Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Weapon & Item Refinement » MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE!
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Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288328]
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Thu, 04 August 2011 01:00 
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MJOne |
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Messages:100
Registered:March 2010 Location: Sweden |
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The recommended tweaks are because of this:
With the New-CTH(NCTH) I tink the accuracy is far to high to have any long and more uncertain firefights. Remember, weaponwise, 1 tile = 10 meter. Graphicwise, 1 tile = 1 meter.
There is a dilemma here. I understand the nature of it though, it is because of the size of combat area, old computers(resolution and performance), melee gameplay, etc...
I think that trees, stones, and cover are not good enough in vanilla 1.13. And when the really BIG calibers start to fly around on the map, you want to have some cover.
So I turn up their effectivness so stealth and cover are more usable.
Prone effectiness = When you go prone, you are somewhat harder to spot then before.
I increase this value abit.
As far as the Remington, im not sure what you mean, in my weapons.xml it states a range of 66 meters.
Where can I find this ultimate distance variable?
Thanks for your involvment! 
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Sergeant
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Re: Automated Specific Ammo Type XML Stat Calculator - Calc Chart[message #288491]
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Sat, 06 August 2011 01:53 
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MJOne |
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Messages:100
Registered:March 2010 Location: Sweden |
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This is a good stable version you can play, I won't update in abit from now. Sorry for all the fuzz, but it was a major error that I had to fix last time... 
Everything should work fine with this release(2.4.3)... 
Though I have already a 2.4.5 in the works But it is not to be released in a while 
I have revamped all the armor ingame. Faster degradation, bigger differences between different armors, higher prices(following the differences), worse hearing with helmets that covers the ears, camo bonuses for different terrains depending on the colors, the dress clothes gives some "gameplayish" bonuses(red berett gives some AP bonus but negative camo bonus), black cap gives some stealth bonus. etc...
But im testing it right now, I agree with you 100% PasHancock, that's why im testing this version(2.4.5) alot now, so I don't have to update and fix all the leaks when I release it.
[Updated on: Sat, 06 August 2011 13:09] by Moderator Report message to a moderator
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Sergeant
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Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #288788]
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Wed, 10 August 2011 19:36 
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Cell |
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Messages:375
Registered:February 2011 |
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User deleted
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Master Sergeant
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Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #288989]
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Sat, 13 August 2011 15:07 
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Cell |
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Messages:375
Registered:February 2011 |
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User deleted
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Master Sergeant
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Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #289259]
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Wed, 17 August 2011 09:25 
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elenhil |
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Messages:64
Registered:June 2008 |
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I'm surprised that with your new accuracy figures shotguns are that much inaccurate. Even for a merc with a Ranger trait they are barely useable, IMHO.
[Updated on: Wed, 17 August 2011 10:46] by Moderator Report message to a moderator
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Corporal
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Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #289266]
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Wed, 17 August 2011 13:04 
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MJOne |
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Messages:100
Registered:March 2010 Location: Sweden |
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Yeah I noticed that to, I will fix it to the next release!
The biggest dilemma is that when it comes to the weapon ranges in JA2, which have all it's rights n wrongs, realism vs gamplay and all the other factors that limited the battle area in the early years(games) of computer power and on and on and on.....
Is that WEAPONWISE in JA2:
1 Tile/square = 10 meters
But GRAPHICWISE in JA2:
1 Tile/square = about 1 meter
So giving the shotguns a range of 7 is actually 70 meters, WEAPONWISE. But if you had a target at that range, GRAPHICWISE you would think you stand 7 meters from him. But the game mechanics treats it as he would be 70 meters away. Which is all confusing! It would be so great if we could have battle/combat areas that where 10 times bigger 
BUT I recognise the problem you have raised and I will make a special case for the shotguns and increase their range to 100-140 meters = 10/14 tiles and double their accuracy and try that.
Thanks for raising these issues! I need it to remember to make the changes! 
