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As for combat extended, I've recently tried it, and now I'm not sure if I can play vanilla combat anymore, it's a great mod and it makes combat far less RNG reliant, and far more tactical, positioning is everything and there are no % chances, if it's close enough you have no chance of missing.
That being said the combat is far more brutal, wounds are all much more dangerous and while you can take out certain threats (like centipedes) in a single shot with ease if you know what's the right weapon and ammo for the job, it can also lead you to certain death scenarios in which nothing you have access to have even a chance of putting a dent on the enemy's armor, so I wouldn't recommend it for new players personally.
You still shouldn't just outright miss several salvos because of those 3 bullet bursts, but the pistols can still land the first hit earlier due to high accuracy and lower warmup time. The lower the range, the less important the shooting skill is too, since it's a factor applied on each tile in the distance.
If you would have fought on distance of ~26, the enemy would have been rather lucky to win that fight.
Well, if the pawn is standing behind a tree or other cover, you miss more.
If the pawn is in a doorway behind cover, you miss alot more.
There is also the aforementioned weapon favored zone on the weapon it uses.
If youre missing alot, its because it has cover or youre trying to hit it from too far away. Range and position matter.
Just give everyone bolt actions/sniper rifles and SMG to train guns then get everyone a minigun. You dont need to be a better shot- you just need to shoot MORE bullets!
This should never ever be the case. Use a rock chunk or a tree if you have to, but ideally your colonists should always be shooting from behind walls and sandbags/barriers. Combat is balanced around cover, that's 75-80% of your survivability. Standing out in the open without high quality marine/cataphract armor is just asking to be killed.
And ya, a Revolver is more accurate than an Assault Rifle at short range, the rest is likely RNG or health issues on your colonist. Any sort of injury can significantly affect a colonist's ability to hit things, just from pain affecting consciousness, but hits to the arms or eyes can quickly make it nearly impossible to land a hit regardless of skill. One lucky shot from an enemy at the start of a fight can cripple your shooter and make it significantly harder for them to fight back. This is why being in cover and avoiding as much damage as possible is so important.
You should't really get sniped by bows. Are you vastly outnumbered and fighting in open terrain instead of funneling enemies or flanking them?
Vanilla combat works, but you need to understand it's mechanics and, at the end of the day, it's still RNG based, CE isn't, but if you don't have some deeper knowledge of the game (and the mod, specially the mod) you'll hit an obstacle you can't overcome sooner or later and have no choice but to start over.
It will be all fun and games while you're shooting animals and tribals with 2 shots from most guns with ease, until you realize those guys in proper flak armor are not taking any damage whatsoever from your low caliber guns, or that the headshot that killed your soldier instantly hit it's face, which was not covered by that fancy helmet.
But it does get rid of the aspects you're complaining about.
But if you're going to do it anyway don't forget to take it's submods with extra weapons and stuff, they can help against some of the nastier challenges later on.
https://steamcommunity.com/workshop/filedetails/?id=1631756268
https://steamcommunity.com/sharedfiles/filedetails/?id=1582570547
https://steamcommunity.com/sharedfiles/filedetails/?id=1924933379
https://steamcommunity.com/sharedfiles/filedetails/?id=2798914758&tscn=1650965673