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[Idea] Adding weapon proficiency traits[message #325523] Sun, 22 September 2013 17:09 Go to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
Hi, I just downloaded the latest revision and started making my mercs, but when I went to assigning traits I stopped to think about them.

I really dont like that gun is combined with other traits. For example, I would like to create close quarters shotgun specialist, but shotgun proficiency is tied to the hunter trait that do something I really dont need.

So I would like to ask how to add new screen after selecting major and minor traits. One that would allow to select mercs gun proficiency. I think that new setting should be added:

MAX_GUN_PROFICIENCY_ALLOWED

With would govern how many points you have to spend on gun proficiency, with bonus for every point not spent (but smaller then bonus for no traits). Also additional setting should be added to control the effects of the proficiency on characters.

This also a matter of roleplaying characters.

[Updated on: Sun, 22 September 2013 17:10] by Moderator

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Master Sergeant
Re: [Idea] Adding weapon proficiency traits[message #325524] Sun, 22 September 2013 17:12 Go to previous messageGo to next message
Flugente

 
Messages:3499
Registered:April 2009
Location: Germany
How? Well you are asking for a new trait/skill system, along the current trait system. Can be coded very straightforward. Install VC2010, download the sourcecode, and implement a new new trait system. You can use the existing parts, just look what the existing trait code does, and do the same.

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Captain

Re: [Idea] Adding weapon proficiency traits[message #325527] Sun, 22 September 2013 18:32 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
I will give it a try, as i want to see how this stuff is done.

Still, this stuff is something that could be looked at by a someone more experienced as I think that my concern is pretty valid.

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Master Sergeant
Re: [Idea] Adding weapon proficiency traits[message #325528] Sun, 22 September 2013 18:49 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1403
Registered:July 2006
Location: People riding polar bears...
You could do this with individual backgrounds, right? Not ideal though.

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Sergeant Major
Re: [Idea] Adding weapon proficiency traits[message #325529] Sun, 22 September 2013 18:52 Go to previous messageGo to next message
Flugente

 
Messages:3499
Registered:April 2009
Location: Germany
The way he described it he wants another IMP screen, and select the gun class specific boni of other traits directly. Those aren't in backgrounds, this has to be coded.

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Captain

Re: [Idea] Adding weapon proficiency traits[message #325532] Sun, 22 September 2013 20:21 Go to previous messageGo to next message
silversurfer

 
Messages:2787
Registered:May 2009
The way he describes it won't work well. We already have weapon proficiencies and moving them to a separate screen will leave some of our current skill traits empty. So he would have to redesign the current traits anyway. That's a big task which requires lots of coding and testing.

I'm quite happy with the current traits. The hunter could use an -AP to shoot bonus for his shotgun however. All other weapon proficiencies have this, only shotgun users (which need lots of AP to fire) are the losers.
Would you mind if I code that and add it to the trunk?

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Lieutenant
Re: [Idea] Adding weapon proficiency traits[message #325533] Sun, 22 September 2013 20:31 Go to previous messageGo to next message
Flugente

 
Messages:3499
Registered:April 2009
Location: Germany
Well, the issue here is that ranger is the only one of the 'gun-traits' that also has other stuff in it (camo, travel speed etc.). One could separate that into two traits, though the you'd have to buff the remaining 'shotgun/rifle trait' significantly for it to give it justification.

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Captain

Re: [Idea] Adding weapon proficiency traits[message #325534] Sun, 22 September 2013 20:54 Go to previous messageGo to next message
silversurfer

 
Messages:2787
Registered:May 2009
Shotgun users are at the low end of the firepower ladder together with pistols at the moment. I only have my hunter use a shotgun for RPG reasons. They have:

- low range
- take lots of AP to fire (and pump if you don't have semi type)
- can't take scopes beyond 2x
- small ammo capacity

I would rather give her an assault rifle because of that. She would be much more effective with that...

I think for now I will just code an AP cost reduction. If people don't want it they can set it to 0. It will be defined in Skills_Settings.INI anyway.

I don't want to touch Sandros work and make a big overhaul. The current trait system is ok and well designed in my opinion.

