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STOMP ( v1.2 )[message #256734] Sun, 18 July 2010 18:46 Go to next message
Sandro is currently offline Sandro

 
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S.T.O.M.P. (Sandro's Traits and Other Modifications Project)
Version 1.2 on Source Code revision 3578 (game revision 1225)

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[color:#990000]Download:[/color]

[color:#990000]Downloading this is no longer possible. STOMP was already integrated in main 1.13 branch. Just pick "New Traits" on game start and enjoy.[/color]

Release v1.2: http://www.mediafire.com/xxxxxxxxxxxxxxx

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Basic Info: This mod is mostly about changing skill traits and personalities of mercs. The focus and intention was to create a balanced trait system to give the player more attractive choices for his mercs. It also contains tweaks of close combat system and several externalized bonuses (apart from the whole traits' numbers externalized).
Almost everything in this mode is optional.

Installation v1.12: Get freshest SVN version of game. Unzip the STOMP into your JA2 directory. Play using included exe.

Notes to the source code: It's based on latest development version of the 1.13 code. This version is ahead of the original SC provided and contains certain unfinished features. Use this at your own risk (you may miss important code updates).

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VERSION NOTES

This version is released ahead of the future 1.13 SVN version. Because so many people wished to see the STOMP altogether with HAM3.6 and latest SVN 1.13 release, I am making this version public before it will be accessable through the SVN. But it is (hopefully still) planned to be added to the 1.13 SVN main branch soon.
Enjoy.

V1.12 - two bugs were fixed in this version:
1) Throwing grenades with Demolitions trait should cost less APs, but didn't. Less APs were shown at cursor, but full APs were reduced after throwing... FIXED.
2) HtH/MA CtH and dodge bonuses were only added if the soldier had a profile, meaning that all enemy soldiers and militia didn't get these bonuses at all.. FIXED.

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--- TRAITS ---
Summary: The system for traits have been changed. From now, if you choose "New Traits" on the beginning of new campaign, all mercs (and enemies/militia) can have up to three skill traits. Up to two major traits and one minor trait or three minor traits or one major trait and two minor traits.
On IMP creation, when reached attributes settings for your merc, there are now minimal attributes you have to have for certain chosen traits. These minimums are listed in the brackets after the trait names. Major traits usually set the basic attributes needed, while minor traits can add more on top of it or set the minimum themself(the second number).
Also I should say: All values of these new skill traits are externilized in "Traits_Settings.INI".

Here is the default trait list:
Traits Descriptions


You should know, that for many actions - like shooting with certain weapon types, doctoring, repairing, close combat, throwing knives/grenades, many skill checks, which are covered with these new traits - were added some small penalties. For example.. All sniper rifles have penalty to chance to hit -5%. This penalty is in fact 'deleted' if you have one "Marksman" skill trait. So having (doubled Marksman) "Sniper" trait, you just have +5% CtH (than with old traits) for a price of taking both your major trait choices. These penalties represent the 'lack of knowledge' without proper trait. So without being at least paramedic, your doctoring ability willbe much less effective (than in the original game). Same for repairing things without technician etc.
All these penalties only applies if you have chosen "New Traits" on the new campaign start. Also take into account that all these modifiers are externilized, so if you want to see all of them and their default settings, look into "Traits_Settings.INI" under section "Generic Traits Settings".


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--- PERSONALITY ---
Summary: If you choose New Traits on the beginning of game, you will also have the original "attitudes" and "personalities" changed. These were renamed to "Character Traits" and "Disabilities". Character traits were made to consist some advantage and some disadvantage, disabilities are always negative features of merc, but if you pick one, you'll gain a good bonus to attribute points on IMP creation. Most of Disabilities remained the same, I just made Heat Intolerant working (penalties in desert/tropical sectors if not raining), slightly changed Fear of Insects (those are distracted in tropical sectors and have lower performance there), and repaired the Psycho (no insane CtH bonus like before, and they can loose morale if using a gun uncapable of auto/burst fire).
The bonuses of character traits are small, about 5-10%, it is not meant to boost your mercs, but just to diversify them more.

Here is the character traits list:
Character Types
Master Sergeant

Re: S.T.O.M.P. ( v1.12 )[message #256750] Sun, 18 July 2010 19:59 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
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No need to start a new game if you upgrade no?

edit It's just the exe that was upgraded?

