Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » Rebalancing Scope and sight mode mechanics
Re: Rebalancing Scope and sight mode mechanics[message #354974 is a reply to message #354972]
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Wed, 19 September 2018 01:08
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LatZee |
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Messages:187
Registered:December 2015 |
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The scopes are balanced mainly through increasing AP needed to aim and having a minimum effective range, below which they actually make it harder to hit. It is one of main generator of NCTH complaints, because people are kinda used from OCTH that the ideal response to every situation is equiping mercs with the biggest gun they have and attaching fucking Hubble telescope to it
That means that shooting with 7x scope at enemies at something like 20 tiles away is pretty futile. In fact, without looking at CTHConstants, i think that the minumum range for 7x is normal shooting range (70) times its magnification (7) times 0.7 factor for min effective range which would be around 34 tiles which is pretty large distance. At that point you start accumulating maluses instead of bonuses to hit, so it will quite often not be the ideal scope.
Although honestly, with the way scope vision bonuses break AI, I would really like the game to make scopes even harder to use unless the merc is highly proficient shooter, and replace their role with a line of progressively better non magnifying sights that would give to hit bonuses, bot not bonus vision. But I think that's not really something many people would like...
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