Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » 1.13 - How do you play, and what do you like/Dislike
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Re: 1.13 - How do you play, and what do you like/Dislike[message #11827]
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Fri, 23 September 2005 07:06
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Lochmacher |
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Messages:53
Registered:March 2005 Location: Tacoma, WA US |
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I must say, the drop all is amazing and quite the eye-opener. Before, you would have to guess as to why they were so lethal and seemingly impervious to some shots. Now, you stroll on over, licking your wounds and say, "He had one of those? How am I still alive?!" The fact that now they actually use their weapons wisely, it's quite the struggle to keep things afloat. For the first time, I might actually have to have 2 squads of mercs actively engaged in combat vs. having a scavenge and training group to complement the assault team. Nice work, seriously. BTW, I did feel dirty using the Mustard Gas mortar until they started doing the same. Wow, what a horrendous weapon! Geneva convention, anyone?
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Corporal
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Re: 1.13 - How do you play, and what do you like/Dislike[message #11830]
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Fri, 23 September 2005 13:41
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Herrbear |
Messages:2
Registered:February 2004 Location: Walnut, CA |
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Sturm --
I ran into the same problem. What you are changing is the prof.dat file. Once you make all your changes, then rename the prof.dat file to prof#.dat, where # is the level you are playing on and then your changes will be reflected.
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Civilian
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Re: 1.13 - How do you play, and what do you like/Dislike[message #11834]
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Fri, 23 September 2005 16:52
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Snap |
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Messages:286
Registered:September 2000 Location: USA (by way of the Old Wo... |
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To quickly edit Prof.dat, I made meself a batch file in Binarydata directory. This one, for instance, will let you edit Prof3.dat:
ren prof.dat _prof.dat
ren prof3.dat prof.dat
pause
ren prof.dat prof3.dat
ren _prof.dat prof.dat
Make a new text file, copy and paste the above, then rename it to, say, prof.bat Double click it (the DOS window will remain open), run Proedit, then return to the DOS window and press any key.
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Master Sergeant
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Re: 1.13 - How do you play, and what do you like/Dislike[message #11837]
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Sun, 25 September 2005 04:15
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Dr.Quack |
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Messages:124
Registered:November 2001 Location: old Europe |
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So, 'nuther tester coming out of the woods
Played on Expert, normal drops, BR good
Hired only Sidney, who would take the AUG and be the overseer for the other weaklings.
Now got Drassen and more or less standing in front of a mountain. Encounters in the open country are very hard due to the snipers. Anyone know where I can get a sniper scope in the north of the country? The normal JA2 maps are so empty that there's almost no cover in many of the cross country sectors. The enemy snipers are a very good feature, but it's kind of unfair. In SOG we had the enemy using the RPG-7 in a similar fashion and it kind of worked because the jungles gave a lot of cover, but right now it's really a bit frustrating. I'm sure it would be different with Drop All enabled but thats such a terrible cheat...
On Bobby Ray: He's still seriously missing stuff. I think they should be stocking those health shots from day one, I always found those wonder syringes much better than reloading!
Flanking AI: The most I saw of this was a few single guys trying. Maybe if the AIs could be made to cooperate, or just gravitate towards each other, the flanking could become more effective. But very nice too
Overall, it's a bit of a mixed impression. I don't understand the purpose of Drop All on the main selection screen, it's just another way to kill the weapons progression, storyline and money balance for me. Then you can just get some Lvl.10 mercs with basically endgame eqipment after Drassen, and the campaign dies the same overkill way that already DL and UC died. Like stuffed geese. For me the levelling up of your mercs, gradually getting better equipment is really what the game is about, so no way I'll ever use that Devils Drop All as standard.
Suggestion: Some kind of Map Enhancement Project. Keep the original sector purpose, things etc but add details like high grass, trees, rocks and so. It's just so terrible looking at the old flat JA2 maps after so many excellent mods, and there's just not enough cover in many sectors.
Oh yes it's really very uplifting to see something happening with the source :cheers:
So many new and cool things added to the game :drool:
Wishes would include sideways roll movement when prone, that would be great.
My greatest wish though: have Beavis and Butt-Head as mercs :rulez:
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Sergeant
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Re: 1.13 - How do you play, and what do you like/Dislike[message #11838]
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Sun, 25 September 2005 07:00
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Skyrage |
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Messages:16
Registered:April 2004 Location: Sweden |
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Alterations that would be nice:
Lasersight - slash efficiency of it by 75% or so during the day or anywhere where it's light.
Scopes - is it possible to add some sort of option which allows your merc's to use the weapon's scope to increase their visual range? While walking, this option would of course make your merc's go slower (higher AP cost), but the advantage would be an increased line of sight, and maybe a bigger chance of detecting hiding enemies even. And while camping out on a roof or something, it'd be even more handy (stationary snipers). That way maybe there'd not be any need to generally increase the default sighting range which I find good enough for the game anyway.