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Lieutenant
Re: [Idea] Adding weapon proficiency traits[message #325535] Sun, 22 September 2013 20:56 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1403
Registered:July 2006
Location: People riding polar bears...
Do note that a shotgun can instantly suppress or even pin just about anyone in one or two shots. Wink

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Sergeant Major
Re: [Idea] Adding weapon proficiency traits[message #325536] Sun, 22 September 2013 21:10 Go to previous messageGo to next message
silversurfer

 
Messages:2787
Registered:May 2009
Yes, if you use shells you can cause the target to cower but that won't stop him from shooting back and kill you in his turn. Wink
I never managed to pin someone down with one shot. For a second shot I don't have enough AP...

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Lieutenant
Re: [Idea] Adding weapon proficiency traits[message #325538] Sun, 22 September 2013 22:00 Go to previous messageGo to next message
Gambigobilla

 
Messages:690
Registered:July 2008
imho this is not roleplay but powerplay, a bunch of bonuses without any consequences will not improve the gameplay.

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First Sergeant
Re: [Idea] Adding weapon proficiency traits[message #325539] Sun, 22 September 2013 23:22 Go to previous messageGo to next message
silversurfer

 
Messages:2787
Registered:May 2009
You don't need to use it if you don't want to. I rather use the full potential than just replace a weapon category with another that is clearly better (and made even better by its trait). That's called balancing.

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Lieutenant
Re: [Idea] Adding weapon proficiency traits[message #325540] Sun, 22 September 2013 23:23 Go to previous messageGo to next message
pheloncab is currently offline pheloncab

 
Messages:277
Registered:August 2004
Location: So. Cal. or texas
I can see the OP's point, however I agree with Flugente it ends up needing to really Redo the whole custom trait system.

Imagine gunslinger without any weapon bonuses cause those are seperate.. To correctly do this and to correctly allow for balancing once this change is applied to enemies and militia, it will require code changes and a new system where either
you spend some kinda points to purchase your background skills or a new/adjusted set of backgrounds with a new screen for weapons types that like the current skill settings would give you one, two, ten or whatever# of choices on that screen.

Either way its a lot of work, then a lot of testing, then a bug hunt.
Could still be good stuff in the end, just a long goal.

I'd wonder at the new individual backgrounds, and think maybe you could tweak in something there that would buff a shotgun user without the extra hefty lifting and make it pretty optional for everyone

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Master Sergeant
Re: [Idea] Adding weapon proficiency traits[message #325541] Sun, 22 September 2013 23:29 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3641
Registered:July 2009
Gambigobilla
imho this is not roleplay but powerplay, a bunch of bonuses without any consequences will not improve the gameplay.
silversurfer
You don't need to use it if you don't want to. I rather use the full potential than just replace a weapon category with another that is clearly better (and made even better by its trait). That's called balancing.
That's exactly what gambi was saying, he wasn't even commenting on wanting it or not.
I will use weapon X despite serious flaws because it just fits the character -> Roleplay
I will use weapon Y because it gets bonuses weapon X doesn't get, and f*** the char -> Powerplay/Min-Maxing

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Captain

Re: [Idea] Adding weapon proficiency traits[message #325543] Mon, 23 September 2013 03:06 Go to previous messageGo to next message
Faalagorn is currently offline Faalagorn

 
Messages:152
Registered:February 2012
Location: Poland
Flugente
The way he described it he wants another IMP screen, and select the gun class specific boni of other traits directly. Those aren't in backgrounds, this has to be coded.

Can't you add the +accuracy, -ap and other boni for weapons with the current implementation of backgrounds? Because I think that was what Slax meant - to emulate this behaviour using "[weapon name]" backgrounds instead of their designed usage for your own cases. That would be a simple set of XML edits. Plus, you can edit skills settings as well in the INI.

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Staff Sergeant
Re: [Idea] Adding weapon proficiency traits[message #325545] Mon, 23 September 2013 10:14 Go to previous messageGo to next message
silversurfer

 
Messages:2787
Registered:May 2009
DepressivesBrot

I will use weapon X despite serious flaws because it just fits the character -> Roleplay
I will use weapon Y because it gets bonuses weapon X doesn't get, and f*** the char -> Powerplay/Min-Maxing

True, but don't you agree that we should try to balance things a bit? Why would we want to have 4 weapon categories with tons of bonuses while leaving the 5th with none (that count)? This doesn't make sense.
Every weapon category should provide certain bonuses to the trained merc, bonuses that fit.

Roleplay is nice but lugging a merc around that is no help in combat doesn't make sense either.

At the moment we have traits where weapon bonuses are mixed with other bonuses. I don't have a problem with that. In fact I like that we have to make choices and sometimes sacrifices.
The idea of separate weapon proficiencies is understandable but the resulting work is certainly too much for me because it includes a complete redesign of the current traits.