[Updated on: Sun, 18 July 2010 20:02] by Moderator

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Sergeant 1st Class
Re: S.T.O.M.P. ( v1.12 )[message #256762] Sun, 18 July 2010 22:14 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
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Yes, only exe. And no need to start over.

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Master Sergeant

Re: S.T.O.M.P. ( v1.12 )[message #256791] Mon, 19 July 2010 04:32 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
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Location: Land of Skanks and Cottag...
Sandro, there are some slight discrepancies between your skills and various merc descriptions. I remember telling you about Haywire... Same thing with Buzz. It says she has become skilled with both heavy and auto weapons in her AIM portfolio but she is a machine gunner. Next up is Buns who could be athletic and marksman with teaching but instead has stealthy, teaching and scouting. I'm sure we could find more profiles like this. Not that it's a major issue, most of us edit the mercs in one way or another and can make these changes ourselves.

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Sergeant 1st Class
Re: S.T.O.M.P. ( v1.12 )[message #256803] Mon, 19 July 2010 12:32 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
Can I play this mod with with the Full Wildfire mod? I recall the earlier STOMP version had some clashes cos of the new mercs with the full WF mod.
It would be so nice to play with the new map and mercs (+ the jeep in omerta) the STOMP mod.

-Koukku

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Staff Sergeant
Re: S.T.O.M.P. ( v1.12 )[message #256825] Mon, 19 July 2010 14:24 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
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I could never get that bloody jeep and then logi fixed the dat file for me, and now I'm using stomp xmls and have't got the jeep again!! ARRGH! I think that STOMP would not work well with full WF because the merc profiles are in xml and the wf mercs are not in there, so you would have the faces, sounds and descriptions of new mercs but the stats of the old ones that get replaced.

[Updated on: Mon, 19 July 2010 14:25] by Moderator

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Sergeant 1st Class
Re: S.T.O.M.P. ( v1.12 )[message #256991] Tue, 20 July 2010 20:04 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
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How can you jump into a building via window? Is it a STOMP feature?

I found this

" Turn this on and your merc can jump through open windows.

CAN_JUMP_THROUGH_WINDOWS = TRUE"

How does it happen exactly? Which button I must press?

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Staff Sergeant
Re: S.T.O.M.P. ( v1.12 )[message #256993] Tue, 20 July 2010 20:09 Go to previous messageGo to next message
Cr0aker is currently offline Cr0aker

 
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Jinxed
I could never get that bloody jeep and then logi fixed the dat file for me, and now I'm using stomp xmls and have't got the jeep again!! ARRGH! I think that STOMP would not work well with full WF because the merc profiles are in xml and the wf mercs are not in there, so you would have the faces, sounds and descriptions of new mercs but the stats of the old ones that get replaced.


Definitely XML versions of the WF mercs out there that are compatible with STOMP, because I use them. Damned if I can remember where I got them from, but it's definitely linked off the forum somewhere. If you take a look around and can't find it, toss me a message and I can upload mine.

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Private
Re: S.T.O.M.P. ( v1.12 )[message #256994] Tue, 20 July 2010 20:43 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
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K0ukku
How can you jump into a building via window? Is it a STOMP feature?

Not directly. It's a feature of the current closed beta for basic 1.13, introducing a bucket load of new features itself, which is the basis for the updated STOMP. Press 'j' next to a window (might have to be broken first).
Cr0aker
If you take a look around and can't find it, toss me a message and I can upload mine.

Seeing as it's kinda difficult to find something in this forum if you don't know exactly what to look for, it would be nice if you could upload your files. Best to use that page

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Captain

Re: S.T.O.M.P. ( v1.12 )[message #257013] Tue, 20 July 2010 22:51 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
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Well, it the jumping throu windows doesnt work for me. Broken glass and when I press the "J" button, which is the one for jumping to roofs, does not work.

Is it working for somebody?

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Staff Sergeant
Re: S.T.O.M.P. ( v1.12 )[message #257014] Tue, 20 July 2010 22:54 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
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Sry, try 'Shift+j'. I haven't gotten around to use one of the exes with the new features myself yet.

