Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » Rebalancing Scope and sight mode mechanics
Re: Rebalancing Scope and sight mode mechanics[message #354993 is a reply to message #354990] Wed, 19 September 2018 20:13 Go to previous messageGo to previous message
silversurfer

 
Messages:2791
Registered:May 2009
I like how some penalties go down with stance. Makes sense for cap and aim levels. I wonder if this works as well for mounted guns.

Negative <PercentReadyTimeAPReduction> is for slower readying of the weapon which is one of Morbo513's requests. I like it.

Negative <PercentCounterForceAccuracy> makes sense because how can someone properly keep a target in sight during full auto? Noted. Although I wonder if there is a full auto gun that accepts a 10x scope. big grin But I understand that you gave this property to the 10x scope for consistency.

I hope we can "borrow" some of your settings for 1.13 if you don't mind? thumbs up

Only <PercentHandling> seems very excessive to me. Sniper rifles already have high handling values. If we increase them by such a large amount even marksmen and snipers will have a hard time with those weapons. Personally I prefer scope effectiveness which serves the same purpose of making sniper rifles ineffective for untrained mercs.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Report message to a moderator

Lieutenant
 
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Previous Topic: Adjustable Weapon Jam Ratio for Mercs/Enemies or both?
Next Topic: 8-bit colours
Goto Forum:
  


Current Time: Fri Jan 10 18:18:45 GMT+2 2025

Total time taken to generate the page: 0.01226 seconds