Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » Zero chance-to-hit on night time interrupts
Zero chance-to-hit on night time interrupts[message #354003]
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Thu, 12 July 2018 19:34
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RedFaction |
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Messages:47
Registered:July 2018 |
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Hi !
A screenshot is better than a thousand words :
I cannot use links until I posted 5 messages so I put spaces in the link, sorry :/
h t t p s://i.imgur.com/GNAl3wr.png
The displayed layout is Dimitri's visibility.
His weapon is a Colt M4 Commando (range 30, but anyway it seems to happen with any weapon).
At night, every time I got an interrupt I have ZERO chance to hit !
The enemy is WAY in range I should be able to shoot him dead.
My only options are :
1. Pass my turn, loosing the benefit of the interrupt and loosing any chance to get another one for this merc
2. Make just one step toward the enemy to magically being able to shoot
Of course both options result in being shot by the enemy, either because he can finish his turn getting in range and shoot you (option 1) or because he will get an interrupt on you while you step toward him (option 2).
Any idea what's going on ?
Game version : SCI_JA2v1.13_Revision_8575_on_GameDir_2428
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Corporal
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Re: Zero chance-to-hit on night time interrupts[message #354017 is a reply to message #354013]
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Fri, 13 July 2018 18:48 
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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You can place the nvg into the mercs pocket and equip it on interrupt.
Should substancially increase the chance to hit since the enemy is not only completely visible but also one tile closer.
May of course result in no interrupt at all if camo/stance etc of enemy outperforms mercs camo&stance etc.
If you play with AP costs to access inventory,
its possible to change to no AP cost in a running campaign with an simple ram hack, will post full details on demand.
Besides, i guess Dimi's nvg is gen I in not perfect condition,
only if its repaired to 100% mercs get the full +1 vision range bonus, and thus better cth.
Btw, similar effect on cth also for sniper with some vegetation in line to still visible target at mid_to_long range distance,
compared to same distance with clear sight. (use gabbi teleport to compare)
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Master Sergeant
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Re: Zero chance-to-hit on night time interrupts[message #354018 is a reply to message #354017]
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Fri, 13 July 2018 19:02 
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RedFaction |
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Messages:47
Registered:July 2018 |
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townltu wrote on Fri, 13 July 2018 18:48You can place the nvg into the mercs pocket and equip it on interrupt.
Should substancially increase the chance to hit since the enemy is not only completely visible but also one tile closer.
May of course result in no interrupt at all if camo/stance etc of enemy outperforms mercs camo&stance etc.
If you play with AP costs to access inventory,
its possible to change to no AP cost in a running campaign with an simple ram hack, will post full details on demand.
Besides, i guess Dimi's nvg is gen I in not perfect condition,
only if its repaired to 100% mercs get the full +1 vision range bonus, and thus better cth.
Hi townltu 
You are right, he has a nvg gen I in 68% condition.
I'm just startled by the fact he can indeed see the enemy and get the interruption, but cannot do anything about it 
As you suggest I think it's just better to get rid of the night vision and to get a "real" interrupt when the enemy is one step closer to you.
[Updated on: Fri, 13 July 2018 19:02] Report message to a moderator
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Corporal
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Re: Zero chance-to-hit on night time interrupts[message #354606 is a reply to message #354021]
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Fri, 31 August 2018 01:24 
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ZedJA2 |
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Messages:202
Registered:January 2018 |
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I'm going to post something related here also. This is in 8589 SCI build.
I found that with the Beretta Storm "Rifle" my marksman hit only 2 times out of 25 times at 5 hex-8 hex range (counting save scums I tried this maybe 60 times in 8 different situations). This seemed, in the end, to be related to having a 2x Scope on the Storm (with NVG and with a Silencer). Taking away the Silencer did not help. Removing the NVG at night, did not help. But removing the 2x Scope seemed to help a lot.
Is the 2x Scope only meant to be on pistols? It equips on the Storm, but I don't recall 2x scopes, in the older days of 7609 being for rifles. At full aim, my Marksman who was specialized for rifles per background and bonuses, literally could not hit the broad side of a barn with the Storm. If I savescummed still missed as well. But switching to a M1911, she consistently made the same shots.