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Captain

Re: S.T.O.M.P. ( v1.12 )[message #257019] Wed, 21 July 2010 02:19 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
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About the WildFire mercs:
I unfortunately have no time to check evolution of other mods, so I don't know if it's usable or outdated.. but here are old xmls for WF mercs (present within STOMP 1.0 version):

http://www.mediafire.com/?aw296yi5oj8a248

You may try to use them.

About the mercs' wrong skill traits:
I am sorry, I honestly didn't had so much time to revisit and study the mercs bios. So if anyone would feel the mood to revisit and fix the xmls, I would gladly implement them. (Someone with better overview on mercs than me.)

Thank you. Smile

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Master Sergeant

Re: S.T.O.M.P. ( v1.12 )[message #257092] Thu, 22 July 2010 02:43 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
sandro: the chinese translation files you wanted is right here

i tried downloading it, it works just fine.

thanks.

http://www.wuala.com/kenkenkenken/ja2_113/stomp_new_chinese_text.7z



[Updated on: Thu, 22 July 2010 07:38] by Moderator

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Sergeant 1st Class
Re: S.T.O.M.P. ( v1.12 )[message #257106] Thu, 22 July 2010 04:07 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
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Quote:
* HtH damage on surprising attacks(from behind, when enemy didn't seen or heard the merc) is increased (by 30%).


Sandro what do you think about scoring an instant knockout if you attack an enemy from behind?

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Sergeant 1st Class
Re: S.T.O.M.P. ( v1.12 )[message #257112] Thu, 22 July 2010 06:12 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
My suggestions to the "RANGER" MAJOR:

Give the Pump reload bonus to "AMBIDEXTERITY". Allow the ranger to zoom/aimclick with rifles without having to use scopes (good eyes).

Take over some "SCOUTING" bonus' to "HUNTER" / "RANGER":
1. Prevents the bloodcats to ambush your squad (he knows better about the wild life, hence "HUNTER")
2. Prevents the enemy to ambush your squad (see 1. but for man hunting)
3. If in sector, adjacent sectors will show exact number of enemies. make this two stage 1. only allows the question mark for "HUNTER", you need "RANGER" for exact numbers.

And also something from "RANGER" to "SCOUTING"
1. the camouflage bonus should be given to make up the loss of the other stuff
2. the weather bonus should be here

Explanation
MAJOR are classes where the whole group benefits directly from it, while minors primarly help the guy having the minor (which helps his MAJOR in helping the group). Currently scouting helps the whole group directly with preventing the ambushes and giving sector counts, which makes scouting effectivly a MAJOR. Thats a rational for the above changes. (and camo/weather being very bad bonus' since night ops and wearing a guille suit are better).

Furthermore, as I understand, every MAJOR has something special with a gun, the "RANGER" allowing to faster reload a shotgun is interesting but useless in a "ranged" combat situation. As pump action shotguns are mainly used as secondary (open doors) or early in the game, I would give the shotgun pump bonus to the minor "AMBIDEXTERITY".
Give the ranger the possibility to aim click with an unscoped rifle as it would have a scope. And/or adjust a bonus which covers not only the ingame "rifles" but also automatic rifles and sniper rifles (currently the normal rifles in ja1.13 are too limited).

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Sergeant 1st Class
Re: S.T.O.M.P. ( v1.12 )[message #257121] Thu, 22 July 2010 10:23 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
Quote:
Sandro what do you think about scoring an instant knockout if you attack an enemy from behind?


hell yeah, something like, untrained, each str point gives 0.5% chance to instant knock out, while the trained martial artists have 1%/1.5% chance per str point. but i think too much coding is involved for that.


Quote:
My suggestions to the "RANGER" MAJOR:

Give the Pump reload bonus to "AMBIDEXTERITY". Allow the ranger to zoom/aimclick with rifles without having to use scopes (good eyes).


for a shotgunner myself (in real life), i'd say give ambidexterity trait an overall reloading AP bonus and give ranger a particular shotgun reloading bonus (and they should stack!). a proficient/competetive shotgun shooter can load 4 shells in under 2.5 seconds.