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Lieutenant
Re: [Idea] Adding weapon proficiency traits[message #325552] Mon, 23 September 2013 12:06 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3641
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You'd still replace the shotguns with rifles as soon as possible, unless you take the 'balancing' to levels well beyond reason.

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Captain

Re: [Idea] Adding weapon proficiency traits[message #325554] Mon, 23 September 2013 13:30 Go to previous messageGo to next message
silversurfer

 
Messages:2787
Registered:May 2009
You know, in the past I didn't use the hunter or shotguns simply because they suck. They are less useful than SMGs or pistols (with the Gunfighter trait). I switched to SMGs -> Rifles -> ARs/Sniper Rifles as soon as I could.

This time I wanted to play a squad where each member has its own special abilities and background and see how that works.
I don't like it when certain aspects of a game are useless. They took time to develop so if they prove not to work well they should be fixed. The new AP reduction bonus is an attempt to have a little logical fix. In the end it's 3-4 AP less for one shot (6-8 for expert). That may not sound much but it helps. It will not make shotguns catch up with other weapons but it will make them suck a little less. Wink

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Lieutenant
Re: [Idea] Adding weapon proficiency traits[message #325559] Mon, 23 September 2013 16:57 Go to previous messageGo to next message
Sam Hotte

 
Messages:1960
Registered:March 2009
Location: Middle of Germany
silversurfer
Roleplay is nice but lugging a merc around that is no help in combat doesn't make sense either.

Well, it may. You could e.g. have a terrible fighter still in the back for repairing things, training militia or such. Razz

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Sergeant Major
Re: [Idea] Adding weapon proficiency traits[message #325560] Mon, 23 September 2013 18:26 Go to previous messageGo to next message
dinglehopper is currently offline dinglehopper

 
Messages:134
Registered:January 2008
I know it hasn't been asked for yet in this thread, but I thought I would maybe interject some real world information into this conversation.

First though, I would like to be upfront in saying in my opinion shotguns need some major loving in this game. I try to role-play a hunter sometimes too. They always get brown pants to cover up the fact that they have to let the enemy get so close they crap themselves every time, and no matter how hard I try to stick to it I always either end up role-playing in a change of profession at around coolness 4 or role-playing a funeral for the crazy shot gunner who got to close one too many times.

Shotguns are not meant to be a combat weapon, but they do have enough combat utility to often get included as at least one persons kit in a platoon/squad. The benefits of shotguns are they are generally lightweight, easy to repair, durable (actually easier to damage, but still typically work with minor damage that would stop any other gun), and they have a wide variety of ammunition (easily more than any other round). The disadvantages are they are loud, usually have limited magazine sizes, are often not semi-auto, and produce a lot of recoil force when fired.

The rest of the benefits and disadvantages come from the rounds themselves. With a full choke and #1 buckshot you could probably kill something out to 100 meters (realistically though 75 to 80 meters would be the max effective range still). With a sabot rifled slug however 200 meters is not unordinary.

I think a lot of non shooters get shotguns wrong on its rate of fire. Many pump action shotguns do not require releasing the trigger, this means with every pump it will fire and with a little practice someone can easily fire a pump action as fast as a semi-auto.

Also while the recoil on a shotgun is indeed heavy, it is different than with other guns. Most guns recoil forcing the crown (business end of the barrel) up and to the right. Shotguns typically recoil straight back, meaning someone of sufficient size and using a proper stance does not lose the target when firing a shotgun. This is a huge part of firing multiple rounds on target, and because of this it is actually faster to fire a shotgun on the same target multiple times for someone with minimal practice.

Also, shotguns especially when using shot (as in not a slug) have a huge advantage over other firearms in tracking and shooting moving targets. They are weighted different than most guns, with far more of the weight pushed towards the butt of the gun, making it easier to maneuver the crown and acquire a target. The reason they can do this for shotguns is twofold. It does not need a thick and therefore heavy barrel, and as mentioned earlier the recoil is not up and to the right as with rifled barrels.