So I am very wary now to even use the 2x scope, or mix it with Night Vision, even though not sure that mattered.
Perhaps Marksmen cannot truly use the Beretta Storm .45 as a rifle, or cannot use it with the 2x scope as such. Sorry if posted in wrong thread. What I'm getting at is that some of this could be gear mix or attachment related beyond the mere NVG choice, so I posted here.
My theory here is that 2x Scope does not work with NVG. This actually might make sense, as wearing both probably would not work. Perhaps one of you could answer this, especially someone like SevenFM or Flugente.
[Updated on: Fri, 31 August 2018 01:26] Report message to a moderator
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Sergeant 1st Class
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Re: Zero chance-to-hit on night time interrupts[message #354631 is a reply to message #354611]
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Sat, 01 September 2018 07:44 
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ZedJA2 |
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Messages:202
Registered:January 2018 |
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@ LatZee and silversurfer
Quality posts by both of you, thanks very much for the information. You are always helpful Silversurfer, but I must say this is the 3rd post in a few days where I've noted that LatZee has some really in-depth knowledge of the game, very much enjoy his illuminating posts. I am using NCTH and also the Enhanced Item Description system. I had not considered that the 2x Scope might have some malus, even at close range. I also completely forgot, as is usual, about using B to switch Scope modes. Not sure if I can aim down sights or not, I've only used the B key in past for Burst mode.
(Similarly I have to start exploring the $ key options and so on. I've never even refilled a canteen yet, well maybe once long ago via it. Now also the Assignments are much more in-depth due to Flugente's continued expansion of such features.)
However, I did find that with NVG the 2x Scope was virtually useless on the Beretta .45 Storm (perhaps called C4 Storm), an any range, from 5 hexes to 14 hexes, though possibly worse up close. Your reply Silversurfer, explains that well. It also makes sense and sort of goes with why in real life unless the scope has the NV built in, one is going to use either the scope or just the NV, usually NV at night. Appreciate the in-depth info, so I'm guessing that CTHConstants.ini defines Normal Shooting Distance for each weapon or situation.
I will definitely have to look better at the NCTH Targeting Cursor Overlay and search for this magnification factor on the left? I'll admit that I have been ignoring most of the overlay. Is there a place for good info on the current NCTH system?
Will this key info you mentioned be clear to me (the malus) in the Enhanced Description Box for the 2x Scope on once installed on the Beretta Storm Rifle?
I also noticed last session that the Enhanced Description Box does put things like SMG or Rifle at the end of most (if not all) weapons. Are these what the Backgrounds Bonuses go by to determine if a Rifle bonus is active (using a qualified rifle), etc.? Or to determine if Gunslinger bonus applies (to the right type of pistol or single shot mcp)?
Last I read on all this was, I believe, from Headrock's info on the HAM system long ago.
Anyway, thanks for the great replies. Certainly answered my question and added to my ability to play and love the game. The detail in this game, especially 1.13 is amazing.
[Updated on: Sat, 01 September 2018 07:48] Report message to a moderator
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Sergeant 1st Class
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Re: Zero chance-to-hit on night time interrupts[message #354640 is a reply to message #354638]
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Sat, 01 September 2018 19:47
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ZedJA2 |
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Messages:202
Registered:January 2018 |
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@ silversurfer
Thanks for the additional info. I was not fully aware of the "SCOPE_EFFECTIVENESS" concept and the relation to experience and marksmanship, although I began to read a bit of the old development of the NCTH (thread starts with 2014 posts) mostly led by SevenFM. Lots was being considered.
By "Background" bonuses, I simply meant things like the traits and so on in the Backgrounds -- such as Rangers, Marksmen, and Snipers.
Appreciate the further detail, I'll need to digest all this and get used to using and analyzing it more during play. You explain the rationale well, makes sense. I have been using a backup sidearm as needed, now that I know better how to determine when to use each from this discussion it helps a lot. I choose to allow for no cost inventory moves, since I never truly understood the priorities for the inventory shortcut moves, and it is too easy to make a mistake anyway (in my view) with the LBE mechanics (like understanding that a silenced pistol doesn't fit in certain holsters, and all that).
Thanks again.
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Sergeant 1st Class
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