Autofire option - well, only visual thing I want changed is the rate of fire. Increase it to the same speed as burstfire. On burstmode you burst bullets. On auto you sure as heck aren't. And is it possible to make burstfire release the exact same numbers of bullets that you shoot of, cause I kinda think that you don't. If it's possible to alter this, so that visually, you see the number of bullets that you really shoot off, whether in burst or auto, and have autofire shoot off bullets at the same rate as burstfire, then it'd be great.
Anyway, onwards. When it comes to the game-modes; I found the "enemy drops it all" to be insane. You get flooded with way more than you'll ever need in notime. And herein lies the problem. It's more realistic to have this option (scavenging enemy items), but it's overpowered beyond recognition. I'd want to see this option remain but to have something else coming with it as well that counteracts the easiness. I don't know what could counterbalance, but with this option on, you don't need Bobby Ray's or any shop at all. Ever.
Weapons - Too many weapon types and you'll end up with having identical weapons. Only thing that differs is how they look. Gets rather messy. Also, when it comes to the berret sniper rifle - I dunno what to think of it. It's the only weapon that really resembles a sniper rifle with it's extremely high chance of one-shot kils, but it's also so damn powerful at the same time with the extra's on it. Increase the AP's needed to use it, by one or two. It should take almost all your AP's to fire one single shot from it (bolt action rifle?) AFTER you've settled yourself down, if you ask me (look at the size of that thing anyway, running around and shooting with it should be insanely hard). To effectively use it, you'd need support from allies. Right now, I can clean out entire sectors with one single merc, using a fully modded version of this rifle, unless I get swarmed. And maybe make it so that you can't add a rod+spring to it as well (shouldn't it have a superior firing mechanism anyway already?)
Anyway, that's it for now
Can't think of anything else atm. Enjoy.
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Private
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Re: 1.13 - How do you play, and what do you like/Dislike[message #11839]
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Sun, 25 September 2005 09:04
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Majek |
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Messages:437
Registered:January 2003 Location: Slovenia |
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Quote:Originally posted by Skyrage:
Alterations that would be nice:
Autofire option - well, only visual thing I want changed is the rate of fire. Increase it to the same speed as burstfire. On burstmode you burst bullets. On auto you sure as heck aren't. And is it possible to make burstfire release the exact same numbers of bullets that you shoot of, cause I kinda think that you don't. If it's possible to alter this, so that visually, you see the number of bullets that you really shoot off, whether in burst or auto, and have autofire shoot off bullets at the same rate as burstfire, then it'd be great.
Anyway, onwards. When it comes to the game-modes; I found the "enemy drops it all" to be insane. You get flooded with way more than you'll ever need in notime. And herein lies the problem. It's more realistic to have this option (scavenging enemy items), but it's overpowered beyond recognition. I'd want to see this option remain but to have something else coming with it as well that counteracts the easiness. I don't know what could counterbalance, but with this option on, you don't need Bobby Ray's or any shop at all. Ever.
Weapons - Too many weapon types and you'll end up with having identical weapons. Only thing that differs is how they look. Gets rather messy. Also, when it comes to the berret sniper rifle - I dunno what to think of it. It's the only weapon that really resembles a sniper rifle with it's extremely high chance of one-shot kils, but it's also so damn powerful at the same time with the extra's on it. Increase the AP's needed to use it, by one or two. It should take almost all your AP's to fire one single shot from it (bolt action rifle?) AFTER you've settled yourself down, if you ask me (look at the size of that thing anyway, running around and shooting with it should be insanely hard). To effectively use it, you'd need support from allies. Right now, I can clean out entire sectors with one single merc, using a fully modded version of this rifle, unless I get swarmed. And maybe make it so that you can't add a rod+spring to it as well (shouldn't it have a superior firing mechanism anyway already?)
Anyway, that's it for now
Can't think of anything else atm. Enjoy. what? i don't get this about autofire. :confused:
in autofire you see as many bullets fired as you choose or if you misfire you it tells you how many more bullets more you've fired. and the speed of bullets is the same as by burst isn't it? at least i don't see any difference in my game.
then don't use drop all. it's a simple as that. that option is for those who want to use it and there are many.
normal=tons of guns option in JA2 anyway.
if you want to have Barret take all your AP when firing or not to accept any attachments be my guest. go to to Data folder and then TableData folder open Weapons.xml find Barret and edit it as you wish.
