What are your guy's favorite loadouts? (Aparello) (Combat Extended) (EPOE)

Started by EnricoDandolo, July 16, 2017, 12:18:44 AM

Previous topic - Next topic

EnricoDandolo

Recently I've started a new colony using CombatExtended, EPOE, and Apparello.
Im at day 65, so im at the phase of the game where I can start producing armour, tools, and what not. I recently lost a colonist that could've been saved had he had better protection, so now im wondering about loadouts. These are the catergories im interested in.
Combat Medic - Pacifist, I want them to be able to dive into the thick of battle, drag or heal people on the spot, preform rescues, and preform operations or provide cover for reloading colonists during battle.
Supression / Door Gunner - Their job is to fire down a wide area and scatter/hunker down the enemies, providing cover for colonists and allowing them to toss grenades at hunker'd / supressed enemies.
Frontline - Im thinking of someone who can shoot down a large area, doing the job of a Door Gunner, but also doing tons of damage while having cheaper ammo to produce.
Backline - Colonists who'se main job is to fire at long ranges, and take out key targets, such as, grenadiers, artys, and say people under (or behind) cover.
Battle Engineer - I need this person for off-home attacks where we need to construct forts in enemy territory. Should I bring turrets? Mortars? How many resources?

Also feel free to suggest any mods that would add good guns (Modern and ect)

Bulltank

I was searching info about loadouts and found this lonely post, so I just wanted to say HI DUDE! :)

sick puppy

yeah i just use devilstrand for everything, plus metal breastplates and metal helmets until power armor is around. advanced helmets arent really worth it. i'll pick en up if a dead guy loses it, but that's it.
also: assault rifles. shit's good. the perfect alrounder for a stable defense. later on add some miniguns and you're done. having a single sniper at all times is very important though, that shit is tactical as fuck.

Jackalvin

I think combat medics shouldn't primarily rescue. Some pacifists cannot heal others, so having an armored tank of that person would be better, as in combat they are the most "expendable". I don't play these mods, and i'm no tactician, but I think this is ideal.
-Insert Witty Joke Here-

TheMeInTeam

Peeking doors with revolvers and auto pistols is very underrated.  These are the fastest to fire weapons in the game other than turrets, and that gives them some of the best mobility and lowest exposure time in Rimworld.  When you use fast weapons properly most of the enemies in the game can't shoot back.

A decent crafter can make a lot of these at good quality fast too.

Harry_Dicks

My favorite, and only weapon mod that I use currently is Armory Enhanced. I want all of my weapons to be unique and serve a purpose, or fill an intended role. Give me about 5-6 different types of firearms: pistol, smg, shotgun, rifle, sniper, mg. Then give me 4-6 DISTINCT tiers. And AE has done this beautifully.

Personally, I can't stand having a crap ton of virtually the same weapons with only minor variants. I would much rather spend my processor juices on something that I like more :P

Anyway, for some really beautiful 300x300 textures (that I recommend you zoom in with Camera+ to see!) check out the mod Metro Armory or the Revolutionary War Weapons mod by the same author, Dark Inquisitor.

Call me Arty

Quote from: EnricoDandolo on July 16, 2017, 12:18:44 AM
Backline - Colonists who'se main job is to fire at long ranges, and take out key targets, such as, grenadiers, artys, and say people under (or behind) cover.

What'd I do to you :'( ?

In all seriousness though: get Rimsenal series and the expanded turrets mod, or whatever it's called. If you like specializing, Rimsenal's great. You've got armor that decreases cooldown, but decreases accuracy (imagine wearing armor that gives your pawns the "trigger happy" trait. You also get armor that boosts construction speed, if you need sandbags and walls fast, or walls down quick.
I like one aspect of the mod a lot: Each set and focus of equipment has their own bench. There's ones for everything you could want. One focuses on plasma weapons, which deal burn damage which is good for downing enemies out of pain rather than permanently injuring them. One bench has armor or weapons that can slow you to an almost centipede-esque pace, but anything you want dead is going to be splattered across the map before they even chip the paint on your armor.

The turrets mod is interesting, too. Specialized turrets for everything you'd need. Shotguns for key chokepoints, a minigun turret for the main plaza of a base, snipers, etc.

Also, try the run-and-gun mod. Medics will lay suppressing fire as they go to rescue your pawns, and fire back (at a slight speed and major accuracy penalty) as they carry your wounded to a safe place.

Pretty good trio.
Why are you focusing on having a personal life rather than updating a mod that you're not paid to work on?

If there's a mistake in my post, please message me so I can fix it!