally flawed in a game like RimWorld. Again, turning combat into what is effectively a boolean gear check.

Originally posted by VoiD:
Regarding your point about embrasures, it appears you might not fully grasp how the mod works. An embrasure is functionally similar to a regular sandbag

No it's really not at all similar to a sandbag. The main point of an embrasure is it allows your colonists to shoot through it without allowing enemies to walk through it. The cover value is more or less insignificant. This seems like a pretty extreme detail to try to gloss over. Fundamentally CE does not change cover, it just changes where you get damaged while in cover, if you are behind an embrasure your chance to be hit is significantly reduced and when you do get hit it will be a headshot, but CE helmets make that not an issue. You can combine walls and embrasures for better cover. In either case, having "sandbags" that enemies can't climb over completely trivializes many threats.

Originally posted by VoiD:
Additionally, you seem to be unaware that enemies cannot shoot through each other. In CE, tactics such as using jump packs to land behind enemies and keeping an enemy between you and those attempting to shoot you down can be effective strategies. In vanilla, you'd often get hit regardless, as there's no friendly fire consideration, while in CE, friendly fire is a real concern.

You seem to be unaware that friendly fire is a vanilla mechanic and those strategies work just as well without CE. It doesn't stop the enemy from shooting, but it makes the enemy often shoot their allies. Mechanically there is not a strategic difference here, it's just CE once again making a situation "more safe" for your colonists.

Originally posted by VoiD:
When I mentioned flanking in CE and the ability to decimate a raid with a strategically positioned automatic shotgunner in a chokepoint, I wasn't referring to merely having a higher hit chance as in vanilla combat. I meant the creation of storm of shrapnel flying through the air, striking dozens of targets simultaneously and incapacitating individuals more swiftly than vanilla rocket launchers could. This isn't because shotguns are overpowered, far from it. It's because the level of tactical positioning in CE is on an entirely different plane compared to the vanilla experience. In fact, a mounted LMG with a bipod, while less mobile, could achieve similar results.

I wasn't talking about just having a "higher hit chance." Flanking and suppressing enemies in vanilla tends to scatter, confuse and distract them. They stop focusing fire in one direction, stop shooting while repositioning, many leave cover and get shredded from the front or back, it's not about abusing a clearly overpowered weapon to nuke a raid from the back, it's about actual strategic positioning and enemy control. Forcing an enemy out of cover or distracting them are basic intuitive strategies, implementing positional weapons that backstab groups of enemies for stupid damage is extremely gamey and unimmersive. Both systems may encourage this level of positioning, but CE is not adding anything of value here and tries to force the situation instead of keeping it natural.

Originally posted by YariMurai:
a generator the size of a building in rimworld weighed only 240 kg, a cow in rimworld weighed 78 kg and elephant only weight 240 kg

Generators do not have a weight because they can't be uninstalled, check your mods. Adult cows weigh 144kg. Just because cows and elephants are small in RimWorld doesn't mean a 180kg robot would require anti-tank weaponry to take down. It is effectively a RimWorld cow with a turret strapped to the back, with less armor than a flak vest.

Interesting, earlier, you said, "Most people claim they use CE because it's less RNG, but it's really not, and it's usually that they just don't give vanilla combat enough of a try or don't understand all the mechanics."

Now you're saying it's a boolean gear check, so it's yet another contradictory statement.

You're right, sort of. A bunny will never kill a human, and a human will never punch a centipede to death. In a way, there is a boolean stat check in the sense that if you're dropped naked on top of mechanoids, you're most certainly dead. This means your statement contradicts your previous statement that CE also relies on RNG, this was specifically their point. As the previous poster was saying, it almost removes RNG from the game. Meaning, as you said, if all you have are low-caliber automatic rifles, you just cannot pierce a mechanoid's (and several other mechs, depending on available ammo) armors. That being said, the "boolean stat check" is not, as you're saying, a gear check; it's a preparation check. You may not be able to deal with them with pistols and clubs, but there are weapons of equal tech level capable of handling them. If you did not prepare accordingly, that's your fault.

Then again, it goes to show how it makes the game harder in some ways, as you're saying.

