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Re: A Small Compilation of New Features[message #312504] Mon, 26 November 2012 17:22 Go to previous messageGo to previous message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
Ok, after playing a while, here is my feedback on these features.

Dual Burst/Autofire Enabled

I actually had no idea this was implemented before I red it here. I have an IMP named Frank Castle and I bet he is eager to try it out. :maskedsniper:

Alternative Weapon Holding (firing from hip + pistol with one hand)

I actually saw this and is great feature. I'm personally using setting no.3 in ini file (scope mode) as it gives me exact control of the stance and allows me to shoot aimed shots with little ap investment. I find this feature a great addition to combat system as it allows you for alternative approach to suppression fire. I see AI use it a lot too. Actually AI seems to like using this stance whenever hes standing and doing suppression fire, which is great. It's both eye candy and useful. I give this feature 5/5.

Energy Cost on Weapon Manipulation (holding it shouldered, firing)

This one is just great, not hard to notice at all when you grab your first LMG. I had Carlos fire a full auto while standing with his LMG that had heavy bipod (AIMNAS mod) and he almost ran out of energy in one turn. However, when I set him to fire from prone position he had almost no stamina loss from there. The gun was one of those old WW2 LMG's that have quite a kick and this stamina loss looked just ... right. Snipers also take a nice hit if they don't shoot from prone position so prolonged sniping with high powered snipers is a :nono: .
I simply love this feature and have found no need to change default setting in ini file. I give it 5/5.

Suppression Effectiveness Modified by Caliber and Gun Loudness

I actually didn't have much chance to use silencers and I'm not so sure I would have noticed the difference since I play by house rule of not attacking enemy during night. I'm gonna pass judgement on this one to someone else. :judge:

No Enemy Auto-ready Weapon Option

I use this feature and it makes sense to me. I use the setting that has enemy turn towards you when he spots you but not raise his weapon. This in fact seems to me to be most realistic as we usually turn instinctively toward unexpected sounds we hear around. Since this feature has smaller impact on actual gameplay I wont give it a score and just say that I like it.

Fancy Big Merc Rifle Holding Animations

I have Wolf running around this way all the time when Fox is in the sector :naughty: . More eyecandy and I like it.

More Random Idle Animations

Wasn't paying much attention to this one so I won't make judgement on this one.

Kick in HtH Implemented

This one was hard not to notice. I love it. Period. Melee combat was something that needed lot of love ever since original JA2 and every improvement in that area will get my vote. :bluecool:
Didn't know about extra aiming level changes but I do find it very useful and will be using them for sure.

Jumping Implemented

Actually this one indeed is problematic. Exactly as Slax pointed out, it's shortcut key is the actual problem in game. Specifically, when you use SHIFT to force cursor to 'hug the ground' so you can move your merc, say behind refrigerator, the cursor now changes to jump cursor. The merc will not jump there, he will run instead and it will cost him more ap's while slowing down game as if it suddenly uses lots of resources. I love to have jump ability but definitely vote for change in shorcut key that doesn't conflict with 'force cursor to hug the ground' one. Because of this i give it 3/5.


All in all, I really love new features and find them great addition to the game. :cheers:

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