Quote:

Furthermore, as I understand, every MAJOR has something special with a gun, the "RANGER" allowing to faster reload a shotgun is interesting but useless in a "ranged" combat situation. As pump action shotguns are mainly used as secondary (open doors) or early in the game, I would give the shotgun pump bonus to the minor "AMBIDEXTERITY".
Give the ranger the possibility to aim click with an unscoped rifle as it would have a scope. And/or adjust a bonus which covers not only the ingame "rifles" but also automatic rifles and sniper rifles (currently the normal rifles in ja1.13 are too limited).


to adapt to STOMP (which was the preferred mod for the chinese players), IoV converted many previous assault rifles and sniper rifles to "rifles". (haven't counted but i think there are over some 20 rifles for the ranger, not counting WWII rifles.)

also in IoV, shotguns are great CQB weapons, even in late games.

i am not suggesting that everyone should play IoV, because obviously the mod has flaws and too many guns for some people. what i'm suggesting is to make a STOMP version of 1.13's items xml, convert a few exsisting ARs and SRs to rifle and buff the shotguns.

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Sergeant 1st Class
Re: S.T.O.M.P. ( v1.12 )[message #257135] Thu, 22 July 2010 14:37 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
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Quote:
Sandro what do you think about scoring an instant knockout if you attack an enemy from behind?

The problem with this is that you can just run behind the enemy every turn and knock him out.
It also isn't an option to only allow it when unnoticed, because the chance you can run up to someone unnoticed isn't very big.

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Master Sergeant
Re: S.T.O.M.P. ( v1.12 )[message #257144] Thu, 22 July 2010 15:33 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
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There already is a 30% damage increase to hth when attacking from behind unnoticed. You can do that pretty easily, especially with athletics but you will not have enough APs to knock them out and it will usually result in getting 3 bullets in your forehead.

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Sergeant 1st Class
Re: S.T.O.M.P. ( v1.12 )[message #257148] Thu, 22 July 2010 15:55 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:438
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30% damage increase is not as drastic, especially because walking behind the character if he's turned to you will cost about the same as another hit.

A certain knockout however would be well worth those AP's needed to walk behind him.

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Master Sergeant
Re: S.T.O.M.P. ( v1.12 )[message #257158] Thu, 22 July 2010 16:14 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
How about an ini setting to define the chance that Tony will be available? I stumbled upon this piece of code while looking for other things and thought "Hey, why not externalize this?". The default is 80 percent but could be lowered for higher difficulty in buying/selling weapons or it can be raised if you want it easier.

What do you think?

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Lieutenant
Re: S.T.O.M.P. ( v1.12 )[message #257166] Thu, 22 July 2010 16:48 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
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do it

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Sergeant Major
Re: S.T.O.M.P. ( v1.12 )[message #257177] Thu, 22 July 2010 17:54 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
I already did. Very Happy

New setting in Ja2_Options.ini section [Strategic Event Settings]:

CHANCE_TONY_AVAILABLE = 80


GameSettings.h:

added line 855:
UINT8 ubChanceTonyAvailable;	// chance for Tony to be in his office, default 80%


GameSettings.cpp:

added new lines 1187 to 1188 in the "Strategic Event Settings" section:
// chance that Tony will be in his office
gGameExternalOptions.ubChanceTonyAvailable		= iniReader.ReadInteger("Strategic Event Settings","CHANCE_TONY_AVAILABLE", 80, 0, 100);


Strategic\Strategic Event Handler.cpp:

changed lines 837 to 838:
// San Mona C5 is not loaded so make Tony possibly not available
if (Random( 99 ) < gGameExternalOptions.ubChanceTonyAvailable)

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Lieutenant
Re: S.T.O.M.P. ( v1.12 )[message #257179] Thu, 22 July 2010 18:09 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
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What decides when he comes back if he's not there?

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Sergeant 1st Class
Re: S.T.O.M.P. ( v1.12 )[message #257182] Thu, 22 July 2010 18:28 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
Once a day it will be evaluated if Tony is there or not. The check runs only if the sector is not loaded. If the game decides that Tony is away he will be moved to a sector which is out of reach.

The code:
if (Random( 99 ) < gGameExternalOptions.ubChanceTonyAvailable)

checks if he should be in the sector. If you set the chance to 100 he will always be there because the random number can never be greater or equal the chance. If you set the chance to 0 he will never be there except for the first encounter when you need to get rid of Brenda.

