Home » MODDING HQ 1.13 » v1.13 General Development Talk » How to make Ambidexterity more viable.
How to make Ambidexterity more viable.[message #310367] Tue, 18 September 2012 23:57 Go to next message
NewAgeOfPower is currently offline NewAgeOfPower

 
Messages:110
Registered:June 2010
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
Re: How to make Ambidexterity more viable.[message #310680] Wed, 26 September 2012 19:58 Go to previous messageGo to next message
NewAgeOfPower is currently offline NewAgeOfPower

 
Messages:110
Registered:June 2010
*Crickets*

I'd like to point out this is like Martial Arts and turning.

[Updated on: Wed, 26 September 2012 22:36] by Moderator

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Sergeant
Re: How to make Ambidexterity more viable.[message #310717] Fri, 28 September 2012 00:38 Go to previous messageGo to next message
sorca_2 is currently offline sorca_2

 
Messages:202
Registered:September 2010
Location: California, USA
Is there a bonus for accessing the backpack? Setting up the mortar or LAW? Mechanics bonus? Unarmed attack bonus? If you aren't getting anywhere here, maybe you should find out who is capable of making such a change and try to convince them that it's worth the effort.

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Sergeant 1st Class
Re: How to make Ambidexterity more viable.[message #310718] Fri, 28 September 2012 00:45 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3641
Registered:July 2009
sorca_2
Is there a bonus for accessing the backpack?
Yessorca_2
Setting up the mortar or LAW?
No, that's what Heavy Weaps is for (mortar and law are monolithic actions, including setup and firing in one animation)sorca_2
Mechanics bonus?
Technician? And a small bonus given by, uhmm, phlegmatic.sorca_2
Unarmed attack bonus?
That's what the melee traits are for.
[Ambidextrous]

; CtH penalty when dual shooting is reduced by this many percents
PENALTY_TO_SHOOT_DOUBLE_GUNS_REDUCTION = 100

; Percentage bonus to reload speed for all magazine weapons
RELOAD_SPEED_WITH_MAGAZINE_BONUS = 20

; Percentage bonus to reload speed for all loose rounds weapons
RELOAD_SPEED_WITH_LOOSE_ROUNDS_BONUS = 33

; Percentage bonus to item pickup speed
PICK_ITEM_AP_REDUCTION = 33

; Percentage bonus to speed when using a backpack
WORK_BACKPACK_AP_REDUCTION = 33

; Percentage bonus to speed when handling doors
HANDLE_DOORS_AP_REDUCTION = 33

; Percentage bonus to speed when using bombs
HANDLE_BOMBS_AP_REDUCTION = 33

; Percentage bonus to speed when merging items
ATTACH_ITEMS_AP_REDUCTION = 33

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Captain

Re: How to make Ambidexterity more viable.[message #310722] Fri, 28 September 2012 01:39 Go to previous messageGo to next message
sorca_2 is currently offline sorca_2

 
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Location: California, USA
Since all that stuff is taken, I can see why HS is suggesting the aim levels thing. I can't really comment on its potential impact.

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Sergeant 1st Class
Re: How to make Ambidexterity more viable.[message #310723] Fri, 28 September 2012 04:00 Go to previous messageGo to next message
NewAgeOfPower is currently offline NewAgeOfPower

 
Messages:110
Registered:June 2010
If I haven't explained my reasoning properly; it is that some traits fall off and thus have a secondary benefit; Martial Arts and it's associated benefits.

Like the the Martial Arts benefits, enhanced aim speed is a small bonus, mildly useful everywhere, but not a reason to take it over say, Night Ops, Athletic, or Stealthy... Same way you wouldn't take Martial Arts over Auto Weapons...

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Sergeant
Re: How to make Ambidexterity more viable.[message #310732] Fri, 28 September 2012 15:05 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1403
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Location: People riding polar bears...
Still, it's a minor trait. Match up ambidextrous with an auto weapons or marksman merc and you've already got some efficient area of denial action. Quick reloading, I mean.
Up the bonus to 25% and you've got something of a monster (with the correct arsenal).

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Sergeant Major
Re: How to make Ambidexterity more viable.[message #310734] Fri, 28 September 2012 15:34 Go to previous messageGo to next message
Sam Hotte

 
Messages:1960
Registered:March 2009
Location: Middle of Germany
HeavenlySword
If I haven't explained my reasoning properly; it is that some traits fall off and thus have a secondary benefit; Martial Arts and it's associated benefits.

Ambidextrous already has 2 of those secondary benefits: Quicker reloading and quicker pick up of things.
The first can save your ass in tough battles (e.g. CQC), the other is very helpful for those players liking to knock enemies out and stealing their stuff.

I don't think it's a good idea to put the traits up in a way that they are optimized for one particular playing style ...

However, AFAIK Sandro is currently reworking STOMP/traits, so maybe he can take the ideas mentioned here into consideration (Tho i'm pretty sure he's already done this ... Smile )

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Sergeant Major
Re: How to make Ambidexterity more viable.[message #310756] Sat, 29 September 2012 02:54 Go to previous messageGo to next message
NewAgeOfPower is currently offline NewAgeOfPower

 
Messages:110
Registered:June 2010
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

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Sergeant
Re: How to make Ambidexterity more viable.[message #310757] Sat, 29 September 2012 05:26 Go to previous messageGo to next message
sorca_2 is currently offline sorca_2

 
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Registered:September 2010
Location: California, USA
Ever tried dual sawed-offs at close range? I haven't, but it sounds fun.

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Sergeant 1st Class
Re: How to make Ambidexterity more viable.[message #310761] Sat, 29 September 2012 08:25 Go to previous messageGo to next message
NewAgeOfPower is currently offline NewAgeOfPower

 
Messages:110
Registered:June 2010
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
Re: How to make Ambidexterity more viable.[message #310766] Sat, 29 September 2012 15:48 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1403
Registered:July 2006
Location: People riding polar bears...
Quote:
Double full auto doesn't work.

Try the recent development builds. Wink

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Sergeant Major
Re: How to make Ambidexterity more viable.[message #310773] Sun, 30 September 2012 06:13 Go to previous messageGo to next message
NewAgeOfPower is currently offline NewAgeOfPower

 
Messages:110
Registered:June 2010
Slax
Quote:
Double full auto doesn't work.

Try the recent development builds. Wink


I attempted to follow the link for Tai's SCI; r4915, but in Kermi's server gave me a 404. After searching the forums for half an hour or so (the search engine really, really does not like me/I am not getting relevant results) I searched the wiki again. Nope.

So, if you guys would mind putting some development versions up on a centralized address that everyone can see and doesn't go down or change... : ]

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Sergeant
Re: How to make Ambidexterity more viable.[message #312001] Tue, 13 November 2012 00:40 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
Well, the reduced APs to move items around your inventory shall be added to the current Ambidextrous trait. And that's about it.

Also...HeavenlySword
... 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.
Yes, the trait does reduce the APs per item stolen this way.

As mentioned, in latest dev builds, dual burst/autofire is now possible. Ambidestrous trait helps there too, reducing the penalty to autofire recoil handling when doing that.

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Master Sergeant

Re: How to make Ambidexterity more viable.[message #312004] Tue, 13 November 2012 01:31 Go to previous message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
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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