安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
The projectile and caliber system, the way armor is handled, and the ability to make loadouts instead of having to micromanage a pawn's inventory. Ammo is not the end all be all of CE
To actually answer the questions:
The default fmj is still pretty useless against armored targets for most weapons. If you are using character editor, you can change different aspects about the weapon including what round it fires. A lot of weapons in mod packs compatible with CE have ap ammo that is sufficient to take out mechs and other heavily armored, though I am not sure about base game weapons or the weapons CE adds. It is important to note that if you change the ammo type via character editor, the ammo type changes for all weapons of that type. So, if you change your assult rifle to fire sabot rounds, all assult rifles will fire sabot rounds. I dont think you can change ammo types on the fly with the ammo system disabled without character editor or prepare carefully, but I could be wrong. Fire and explosives are still safe options for most targets.
I dont think you can get rid of the ammo crafting slots, and I think you can still actually craft ammo. Your pawns just wont use them for small caliber things. (I think, have not tested)
To my understanding, mortars and other launcher still take ammo, so a mortar for example wont fire unless the pawn has shells for it. So you will still need to craft ammo like normal. For this answer in particular, this is just what I have observed, so there could be a nuance I am missing.
There's an on/off option in the Mod Menu for CE
I prefer no ammo for less micro on the loadouts and manufacturing/storage. Mortars still require shells, and your guys still "reload" during firefights etc. Been a while since I played with ammo on and might give it a go if I can get CE working again. But I found no ammo a nice balance between vanilla and CE deadliness and other features.
I'm a diehard fan of mechanoids/mechanitors, but it's annoying to have to get my mechanitor to manually top up the mechanoids ammo supplies.
If they they could streamline the system or change how mechanoids work in regards to ammo that would be great. Like making it so that mechanoids can change ammo types on the fly. It would make enemy mechanoids much more threatening, and encourage mechanitor colonies.
At the very least, make it so that Mechanoids will automatically refill their own ammo inventories. Instead of having to draft my mechanitor and mechanoids, then strip my mechanitor down so he can pick up 200 shells, then give them to the first of 6 Militors and then repeat the process...
And anyway, I'm using CE not for the ammo, but the changes to moment to moment combat. Vanilla combat in Rimworld felt far too RNG for me.
They did streamline that, dummy.