As for friendly fire, you do know that I know very well it exists, and you do know it's mostly irrelevant unless you're really screwing up with low aim, high burst weapons, and you're abusing it to an extreme degree. So we are not talking about the same thing here. But it is indeed odd that you'd claim this is "another way CE makes you safer" when the general consensus, in this thread included, seems to be that CE "makes melee useless" by people who don't know how to use it or won't want to risk doing what I just said. Of course, you do know the strategy I mentioned requires perfect coordination, and missing a leap or going in when you shouldn't for even half a second means your pawn will die immediately, right? If you kill the target shielding you and you don't leave immediately, you're not wounded, you're dead.

As for making up mechanics that don't exist, I think we can safely ignore the idea of suppression you just gave. Let's keep it grounded in reality. Repositioning for cover against a flanking target, due to the fact that most weapons in vanilla have no range so they can safely do it, is not on the same dimension of what we're discussing here.

Besides, you didn't really make an argument for anything; you simply stated something, often incorrect about either vanilla or CE, then made a simple unproven hollow statement like "CE is not adding anything of value here," even though we're discussing the improvements over vanilla combat, and the mechanics created by CE, so I'm not sure of what you're trying to do here.

Again, you really should play the mod you're trying to talk about. It was very telling that you'd think cover was even comparable, or even viable in CE, like it is on vanilla, any person playing the mod for half an hour would imediatelly figure out that it doesn't protect your pawns, at all, and that embrasures in vanilla have absolutely no relation to the experience of using them in CE, where enemies will reliably hit your pawn regardless from 2~4 zoomed out screens away if you try to sit and trade bullets.

But hey, you also thought helmets could keep you safe, and you probably don't know how their coverage work, or how many mms of protection they ofter, or what usually happens when you get shot in the head with a decent weapon even if you're wearing a power armor helmet with full coverage. Want spoilers?

Edit: Wait, don't tell me you also think the ballistic goggles can stop bullets?! I mean, you do know there are ballistic goggles, right? They can certainly save your eyes (and skull, and brain) from grenade fragments and maybe some buckshot, but don't expect it to stop even the most common rifle rounds.
Last edited by VoiD; Nov 6, 2023 @ 1:02am
schnappkatze Nov 6, 2023 @ 1:20am 
I find this discussion really interesting, given that I bounced off CE really hard a few years ago because it felt to me like too much bloat, stuff like ammo to manage and new weapon names to learn (I know next to nothing about real life weapons or their names).

Is there a way to try the different combat mechanics without all the extra weapons, ammo and stuff, something like Combat Extended Lightly? Opening the bill tab in a machining table and having a gigantic menu pop up that is bloated with 20 different ammunition types that I could craft or different weapons that I all have to manually check for their stats makes me want to close the game immediately.
Last edited by schnappkatze; Nov 6, 2023 @ 1:31am
Kane526 Nov 6, 2023 @ 1:27am 
Originally posted by schnappkatze:
I find this discussion really interesting, given that I bounced off CE really hard a few years ago because it felt to me like too much bloat, stuff like ammo to manage and new weapon names to learn (I know next to nothing about real life weapons or their names).

Is there a way to try the different combat mechanics without all the extra weapons, ammo and stuff, something like Combat Extended Lightly? Opening the bill tab in a machining table and having a gigantic menu pop up that is bloated with 20 different ammunition types that I could craft or different weapons that I all have to manually check for their stats.
There is now a mod option to have a generic ammo system, removing different ammo calibers like 5.56mm and 7.62mm for people who don't want or care about that. Generalizing them into things like rifle and pistol ammo. You can also disable ammo entirely, but I would definitely not recommend that.
Last edited by Kane526; Nov 6, 2023 @ 1:38am
VoiD Nov 6, 2023 @ 1:37am 
Originally posted by schnappkatze:
I find this discussion really interesting, given that I bounced off CE really hard a few years ago because it felt to me like too much bloat, stuff like ammo to manage and new weapon names to learn (I know next to nothing about real life weapons or their names).

