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Re: DBB's Instruments of Violence mod 914[message #251642]
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Sat, 15 May 2010 21:49
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HLTVpro |
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Messages:210
Registered:October 2008 Location: USA / PRC |
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Quote:Small bug I've noticed in the recent version of DBB/IoV:
The Rifled Shotgun Choke does -not- cause buckshot to spread wildly, like it says it does in the description and much like it did in the previous versions of DBB.
Small oversight, though it can be a huge balance error. It can give a buckshot/flechette 150m shotgun a range of 210m-220m and an extra +15 to hit. Slap a CORSAK laser and a mid-range 7x scope on to a Russian shotty, and you have a rather efficient one-shot DMR that only requires around 12 ap to shoulder and 20 to fire.
shotgun's always been a pain in the butt
in vannila it's way too weak, in DBB it's (maybe) a little OP.
In real life tho, especially in the police force, shotgun has a really high fire/hit ratio compared to carbines and pistols, you can say every other cop pulls out of a shotgun out of his patrol car and fire his buckshot, some one's getting hit. I, too, carried a shotgun for years and it's my preferred close quarter/home defense weapon.
we tried to put implement this fact into DBB by raising it's effective range (since the game's CTH system is mainly based on this value). i think we should keep this effective range but change the spread pattern to a much wider spread after 50 meters (in real life it would be 25 meters or so, but i dont think people will appreciate this fact. not until big map project becomes real), so at 150 meters, even if you have 99% cth, few (maybe none) of the pellets will score a hit.
it would make more sense than, for example, setting the effective range to 5 and having the spread pattern remain the same, then you fire buckshot at a target at 6 tiles away, all your pellets went left or right by a tile.
[Updated on: Sat, 15 May 2010 21:59] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: DBB's Instruments of Violence mod 914[message #251859]
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Wed, 19 May 2010 01:14
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HLTVpro |
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Messages:210
Registered:October 2008 Location: USA / PRC |
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lol, when i read the first line i hope you dont mean that plastic thing in CoD 6 that can block a direct RPG hit.
well, i guess you can add an entry shield into IoV, but aren't ppl complaining about having too many random junks already?
imagine this picture, you're fighting a third world country's 20 men patrol in a jungle, who armed themselves with the most diversed and random armaments world's ever known: AKs, ARs, FALs, G3s, some cheapass chinese rifle, and among them one guy is holding a SWAT NIJ IIIA entry shield.
the only place to see this thing in Alruco is, maybe, the two airports, and on the elite guards (i use that term loosely) of the queen's palace, but that's beyond IoV.
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Sergeant 1st Class
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Re: DBB's Instruments of Violence mod 914[message #251863]
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Wed, 19 May 2010 06:33
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Hague |
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Messages:9
Registered:October 2008 |
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It could be done now. The issue is animating it. Basically, it's a piece of armor that gives coverage to the head and chest. It's coverage rating is great but it should have a terrible reliability rating.
Edit: Upon consideration, directional values would be necessary as well. So it would require changes to the code and thus a different .exe. Take the directional facing of the target and compare it to the same of the shooter and that applies a multiplier to base coverage calculation.
[Updated on: Wed, 19 May 2010 06:45] by Moderator Report message to a moderator
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Private
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Re: DBB's Instruments of Violence mod 914[message #251867]
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Wed, 19 May 2010 07:40
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steelfallenangel |
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Messages:28
Registered:May 2007 |
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dang I was hoping it would avoid such a drastic change to the code.
But then again that kind of change of the code could lead to a much more realistic armor mod. In which directional facing would determine armors effectiveness with front shots taking the least followed by back then side.
A interesting idea but appears to be beyond the scope of this mod
Thinking back I think it may have been a better idea to not make it a armor attachment but rather a weapon of its own where as a pistol could be equiped to it and act as a weapon attachment like g-launchers. That would elimate the problem of comboing a assault rifle and the shield.
