RimWorld

RimWorld

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CE: Armor-Piercing Special
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Mod, 1.3, 1.4
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248.114 KB
Feb 9, 2022 @ 9:37am
Feb 13, 2023 @ 11:43am
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CE: Armor-Piercing Special

Description
I always disliked how quickly SMGs and especially pistols fall off in CE once raiders start to get proper armor. So here's a mod that (hopefully) helps them stay a bit more relevant later in the game.

So what does the mod do exactly?

It adds a new ammo type for all pistol calibers currently included in CE. It fulfills the same role as sabot does in larger rounds, but has a different name and slightly tweaked scaling.
Same as sabot, it requires the Advanced Ammo research to be crafted.

How different is your tweaked scaling?

Unlike base CE, which only uses direct scaling for the RHA pen, the rest being done with converting IRL values, this mod converts every projectile stat, based on it's AP variant (I'm not insane enough to calculate proper values for bullets that don't even exist IRL)
The actual conversions are as follows:

Recipe costs:
  • Steel cost = Base cost * 0.7
  • Uranium cost = Base cost * 0.1
  • Chemfuel cost = Base cost * 0.1
  • Work amount = AP Work amount * 1.5

Regular projectiles:
  • AP-S RHA = AP * 1.5 rounded to the nearest int
  • AP-S MPa = AP * 1.3
  • AP-S Dmg = AP * 0.8 rounded to the nearest int
  • AP-S Speed = Base * 1.2 rounded to the nearest int

'Heavy' projectiles:
  • AP-S RHA = AP * 1.3 rounded to the nearest int
  • AP-S MPa = AP * 1.3
  • AP-S Dmg = AP * 0.7 rounded to the nearest int
  • AP-S Speed = Base * 1.2 rounded to the nearest int

Some initially expected questions

Q:Does it work with the generic ammo mode?
A:Yes =)

Q:Your ammo recipes don't appear together with the base ones
A: I know, but that's happening because they are loaded from different mods, if I could fix it, I would've done that already

Q:.How are the 'Regular' and 'Heavy' categories separated?
A: Arbitrarily, if some round gets a bit too strong in the 'Regular' group, it goes to 'Heavy', for example like the 5.7x28mm

Q:Your balancing is garbage
A:I know, that's why the comments are open =)

Q:Vanilla?
A:haha, no

Remind me, how do you end mod descriptions?

This mod was mostly a spiritual successor to Harkon's 7N31 mod, which he pulled off the ws for some reason...
And I'm also asking to not reupload the mod anywhere, but hey, it's the internet, how could I ever stop any of you? =)

Also yeah, I'm not kidding, yell balance at me in the comments, I'm actively looking for feedback
26 Comments
Benah Velstros Jan 2 @ 12:12pm 
Hey look I downloaded it :3
Kaisec Dec 23, 2022 @ 12:59pm 
the dependencies are for CE 1.3 While CE 1.4 is already out
toradrow777 Jul 21, 2022 @ 5:07pm 
Isn't this already in CE anyway>
Zakennayo May 4, 2022 @ 1:11am 
Awesome, yeah its good to go now! Thanks!
Safairette  [author] May 3, 2022 @ 1:37pm 
Well, apparently there was one typo that errored out only when a gun using .38 Special was loaded. But it should be fixed now
Zakennayo May 3, 2022 @ 11:50am 
CE ammo injector found no recipe named MakeAmmo_38Special_APS
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
(wrapper dynamic-method) CombatExtended.AmmoInjector:CombatExtended.AmmoInjector.InjectAmmos_Patch0 ()
CombatExtended.AmmoInjector:Inject ()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent (bool&)
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()

@safairette Tosses this error. Dont know how else to install the mod other than clicking the checkmark button and it being below CE on the list.
Safairette  [author] May 3, 2022 @ 2:48am 
@Zakennayo I have tested it with the latest version with both regular and generic ammo modes. That sounds like a mod conflict or an improper installation to me
Zakennayo May 3, 2022 @ 12:59am 
Sadly doesn't seem to work with latest CE build
Safairette  [author] Apr 26, 2022 @ 11:24pm 
Yeah, I have thought about fiddling with multipliers a bit more, but I also want to keep it high enough for it to compete with proper industrial tier armor
skycrossercat Apr 25, 2022 @ 8:20am 
For balance purpose, can you down tune the multiplier a bit? Almost all revolver rounds and some of pistol rounds got nearly rifle sabot level penetration(or even higher), which makes them become super powerful in close quarter. (and keep in mind, they are mostly used by short barrel sidearms