Speaking of shotguns... How about some new scopes like 2x, 4x and 7x, yes 7x, there is 7x scopes for shotguns. (Nikon NIK6317, ProStaff Shotgun Riflescope, 2-7x Variable)
Sniper SLUG mayhem Anyways...
One other issue I find which I cannot account for, is that the enemy favours HP ammo over much anything else, maybe it is because some calibers using HP gives positive armor-piercing values and tumble values. An army is not likely to use HP as their standard ammo, but FMJ and in some rare cases AP. The standard issue ammo atm is FMJ in the ammo type file. But still, the AI goes for the HP, even though I have taken it out of the enemy ammo choices file. Can someone shed some light on this please?
[Updated on: Wed, 17 August 2011 13:57] by Moderator Report message to a moderator
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Sergeant
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Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #289386]
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Thu, 18 August 2011 22:13 
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Strohmann |
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Messages:287
Registered:August 2011 Location: Division Thought Crimes |
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greetings.
while starting a new campaign using latest stable version of 1.13 + hotfix and MAM 2.4.3, i am running into serveral problems:
the majority of the enemies no longer has clips in their weapons, they have ammo boxes with an ammo count equivalent to the regular clips in them, resulting in the unability to reload in combat. more aggravating was the enormous weight of these boxes. the first battle in omerta became a joke because all enemy soldiers collapsed under 300+ kg at the start of the battle and stayed lying down helplessly till the end.
there seems to be a major flaw with the assignment of calibers/clips to the weapons.
some pistols use 7.62x54R Match (ammo boxes) intended for sniper rifles/machine guns, steyr aug-a2 uses steyr aug hbar mg-clips, type-85 smg cannot be reloaded with it's own ammo and dozen other examples.
also the "standard ammo type choice" of the non-broken guns seems to be odd. pistols and machine pistols always had cold-loaded ball, shotguns always lockbuster (btw i can confirm the 6.6xx+ meters range bug, and no, english version). i haven't played further as omerta, san mona and drassen yet.
was the weapon range of some weapons calculated with OCTH in mind? at least in NCTH (as far as i understood) weapon range is only the distance that the bullet flies without dropping. i am not a gun expert, but i highly doubt that for example a 5.56x45mm bullet flies ~700m in a straight line. currently playing/testing with a RANGE_COEFFICIENT = 1.35 instead of 2.0 (CTHConstants.ini) and a GUN_RANGE_MODIFIER of 50 instead of 100 (INI Editor) and manual adjustment of shotguns, 9x39mm weapons etc. to compensate.
i also suggest to revert the tagging of the majority of machine pistols with . it penalizes the trait gunslinger/gunfighter way too much in my opinion.
/wall of critic ends
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Master Sergeant
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Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #289510]
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Sat, 20 August 2011 06:34 
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Cell |
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Messages:375
Registered:February 2011 |
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User deleted
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Master Sergeant
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Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #290173]
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Thu, 01 September 2011 00:15 
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StartbahnWest |
Messages:3
Registered:August 2011 |
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Hello, i have some questions about this mod.
1) Why are the max. ranges for 5.56 mm rifels so high? For example, the M16A4 has a max. range of 703 and a 7.62 MG, like the PKM, 728. Shouldn't the 7.62 MG have a greater range, because of the more powerful round and longer barrel?
2) Why is the damage output for the VSSK, imho, so low - only 31? I would suggest to increase the damage, just look at this bullets:Click! The heaviest one has a weight of 76 gram (stated here!) And could you also add a reload sequence after each fired bullet since it's a bolt-action rifle?
3)I have also encounterd the bug with the Lock-Buster ammo, it adds range for the shotgun. Is there any workaround for this problem? I'm playing the latest german version of 1.13 (4552) and MAM 2.4.3.
Edit: Finally found the problem with the lock-buster ammo. The problem is the range reduction of the lock-buster ammo. Since the shotguns have a range of 80-70 and the range-reduction mod is -8 the game displays then this 6000+ range if you load the lock-buster ammo and the shotgun has a range below 80.
[Updated on: Thu, 01 September 2011 00:49] by Moderator Report message to a moderator
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Civilian
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