RimWorld

RimWorld

Combat Extended [1.4]
Martina 10 Dec, 2020 @ 12:55am
Infinite ammo / no ammunition system with bullet types?
Cant find anything myselve cus i really like the ammo type system . i just dont wanna micro how much is carried and keep crafting it , also possible no bulk system?
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Showing 1-8 of 8 comments
Boudoo 10 Dec, 2020 @ 1:53am 
This is something I've been looking for as an option as well. I think the ammo type system is great, I just don't like the micro management of it as much. I also think that certain parts of CE become imbalanced because you can't change ammo type, like fighting mechs or power armored toons is a lot more difficult.

I think that gating ammo types behind research options and/or requires the ammo type loadout to be changed at the ammo crafting bench would be good options for making this dream less overpowered.
Dr. Lazy 25 Dec, 2020 @ 10:33am 
I look forward to this feature as well.
Brodii_21 2 Jan, 2021 @ 12:14am 
Same, also feels like some of the ammo options are too high on the research list aswell, needing the advanced research table just to make ammo for the starting boltaction seems a bit too much imo
Martina 2 Jan, 2021 @ 2:38am 
Originally posted by Brodii_21:
Same, also feels like some of the ammo options are too high on the research list aswell, needing the advanced research table just to make ammo for the starting boltaction seems a bit too much imo
Well it wourld make sense that some ammo types are higher up . dosnt matter for what gun as its just another bullet . its how the bullet it made n how its suppose to work that makes it difficult to produce n complex not the gun its suppose to go 2
Tumble 3 Jan, 2021 @ 9:18am 
Originally posted by Boudoo:
This is something I've been looking for as an option as well. I think the ammo type system is great, I just don't like the micro management of it as much. I also think that certain parts of CE become imbalanced because you can't change ammo type, like fighting mechs or power armored toons is a lot more difficult.

I think that gating ammo types behind research options and/or requires the ammo type loadout to be changed at the ammo crafting bench would be good options for making this dream less overpowered.

Yea, it could start with normal FMJ being unlocked, then you unlock HP and AP, then AP-I and HE
Brodii_21 5 Jan, 2021 @ 4:41pm 
Originally posted by Martina:
Originally posted by Brodii_21:
Same, also feels like some of the ammo options are too high on the research list aswell, needing the advanced research table just to make ammo for the starting boltaction seems a bit too much imo
Well it would make sense that some ammo types are higher up . dosnt matter for what gun as its just another bullet . its how the bullet it made n how its suppose to work that makes it difficult to produce n complex not the gun its suppose to go 2

well my problem is more of an issue of balance. im fine i need to research it and put the work into it to find the things i need, but at the same time i just dislike the full amount of research needed to play the game. i get that its realistic to have more research needed, but balance wise its just not as good with it

also side tangent, i really wish things like mortar rounds didn't need components to craft, its just so annoying to have this finite material that i barley have later in about halfway into the game before i can get the deep drill, and also needing to farm the other materials from a boomalope and whatnot if i want to have access to the mortar i just got
DanT2127 21 Jan, 2021 @ 1:40am 
please i want this too
Big145 11 Apr, 2021 @ 5:07pm 
I've tried micromanaging ammo carried and half the colonists will pick up the full 500 rounds. They refuse to pick up anything less than a stack. I really don't need 1/6th of their inventory for ammo.
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