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Re: Urban Chaos-1.13 v3.70 ADCAP[message #308311]
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Sat, 28 July 2012 17:11
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Hazapuza |
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Messages:262
Registered:February 2009 Location: Finland |
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Don't know about stock 1.13, but my guess would be not very well. Anyway, we're talking about a weapon with really similar dimensions and weight to AKM and AK-74, and I don't believe Saiga's ergonomics are noticeably inferior.
But hey, do you know anything about those strange auto-fire AP reductions? They've been there for a long time, although I haven't paid that much attention to them before...
Edit: What's the reason for RPK having 3 points faster draw cost (24) than RPK-74? Stat diversification?
[Updated on: Sat, 28 July 2012 18:58] by Moderator Report message to a moderator
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Master Sergeant
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #308321]
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Sun, 29 July 2012 01:02
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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HazapuzaBut hey, do you know anything about those strange auto-fire AP reductions? They've been there for a long time, although I haven't paid that much attention to them before... I'll check in-game, I don't seem to be seeing any reason for it in the XML Editor
HazapuzaEdit: What's the reason for RPK having 3 points faster draw cost (24) than RPK-74? Stat diversification? No, it is probably inattention on my part. If anything they should be flipped. Changeds RPK draw to 24 and RPK-74 to 22 AP.
HazapuzaDon't know about stock 1.13, but my guess would be not very well. Anyway, we're talking about a weapon with really similar dimensions and weight to AKM and AK-74, and I don't believe Saiga's ergonomics are noticeably inferior.
...and "Heavy" AK's (12 guage, 7.62x51mm) will standardize to a draw of 22 AP in future as well.
[Updated on: Sun, 29 July 2012 01:05] by Moderator Report message to a moderator
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #308325]
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Sun, 29 July 2012 13:39
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Hazapuza |
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Messages:262
Registered:February 2009 Location: Finland |
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Here's the complete open bolt weapons list. Again, there might be errors.
Machine Pistols
AEK-919K "Kashtan"
Agram 2000
IMI Mini-Uzi
IMI Micro-Uzi
Ingram M10
Ingram M10/9
KGP-9
PM-63 RAK
PP-93
Then there's the SEBURO CX, probably closed bolt since it's a high-tech sci-fi fantasy weapon...
Submachine guns
American-180
American-180 Short
Beretta PM 12
Carl Gustaf M/45B
IMI Uzi
Jati-Matic GG-95 PDW
Jian She 9mm SMG
KP M/31 Suomi
MAT Modele 1949
Owen .45
PPsh-41
SA vz.24
Sterling L2A3
Thompson M1928
Thompson M1A1
Type 05
Type 64
Type 85
Walther MPL
(No idea about OTs 39, can't find anything of any accuracy about this... My own guess would be closed bolt, since its rather new, and most open bolt firearms these days seem to be machine guns for the obvious reason.)
Assault Rifles
MGV-176
Light Machine Guns
AAI LSAT
AEK-999 Barsuk
CETME Ameli
FN MAG
FN Minimi
FN M249 SAW PIP
FN Minimi SPW
FN Mk 48 Para
HK MG43
IMI Negev Commando
KAC Stoner LMG
LWRC M6A4 (closed bolt during semi-automatic, open during full auto)
LWRC M6A4 6.8SPC (same as above, obviously)
M60E3
PKM
Pecheneg
Rheinmetal MG3
Rheinmetal-Borsig FG42 (closed bolt during semi-automatic, open during full auto)
RPD
STK Ultimax
Stoner 63A LMG
Shotguns
Atchisson AA-12
USAS-12 (Not quite sure about this one, one site claimed it is open bolt. In any case, the USAS does share the same origins with the AA-12, they're both derived from the open bolt Atchisson Assault Shotgun.)
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Master Sergeant
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #308728]
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Mon, 06 August 2012 17:27
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medicinman |
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Messages:38
Registered:July 2004 Location: FL |
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Playing latest 3.7 UC with svn 1479 and exe 5423 and using multiple Bobby Ray shipping points patch.
Minimal changes to INI - only starting IMP's and repair order.
UC playing very nicely to now in Calisto. Smooth, all quests appear to be working.
Game Balance:
.22 definitely overpowered in early game.
Bugs:
Bobby Ray's shipments arrive in one day even though 2 days is selected.
One runtime error when after hard battle, many reloads, in underground basement Calisto factory. After exiting battle, going to strategic screen with underground sector showing, right click to access inventory button and runtime error on "left click of inventory button." Sorry no save, non repeatable, possibly due to many reload memory leak problems.
Otherwise very nice to date.
BTW using overheating, ap's for inventory, and IIS.