Is there a way to try the different combat mechanics without all the extra weapons, ammo and stuff, something like Combat Extended Lightly? Opening the bill tab in a machining table and having a gigantic menu pop up that is bloated with 20 different ammunition types that I could craft or different weapons that I all have to manually check for their stats.
If I recall correctly, there is an option to turn off ammunition types and shoot basic bullets with every weapon if you prefer.

However, with the loadout system, it's pretty much something you set up once and then forget about it. They will automatically reload and refill any missing ammo, provided you have them in storage. It's quite interesting, and not having access to certain ammo types can certainly make your life a lot more challenging.

In a nutshell, you have three primary ammo types:

FMJ (Full Metal Jacket): These are the basic rounds, average in every way.
HP (Hollow Point): Meant to deform on impact, they have terrible penetration but high damage. Useful in situations where you're targeting unarmed or lightly armored foes.
AP (Armor Piercing): These rounds deal less damage but have higher penetration. If you're unsure about which ammo to use, equipping everyone with AP rounds is a reliable choice. Penetrating armor is often more important than dealing slightly less damage since it's likely to result in a deadly wound.
Additionally, there are advanced ammo types:

HE (High Explosive): These rounds deal more damage in general and are more effective against objects. They aren't as straightforward to produce as the basic types.
API (Armor Piercing Incendiary): Think of it as an upgraded version of AP ammo. It combines armor-piercing properties with fire damage. If you can afford to produce these and prefer simplicity in selecting ammo types, providing everyone with API rounds is a solid choice.
SABOT (Armor Piercing Discarding SABOT): This ammo is essentially AP ammo taken to the extreme, offering even greater armor penetration. It comes in handy for extreme situations but is not cheap. I had great success using these on automatic turrets to deal with any armored threats.
Shotguns also have specific ammo types. In brief, buckshot is effective against unarmored targets, slugs make shotguns behave like rifles, beanbags are non-lethal, and EMP rounds are both non-lethal and exceptionally effective against mechs. Two shotgunners equipped with EMP rounds can reliably take down centipedes at short range before the mid-game.

Apart from these specialized ammo types, you'll generally need to match the caliber number or name with the weapon type, such as 7.62 NATO for some rifles or 7.62 Soviet for others. If you're uncertain, just check the details of your firearm; it will indicate the compatible ammo types.

Personally, I prefer to assign a single ammo type for each role. Rather than using six different assault rifles on six different pawns, I aim to have them all use the same type, simplifying the management of ammo.
Last edited by VoiD; Nov 6, 2023 @ 1:45am
schnappkatze Nov 6, 2023 @ 1:53am 
Originally posted by Kane526:
Post
Originally posted by VoiD:

Thanks for the writeups, I really appreciate them. However, it rather cements for me that CE is not for me then, as I don't really want to learn all this weapon stuff (especially in a different language than my own), or matching caliber numbers etc. and I don't want that much more complexity in the combat with the different specialized ammo types etc. I just tried to start CE and disabled all ammo completely in the mod menu, but it still showed up in the crafting menus, even after a restart and a newly started colony. Might be a mod issue, although I have almost only QOL mods and no combat mods.

I guess I will stay at vanilla fighting, but again thanks for the writeup.
Billy Lee Nov 6, 2023 @ 2:08am 
combat is ok with this mod, but the amount of micromanagement turns the game into an excel, not a playgame

Originally posted by schnappkatze:
I
Is there a way to try the different combat mechanics without all the extra weapons, ammo and stuff, something like Combat Extended Lightly? Opening the bill tab in a machining table and having a gigantic menu pop up that is bloated with 20 different ammunition types that I could craft or different weapons that I all have to manually check for their stats makes me want to close the game immediately.

damn that sounds good.
Astasia Nov 6, 2023 @ 2:09am 
Originally posted by VoiD:
Interesting, earlier, you said, "Most people claim they use CE because it's less RNG, but it's really not, and it's usually that they just don't give vanilla combat enough of a try or don't understand all the mechanics."

Now you're saying it's a boolean gear check, so it's yet another contradictory statement.

Interesting indeed. The obvious point was vanilla isn't as RNG as people think.

Originally posted by VoiD:
even though we're discussing the improvements over vanilla combat

Which ones? I still haven't heard of any. You keep saying "CE adds this" but so far it's all been vanilla mechanics/strategies that CE simply changes for the sake of changing.