Any number x in between gives a chance of x percent that he will be there. JA2 default is 80 percent.

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Lieutenant
Re: S.T.O.M.P. ( v1.12 )[message #257196] Thu, 22 July 2010 20:28 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
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Sandro, any possibility of being able to heal lost stat points at the hospital?

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Sergeant 1st Class
Re: STOMP v1.12[message #257197] Thu, 22 July 2010 20:30 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
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HLTV
sandro: the chinese translation files you wanted is right here
Thanks, HLTV.

Quote:
Sandro what do you think about scoring an instant knockout if you attack an enemy from behind?

WarmSteel
It also isn't an option to only allow it when unnoticed, because the chance you can run up to someone unnoticed isn't very big.

HLTV
hell yeah, something like, untrained, each str point gives 0.5% chance to instant knock out, while the trained martial artists have 1%/1.5% chance per str point. but i think too much coding is involved for that.
Well, +30% for surprise attack, aim on head -> +30% as well, +X% bonus from precise hit(surprise attack has always at least 100% CtH), not to mention spinning kick. I did knocked most enemies with one such hit. You just have to try Martial Artist with good stats. Then you also do not have to care about the knocked guy for several turns, because of the Martial Arts trait, they remain uncoscious much much longer time.
I will externalize these numbers in future anyway. Smile

CptMoore
My suggestions to the "RANGER"
This is an excellent design work! I was thinking and doubting about Ranger's usability from the beginning.. Thanks for this, I am saving it now as "TO DO soon".

HLTV
for a shotgunner myself (in real life), i'd say give ambidexterity trait an overall reloading AP bonus and give ranger a particular shotgun reloading bonus (and they should stack!). a proficient/competetive shotgun shooter can load 4 shells in under 2.5 seconds.
Good to have someone experienced here. But when handling bolt-action rifles, you use right hand in most cases, no? (Can't recall a single rifle where it's by left hand now, but I am no expert.) The shotguns on the other hand are more understandable, and I was considering that.
HLTV
what i'm suggesting is to make a STOMP version of 1.13's items xml, convert a few exsisting ARs and SRs to rifle and buff the shotguns.
I am approving this very much. I was thinking some time about suggesting to rebalance the weapons as lot of things are pretty out of balance there.

silversurfer
How about an ini setting to define the chance that Tony will be available? I stumbled upon this piece of code while looking for other things and thought "Hey, why not externalize this?". The default is 80 percent but could be lowered for higher difficulty in buying/selling weapons or it can be raised if you want it easier.
Hah. Can I implement it then?

Jinxed
Sandro, any possibility of being able to heal lost stat points at the hospital?
Perhaps. Smile Who's gonna code it?

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Master Sergeant

Re: STOMP v1.12[message #257230] Fri, 23 July 2010 00:38 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
Sandro

HLTV
what i'm suggesting is to make a STOMP version of 1.13's items xml, convert a few exsisting ARs and SRs to rifle and buff the shotguns.

I am approving this very much. I was thinking some time about suggesting to rebalance the weapons as lot of things are pretty out of balance there.


I don't understand. You can't just say that a certain weapon now belongs to another category. I theory you can of course but a weapons category is defined by the weapons properties. Would you say that a G36 is a rifle just because you want more rifles ingame? Certainly not because a G36 IS an assault rifle. There is no doubt about it.
If you want to add more rifles to the game - I say go for it.


Sandro

silversurfer
How about an ini setting to define the chance that Tony will be available? I stumbled upon this piece of code while looking for other things and thought "Hey, why not externalize this?". The default is 80 percent but could be lowered for higher difficulty in buying/selling weapons or it can be raised if you want it easier.
Hah. Can I implement it then?


Of course, if you like it. Smile

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Lieutenant
Re: STOMP v1.12[message #257234] Fri, 23 July 2010 02:01 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
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No, I didn't want to make ARs somehow be rifles.. wrong quotation I did. I agreed to the point of taking a look at the weapons regarding the STOMP. Just scratch that.

Tony implemented. I put the ini setting under "tony uses br setting" in [Shopkeeper Inventory] section though.