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Master Sergeant
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Re: 1.13 - How do you play, and what do you like/Dislike[message #11842]
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Sun, 25 September 2005 22:41
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Skyrage |
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Messages:16
Registered:April 2004 Location: Sweden |
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Anyway, new suggestions:
One drawback about JA2 as mentioned before is the weapon progressions. As you move onwards from guns to smg's to assault rifles etc, the previous gets outdated which is kinda blah.
I was kinda wondering if this would be possible at all:
Guns: extremely low AP useage when firing and aiming. Like a desert eagle, having the ability to empty the entire clip in one round would be quite neat. This should apply to semi-auto guns only. Anaconda's etc would of course be slower.
Have the biggest chance to get interrupts if you use guns. They are the smallest weapons, thus fastest to react and aim with.
SMG's: AP useage bit lower or stay the same for firing and preparing. Relatively big chance of interrupts. SMG's are compact weapons and thus ideal fully automated weapons in tight areas.
Shotguns: Somewhere between SMG's and Assault rifles. Depends on type I guess. Their advantage would be the extremely high damage at close range.
Assault rifles: can more or less stay the same. Being bigger, they should also be bit clumsier. Maybe slight reduced chance of getting interrupts?
Sniper rifles: Considerable interrupt penalty UNLESS you have settled down and are not moving. In that case you have the usual interrupt.
Melee weapons and throwing knives: Well, high chance of interrupts I suppose. Maybe again, vary by weapon size of the weapon.
One drawback (assuming this was even possible to carry out) would be the ability to abuse this by simply carry a gun and then switch to a rifle.
Thus, I was wondering as well: why not have AP costs for switching weapons and items? This is one thing that IMO should've been implemented in JA anyway. X-com series for one has this and it's a perfectly sensible feature. Changing weapons or putting it away and equip a medkit or whatever should take time too and not be a magical instant action.
Soo...how overboard and farfetched is this suggestion?
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Private
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Re: 1.13 - How do you play, and what do you like/Dislike[message #11846]
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Tue, 27 September 2005 10:43
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Quote:
On Bobby Ray: He's still seriously missing stuff. I think they should be stocking those health shots from day one, I always found those wonder syringes much better than reloading!
You can change them in items.xml. Or just pick a higher BR setting.
Quote:
Flanking AI: The most I saw of this was a few single guys trying. Maybe if the AIs could be made to cooperate, or just gravitate towards each other, the flanking could become more effective. But very nice too
Lol. I actually cut them back because people were complaining. Now only some enemies will flank / seek you out. It's less of a single giant bloodbath, and more of a few smaller battles, when you attack a sector.
If it's not hard enough for you, then play Insane instead of Expert
Quote:
Lasersight - slash efficiency of it by 75% or so during the day or anywhere where it's light.
Snap is working on this, I believe.
Quote:
Scopes - is it possible to add some sort of option which allows your merc's to use the weapon's scope to increase their visual range?
Doable now in items.xml.
Quote:
While walking, this option would of course make your merc's go slower (higher AP cost), but the advantage would be an increased line of sight, and maybe a bigger chance of detecting hiding enemies even.
This would require the ability to walk around with your weapon readied, which would require new animations as well as major code changes. It's on the list, but not anytime soon.
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Autofire option - well, only visual thing I want changed is the rate of fire. Increase it to the same speed as burstfire. On burstmode you burst bullets. On auto you sure as heck aren't.
I believe this has to do with the sound files, actually. If there were burst sound files for more #s of bullets, it would play those files instead of the single shot files, and weapons should consequently, fire a little faster.
Quote:
And is it possible to make burstfire release the exact same numbers of bullets that you shoot of, cause I kinda think that you don't. If it's possible to alter this, so that visually, you see the number of bullets that you really shoot off, whether in burst or auto, and have autofire shoot off bullets at the same rate as burstfire, then it'd be great.
Ummm... pretty sure it's doing this already. I've counted my bullets numerous times, and there're almost always as many drawn onscreen as I've fired.
Quote:
Anyway, onwards. When it comes to the game-modes; I found the "enemy drops it all" to be insane. You get flooded with way more than you'll ever need in notime. And herein lies the problem. It's more realistic to have this option (scavenging enemy items), but it's overpowered beyond recognition. I'd want to see this option remain but to have something else coming with it as well that counteracts the easiness. I don't know what could counterbalance, but with this option on, you don't need Bobby Ray's or any shop at all. Ever.
1. If you don't like Drop All, don't use it. That's why it's an option
2. The plan is, within the next few releases, to make certain items only available through certain shops and BR's. Right now, for instance, you can only get an OICW and its 20mm grenade clips from BR's. Of course, this is all customizable in the xmls.
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Weapons - Too many weapon types and you'll end up with having identical weapons. Only thing that differs is how they look. Gets rather messy.
