RimWorld

RimWorld

Combat Extended [1.4]
xyrc 10 Nov, 2020 @ 9:01am
Nerf to heavy charge blasters?
IMO the real problem with centipedes are the fact that they shred everything, not their armor/health. I know there's a nerf patch made by N7Huntsman but what I really don't like is the fact that only 3 shots nearly killed my super soilder with full bionics and legendary cataphract armor (50mm RHA). I'd just like to see them deal less damage and have less armor piercing. Maybe like 26 damage, then 8 from the 'blasted' part of it, then nerfed down to 20-25mm RHA armor piercing and a lot less blunt penetration (can still punch through lighter power armor and slice through flak, but higher tier cataphract armor can still mitigate it a lot more than what it seems like right now).

Same nerf applies to the heavy blaster turrets in mech clusters.

I get that the whole point on centipedes is to provide heavy supression and to kill these legendary cataphract armor super soliders but it feels kinda flawed and incredibly unfair if the best armor in the game can't do anything against a centipede.

Also I'm not sure if this is a problem with the base game thinking that 'oh it's only a centipede' and CE not actually scaling how much a centipede is worth to a reasonable level but at my current colonies wealth you can either get a manhunter pack of like 50 beavers or a drop pod of 6 centipedes outside your base.

If you can, link me a patch to a nerf like this.
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Showing 1-15 of 36 comments
Xeno42 23 Nov, 2020 @ 6:52am 
i just shoot them with a 90mm Heat shell and they die
xyrc 23 Nov, 2020 @ 12:25pm 
Originally posted by Xeno42:
i just shoot them with a 90mm Heat shell and they die
Yeah I know you can do that and it works, but what happens when you don't have a flak cannon or a flak cannon nearby? You die, that's the answer.
Xeno42 23 Nov, 2020 @ 2:06pm 
Originally posted by someone:
Originally posted by Xeno42:
i just shoot them with a 90mm Heat shell and they die
Yeah I know you can do that and it works, but what happens when you don't have a flak cannon or a flak cannon nearby? You die, that's the answer.
call in support from allies, get higher calibers, call in squads from the empire, use orbitals, use morters. make them burn a mag and then dump them full of HE or SABOT or AP-I as they have a very long reload time. multiple people with M72 Laws works well to. 90mm cannons are just my first line of defense.
xyrc 23 Nov, 2020 @ 10:51pm 
Originally posted by Xeno42:
Originally posted by someone:
Yeah I know you can do that and it works, but what happens when you don't have a flak cannon or a flak cannon nearby? You die, that's the answer.
call in support from allies, get higher calibers, call in squads from the empire, use orbitals, use morters. make them burn a mag and then dump them full of HE or SABOT or AP-I as they have a very long reload time. multiple people with M72 Laws works well to. 90mm cannons are just my first line of defense.
Yeah, I know how to fight centipedes. I'm just complaining about how powerful 12x64mm charged is.
Rubitron 5001 24 Nov, 2020 @ 10:57am 
Originally posted by Xeno42:
Originally posted by someone:
Yeah I know you can do that and it works, but what happens when you don't have a flak cannon or a flak cannon nearby? You die, that's the answer.
call in support from allies, get higher calibers, call in squads from the empire, use orbitals, use morters. make them burn a mag and then dump them full of HE or SABOT or AP-I as they have a very long reload time. multiple people with M72 Laws works well to. 90mm cannons are just my first line of defense.

None of those are solutions to the problem. You have about 1.5 seconds after being spotted to kill every centipede and heavy charge turret before you begin losing colonists.
Xeno42 24 Nov, 2020 @ 11:16am 
Originally posted by Rubitron 5001:
Originally posted by Xeno42:
call in support from allies, get higher calibers, call in squads from the empire, use orbitals, use morters. make them burn a mag and then dump them full of HE or SABOT or AP-I as they have a very long reload time. multiple people with M72 Laws works well to. 90mm cannons are just my first line of defense.

None of those are solutions to the problem. You have about 1.5 seconds after being spotted to kill every centipede and heavy charge turret before you begin losing colonists.
false. ive dealt with multipe centipedes at a time with only 1 cannon which rewuires about 8 seconds to reload and another 4 or 5 to make the shot and i havent lost anyone to a centipede in my current run. someone got close to death but i stabilized them
Rubitron 5001 24 Nov, 2020 @ 11:30am 
Originally posted by ;2969523484462215923:
Originally posted by Rubitron 5001:

