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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #328664] Thu, 28 November 2013 10:58 Go to previous messageGo to previous message
goc_man is currently offline goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
Hey wil473, great stuff you're doing.
I'm playing a Urban Chaos 4.42 campaing with NCTH and I've been taking notes on bugs and some stuff I'd change/recommend.

The list turned out to be a bit longer, so here goes.

Let me start off with some general feedback:

I really like all the new items, specially all the weapons and upgrades (like the AR variants, bullpup conversion kits, stocks, all other attachments...). But I think the .22 calibre guns are redundant. I never needed to use them, since they're outclassed even in the very beginning. I just delete them all. Also, B.Rays and Tony's inventory is cluttered up by a lot of these useless guns.

On the same note, there are few examples of redundant items with identical stats: Mk.II and F1 grenades; STSH-81 and ZSh-1 Helmet; Steel and Titanim Plates. I think you should chose one and remove the other, or make a distinction between them.

Armor. Great choice of different upgradable stuff. I also like the Commando LBE. But I think the Commando and Striker Vests hava a too high coverage value. Specially the upgraded variants. The Squad Leader vest with its 99% seem a bit too much (defeats the purpose of the coverage system al together)
Btw, why are there 2-3 copies of each commando/striker armor item in the XMLs?

The LBE gear additions are good as well. I would just give some of the new vest a few more pockets, and the Modular M-LBE vests are missing camo bonuses.

Shotguns: I like all the new ammo and stuff. I also like how shotguns are really usefull in this mod. But in the hands of a great merc with the Hunter trait (like Ayana or Shadow) the shotgun becomes the uber weapon. For example, I have Ayana with a tricked out Saiga 12 with a Kobra, Korsak, Full Choke, Drum adapter and tons of Flechette ammmo. She is abble to take 3 fully aimed shots and kill 3 enemies per turn if they are in the range of up to 25-30 tiles. A head or torso shot almost always results in a kill. If an enemy happens to be extremly lucky and survives, he will be pinned down and die the next turn. And this is mid-game. I had to restrict myself to not using flechete ammo since it's overkill. . I recommend lowering of flechete ammo armor piercing property, lowering shutgun suppresiion (not sure how though) and also either:
A. Lowering Hunter trait properties and/or B. Tuning down accuracy/damage of shotguns a bit.
While flechete is overpowered, I think slug ammo is a bit weak and should have a bit of armor piercing. I would also rename the ammo itself into "slug" not "shells", since it's the proper name.
Also, I not 100% sure about this, but I've done some research... As I understand, what is Duplex ammo in your mod, should be called Double Slug (LINK - Double Slug ) and there should be be "Dupleks" ammo which IMHO should be something like Slugs but a bit better in terms of bullet tumble, range and armor piercing (LINK - Dupleks ammo)

Some mercs are too cheap for their abilities. I don't know whether it was like this in the original UC...but Razor, Ayana, Numb and Morgan from M.E.R.C. are $300-$1000 per Day. Combat wise, they belong to the top tier of the most expensive mercs. I'd double their price.

I like the idea of giving gasmasks a penalty, but I think you overdid it. We're talking about soldiers trained and used to operate in gasmasks, not civilians who put them on for the first time in their life. I'd make it: Aim Cap -10%, Gun Handling +25% and tunnel vision +40%, that's it.

That guy QM in Port Kip: His inventory should be revised. The moment you meet him, he can sell you a Colt PDW, Ultimax, Heavy 5.56 ammo and some great attachments. I tested this in 4.47. I started a new game and teleported there. That's the stuff he had.
Same goes for Smithy in C4. He doesn't have such high coolness items, but still has a huge amount of stuff you're not supposed to have in the begining of the game. Game braking, unless you restrict yourself to not trade with these two. Maybe Smithy shouldn's sell stuff at all, only repair.

The Menger NPC (can't remember where) and Crusher (K4 underground) have something wrong with their speeches. The former seems to have some wrong speech files, while the latter refuses to talk to you after your conversation with him. The conversation just ends, no matter what you tell him, and just nothing happens.

Facilities: Too much Airports and Shipping Offices in early game towns (Atremo, Calisto & Port Kip). You buy a few cheap mercs that can work here, and you get rich too early. It spoils the balance. Otherwise, great ideas with the police detachments, factories, powerplants... A good imersion into the UC campaign. BTW, you can train militia in factories - is this intended?

Since the original UC readme, documentation is missing (I can't find any), maybe you could add some basic info on story and the different factions in your documentation. Basics would suffice, just to get a new player going.

Here's an idea I had. Maybe you could make suppressors fit only to guns that come factory equipped with a threaded barrel. A few that come to mind are MP5N, MPX, AEK Kahstan, 9A-91, SR-3M Vikhr, Sig 226 Tactical, P 14-45 Tactical, Mk.23, USP Tactical... For other guns you would need a special attachment that would allow suppressors - a barrel replacement/extension (universal items but specific for pistols, smgs, ARs which would be of high coolnes). It would be a realistc feature and this way you would need to make a comprimise for night ops in the early/mid game - making some, otherwise outclassed, guns more interesting.


And some Bugs:
(Please note that these are from version 4.42, so they might be fixed already)
Toggle Spoiler


And some minor suggestions:
Toggle Spoiler


Keep up the great work!




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