Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » Rebalancing Scope and sight mode mechanics
Re: Rebalancing Scope and sight mode mechanics[message #354990 is a reply to message #354973] Wed, 19 September 2018 18:45 Go to previous messageGo to previous message
edmortimer is currently offline edmortimer

 
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Registered:January 2015
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I reworked how scope give bonuses and maluses in AV. I also use Sevenfm's executable to base the changes on, so his work on the code is a major factor on how everything with NCTH works. First I took all the integral scope modifiers off of the weapons that have it included, and placed them on the scope. I thought that a scope, as an attachment, should not modify the weapon's modifiers, but it's own. That allows scopes to be taken off and not leave the AP modifier still affecting the performance of the weapon. For an example of what I did to the scopes here are the 2x & 10 x compared. I also added all the missing scope magnifications - 3x, 5x, 8x, 9x.

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In game play with AV the result is close to what I think a balance of real life and game play. But I am always looking to improve it.

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