None of those are solutions to the problem. You have about 1.5 seconds after being spotted to kill every centipede and heavy charge turret before you begin losing colonists.
false. ive dealt with multipe centipedes at a time with only 1 cannon which rewuires about 8 seconds to reload and another 4 or 5 to make the shot and i havent lost anyone to a centipede in my current run. someone got close to death but i stabilized them
You must be playing on easy or are using OP mods or something.
Xeno42 24 Nov, 2020 @ 12:07pm 
Originally posted by Rubitron 5001:
Originally posted by ;2969523484462215923:
false. ive dealt with multipe centipedes at a time with only 1 cannon which rewuires about 8 seconds to reload and another 4 or 5 to make the shot and i havent lost anyone to a centipede in my current run. someone got close to death but i stabilized them
You must be playing on easy or are using OP mods or something.
Strive to survive and the only weapons i have on are vanilla and combat extended guns
i do have a single set of advanced power armor on a pawn but i also have mechaniods that are way worst then a centipede. and that one pawn is gone doing ♥♥♥♥ half the time and isnt ever at the base when mechaniods come
Xeno42 24 Nov, 2020 @ 3:37pm 
Originally posted by STG:
Originally posted by Xeno42:
Strive to survive and the only weapons i have on are vanilla and combat extended guns
i do have a single set of advanced power armor on a pawn but i also have mechaniods that are way worst then a centipede. and that one pawn is gone doing ♥♥♥♥ half the time and isnt ever at the base when mechaniods come
what mechanoid mod are you using? im interested in having something way worse then a centipede for extra challenge
alpha animals has some beastly ones. the siege breaker can ither spawn with a bigger mortar launcher then the pikeman or it can get a 120mm cannon which hits harder then the 90mm turrets that the player can build. also has one that can tunnel through granite in about 8 seconds and one thats effectively a moving inferno turret that shoots faster. almost died to smoke once becuase of that one. theres a couple of others but thats what i remember right now. they even remind the player in the discription that you can disable the mechanoids from spawning in the options cause they can be very scary. mostly its just nice to see a more fleshed out mechanoid group.
Last edited by Xeno42; 24 Nov, 2020 @ 3:39pm
xyrc 24 Nov, 2020 @ 8:41pm 
I don't see how anything here is related to the fact that I personally think that it's broken that 12x64mm charged rounds deal insane damage to literally the best armor in the vanilla game and deletes lungs through power armor from 60 cells away.

Also, I play on ~180% threat scaling (inbetween whatever the hardest and second hardest difficulty is) where you get 3 centipedes per 2 colonists.

My most recent run into centipedes was trivial as they drop podded around my base and walked straight into 3 autocannons loaded with AP-I and a 90mm flak cannon and were obliterated by a quick salvo from the autocannons.

However, the main difficulty is when you're fighting without a flak cannon/autocannons. Before the event that happened above, I had a psychic ship drop with 7-8 centipedes. After dev-mode-ing some of them out because I stood no chance otherwise, I only defeated them after a save reload, killing all of my animals, a lost lung and a really lucky hit to some dropped ammo killing most of the centipedes.

But once again, I'm just complaining about how much damage and armor penetration 12x64mm rounds have. You can really see this with the Charge Driver from Rimsenal, which is a sniper that fires 12x64mm. While it's balanced out by the fact that you can't craft 12x64mm and you have to both make it late enough into the game to get the ammo and survive getting the ammo, it also shoots 12x64mm. Just sending out one dude with some recon armor and maybe some bionic legs with a Charge Driver, you can easily stop a regular raid from pirates. It's super OP as a slow firing sniper, and even more OP as a machine gun.

Also, allies don't work. While royal aid helps a bit, it won't stop several centipedes. I've gotten a lucky friendlies drop of 17 people in from the EMPIRE, who couldn't even stop 2 centipedes with cataphracts.

Also you kind of need flak cannons to use flak cannons. You're screwed if you don't have any.

You might as well abandon this thread, it's just how to fight centipedes (which I also made a guide on :winter2019happyyul:)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2292629593
Rubitron 5001 24 Nov, 2020 @ 11:20pm 
Yep, each 12x64 charged projectile has around 330mpa of blunt armor penetration. That's more than a doomsday rocket launcher.
xyrc 24 Nov, 2020 @ 11:53pm 
Originally posted by Rubitron 5001:
Yep, each 12x64 charged projectile has around 330mpa of blunt armor penetration. That's more than a doomsday rocket launcher.
Yeah, that's also part of the problem, 12x64mm just has insane blunt penetration. I can't remember how much blunt protection cataphract armor has, but its less than 100 for sure. Another problem is that not that many mods actually add new balanced armor sets, and even then, many mods don't bring armor stronger than cataphract armor.
(or at least I don't know of any mods that add new armor that is stronger than cataphract)
Last edited by xyrc; 24 Nov, 2020 @ 11:53pm
Xeno42 25 Nov, 2020 @ 5:27am 
so what your saying is you purposely made the game hard and are now complaining that its hard
xyrc 25 Nov, 2020 @ 1:31pm 
Originally posted by Xeno42:
so what your saying is you purposely made the game hard and are now complaining that its hard
bruh

First, I wouldn't call 180% hard. It's easier than merciless.

Second, the difficulty doesn't effect how powerful centipedes are. The only thing that affects that are the power of 12x64mm or 30x256mm thermobaric shells and the stats of heavy charge blasters and incendiary launchers.

Third, my point is that centipedes are a massive difficulty spike compared to other raids. Other raids are more than trivial, even pirates with charge weapons and charge LMG's are easier than centipedes. While the armor of centipedes provide challenge, just the sheer damage they do is insane.

And once again, difficulty doesn't affect how strong one centipede is.
Rubitron 5001 25 Nov, 2020 @ 1:35pm 
No, I'm saying the mod is broken and the dev is stubborn. Most of the content in this mod is balanced with each projectile and armor having it's own pros and cons, trading damage for fire rate, or dps for projectile cost per round or range. The 12x64 is not one of those. That's fine if you love using mods that introduce OP armor and weapons that you can use to pretend you are good at the game, but without those mods it makes this broken. Either way to anyone reading this, you can change these values with with rimmsqol. Maybe I'll reupload this mod with the fixes since it looks like the dev won't fix his mistakes.
Last edited by Rubitron 5001; 25 Nov, 2020 @ 1:36pm
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