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Re: "How does it work?" Part 4: Chance-to-Hit[message #220478] Wed, 10 June 2009 17:40 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
You probably couldn't get the standard AR15 / M16 trigger group into the Ruger.

This should be a conversion kit which makes it burst and full auto. By conversion kit I mean a merge item like the SL8 has to make it the SL8 RAS.

There is an AC-556 version Ruger is marketing to law enforcement, it has a selector for semi, 3 round burst, and full auto.


Re: "How does it work?" Part 4: Chance-to-Hit[message #223986] Sun, 28 June 2009 15:50 Go to previous messageGo to next message
Tommy123
Messages:3
Registered:April 2007
Hi, i'm using the Abakan, which has a burst penality of 0 (with attachments). According to the formulas in this thread my auto weapon traits should be totally useless in this case ... is this correct?
Re: "How does it work?" Part 4: Chance-to-Hit[message #223992] Sun, 28 June 2009 16:47 Go to previous messageGo to next message
coffeecommander

 
Messages:88
Registered:June 2009
Location: Europe, and pitying you.

Not quite. AFAIK even with a penalty of (numerically) 0, you still get -1% per bullet.
Re: "How does it work?" Part 4: Chance-to-Hit[message #223996] Sun, 28 June 2009 17:27 Go to previous messageGo to next message
Tommy123
Messages:3
Registered:April 2007
sure? here the formulas:

1) Weapons Burst Penalty

Weapon's_Total_Burst_Penalty = Weapon's_Inherent_Burst_Penalty + Burst_Bonus
Weapon's_Total_Burst_Penalty = 0 + x = 0 (can't go over 0)

2) Total Burst Penality

Burst_Penalty = Weapon's_Total_Burst_Penalty * (number of bullets already fired in this burst - 1)
Burst_Penalty = 0 * (y - 1) = 0


Mhh ... the Abakan has only a 2-Shot-Burst, this means according to the formula there is no per-bullet-penality no matter what the Weapon's_Total_Burst_Penalty is

Burst_Penalty = Weapon's_Total_Burst_Penalty * (number of bullets already fired in this burst - 1)
1. shot: Burst_Penalty = x * (0 - 1) = x (?)
2. shot: Burst_Penalty = x * (1 - 1) = x (?)

... confusing formula

[Updated on: Sun, 28 June 2009 17:29] by Moderator

Re: "How does it work?" Part 4: Chance-to-Hit[message #223997] Sun, 28 June 2009 17:37 Go to previous messageGo to next message
Headrock

 
Messages:1795
Registered:March 2006
Location: Jerusalem
Quote:
number of bullets already fired in this burst


This is the confusing part - the value includes the current bullet.


Re: "How does it work?" Part 4: Chance-to-Hit[message #223999] Sun, 28 June 2009 17:58 Go to previous messageGo to next message
Tommy123
Messages:3
Registered:April 2007
Headrock
Quote:
number of bullets already fired in this burst


This is the confusing part - the value includes the current bullet.

aha ... here the altered formula:

Burst_Penalty = Weapon's_Total_Burst_Penalty * (number of bullets already fired in this burst - 1)
1. shot: Burst_Penalty = x * (1 - 1) = x * 0 = 0
2. shot: Burst_Penalty = x * (2 - 1) = x * 1 = x

-> first shot without penality and second shot with "Weapon's_Total_Burst_Penalty"

but in my example the "Weapon's_Total_Burst_Penalty" is 0 - this means:
-> no penality for all burst-shots (Burst_Penalty = 0 * (y - 1) = 0)
-> no use for autoweapon trait

[Updated on: Sun, 28 June 2009 18:23] by Moderator

Re: "How does it work?" Part 4: Chance-to-Hit[message #224002] Sun, 28 June 2009 18:58 Go to previous messageGo to next message
Headrock

 
Messages:1795
Registered:March 2006
Location: Jerusalem
Quote:
but in my example the "Weapon's_Total_Burst_Penalty" is 0 - this means:
-> no penality for all burst-shots (Burst_Penalty = 0 * (y - 1) = 0)
-> no use for autoweapon trait


That is correct. And hopefully, will change once auto/burst penalty becomes dependent on distance.


Re: "How does it work?" Part 4: Chance-to-Hit[message #228622] Wed, 22 July 2009 22:04 Go to previous messageGo to next message
AVE
Messages:2
Registered:July 2009
Location: Russia
I see that sun goggles are never mentioned here. In vanilla JA2 they gave CtH bonus at daytime. But now, as I can see, they only give visibility extension at daytime, right?
Re: "How does it work?" Part 4: Chance-to-Hit[message #228625] Wed, 22 July 2009 22:20 Go to previous messageGo to next message
Headrock

 
Messages:1795
Registered:March 2006
Location: Jerusalem
Extending visibility can be very important. If you can't actually see the target, your CtH drops sharply. So the few extra tiles of sight can mean a dramatic increase of CtH. But yes - goggles don't actually have a direct effect on CtH just by wearing them.


Re: "How does it work?" Part 4: Chance-to-Hit[message #235776] Fri, 23 October 2009 14:35 Go to previous messageGo to next message
goc_man

 
Messages:107
Registered:November 2007
Location: Croatia
Headrock

An aiming bonus of +20 (scope 10x) gives a 20-meter shortening of range for the first AP spent (2 tiles). That number then slowly diminishes with each AP you spend. In one example I did in the article, I got the effective range shortened by 50 meters (5 tiles) using an imaginary scope. With a regular sniper scope you can get about 7 or 8 tiles shortening of range. It doesn't sound like much, but when the universal range penalty is taken into account, this translates to around +25 bonus to your CTH (not for each AP, but for ALL APs spent). Since the universal bonus is calculated near the end of the formula, the CTH bonus is almost entirely flat (meaning, an actual +25, unmitigated by anything else). Of course, with lower-end scopes, you'll get less of a bonus.



Good to know. I always though that the effective range to target would be reduced by nore then 7-8 tiles (sniper scope) so I used a laser on my sniper rifles. This turns out to be usless, since the maximum laser range(during day) of an AN/PEQ-2A is 30 tiles. 37-38 tiles is not the range at which my sniper team operates. Although the CORSAK might me usefull for russian rifles, and some closer range shooting (with the max day range of 52 tiles). Note: the stats reffer to the AIM mod.
Please correct me if I'm wrong.
Re: "How does it work?" Part 4: Chance-to-Hit[message #235791] Fri, 23 October 2009 19:43 Go to previous message
Headrock

 
Messages:1795
Registered:March 2006
Location: Jerusalem
10x Scope + Rifle-Laser is possible on some weapons in some mods, and if the weapon is fast enough (especially semi-automatic) then it can be useful. Don't forget that the laser does work somewhat beyond its "best" operating range.


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