Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » HAM 5 Alpha - You know it!!
Re: HAM 5 Alpha - You know it!![message #295482] Mon, 19 December 2011 22:56 Go to previous messageGo to previous message
Soren is currently offline Soren

 
Messages:13
Registered:December 2011
Testing Report:
Mods/Version:
Special SCI + Ham 5.5a + MAM 2.4.5 + a few custom extras

Bugs:
When transforming a stack of items via Sector Inventory OR in a merc's inventory, if the items are not all of the same condition, the system only uses the TOP of the stack item's condition to generate additional items.

Example:
I have a stack of 3 t-shirts, 90%, 82%, and 20%. If I tear them up with the 90% one on top, I get 4 90% Rags, an 82%, and a 20%. (Instead of 2 of each.) This has been a bug since the stack transformations were fixed. I would have commented earlier, but this is my first post as my account just got approved (a long post, too!)

Also, BP costs ARE charged out of battle. AND they are charged to the truck! E.G., in my extras, you can melt down steel items into chunks of steel (good ol' JA1, I use the silver nugget pic). Chunks can be turned into steel tubes and springs. Anyway, put a steel helmet into the truck, transformed it into two steel chunks in strategic map/sector inventory. All my gas disappeared Sad Not necessarily a bug, but I figured you should know.

Feature Comments:
I went through and fixed all the integral stocks and bipods, as well as adding in variable power scopes for the 7x (2x, 4x, 7x) and 10x (2, 4, 6). I didn't change the ACOG (it is a fixed power scope, see below). Also added open/close for grippod.

All in all, it works VERY well. Some weapons that were kinda weak with integral retracting/folding stocks become much more usable when you can pop the stock out and send some accurate aimed bursts downrange. Excepting for some very hard to raise weapons (shotguns, especially), if the AP cost for extension/retraction is not zero, there is little advantage to popping the stock in every time you move/reload/do something that requires re-raising the weapon and then popping it out to fire - you just keep the stock out. However, on the first use, this can save considerable APs. The main advantage is the ability to remove the penalties imposed on a lot of integral folding stock firearms that vanilla 1.13 imposes. For my money, I set the AP cost to 1, no BP cost, and I think this is relatively reasonable. It makes fiddling with SMG stocks kinda useless, but adds power back to, say, the Colt 9mm (competes well with the Steyr AUG Para again).

Bipods/grippods are a bit different. There is a considerable penalty for using them when not prone, and allowing the user to fold them up for a more reasonable penalty (it still IS a bit of metal on the weapon, so it makes handling worse) when crouched makes them much more handy. My sniper with a SL8 can use it crouched/bipod closed or prone/bipod open, as circumstances dictate.

Balance Issues:
It has been mentioned many times before, but with NCTH, coolness rebalancing of items is almost required. With MAM's increased shotgun effectiveness, these make excellent coolness 1-3 suppression weapons with buckshot (at which point you transition naturally into submachineguns, then assault rifles, then LMG/MGs). I hesitate to suggest MORE weapons, but we might want a few more really sucky SMGs and especially more sucky LMGs. Older scoped rifles (Garand/Mauser, and to lesser extent, the M1 Carbine) are not really as effective as, say, a Sterling or even in some cases the Baikal-233 - fire and maneuver is really the way to win. The AI will use suppression, but has few options in the early game (Glock 18/Scorpions are probably the most common, as well as 93Rs and the occasional SMG/shotgun). A bulky, ugly LMG is just the right thing for the enemy to use in, say, the DCA, and it makes sense too! With generally superior numbers, the AI should be using suppression to beat up my mercs, but at least on Expert, they don't.

In general, (and I speak as someone who played JA1, DG, 2 pre-1.13, vanilla 1.13 OCTH, then NCTH), I love NCTH. It does make the game different, but really, in OCTH you need about 3-5 shots per kill, and that's even more silly than Hollywood. Lugging around a ton of ammo makes no sense, and it cuts out a whole logistical subdimension of the game. Suppression also makes stealing EASIER - while one merc is firing SMG/shotgun suppression rounds, another is running closer to steal your stuff. Good times. (With MAM's price structure, stealing weapons is VERY much worth the trouble. A merc can pay for themselves with one or two swipes. And, I admit, I upped the daily cash that Tony has.)

Too many guns can accept good attachments in even vanilla 1.13 (I cut a lot of the addons that MAM made there, too). The advantage of certain weapons, especially modern ones, over others (especially older ones), is the compatibility with better attachments. (This is true of the ACOG - it can 'add' reflex sights to weapon, which is nice on, say, the Mini-14). Pistol silencers are probably the worst offenders - everything, almost, can use them, so guns with dedicated threads for suppressors lose big time (I'm looking at you, Mk 23 ...)

Items that need fixing:
The ACOG is a fixed sight, but should probably be given some other bonus to compensate. It's a good choice for assault rifles/carbines (3-4x is about your engagement range for those, I find). Maybe a night bonus?

ISM-V-IR needs serious tweaking since NAS came out - there's little need to save slots as before, and the fact that scopes are de rigeur in NCTH makes it pretty useless.

MP5N - I recommend a night bonus due to the Surefire light forestock, but a stealth penalty too (hey, what's that light?)

Further Transforming Ideas:
I am probably going to try making a 'buttstock' item - rifles/SMGs can transform into it. It represents hitting someone with the stock - a blunt weapon. I am not sure what, if anything, will happen to the attachments on said weapon, so I will report back when I overcome laziness and do it.

I also think being able to turn off flashlights/lasers (no aim bonus, but no stealth penalty) would be nice. Also, as mentioned in the MP5N, SureFire forends are on my to do list. For 0-1 AP, it makes sense to sneak up on the enemy without the laser/light on, then turn it on and let 'em have it.

Also, I am open to advice on how to model firing .38 Specials out of a .357 Magnum weapon. I am pretty sure we can't do this now (though, admittedly, I haven't tried). You SHOULD be able to, though; a simple 0 AP transform to switch between the same picture weapon, but alter the stats and ammo type.

I am finally also considering making a test system for the interchangeable MP5 family - change a barrel here, a trigger module there, and voila, your MP5N is now a MP5/40. This would mostly be to test the transforming abilities to 'take apart' weapons. Granted, I am terrible with graphics, so it won't look good, but as I am the only one looking at it, who cares?

Sorry if this came out so long ...

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