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Re: New CTH system - Presentation[message #334907]
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Sun, 10 August 2014 12:31
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Meitsi |
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Messages:17
Registered:June 2009 Location: Finland |
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The easy solution to your problem is not to load, so why go through all the trouble of coding something only you see the need for?
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Re: New CTH system - Presentation[message #334946]
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Mon, 11 August 2014 22:24
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Meitsi |
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Messages:17
Registered:June 2009 Location: Finland |
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As you load your game, you are erasing what you've done, so why is it important that loading brings those calculations back? Since loading basically means you want to change something that happened, why should the system give you the chance to use your knowledge of the future to your advantage?
Yes this has the side-effect of giving load spammers the chance to hit every shot, but that is everyones choise to use or not.
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Re: New CTH system - Presentation[message #334982]
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Thu, 14 August 2014 08:33
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Meitsi |
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Messages:17
Registered:June 2009 Location: Finland |
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This has already been answered.
I don't see the brilliance in the old system as you could still make the enemy miss or reduce the damage taken from -55 to -5 by simply loading, without doing any changes.
[Updated on: Thu, 14 August 2014 08:37] by Moderator Report message to a moderator
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Re: New CTH system - Presentation[message #334997]
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Thu, 14 August 2014 20:05
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Meitsi |
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Messages:17
Registered:June 2009 Location: Finland |
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No I mean the old system. Not talking theory now, but the actual gameplay. You can screw the outcome just like with the new system by loading.
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Re: New CTH system - Presentation[message #347862 is a reply to message #339493]
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Wed, 28 December 2016 16:16
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Pentti |
Messages:1
Registered:December 2016 Location: Finland |
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Hi, I had to register to post this.
First of all I like the NCTH system. All the good stuff is there, yet I think that it emphasizes the effect of scopes a bit too much. Instead of complaining, I've been experimenting with some changes to NCTH system. Currently the magnification factor divides the radius of the aiming aperture circle causing for example the 4x scope to increase your accuracy by whopping 16 times. I added a square root to calculation of iMaxAperture in LOS.cpp and Interface.cpp. This causes the scope mag factor to divide the area of the aperture circle by effective mag factor. I can't say if this is more correct than the original calculation but it certainly feels better.
iMaxAperture = iDistanceAperture / sqrt(fEffectiveMagFactor);
I made another change to how muzzlesway is handled:
iAperture = ((iMaxAperture * pow ((FLOAT)uiMuzzleSway/100.0f, 2.0)));
This effectively makes the effect of aiming non linear so when you can get even a small improvement to muzzle sway value, it affects the aim considerably, without making everyone a sniper. With this chance, even with iron sights you can get reasonable accuracy to a target that you can see. The size of maximum aperture is unchanged.
I've been playtesting these changes with otherwise default options in CTHconstants.ini and gun play certainly feels better yet I'd recommend to disable the artificial bonuses to iron sigths for balance. If you're caught in the open you're dead, yet in cover getting a hit is hard. Merc skills seem a lot more prevalent now. You can't give Skitz an assault rifle with an agog and expect him to hit anything, which worked just fine before. Unaimed shots with scopes aren't that good and effects of skills and conditions affect your aim a lot more than before. With default settings the latter snippet increases general accuracy so I recommend to increase DEGREES_MAXIMUM_APERTURE in CTHconstants.ini to counteract that.
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