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Re: [Idea] Adding weapon proficiency traits[message #325916] Sun, 29 September 2013 15:32 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
IMHO reduction of aim levels is better at showing experience with a shotgun. This may be just a cosmetic thing, but I think it would fit better with AP reduction for pumping the slug.

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Master Sergeant
Re: [Idea] Adding weapon proficiency traits[message #325933] Sun, 29 September 2013 19:31 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
I agree that the aim levels modifier is the more interesting bonus.

GameDir 1795 contains a new modifier in Skills_Settings.INI:

POSSIBLE_AIM_CLICK_ADDED_SHOTGUNS = 1

The default is 1 (values can go from 0 = disabled to 3). This requires exe revision 6454 to make use of it.

I also fixed the broken aim click modifiers for Gunslinger and Sniper. They were not used in NCTH.

Now we have two modifiers for AP usage on shotguns. I think that this is a bit much although it is always the players responsibility to use them well. Do you think that I should remove the FIRING_SPEED_BONUS_SHOTGUNS from the code again?

Please test and tell me your opinions. Smile

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Lieutenant
Re: [Idea] Adding weapon proficiency traits[message #325945] Mon, 30 September 2013 02:20 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
I think that shotgun specialist should get:

*reduced AP for pumping rounds (with they already have)
*aim clicks reduction (remember, less is better)
*AP reduction for reloading shotguns, with allow one by one shell reloading, but not for magazine fed shotguns like Saiga, USAS etc. (dunno if its possible)

These bonuses would be pretty accurate in portraying someone who has loads of experience in using shotguns.

[Updated on: Mon, 30 September 2013 10:22] by Moderator

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Master Sergeant
Re: [Idea] Adding weapon proficiency traits[message #325947] Mon, 30 September 2013 02:30 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
Taro

*AP reduction for reloading shotguns, with allow one by one shell reloading, but not for magazine fed shotguns like Saiga, USAS etc. (dunno if its possible)


It is also possible to reload a magazine-fed weapon with a single shell/round, it's not very practical though unless you have already emptied all your mags and you're left over with an odd number of single shells/rounds and you got an enemy almost on top of you Wink

Otherwise it's just easier and faster to just jam another mag into the magazine adapter and make the bad guy meet his maker Wink

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Staff Sergeant
Re: [Idea] Adding weapon proficiency traits[message #325955] Mon, 30 September 2013 10:21 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
What I had in mind was a quick reload of shotguns with require inserting shells one by one when they are reloaded (Benelli M3 and such).

[Updated on: Mon, 30 September 2013 10:24] by Moderator

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Master Sergeant
Re: [Idea] Adding weapon proficiency traits[message #325956] Mon, 30 September 2013 10:33 Go to previous messageGo to next message
dzidek1983

 
Messages:92
Registered:June 2009
problem is not the reloading but the pumping

i dont know if i have accurate data
but reload costs 16 AP
pumping between each shot is 10 AP (5 with ranger)

lets presume Ranger here
this basically means on Nesotead to empty his 12 clip magazine you need to spend 16+12*5=76AP
those are the "reload" costs of pump action shotguns

while a basic ruger mini-14 spends 20 AP to reload his 30 mag clip

so we have 20 AP / 30 bullets vs 76 AP / 12 bullets

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Corporal 1st Class
Re: [Idea] Adding weapon proficiency traits[message #325959] Mon, 30 September 2013 11:39 Go to previous messageGo to next message
Strohmann is currently offline Strohmann

 
Messages:287
Registered:August 2011
Location: Division Thought Crimes
I vote for both ap-reductions staying in. One aim level is flat -4 ap most of the time, which benefits weapons with lower default aim level count more than those with higher. I prefer percental reductions^^.

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Master Sergeant
Re: [Idea] Adding weapon proficiency traits[message #325961] Mon, 30 September 2013 12:55 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
The Neostead takes 14 AP to reload and 12 AP to pump. That's what the data on the general tab says.

In game reloading took my hunter 118 AP. She couldn't reload the gun in a single turn which will waste additional AP if you play with inventory manipulation on (you need to put back the ammo box into inventory).
This is much but we need to keep in mind that a game turn is only a few seconds. Loading 12 shells manually into a gun takes more than that.

It's a big advantage of guns like the SPAS-15, Saiga 12 or the USAS-12 that we can simply plug another magazine into them when we need to reload.


edit: Btw. the game doesn't use pump AP to calculate reload. It uses:

reload AP + number of bullets * AP_RELOAD_LOOSE

[Updated on: Mon, 30 September 2013 13:39] by Moderator

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Lieutenant
Re: [Idea] Adding weapon proficiency traits[message #325966] Mon, 30 September 2013 13:55 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
It seems that bonus to reload would be a great help for shotgun characters. 25->50% may be a bit much, but 15->30% may be a good value to start with.

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Master Sergeant
Re: [Idea] Adding weapon proficiency traits[message #326023] Tue, 01 October 2013 03:38 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
Taro
What I had in mind was a quick reload of shotguns with require inserting shells one by one when they are reloaded (Benelli M3 and such).


Ah, I overread the one by one part and thought you meant reloading it with a single round/shell, nevermind ^^
Although it might be possible to reload a mag-fed weapon one by one, just like a regular shotgun, but doing that without taking out the magazine, would be very time-consuming and incredibly stupid :silly: lol

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Staff Sergeant
Re: [Idea] Adding weapon proficiency traits[message #326044] Tue, 01 October 2013 14:56 Go to previous messageGo to next message
pheloncab is currently offline pheloncab

 
Messages:278
Registered:August 2004
Location: So. Cal. or texas
When it comes to shotgun reloading, its the lack of tactical reloading on the tube magazines items that hurts, you can't crouch behind a rock, thumb in one or two shells, then pop off 3 or 4 and reload another pair.. you have to stop, hide, wait a turn to build AP, do a full reload (if you have enough ap then) then fight until your dry, and to it again...

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Master Sergeant
Re: [Idea] Adding weapon proficiency traits[message #326045] Tue, 01 October 2013 15:03 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Not true. Just carry the two round "magazines" the sawn-off uses instead of the bigger stacks, problem solved.

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Captain

Re: [Idea] Adding weapon proficiency traits[message #326049] Tue, 01 October 2013 18:25 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
Man this only show how much we could use a new magazine system that would do away 2, 4, 7 shotgun shells magazines.

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Master Sergeant
Re: [Idea] Adding weapon proficiency traits[message #326055] Tue, 01 October 2013 20:56 Go to previous message
silversurfer

 
Messages:2793
Registered:May 2009
Actually the game will reload as many shells as the merc has AP for. Next turn you are ready to fire.

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Lieutenant
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