"Oh, but you can do that in vanilla too."
"No, but in CE it's more dangerous and brutal if you are unarmored, so it's better. Look at all these better things."
"Sure."

Originally posted by VoiD:
embrasures in vanilla

Say what now? Also explain to me how CE allows manhunters and melee enemies to counter embrasures. Like I said, the cover of embrasures is entirely irrelevant. Nice tangent about how dangerous CE cover is.

Originally posted by VoiD:
Wait, don't tell me you also think the ballistic goggles can stop bullets?! I mean, you do know there are ballistic goggles, right?

Ironically, there are no "ballistic goggles" in the base CE mod. There's an expanded armor for CE mod that adds them. I don't know where you think you were going with that though. Plate armor and power armor helmets cover eyes in CE. In vanilla there is no eye protection until marine/recon, so yes CE adds some earlier game eye protection. Ok?

Like if your goal is to keep talking in circles while feeding me steam points, that seems to be working out for you...? So far though I haven't seen any contradiction to my statements in this thread.
VoiD Nov 6, 2023 @ 2:17am 
2
I see, so now that you've been cornered it's just strawmen, no wonder you didn't bother to quote what I was actually saying.

Carry on then, at least I've corrected the misinformation in this thread.

Also, I'm not the one giving you steam points, and I'm not gifting myself either.
Last edited by VoiD; Nov 6, 2023 @ 2:18am
Hykal Nov 6, 2023 @ 4:33am 
No, because CE is garbage and its fans can be very cult-like. They can't fathom that most players don't in fact want to turn their game into a mid pseudo milsim.

Not all of them, just the ones sticking around forums.
Wantoomany Nov 6, 2023 @ 6:24am 
What I am hearing from this conversation is the CE mafia claims it makes combat more complex, interesting, and difficult. But at the same time also requires you to play at 500% difficulty or it's too easy.

CE is better you don't need kill boxes, instead you have embrasures allowing you to safely mow down enemies who can't even reach you. Clearly far more taticool.

Also somehow centipedes are armored behemoths despite data and lore stating otherwise. Case in point, lore says insectoids where created as a counter to mechs. What kind of tank can get shredded by a swarm of bugs?

Last edited by Wantoomany; Nov 6, 2023 @ 6:41am
Paroe Nov 6, 2023 @ 10:47am 
Originally posted by Hykal:
No, because CE is garbage and its fans can be very cult-like. They can't fathom that most players don't in fact want to turn their game into a mid pseudo milsim.

Not all of them, just the ones sticking around forums.

When the original developer of a mod aiming for realism leaves because its become a bunch of gun romansticists making them ridiculously unrealistic and the community shouts down any and all differing opinions.... You know theres a very real problem.

CE as a mod is fine if you want the micromanagement and gun-centric power fantasy that it offers (literally CE is "youre weak until youre not". You either kill them quickly or they kill you faster, and if you can kill them quickly then you can kill ALL of them quickly) but if you dont want either of those things CE is bloat and bad decisions.
Paroe Nov 6, 2023 @ 10:50am 
Originally posted by Wantoomany:
What I am hearing from this conversation is the CE mafia claims it makes combat more complex, interesting, and difficult. But at the same time also requires you to play at 500% difficulty or it's too easy.

CE is better you don't need kill boxes, instead you have embrasures allowing you to safely mow down enemies who can't even reach you. Clearly far more taticool.

Also somehow centipedes are armored behemoths despite data and lore stating otherwise. Case in point, lore says insectoids where created as a counter to mechs. What kind of tank can get shredded by a swarm of bugs?

You dont need kill boxes in vanilla, but also in CE you need kill boxes because without killboxes CE flails (unless youre on a massive empty map or have like five layers of collapsible defenses). ALso with CE you just need to out-gun your enemy; If theyre an industrial raider, you just need a gun with good armor pericing. A single good sniper rifle can, and will, take out an entire raid on its own because CE makes the accuracy on guns almost 100% with like a ten in shooting.
Last edited by Paroe; Nov 6, 2023 @ 10:51am
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Date Posted: Nov 4, 2023 @ 10:25am
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