So my suggestions for the game:
-Add a new sabot rifled slug that gives a significant range increase
-Increase the damage from a standard slug (it is devastatingly large)
-Add a new shot that is #4 buckshot which has more pellets that have higher range but do less damage
-Remove or seriously reduce the target movement penalty when using shot and slightly reduce it when using slugs
-Give shotguns a slight decrease in the APs needed for aiming levels (because it is easier to aim a shotgun due to the balance)
-Reduce the AP for shotguns, especially pump actions

Shotguns in real life are ideal for CQB (Close quarters Combat, i.e inside), in game they do not mirror this. I think removing/reducing the target movement penalties, and lowering the APs needed to shoot and aim will help bring shotguns to a point where they are good for indoor fights in game while the range limitations will keep them from becoming so powerful people choose them over rifles regularly. The ranges are realistically to long in game, but that is also the case for most of the pistol calibers, and if you could only use buckshot effectively 3 tiles away, people would just go melee.

Shotguns do need some loving, I don

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Sergeant
Re: [Idea] Adding weapon proficiency traits[message #325561] Mon, 23 September 2013 18:46 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3641
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True enough, though what you are saying needs at least a major data rebalance and maybe even some code tweaks. It's nothing you can do with some new character property giving arbitrary bonuses for gun classes.

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Captain

Re: [Idea] Adding weapon proficiency traits[message #325562] Mon, 23 September 2013 19:02 Go to previous messageGo to next message
silversurfer

 
Messages:2787
Registered:May 2009
dinglehopper

So my suggestions for the game:
-Add a new sabot rifled slug that gives a significant range increase
-Increase the damage from a standard slug (it is devastatingly large)
-Add a new shot that is #4 buckshot which has more pellets that have higher range but do less damage
-Reduce the AP for shotguns, especially pump actions

Sounds like XML work.


dinglehopper

-Remove or seriously reduce the target movement penalty when using shot and slightly reduce it when using slugs

This could already be done with the tag in items.xml. Unfortunately it's only for items and not ammo. Making this ammo depended would require coding.
The question is: What's a reasonable value? Does it vary with the different stances the shooter can have?


dinglehopper

-Give shotguns a slight decrease in the APs needed for aiming levels (because it is easier to aim a shotgun due to the balance)

Since revision 6430 we have something like that for the hunter trait. It's a reduction of AP cost by a percentage value of the base cost. Aiming still costs the same AP just like the other weapon types.

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Lieutenant
Re: [Idea] Adding weapon proficiency traits[message #325563] Mon, 23 September 2013 20:15 Go to previous messageGo to next message
dinglehopper is currently offline dinglehopper

 
Messages:134
Registered:January 2008
Stance does impact it, however the impact is already handled by the game. For example the only penalty would come if the target moves so far you have to change your facing. At which point you must change your facing and thereafter reaquire the target. The shotgun would still get a bonus over other guns in this case, but that is already handled by the ap reduction cost for hunter trait.

In other words, I would just let it be the same for all stances.

It should be ammo specific, but that does seem like a lot of coding and possibly an extra xml tag. Is there already a tag for the number of "pellets"? Been a while since I looked at the xml and I can't access it right now or I would just check. Seems like there must be one for number of pellets though, so you would just need a nested if in that case placed right after target penalty is calculated but before it is applied to the targeting solution.

Psuedo code:
if (gunType == shotgun){
if (numberOfPellets > 1){
targetMovedPenalty = targetMovedPenalty * 0.1
}
else {
targetMovedPenalty = targetMovedPenalty * 0.8
}
}

The mulitpliers should probably be external INI but 0.1 for shot and 0.8 for slugs seems reasonable to me.

Just a thought. Please don't think I am saying this is how it must be done. I know we are making a game and sometimes realism kills fun, but on the other hand shotguns already seriously lack in the fun department in JA2. If you want to change my thoughts or say screw you DH we are not doing that, I will be ok with it. After all, if I really felt stringly about it I would carve out some time to relearn C and do it myself.

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Sergeant
Re: [Idea] Adding weapon proficiency traits[message #325565] Mon, 23 September 2013 20:29 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3641
Registered:July 2009
You shouldn't tie something to being a shotgun in game. Shotgun ranges from the mundane 870 to CAWS and USAS. Also, some mods add shot for other guns - how would those cases behave?

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Captain

Re: [Idea] Adding weapon proficiency traits[message #325569] Mon, 23 September 2013 21:01 Go to previous messageGo to next message
Flugente

 
Messages:3499
Registered:April 2009
Location: Germany
Why would the aim penalty on moving targets depend on the ammo type? It's still the same gun you are using...