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Master Sergeant

Re: STOMP v1.12[message #257289] Fri, 23 July 2010 20:19 Go to previous messageGo to next message
overweightninja is currently offline overweightninja

 
Messages:7
Registered:June 2008
Sandro, installed this along with WF+AIM yesterday, first time I've tried STOMP, just wanted to say the work you're doing is fantastic, keep it up mate!

@ the chap asking about jumping through windows (or anyone else interested), it is indeed shift+j, however the character does not jump through the window to the adjacent tile. The adjacent tile is considered a wall tile and this is what is jumped over, not the window itself. For this reason you need to make sure the next tile over is not blocked, as that is where your merc will jump to.

Cheers

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Private
Re: STOMP v1.12[message #257334] Fri, 23 July 2010 22:29 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
Quote:
I don't understand. You can't just say that a certain weapon now belongs to another category. I theory you can of course but a weapons category is defined by the weapons properties. Would you say that a G36 is a rifle just because you want more rifles ingame? Certainly not because a G36 IS an assault rifle. There is no doubt about it.
If you want to add more rifles to the game - I say go for it.


of course you need to change a few things around.

take IoV for example, we added many semi-automatic rifles into the game on top of converting some previous military weapon's civillian version back to semi-auto, and of course, Rifle.

for example. Springfield M1A scout, used to be a selective-fire assault rifle. in 918, it is now a semi-automatic rifle. (I have yet to see a full-auto Springfield made receiver to be honest.)

iov's rifles that i can name on top of my head:

almost all WWII rifles
Kel Tec RFB carbine and precision rifle
HK SL8
KAC SR25 carbine and precision rifle
KAC SR15
Barrett M82A2 (the bullpup shoulder firing one)
Springfield M1A scout and all its custom stock conversions (i believe)
Ruger Mini-14's conversions, at least 4
some oddball caliber civillian AR15 variants, such as the .300 whisper and .458 socom, i think tere were at least 4 of them
DSA's civillian FALs: SA58 OSW, Para Elite and the precision rifle.
DPMS 6.8
the tacticool desert eagle carbine
beretta's storm series carbine
steyr scout
and Fulton Armory MCR

hmm, that should be at least 40 rifles right there. i dont even want to list all the shotguns...

my point is that with the right weapon, ranger class is not underpowered. it's a must have in my games. for me the ranger's flat CtH bonus with rifle and shotgun makes a huge difference: in CQB, no extra ap is wasted on aim clicks. simply point and shoot, and you have a dead enemy; in medium to long distance, a ranger is just as good as a sniper, if you can find him the right weapon that is.

edit:

i dont know what's in 1.13's arsenal, but sure there are guns that should have been rifles.

[Updated on: Fri, 23 July 2010 22:31] by Moderator

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Sergeant 1st Class
Re: STOMP v1.12[message #257337] Fri, 23 July 2010 22:43 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
silversurfer
I don't understand. You can't just say that a certain weapon now belongs to another category.


Agreed, I think the whole flat bonus CTH is pretty bad since why are you good in hitting with a semi automatic rifle but not automatic rifle in single shot mode? Makes no sense. However it does allow us to think about replacing these CTH with special features...

like sniper can aimclick further,
gunner has less CTH loss or even CTH win for several shots (needed to use a heavy MG),
ranger can aimclick as good as scopes but without them,
gunslinger has faster reactions *lower ap* for shooting with pistols (pistols are slow since aiming with them is actually harder for untrained guy.. mp5 is faster. a police academy newbie told me first hand).
the other classes excell in their respective support roles.

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Sergeant 1st Class
Re: STOMP v1.12[message #257340] Fri, 23 July 2010 22:52 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
In 1.13 there are only 19 rifles, 18 shotguns, 38 sniper rifles and 93 !!! assault rifles...
Yes, I think the rifle type could use some additions as well as the shotguns.

You don't even need to remove assault rifles or convert them into a civil variant. Just add a few more rifles and balance them.

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Lieutenant
Re: STOMP v1.12[message #257341] Fri, 23 July 2010 23:20 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
I prefer the assault rifles

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Sergeant Major
Re: STOMP v1.12[message #257349] Sat, 24 July 2010 00:37 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
I prefer the balance.