But once again I am probally suggesting things that are beyond the ability of this mod. Since if something like that was easy I would have seen Masterkey underslung shotgun attachments already
[Updated on: Wed, 19 May 2010 07:43] by Moderator Report message to a moderator
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Private 1st Class
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Re: DBB's Instruments of Violence mod 914[message #251923]
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Thu, 20 May 2010 11:54
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DepressivesBrot |
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Messages:3658
Registered:July 2009 |
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Quote:Baker Ballistic Patrol "BatShield" is this flexible ballistic shield designed to "free" the wielder both hands to operate firearms. [...] since it kinda "frees" your hands when you shoot (and thrown on the back when not using), you can set it as an armor attachment,
Yeah, he shows that you can use a carbine while carrying the shield, but the limited differentiation in game would allow for anything up to 7.62x51mm machine guns and .50 anti material rifles.
Quote:i think this shield is NIJ level IIIA or less.
Yep, it is (defense review, BatShield)
Still, I'm not convinced that this thing can be useful. To get any benefit from it, you would have to get it right at the beginning of a game. As a reminder, NIJ IIIA means protection against pistol calibers and 'soft' projectiles, glaser and hollow point shot from your average pistol / mp in game terms (and buckshot, before someone complains).
So it would become useless in later stages, when your average 'camper' sits in his corner with a carbine and armor piecing rounds.
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Re: DBB's Instruments of Violence mod 914[message #253245]
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Mon, 07 June 2010 04:43
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HLTVpro |
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Messages:210
Registered:October 2008 Location: USA / PRC |
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the brick in DBB mod is not meant for construction, it's for death and destruction.
edit: forgot to mention, version 916 beta just came out with a bunch of tweaks, but only the chinese version so far.
916 will require its own EXE to work properly, because ammo will now give a percentage range bonus, so the value is dynamic. playing without the new exe will result in a huge cut on all weapons' effective range: handgun shotgun and SMGs won't hit the broad side of a barn and sniper rifles must be used in CQB...
if you play stomp or ham, don't worry, there will be stomp_iov.exe and ham_iov.exe eventually
my concept of effective-range-based-on-aiming-device is yet to be implemented : (
[Updated on: Mon, 07 June 2010 04:52] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: DBB's Instruments of Violence mod 914[message #253252]
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Mon, 07 June 2010 09:13
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HLTVpro |
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Messages:210
Registered:October 2008 Location: USA / PRC |
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when was the last time stomp upd...hell, when was last time i see sandro?
edit: i thought 1.13 merged HAM already, unless you want to play the newest version of HAM.
i don't know what's going on overthere, but are they gonna merge stomp too? if so that would be music to our ears.
[Updated on: Mon, 07 June 2010 09:15] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: DBB's Instruments of Violence mod 914[message #253286]
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Mon, 07 June 2010 18:06
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Thank you HLTV. Is there a list somewhere of specific artists? I didn't see a readme in IoV 915, and that website that used to have the list I don't think has worked for my end of the world for some time now.
As far as using stuff from UC-1.13, I've got no problem with its use elsewhere, however the original artists might. I've noted the specifics for as many of the graphics as I can in the documentation, mostly original credits. A good deal of the stuff unique to the Hybrid is from artists shared with DBB/CosPlay/IoV; Tbird and Marlboro Man come to mind. In fact, I believe I am updating the AK9 from an older version by Tbird to a newer version by Tbird. The only thing that is purely my doing is the three flavours of Bushmaster ACR's (I thought about using IoV's but had concerns about the colour scheme not being compatible with the palette).
Brick - Seemed to fit the Urban Chaos motif to have crumbling infrastructure you can throw... As I am thinking now the only way to achieve a reasonable amount of stability is to go in and "fix" each map one at a time (populations), might as well mess around with in-map items. This is going to take some time, the Map Editor is a finicky beast.
Speaking of which, in further leveraging off of IoV, how is mid/late-game stability with the number of items possible/in-play? Specifically how is stability as an item/XML only mod (main SVN v1.13 exe)? Best to get this question in before 916 makes the question irrelevant.
[Updated on: Mon, 07 June 2010 18:31] by Moderator Report message to a moderator
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