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Captain

Re: [Idea] Adding weapon proficiency traits[message #325572] Mon, 23 September 2013 21:33 Go to previous messageGo to next message
Flugente

 
Messages:3499
Registered:April 2009
Location: Germany
Also... I will admit that the hunter trait is odd for combining gun boni with other stuff non-related to it. One could make two traits out of it, but what would the new non-shotgun trait even be called? Guerilla? Survival? Stuff?

We could talk about wether the entire trait/skill/whatever system could use an update... As in, do we want the current system, or do we want a system with 'skillpoints'? Do we want skill trees? Perhaps with dependencies? Or are we happy with the current system?

Anyway, gun class boni won't go into backgrounds. It is supposed be complement traits, not replace them.

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Captain

Re: [Idea] Adding weapon proficiency traits[message #325590] Tue, 24 September 2013 09:01 Go to previous messageGo to next message
derek is currently offline derek

 
Messages:143
Registered:April 2010
Flugente

We could talk about wether the entire trait/skill/whatever system could use an update... As in, do we want the current system, or do we want a system with 'skillpoints'? Do we want skill trees? Perhaps with dependencies? Or are we happy with the current system?



Liked orig system the most and am against skill trees and such (this is not D2 or something). But would like to change a bit new skill system... It gives much more variety compared to old one, but would make it more like old one (like expand old traits - there is no handguns trait or rifles or similar). Make them more proficient (but not so much "combined" as new ones are).

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Sergeant
Re: [Idea] Adding weapon proficiency traits[message #325620] Tue, 24 September 2013 18:12 Go to previous messageGo to next message
dinglehopper is currently offline dinglehopper

 
Messages:134
Registered:January 2008
Depri,

In this instance I don't see a problem with tying the ability to shotguns, it is a shotgun trait and I have not met a shotgun yet that does not own it. I have admittedly never handled a CAWS or pancor jackhammer in real life, but I know about both and since they are both bullpup shotguns this would be truer of them than most shotguns. The only shotgun I would say may not follow this is the KSG because of its dual magazine system. I have fired a KSG and wasn't a fan but I do not recall the specifics of its handling. The neostead is dual tube but is also bullpup. The USAS I have fired similar semi-auto versions and they were like any other shotgun, I can ask around to see if the auto fire changes anything but I doubt it will.

Other weapons shooting pellets (usually referred to as rat shot) do not get the same benefits as shotguns because they still have the same heavy barrel and they are still rifled and the rifling does indeed interact with the pellets in a way that is both bad for recoil and bad for the gun itself.

Shotguns (even the KSG) need something in this game to make them viable. Not even the CAWS or Jackhammer are viable in any of the mods or standard version I have tried. As I pointed out it can and should be done in such a way using INI settings to make it so a person doesn't have to use it or can change it to their liking. Maybe this will do nothing and shotguns will still be useless, but it may lead to people actually switching to shotguns for close quarters battle like inside a building. As it stands now even with NCTH it is still better to use a sniper rifle when fighting in a house than a shotgun. That is ludicrous!

Flugente,

We both know it isn

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Sergeant
Re: [Idea] Adding weapon proficiency traits[message #325623] Tue, 24 September 2013 18:33 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3641
Registered:July 2009
Good, thanks for clearing that up.

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Captain

Re: [Idea] Adding weapon proficiency traits[message #325624] Tue, 24 September 2013 18:39 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1403
Registered:July 2006
Location: People riding polar bears...
Flugente
Why would the aim penalty on moving targets depend on the ammo type? It's still the same gun you are using...

Find a friend who owns a rifle and head to a shooting range. Try different ammo types. Ball, hollow point. I'd guess you'd be amazed at how much their travel paths vary even at 100 meters.

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Sergeant Major
Re: [Idea] Adding weapon proficiency traits[message #325630] Tue, 24 September 2013 18:54 Go to previous messageGo to next message
silversurfer

 
Messages:2787
Registered:May 2009
The movement penalty in the game only depends on the number of tiles the target moved and what direction. This is to simulate the difficulty of adjusting your aimpoint to the movement of the target. This has nothing to do with different ammo types.

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Lieutenant
Re: [Idea] Adding weapon proficiency traits[message #325662] Wed, 25 September 2013 06:41 Go to previous messageGo to next message
dinglehopper is currently offline dinglehopper

 
Messages:134
Registered:January 2008
You both are right. Different ammo types do have different ballistic trajectories, but that does not really matter when it comes to hitting a moving target.

