Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » HAM 5 Alpha - You know it!!
Re: HAM 5 Alpha - You know it!![message #294605] Wed, 07 December 2011 16:16 Go to previous messageGo to previous message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Thank you for your feedback.

I can't address each and every one of your points at the moment, but it's good to hear them. Nonetheless I'll make some points of my own:

1) Regarding autofire vs. single-shot: in truth the autofiring weapons should have a significant advantage over single-shot in most circumstances. The only drawback to autofire/burst should be the waste of bullets. In other words, you "pay" more bullets for increasing your odds of hitting the target. Physically speaking though, automatic weapons should be inherently less accurate (i.e. higher gun Accuracy value) due to the inefficient use of the bullet's gases. But other than this, there is no real reason to use single-shot weapons when you have an adequate autofiring one. This is one of the reasons why the game should be altered to introduce most single-shot rifles at a much earlier stage, leaving the more dangerous autofiring ones for later.

2) Gun handling will be added to UDB - it's on my list, I just haven't gotten around to it with all the bugfixing for the zoomed inventory and transformations. I actually still have a lot of work to do with the transformations, but I will raise the priority of the handling factor - maybe just do it now and get it over with ^^. Note that I've looked at the NCTH Muzzle Sway code (the one which factors in gun handling) and I think some modifications put in there while I was away are making it act weird in some circumstances... There is at least one line that still mixes Gun Handling with AP-to-Ready, for example.

3) If autofire/burst are too deadly, you can try messing with the following variables:
RECOIL_COUNTER_ACCURACY_MIN_ERROR (increase)
NORMAL_RECOIL_DISTANCE (reduce)
Let me know if you find that non-default values are better.

4) Can't do anything about AI grenade-throwing, I don't even know what lets them throw that far to begin with. Perhaps WarmSteel might be able to find the problem, but there are no guarantees.

Anyhow, your feedback is very helpful, and I hope you'll give more comments as your campaign progresses. We hear more about early-game combat, need more info about how NCTH handles the later stages of the campaign.

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Sergeant Major

 
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