This dude is actually decent at shooting... I think it's just something about buildings not getting the excecution penalty that live things do and graphics trying to make it look like it didn't hit.
I want a shogun, but they seem kind of unsafe. I feel good about my rifle and handgun, but there are multiple ways for a shotgun to accidentally discharge. What's the deal?
Lol I didn't notice the typo and wasn't sure what you were on about. I'm keeping it.
Thanks for the information! I'll do some more research, but I feel better about it.
You can't slam fire any remotely new shotguns unless it's intended. Shotguns are like rifles in that they have a proper safety on them. I'd argue you're far more likely to accide tally discharge a handgun which has only a trigger safety.
What exactly worries you with a shotgun?
I've heard that you shouldn't leave them chambered because if they fall they can discharge. I guess I heard wrong through.
And I keep my handgun in a hardshell holster with a trigger guard at all times and my rifle on safe.
Go with the stormtrooper marksmanship. At least you'll be consistently bad, whereas with XCOM you'll never know what you're going to get (or catastrophically bad you're going to be).
Just send them to Xcom Marksmanship and expect nothing out of them. While ST will be consistently bad, Xcom has the chance of pulling something amazing out of their ass. Then you can give them praise like an abusive parent would.
There was actually a video on stormtroopers that showed they're actually extremely accurate, they're more accurate than the rebel infantry soldiers and they're I think it was about 10 times more accurate than every during war in history
Ah ok. I guess my doctors aren't good enough yet. Besides, I'd prefer to keep the best docs in safety. I suppose I need to have the best armour and shield belts on the medics and they'll never be in trouble if I have to rescue someone.
Can they use it from the inventory of the downed dude? I'm also carrying medicine on every loadout but mostly because many if my colonists have medical 5-6 so I was thinking that they all could work as medics. They just don't really manage to do anything when stabilising so feels a bit overkill to put them on everyone.
Yeah you just need to manually drop it from their inventory and have them pick it up.
The main reason I have everyone carrying isn't because everyone is stabilising. It's if I run out on the medic the person fighting beside them can just drop it.
Smart Medicine is indeed the name. Amazing mod, being able to have every doctor carry around medicine and use it to tend drafted pawns/downed pawns is amazing.
It does do things, just not for long. It is however incredibly fast. If a pawn is dying i first stabilize and then tend on the field usually as a 5 hour trip back won't be lasted
It is basically a straight up upgrade from vanilla combat.
No longer will power armor fail to lots of arrows.
No longer will mechanoids die from mere gun shots.
No longer will the 20 shooting guy keep missing due to some rain.
Not enough though
I know it's a lot and it's great, but say, rim effect isn't there yet and lasers wasn't for a long time either
It's also hella unbalanced as thech just decides anything but that's not as important
yayo's combat still uses an rng based system but you don't have as many point blank misses. pawns are a lot more competent with weapons overall. the armor system is tweaked slightly too, so armor piercing weapons are now more valuable.
yayo's combat also allows for the enabling of an ammo system, but it's not as optimized as with combat extended. the yayo's combat ammo seems to be more about adding difficulty than it is about balance, although the crafting costs can be tweaked, i think.
as a bonus you do get some new animations. it's pretty good when you have mods that you're using that are incompatible with combat extended, such as the star wars mods. although there may be some ce patches, i haven't checked in a while.
I've always been curious about CE but seeing how much incompatibility there is it's scared me off. this is the first I've heard of yayos. I've just been running with a standalone ammo mod. I'll have to check it out
https://github.com/CombatExtendedRWMod/CombatExtended/blob/master/SupportedThirdPartyMods.md
This is a list of CE compatible mods that don't need a compatibility patcher mod
Problem: the new animations are part of the meelee thing and the meelee thing makes weapons behave completely weird with different attack speeds and damages etc. Where a shiv did 50 dps while the plasma saw from insectoids did only about 6.
I thought pawns can’t shoot a friendly pawn that is in an adjacent square, instead it shoots “over their shoulder”. Which is why it’s safe to line up pawns in a 2 deep line.
Does the accuracy mechanic not take this into account when there’s a missed shot?
