Home » MODDING HQ 1.13 » v1.13 General Development Talk » How to make Ambidexterity more viable.
| How to make Ambidexterity more viable.[message #310367]
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Tue, 18 September 2012 23:57
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NewAgeOfPower |
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Messages:110
Registered:June 2010 |
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Ambidexterity has always been seen as a sort of early-game trait, it's most useful when everyone has a pistol, but you have 2! :haloangel:
In 1.13, it was given far more flexibility, carrying it towards mid-game. Opening/Closing doors in mid-combat occurs quite often, and a 33% AP reduction is appreciated. However, I find I almost NEVER pick up items during combat; I try to come prepared. Unless I get hit hard and drop my weapon, I don't recall actually having to pick items up during combat.
Where I find, say, Stealthy, Night-Ops, Teaching, Demolitions, or Throwing to be very strong throughout the game, even or especially in late game (especially Stealthy, N-O, Demolitions), Ambidexterity really doesn't shine after early game, even with AET ammo, I'd rather use a P90 or Magpul PDR or some assault rifle... except in rare circumstances.
This is my proposal, to add some additional utility:
Aiming levels cost less AP.
This makes Ambidexterity actually do something when you switch over to two-handed weaponry, and thus more usable late game. A 1 or 2 AP reduction in aiming isn't absurdly strong, because Weapons that have massive amounts of aiming are slow, while fast weapons have less aiming levels.
Anyways, it would be nice to know if it can be done in 4870 by myself, or if it could be worked into a future version. I'll volunteer to do my admittedly inept, unprofessional playtesting, and balance it.
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Sergeant
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| Re: How to make Ambidexterity more viable.[message #310756]
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Sat, 29 September 2012 02:54 
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NewAgeOfPower |
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Messages:110
Registered:June 2010 |
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Yeah, early game, you MUST (unless drop-all is on) knock out people and jack their stuff. I don't know if Ambi helps with that, in my experience the stuff goes straight to your inventory, never touches the ground.
I tend to Beta-C or just LMG my auto-weapons mercs; at least their primary weapon.
If they need to reload more than once a battle, I don't need more ammunition, I need more mercs... Or artillery.
But seriously, I've don't recall spending over 400 rounds (2 5.56 Belts) in a single battle from a single merc before... that seems outrageous.
Yeah, its fairly powerful when you have some ninja with dual revolves that seem to need to reload every other turn... I suppose Ambidexterity is optimized against my playstyle, seeing how rarely I dual pistols in the end game. I do like alot of Ambi mercs though, just wish that trait was more useful to me.
Maybe, for balance, you could reduce the dual wielding benefits of ambi slightly? Its unrealistic even for someone who is ambidextrous to shoot 2 pistols just as well as one pistol...
Thanks for the response, guys.
[Updated on: Sat, 29 September 2012 03:00] by Moderator Report message to a moderator
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Sergeant
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| Re: How to make Ambidexterity more viable.[message #310761]
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Sat, 29 September 2012 08:25 
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NewAgeOfPower |
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Messages:110
Registered:June 2010 |
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You can't double burst them : [ Double full auto doesn't work.
Double Super Shortys though, are amazingly fun- not efficient, but fun.
Still, I find, Tex, for example, is more efficient when you give him pistols with muzzle breaks (I think UC/Arulco Folding stock item) and reflex sights, he can easily eat 4-5 people opponents a turn (at close range, of course). But that play requires specific choke points, usually in urban combat- probably done best at night time too. A merc with a short-mid range auto-carbine and a LMG strapped to their back is nearly as deadly in CQC, and not useless outside of it.
I'm a huge fan of armor- I'm not going to stick everyone into EOD, but I WILL put my pointman (usually Wolf, bodybuilder/night ops) in EOD and give everyone else dyneema vests/pants and spectra helmets.
Its proven very wise. Once (I believe in Grumm, Arulco Revisited) some blackshirt popped out of nowhere, did not get interrupted by my 3 Night Ops pointing their weapons at him, then dumped a 3 round burst into Wolf... who took 5 damage. Next turn, Wolf unloaded his USAS into the poor guy, dealing about 600 damage...
In UC-113, I've stuck most of my team into Striker or that dandy EFMOCs armor. I was mad UC removed Bodybuilder from Wolf : [ ... Wolf/Fox was a very cheap and effective combo.
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Sergeant
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| Re: How to make Ambidexterity more viable.[message #312004]
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Tue, 13 November 2012 01:31
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Taro_M |
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Messages:292
Registered:November 2008 |
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I think that ambidexterity could improve reloading of grenade launchers. Small aiming bonus would be nice too.
Is there AP cost for switching items between hands? There could be no such AP cost for ambidextrous characters. With this running around with SMG and grenades would be good combo even in late game.
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Master Sergeant
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