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About the new aiming system[message #301250] Wed, 07 March 2012 18:37 Go to next message
wzlzqdl is currently offline wzlzqdl

 
Messages:5
Registered:January 2010
After reading about this NCTH system, I generally feel more excited about it. An unprecedental and creative way was invented to provide information of a hit, that's good, straight forward. However, I found that some other aspects have also been altered in the new system, such as the accuracy of guns (it is funny that some guns previously conferred with good values now become relative garbage, but the price is still that high), the functions of the traits (in OCTH, sniper skill adds 2 more levels of aiming, which does promote the upper limit of chance to hit; right the opposite, in NCTH, snipers and others give exactly - yeah I'm sure about this - the same smallest circle in size when aiming to the highest level, but snipers only use two levels to reach that while others use four levels to reach that).

It's extremely funny, since it seems that sniper trait only confer the merc with the ability to shoot more times than normal merc, but no virtual advance in accuracy. Whenever a person (100 marksmanship) has enough action points, it can shoot as accurate as a sniper (100 marksmanship)! That sounds fair, but can every JA2 veteran accept this sudden change?

I'm just curious. Does anyone have any opinion about NCTH?

[Updated on: Wed, 07 March 2012 18:59] by Moderator

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Private
Re: About the new aiming system[message #301255] Wed, 07 March 2012 19:13 Go to previous messageGo to next message
Biernath_J is currently offline Biernath_J

 
Messages:166
Registered:August 2003
Location: Poland
The topic was discussed to death, and I'm not sure there is a single conclusion to everyone would agree.

Most of the people here (me included) think it's a change from headshotfest to burstfest. Range of the gun is almost irrevelant right now, and so is lots of other parameters. All you need is a gun with low handling value capable of autofire, and you'll just kill them all every time.

It's a great system, but the gun values are just wrong and unbalanced.

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Staff Sergeant
Re: About the new aiming system[message #301287] Thu, 08 March 2012 01:03 Go to previous messageGo to next message
illuminatus is currently offline illuminatus

 
Messages:61
Registered:April 2009
Location: CA, USA
From what I can gather, NCTH is an idea with core systems implemented but not refined. Existing data has not been sufficiently tested and adjusted against the new system to provide a fun and consistent experience. The task is rather monumental considering the number of weapons that had been added compared to Vanilla JA.

Consider yourself a playtester if you use NCTH.

Various threads have explained how the core system works but there are no benchmark weapons or reference values provided to balance weapons against.

If you like NCTH and want a less wildly uneven experience, try the Alruco Folding Stock mod.

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Corporal
Re: About the new aiming system[message #301298] Thu, 08 March 2012 07:19 Go to previous messageGo to next message
Ryft is currently offline Ryft

 
Messages:278
Registered:June 2009
illuminatus
From what I can gather, NCTH is an idea with core systems implemented but not refined. Existing data has not been sufficiently tested and adjusted against the new system to provide a fun and consistent experience. The task is rather monumental considering the number of weapons that had been added compared to Vanilla JA.

Consider yourself a playtester if you use NCTH.


This, pretty much.

It's a great idea, but it's a big undertaking to:

1) finish tweaking any issues with the NCTH code itself
2) adjust every weapon in 1.13 to have proper NCTH (and hopefully close to real-world) values
3) agree on various NCTH parameters, like the standard aiming distance at 1x/iron sites
4) adjust weapon coolness based on how good the new weapon values are

And this is all happening during the testing of HAM5, which seems to be a rather important HAM update, on top of the new weapon transformation system (which alters some attachments that previously had an impact on weapon stats), on top of a new system for determining enemy weapon drops, etc. And probably several others that I've forgotten about. And most of these projects are related to one another, and each of them sort of depends on the others to be "finished" in order to make progress.

So basically it seems like a crazy busy time, and don't expect everything to be perfect right away.

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Master Sergeant
Re: About the new aiming system[message #301311] Thu, 08 March 2012 11:56 Go to previous messageGo to next message
wzlzqdl is currently offline wzlzqdl

 
Messages:5
Registered:January 2010
Right, so various reports from the players, namely part-time testers, are still precious to the development of this new system. That sounds good, a foreseeable game integrated with expected features by the players, as JA2 collection used to and still be.