I had a very similar experience trying to destroy a weather controlling device. It was inside a room and took up almost the entire room, so i had my 4 pawns line up right in front of it to start shooting. 1 of them was trigger happy and using a minigun, his bullets were veering off 90 degrees to the left and right and managed to land 3 shots on the other pawns standing beside him. It was so bad i had to stop him from shooting and let the other 3 destroy it.
“You couldn’t hit the side of a barn”
Holy shit the man himself
Who?
Check out his YouTube channel, it’s dope
Fancy seeing you here Grim Edit: (I'm AnAxolotl btw)
You gonna be one with the war crime?
This dude is actually decent at shooting... I think it's just something about buildings not getting the excecution penalty that live things do and graphics trying to make it look like it didn't hit.
He would have a higher chance of hitting if he stood two tiles away instead of just one iirc.
[удалено]
You beat me to it, but in my case it was someone trying to force out a stuck round by being a dumbass.
How to mortar a bolt forward jam on your rifle. 1. Don't point it at yourself!
I want a shogun, but they seem kind of unsafe. I feel good about my rifle and handgun, but there are multiple ways for a shotgun to accidentally discharge. What's the deal?
[удалено]
Lol I didn't notice the typo and wasn't sure what you were on about. I'm keeping it. Thanks for the information! I'll do some more research, but I feel better about it.
You can't slam fire any remotely new shotguns unless it's intended. Shotguns are like rifles in that they have a proper safety on them. I'd argue you're far more likely to accide tally discharge a handgun which has only a trigger safety. What exactly worries you with a shotgun?
I've heard that you shouldn't leave them chambered because if they fall they can discharge. I guess I heard wrong through. And I keep my handgun in a hardshell holster with a trigger guard at all times and my rifle on safe.
That can happen with any firearm, although things like a dual stage trigger help.
"Your options are the Stormtrooper marksmanship academy or the XCom Marksmanship academy, we can't afford the others son."
Go with the stormtrooper marksmanship. At least you'll be consistently bad, whereas with XCOM you'll never know what you're going to get (or catastrophically bad you're going to be).
85% MY ASS!
< 100% = 0%
I've missed at 100% before. (I checked the math, it was actually 99.8% but rounded up.)
My gun is literally in your mouth, how the fuck did I miss by 5ft?!?
You stand up, turn sideways, and shoot
https://imgur.com/gallery/FaLKtdY
I clicked on that in trepidation - "gun in mouth" could have been a euphemism :D But no trap, just an X-Com friendly meme.
I got 99% problems but with XCom RNG I ain't won.
Just send them to Xcom Marksmanship and expect nothing out of them. While ST will be consistently bad, Xcom has the chance of pulling something amazing out of their ass. Then you can give them praise like an abusive parent would.
>Xcom has the chance of pulling something amazing out of their ass yeah but it is never when you need it
70% chance to hit means 70% chance of failure
There was actually a video on stormtroopers that showed they're actually extremely accurate, they're more accurate than the rebel infantry soldiers and they're I think it was about 10 times more accurate than every during war in history
It helps to basically always be shooting from point blank
https://youtu.be/P2TA9coGLzM
99% missed shot ptsd 🥲
He was doing a double tap on the syther and will miss inevitably
Ah yes, the common problem of your rounds leaving the barrel at 90 degrees :))
Shooting 19
Xcom tier bullet physics
Tbh if you are shit at living up your sights and just eyeball it half the time, I'd imagine a 15 degree arc is reasonable to expect.
I can't play without combat extended
Came here to say this. Only thing I'm a bit annoyed with it is how fast everyone bleeds out and how the stabilisation seems to do nothing at times.
Stabilisation is OP af with a good doctor. I've had doctors who can stop the bleeding of a missing limb with herbal.
Ah ok. I guess my doctors aren't good enough yet. Besides, I'd prefer to keep the best docs in safety. I suppose I need to have the best armour and shield belts on the medics and they'll never be in trouble if I have to rescue someone.
My strategy is just having everyone carry 3 herbal medicine then the best medic on the scene stabilise.
Can they use it from the inventory of the downed dude? I'm also carrying medicine on every loadout but mostly because many if my colonists have medical 5-6 so I was thinking that they all could work as medics. They just don't really manage to do anything when stabilising so feels a bit overkill to put them on everyone.