The fact that movement penalties simulate adjusting aimpoint is exactly why I think it should be removed or reduced for shotguns. It could be part of or affected by the hunter trait, no duck hunter has not spent countless hours shooting skeet and moving ducks.

DH

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Sergeant
Re: [Idea] Adding weapon proficiency traits[message #325794] Fri, 27 September 2013 12:51 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
It seems that I started a rather big discussion, good.

BTW: Shotguns do need some loving IMHO.

I just threw around some ideas. Now that I think of it the traits, backgrounds etc. could be consolidated into single screen that would allow choosing them all at once.
Im think about something similar to traits screen in Neverwinter Nights 2:

http://i247.photobucket.com/albums/gg124/doubleslick/nwl.jpg

IMHO there should also be some skill progression furring the game. For example you get skill point every 2 levels or something. Just an idea though.

As for weapon proficiency: right now any merc can use weapon with same decent effectiveness and if its the weapon he is skilled he uses it better. The base performance may be a bit too high in my opinion, weapon proficiency should be more like this: pretty bad>passable>proficient>trained>expert.

Of course I could be very much talking out of my ass and proposing unnecessary complication.

Still some streamlining to traits, backgrounds etc. would be nice.

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Master Sergeant
Re: [Idea] Adding weapon proficiency traits[message #325796] Fri, 27 September 2013 13:42 Go to previous messageGo to next message
Parkan is currently offline Parkan

 
Messages:432
Registered:April 2010
Location: Russia,Sevastopol

If there is already added some changes to ranger trait like: Ap reduce for firing from shotgun,is it possible to add something like this to Auto weapons trait(to SMG and assault rifles not only LMGs),to SNiper trait(so merc with trait will be faster and accurate than merc without trait)?It is not hard to implement this??

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Master Sergeant
Re: [Idea] Adding weapon proficiency traits[message #325816] Fri, 27 September 2013 16:04 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
There is no AP reduction for firing shotgun, only for pumping another round.

IMHO shotguns would be much more violable option if there was a way to reduce AP for firing, and reduction of aim levels (with is better). I mean trait or something. Also reducing their aim levels could portray that shotguns are easier to use then rifles. In short they still would have crappy accuracy like before, but using them would be less AP heavy.

BTW: Sniper already is faster, more accurate and requires less AP for rechambaring the round. The reduction of aim levels means he gets max accuracy faster and for less AP.

[Updated on: Fri, 27 September 2013 16:09] by Moderator

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Master Sergeant
Re: [Idea] Adding weapon proficiency traits[message #325819] Fri, 27 September 2013 16:15 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3641
Registered:July 2009
There is, read the thread you started Razz

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Captain

Re: [Idea] Adding weapon proficiency traits[message #325869] Sat, 28 September 2013 22:50 Go to previous messageGo to next message
Parkan is currently offline Parkan

 
Messages:432
Registered:April 2010
Location: Russia,Sevastopol

Taro


; Percentage APs reduction to fire shotguns
FIRING_SPEED_BONUS_SHOTGUNS = 25

There is already added.And if Sniper trait is already strong,it is possible to add such bonus to Assault rifles and SMGS in AutoWeapons trait?

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Master Sergeant
Re: [Idea] Adding weapon proficiency traits[message #325901] Sun, 29 September 2013 11:06 Go to previous messageGo to next message
silversurfer

 
Messages:2787
Registered:May 2009
ARs and SMGs are already the strongest weapons in game, very fast on their own and you can add Rod&Spring. Just bought myself a FAMAS. With Rod&Spring that's 4 possible bursts in a single turn or 2 aimed burst + 1 non-aimed. We don't want to overdo it... Wink

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Lieutenant
Re: [Idea] Adding weapon proficiency traits[message #325902] Sun, 29 September 2013 11:19 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
Parkan
Taro


; Percentage APs reduction to fire shotguns
FIRING_SPEED_BONUS_SHOTGUNS = 25

There is already added.And if Sniper trait is already strong,it is possible to add such bonus to Assault rifles and SMGS in AutoWeapons trait?


Is there a way to add reduction of aiming levels to shotgun for Hunter trait? I tried, but it didnt work.

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Master Sergeant
Re: [Idea] Adding weapon proficiency traits[message #325908] Sun, 29 September 2013 13:05 Go to previous messageGo to previous message
silversurfer

 
Messages:2787
Registered:May 2009
It is possible but why would you want two bonuses that reduce AP usage?

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