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Master Sergeant

Re: STOMP v1.12[message #257350] Sat, 24 July 2010 01:21 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Assault rifles are more useful imo. Ever went paintballing? Yeah, everyone hates the guy with the auto, because supression fucking pwns.

But of course a sneaky bugger shooting from cover with a semi automatic rifle can really mess things up too.

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Sergeant 1st Class
Re: STOMP v1.12[message #257354] Sat, 24 July 2010 01:54 Go to previous messageGo to next message
Forral is currently offline Forral

 
Messages:71
Registered:May 2009
Location: Sweden
The whole "Assault Rifles is better than everything else" is something that has made me prefer playing FPS type games that are in historical settings, such as WWII, over modern ones. I like when there's an actual choice between the weapons you pick, rather than having one weapon that does all jobs almost as well as the others.

There's rarely any good reason to use a semi-automatic rifle over an Assault Rifle, or a Sub-Machine Gun instead of an Assault Rifle, or a Machine Gun instead of an Assault Rifle, etc. In the era of World War II however, the assault rifle was still in its infancy and it wasn't as readily avaliable. Instead you had your pistols for back up, your Sub-Machine Guns for assault, and your Semi-Auto Rifles for direct fire assault, and your Heavy/Light Machine Guns for support, and Bolt-Action Rifles for precision firing and sniping.

I prefer it when all weapons still have their purpose and signficiantly excell in their choice scenarios instead of being overshadowed by the all powerful, multi-purpose Assault Rifle, even if that means skewing the realism a notch.

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Corporal
Re: STOMP v1.12[message #257355] Sat, 24 July 2010 02:23 Go to previous messageGo to next message
BrotherJayne is currently offline BrotherJayne

 
Messages:19
Registered:June 2010
I wish we had overheating- that would give SMG's a better assualt advantage, and MG's a better ranged advantage.

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Private
Re: STOMP v1.12[message #257358] Sat, 24 July 2010 02:36 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Well, the use of shotguns has been sort of nerfed ever since Germany protested against their use at the end of WWI. But that hasn't stopped people from further development. Rifles just outlived their purpose imo, and the assault rifle has taken a place at the front with the world wide success of such rilfes as the AK-47.

You always want a backup weapon. Whether it's a pistol or a machine pistol that varies but backup nonetheless. A submachine gun or shotgun for CQB is preferred. Mid distance jungle warfare is an assault rifle... Well you get the picture.

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Sergeant 1st Class
Re: STOMP v1.12[message #257359] Sat, 24 July 2010 02:46 Go to previous messageGo to next message
Forral is currently offline Forral

 
Messages:71
Registered:May 2009
Location: Sweden
BrotherJayne
I wish we had overheating- that would give SMG's a better assualt advantage, and MG's a better ranged advantage.


I further wish we could have somekind of penalty for larger and less mobile weapons while in crowded areas, whether its densely forested terrain, among a bunch of rocks or within an tight interior. I imagine the implementation of that would be a nightmare, but that would provide true purpose to most of the shorter ranged, and often less cumbersome weapons, and a more sensible bonous to weapons with folding or retractable stocks.

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Corporal
Re: STOMP v1.12[message #257371] Sat, 24 July 2010 09:56 Go to previous messageGo to previous message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
Forral
I further wish we could have somekind of penalty for larger and less mobile weapons while in crowded areas, whether its densely forested terrain, among a bunch of rocks or within an tight interior. I imagine the implementation of that would be a nightmare, but that would provide true purpose to most of the shorter ranged, and often less cumbersome weapons, and a more sensible bonous to weapons with folding or retractable stocks.

Thats an interesting idea.The question is, what do we call 'crowded'? It would have to be a certain, sensible amount of impassable tiles out of a surrounding field of tiles.

If we keep to that definition, it wouldn't be *that* hard to do (still beyound my capabilities). The 'mine detection' function does a similar thing in checking the 8 immediately surrounding tiles. The penalty could then be applied according to size of the carried gun and how many impassable tiles there are. (maybe increase the field to 4x4 or 5x5, but thats the maximum that could actually influence you)

However, I would restrict those penalties to movement related AP costs. Increase moving, turning and readying cost. Otherwise you would penalize perfectly fine tactics like placing an MG between some rocks to get some cover.

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Captain

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