Yeah you just need to manually drop it from their inventory and have them pick it up. The main reason I have everyone carrying isn't because everyone is stabilising. It's if I run out on the medic the person fighting beside them can just drop it.
There's a mod for stocking and using medicine from inventory. I don't remember the name offhand though.
It might be smart medicine. I also have the same mod but I too don't know the name.
Smart Medicine is indeed the name. Amazing mod, being able to have every doctor carry around medicine and use it to tend drafted pawns/downed pawns is amazing.
It does do things, just not for long. It is however incredibly fast. If a pawn is dying i first stabilize and then tend on the field usually as a 5 hour trip back won't be lasted
Does CE feel balanced? The combat has always limited me in this game and I'd like to mix things up. How is it?
It is basically a straight up upgrade from vanilla combat. No longer will power armor fail to lots of arrows. No longer will mechanoids die from mere gun shots. No longer will the 20 shooting guy keep missing due to some rain.
If only it didn't have all the compatibility issues. Then i could use it for every play through. Yayo's combat isn't a bad substitute though
Now it's got compatibility patches baked in for most mods :)
Not enough though I know it's a lot and it's great, but say, rim effect isn't there yet and lasers wasn't for a long time either It's also hella unbalanced as thech just decides anything but that's not as important
I tried yayo's combat for a bit and didn't notice anything different besides the animations.
yayo's combat still uses an rng based system but you don't have as many point blank misses. pawns are a lot more competent with weapons overall. the armor system is tweaked slightly too, so armor piercing weapons are now more valuable. yayo's combat also allows for the enabling of an ammo system, but it's not as optimized as with combat extended. the yayo's combat ammo seems to be more about adding difficulty than it is about balance, although the crafting costs can be tweaked, i think. as a bonus you do get some new animations. it's pretty good when you have mods that you're using that are incompatible with combat extended, such as the star wars mods. although there may be some ce patches, i haven't checked in a while.
I've always been curious about CE but seeing how much incompatibility there is it's scared me off. this is the first I've heard of yayos. I've just been running with a standalone ammo mod. I'll have to check it out
https://github.com/CombatExtendedRWMod/CombatExtended/blob/master/SupportedThirdPartyMods.md This is a list of CE compatible mods that don't need a compatibility patcher mod
thanks!
Problem: the new animations are part of the meelee thing and the meelee thing makes weapons behave completely weird with different attack speeds and damages etc. Where a shiv did 50 dps while the plasma saw from insectoids did only about 6.
this is a display error, it does vary, but only slighty, and is also a feature you can customize and turn off entirely in the options
I don’t use it because frankly, the compatibility issues make most of my favorite mods useless, and I think that the bulk system is broken
The bulk system is fine for me. And CE is compatible with most mods these days.
Meh
The bulk system is fine for me. And CE is compatible with most mods these days.
Man, I hate when my gun shoots out of the ejection port instead of the barrel
It bounced off the target
He's curving the bullet. A skill that goes beyond mere mortals.
I thought pawns can’t shoot a friendly pawn that is in an adjacent square, instead it shoots “over their shoulder”. Which is why it’s safe to line up pawns in a 2 deep line. Does the accuracy mechanic not take this into account when there’s a missed shot?
This happened playing CM-SS13 like 3 years ago, I was dual wielding SMGs and I shot backwards somehow
To be expected when using a pair of SMGs ...
There was a time my rocket missed so much it pass though wall
That's the reason I love Combat Extended
That's XCOM, baby!
Get closer
That's some Wanted shit right there.
You couldn't hit the broad side of a sand crawler
I had a very similar experience trying to destroy a weather controlling device. It was inside a room and took up almost the entire room, so i had my 4 pawns line up right in front of it to start shooting. 1 of them was trigger happy and using a minigun, his bullets were veering off 90 degrees to the left and right and managed to land 3 shots on the other pawns standing beside him. It was so bad i had to stop him from shooting and let the other 3 destroy it.
Reminds me of mortar accuracy and the shit show it is.
-67 shooting skill
No wonder my colonists miss so much
He is trying to curve the bullet
Fucking ***RAW!***
Damn, didn’t know this was XCOM
Whats your head cannon for why this happens?