In this case, I have some other staff that I want to discuss. The current interupting system seems only deal with the interupts at first sight. That means if your merc already has an enemy within vision, this merc will have no way to interrupt this spotted enemy even though he rush directly towards the merc with a melee weapon.

I know it would be cruel to the game developers to say this mechanism is unsatisfactory. I understand a novel all-time-possible interrupting mechanism almost has no feasibility since the calculations would be too complex. Nonetheless, this could be an exciting aim to achieve.

You know I am merely a lazy player coming to the forum for a breath. Yet, all I want to convey is that I really appreciate the developers and their work, I really appreciate this game.

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Private
Re: About the new aiming system[message #301312] Thu, 08 March 2012 12:04 Go to previous messageGo to next message
JMich is currently offline JMich

 
Messages:543
Registered:January 2011
Location: Greece
ccknight
The current interupting system seems only deal with the interupts at first sight. That means if your merc already has an enemy within vision, this merc will have no way to interrupt this spotted enemy even though he rush directly towards the merc with a melee weapon.

I know it would be cruel to the game developers to say this mechanism is unsatisfactory. I understand a novel all-time-possible interrupting mechanism almost has no feasibility since the calculations would be too complex. Nonetheless, this could be an exciting aim to achieve.

You do know that there is an Improved Interrupt System implemented in the developer's part of the code, which should work as you ask (though not exactly). Grab Tais' last SCI and try it out yourself.

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First Sergeant
Re: About the new aiming system[message #301317] Thu, 08 March 2012 13:02 Go to previous messageGo to next message
wzlzqdl is currently offline wzlzqdl

 
Messages:5
Registered:January 2010
I see, thank you.

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Private
Re: About the new aiming system[message #301347] Thu, 08 March 2012 18:50 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
ccknight
the functions of the traits (in OCTH, sniper skill adds 2 more levels of aiming, which does promote the upper limit of chance to hit; right the opposite, in NCTH, snipers and others give exactly - yeah I'm sure about this - the same smallest circle in size when aiming to the highest level, but snipers only use two levels to reach that while others use four levels to reach that).
Yes, I am aware of that.
Sadly, the NCTH and STOMP (the new traits) were developed separately which ended up in some inconsistency. I am not very happy about it, and I am definately not very excited about the NCTH design decision of how aiming levels work. In OCTH: more aiming levels = more possible precision can be reached... pretty simple and was ok imo. In NCTH it does not work that way, so yes, the Sniper trait actually makes you to shoot faster, which wasn't the idea.
I dunno how to solve this "incompatibility" yet. But hopefully I'll figure something out for the next version of STOMP.

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Master Sergeant

Re: About the new aiming system[message #301385] Fri, 09 March 2012 09:15 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2016
Registered:January 2003
Location: Australia :D
Actually for Sniping I think it's a rather elegant solution. Seeing as everyone can train to 100 in Mrks skill, a trained sniper would still have a speed advantage using bolt or semi-auto sniper rifles. May not be the ideal method but it certainly is useful for those Erma's Wink

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Lieutenant

Re: About the new aiming system[message #301391] Fri, 09 March 2012 09:55 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3709
Registered:February 2006
Location: Scotland
Offtopic : Hey Kaerar , hows tricks mate ? Good to see you back among the undead ! Very Happy

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Captain

Re: About the new aiming system[message #301402] Fri, 09 March 2012 17:07 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2016
Registered:January 2003
Location: Australia :D
Things are going pretty well. Just having fun modding again hence back, though a hiatus from JA2 was needed for me I feel. It's more fun again now Very Happy

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Lieutenant

Re: About the new aiming system[message #301458] Sat, 10 March 2012 07:11 Go to previous message
wzlzqdl is currently offline wzlzqdl

 
Messages:5
Registered:January 2010
Yeah, I agree. NCTH and OCTH both are for your preference. The game does not force us to use NCTH. So keep on shooting my bullets keeping an eye on the chance bar! :/

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