Post #4401042
2026-08-06 01:06 UTC
Replies (1)
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@da_667@infosec.exchange 2026-08-06 02:12
I think I found a solution. A glue mod until I want to do a full combat extended/ ammo management run. The infinite ammo mod. See, combat extended takes the combat system of rimworld to another level. There are different damage types -- blunt vs. pierce damage, and different types of ammo for your guns. It isn't just about having to craft ammo and carry it, its about having the right ammo for the right situation. Let me give a basic example. let's take a machine gun. A machine guns can generally take two types of ammo: FMJ and AP. FMJ rounds are good for lightly armored targets, sort of like hollow-point rounds. You'd use them on raids with pirates or with neanderthal tribes trying to fuck with you. Ap rounds? You want those for factions that have serious armor. Like say, mechanoids, or other Deadman's switch factions. Those are just the basics for one type of gun.