Don't worry - we'll make sure they're all different enough to warrant inclusion.
Quote:
Also, when it comes to the berret sniper rifle - I dunno what to think of it. It's the only weapon that really resembles a sniper rifle with it's extremely high chance of one-shot kils, but it's also so damn powerful at the same time with the extra's on it. Increase the AP's needed to use it, by one or two. It should take almost all your AP's to fire one single shot from it (bolt action rifle?) AFTER you've settled yourself down, if you ask me (look at the size of that thing anyway, running around and shooting with it should be insanely hard). To effectively use it, you'd need support from allies. Right now, I can clean out entire sectors with one single merc, using a fully modded version of this rifle, unless I get swarmed. And maybe make it so that you can't add a rod+spring to it as well (shouldn't it have a superior firing mechanism anyway already?)
This is basically the same barrett as in UB. You can change all of its stats and permitted attachments to your heart's content in the xml files.
Quote:
One drawback about JA2 as mentioned before is the weapon progressions. As you move onwards from guns to smg's to assault rifles etc, the previous gets outdated which is kinda blah.
...
Thus, I was wondering as well: why not have AP costs for switching weapons and items? This is one thing that IMO should've been implemented in JA anyway. X-com series for one has this and it's a perfectly sensible feature. Changing weapons or putting it away and equip a medkit or whatever should take time too and not be a magical instant action.
Soo...how overboard and farfetched is this suggestion?
Not sure how quick it'd be to put in AP costs for swapping items, but I haven't really looked into it yet.
As for the differentiation between different types of weapons, I agree that different weapons should have different purposes and uses.
I hope to have the weapon classes better segregated when I've finished with the new items, in the next couple weeks. Of course, everything will remain customizable in the xmls.
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Re: 1.13 - How do you play, and what do you like/Dislike[message #11857]
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Wed, 28 September 2005 04:52
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KIA |
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Messages:92
Registered:November 2002 Location: Virginia (USA) |
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Kudos on this mod. It's sweet. I've always enjoyed several versions of play. The first is standard mode where I play with the limited resources the game provides. The second is where I provide a reasonable starting fee for a team of mercs ($1-2 million) then proceed to gear up and tear the heck out of the opposition until they can regroup sufficiently to offer a challenge. I'd like to see a start option which sets cash level, if we're looking for a perfect world. But I'm not greedy. Ver. 1.13 really makes this second mode enjoyable with the option to have Bobby Ray's sell high-end gear from the start. Outstanding. The drop all mode is good, but I would definitely make the equipment, and particularly the armor, degrade significantly by being shot. That way you're picking up stuff in rough condition and you can sell it or pawn it off to the militia or invest the time necessary to fix it. I would make the alt-sell key only effective in towns, so you've got to hump the stuff back if you want to get rid of it. Doesn't make sense to be able to sell stuff from a forest or open field. It is appropriate to have the destroy key effective anywhere, though. The MSG-1 (militarized PSG-1) is flat-out awesome. I'm a little concerned about the combination of the rod-and-spring and the tri-sights, since that reduces the AP of a brutal, silenced sniper rifle to about 6. Still, I'm having a ball with two per team. My close-work mercs rarely get a work out anymore. On the up side, effective overwatch is now not only possible, but very well implemented. Also the gatling style grenade launcher is a real treat! BOOM, baby! I took over the first three cities within three days, did the bugs (nice work on that too) and am regrouped and ready to rock through the rest of the cities now. A few further suggestions. First, different types of armor should have modifiers to sight range and agility and dexterity. If you're wearing an EOD suit, your visibility should be sharply limited and your mobility should be very low. If you're wearing light kevlar, not so much. Armor is always a trade-off between stealth, protection, mobility and weight. Second, I liked the mod which changed the sighting circles according to the effectiveness. I think it was digicrab's maybe? The bar you're provided is effective, but not as intuitive. BTW, the auto implementation is excellent as well. I loved it when Buzz, using a minimi, cut loose and "accidentally" fired 35 more shots than she intended. There wasn't much left of the target! Third, a lot of Chris Camfield's comments regarding errors in the sleep and rest algorithms were important, but do not seem to have been implemented. Ice and Barry still need FAR more sleep than is reasonable. Perhaps you could review his revised code from earlier threads and work in those revisions?
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Corporal 1st Class
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Re: 1.13 - How do you play, and what do you like/Dislike[message #11865]
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Sat, 01 October 2005 09:26
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Nighthawk |
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Messages:46
Registered:February 2002 Location: Springfield, MO |
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@KIA You can change the number of sleep hours for each merc in ProEdit. I set it between 4-6 hours to speed up recovery and being inside a hostile country means no long power naps.
Nighthawk
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Corporal
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