#it will bug the fuck out and burn forever without dev mode intervention
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in my experience this depends on how you are as a person, I played a bit with it and it was neat, the ballistics system is well made and the ability to swap out ammo for different purposes and better damage against certain enemy types is good, but in the end the only bullet type that ends up mattering is the one that pierces thickest of armors, being armor piercing, so in the end, having it be a % chance to hit makes it a lot simpler and easy to understand.
there is a lot more at play than just the ballistics and ammo types, such as wounds bleeding is a lot faster and you can stabilize patients with medicine to deliver them to safety, staunching bloodflow in a quick time, but honestly those are the three that come to mind first. if you are interested in trying, to ahead, just remember to curb your expectations.
it does also make fire weapons overpowered though, so if you want to do an arsonist colony next time I heavily recommend running with CE (when it updates)
Have you heard the good news of Combat Extended?

My little brother has given me some mixed reviews. He says it's great, but once you've used it, you can never go back...
#fire can overheat mechanoids#and prometheum the new material added by the mod burns exposed to air making even nonflammables flammable#really ce makes fire the square hole of rimworld because why would you use anything but prometheum to melt your enemies#it sounds like your shooters will be more consistent but in reality the odds are usually similar to vanilla#you just feel less bad about missing because you know there is a bunch of calculations in the background instead of a simple %#oh and another thing: DO NOT FIRE PROMETHEUM INTO DEEP WATER#it will bug the fuck out and burn forever without dev mode intervention
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