Thanks for your effort.
Pat
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Private 1st Class
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #308735]
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Mon, 06 August 2012 19:41
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Thanks for the report Medicinman.
medicinmanGame Balance:
.22 definitely overpowered in early game.
Does the round need to have damaged reduced further? Or is it the ubiquitous nature (every early game gun class except shotguns has a few examples of it) of the round making logistics too easy?
medicinman
Bugs:
Bobby Ray's shipments arrive in one day even though 2 days is selected.
I didn't have time to do real in-game testing, just used the cheat codes to see if stuff arrived where expected. I'll have some time over the next few weeks to investigate.
Just a reminder everyone that the next release will break save games. There will however be several new features introduced to justify this (well actually it is the .exe that is save game breaking). On my end of things, I will be taking advantage of the enforced new game start to introduce some of the new ammotypes mentioned in the Weapons & Items Request thread.
Loose ammunition has been moved to their own sizes for 1, 2, 4, 5, 6, 7 and 12 rounds, also differentiated by pistol, rifle, and shotgun shell. Still tweaking the pocket scheme.
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #308756]
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Tue, 07 August 2012 05:30
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medicinman |
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Messages:38
Registered:July 2004 Location: FL |
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wil473
Does the round need to have damaged reduced further? Or is it the ubiquitous nature (every early game gun class except shotguns has a few examples of it) of the round making logistics too easy?
Overpowered as compared to other weapons of higher caliber and velocity. I am not exact sure of numbers, however, my experiences with .22 are limited for penetration power.
In game I see the .22 still being a viable weapons when the M4 and AK's are out because they still are accurate and delivering 10-40 pts in damaged to armored targets. I would think vest would stop a .22 at longer ranges dead (10 -15 tiles game still penetrating) with limited breath effects.
Additionally rat shot would have little effect to a non armored human at range unless it hit them in the eye or something. Good for the critters but not killing or maiming a human.
In game the AK22 are as good if not a better weapon until the optics arrive to make the other assault weapons better for their bang.
So IMHO I believe the damage should be reduced further to create a better comparison in game.
The game itself is great with many new features and your mod items make it even better. I like the balance on weapons and enemies (playing expert) and their progression as well. Also their theme of a similar army equipment.
Many weapon choices and sounds like more :super: to come.
Thanks,
Pat
[Updated on: Tue, 07 August 2012 05:31] by Moderator Report message to a moderator
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Private 1st Class
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #309125]
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Wed, 15 August 2012 17:37
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medicinman |
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Messages:38
Registered:July 2004 Location: FL |
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Another issue with 3.72
Attaching AK RIS handguard to AK-47 making permanent change.
It also made the scope PO 3.5x21 a permanent attachment as well, no longer can remove it.
It was attached at the time of adding the RIS Handguard.
EDIT:
Problem with Cut Scene hangs up if choose to watch versus skip. Repeatable.
Just play the save after liberation of the first SAM site when it asks, very soon after loading.
Save here: http://www.4shared.com/folder/-q_AdAWB/_online.html
Thanks
[Updated on: Wed, 15 August 2012 20:04] by Moderator Report message to a moderator
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Private 1st Class
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #309339]
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Mon, 20 August 2012 18:11
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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ParkanPlayed 5454 version with mod.Maybe found few bugs.
2.Ordered few items to adrian airport with overnight express-nothing came.No email about deleivery and no delivery at all.Is i am doing not right something?
That could be a few things:
1) the game will still loose shipments unless you set the chance to 0 on the INI
2) if you do not have control of Adrian airport the shipment will be lost. Since I rearranged the list (alphabetical order) it does take some getting used to.
medicinmanParkanWell.Something strange going on.The food had to work now but still if i try to use canteen on merc it won't do anything and give me error- HEH?.
3.73 new game with food on.
Still in atremo, mercs show food and water deterioration with minus numbers, however, neither canteens, cokes, and alcohol nor staffing the airport eat makes any change in the positive or reduction in the canteen. Just says Heh? but merc says wow great (or something like that lol).
I have tomorrow off so I'll see what is going on with the "canteen" items. I don't remember seeing anything that said that canteens no longer replenish breath.
EDIT: introduction of the dirt system is pending XMLEditor support. To be honest, I still need to tweak the mod's overheating system. Perhaps this lack of progress is a good thing, once I get around to it, I intend to have M4's require a cleaning after about 120 rounds and be overheating after a mag dump of approx 100 rounds (I think that's what I said earlier). Going to have to make sure the two failure systems do not conflict with this goal (ie. weapon fails at only half the expected number of rounds).
[Updated on: Mon, 20 August 2012 18:17] by Moderator Report message to a moderator
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