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Re: HAM 5 Alpha - You know it!![message #296074] Sun, 01 January 2012 09:14 Go to previous messageGo to previous message
Captain Colon is currently offline Captain Colon

 
Messages:10
Registered:December 2011
Some gripes about the new CTH system...first let me say I DO like the intention of it which, if I'm not mistaken, is to try and make firefights a more realistic and more intense by increasing the value of suppressive fire (especially at longer ranges when you might not have enough APs for a reliable aimed shot but could at least get off a short burst in the general direction) and I will say it does succeed very well in this regard. However, in my playing so far I've found that SMGs and pistols are damn near useless except in EXTREME close quarters (within 5-7 tiles). My IMP merc with 85DEX, 85WIS and 85MAR and the Sniper trait can spend five clicks to aim an SMG and still miss around 50-75% of the time unless I'm within that 5-7 tile range. And that's if I'm kneeling...if I'm standing, it's pretty much a guaranteed miss no matter what I do. Meanwhile, my admin enemies (playing on experienced, they shouldn't be too tough) are firing what appear to be unaimed/partially aimed shots (based on the fact that they can fire 2-3 per turn) and while they miss most of the time, every turn or two they get a lucky hit and my merc goes to the ground. I have Trevor using a shotgun with slugs and he can't hit anything reliably unless he's within 5-7 tiles of the enemy, crouching or prone, spending EVERY AP on aiming (it's like 8 clicks) AND has the bonus from shooting at that target previously.

Now to be fair, it isn't too unrealistic to have that kind of accuracy on a moving target with an SMG at 50-70 meters (from what I've read it seems to be 1 tile = 10 meters...correct me if I'm wrong). However, in the game I consider 5 tiles to be "pretty damn close" just because of how everything's rendered and scaled...it takes very little AP to close that distance moving, only a couple steps; so why am I constantly missing the guy who's only a few paces away?

TL;DR is I think everyone misses aimed shots a bit too much (CtH bonus per click for aiming too low) with the CtH changes and CtH drops off far too quickly with range...what if the CtH system was changed so that range to target affected CtH non-linearly? That way the curve could be tweaked to find a good balance to make short-range, low-AP snap shots more likely to hit without making it too easy to snipe targets at long range with few APs spent aiming.

Also, if anyone could point me to a link on how the CtH system currently works (like something that explains exactly how CtH is calculated from start to finish) I could probably give much more detailed and accurate feedback. Also sorry if this post reads poorly or doesn't make any sense...Happy New Year? Wink

*EDIT* Also feel like weapon conditions need some tweaking...it's not that they break too fast; they just lose accuracy and start jamming too early. I just started up a game and Spider had her gun jam on the first shot. FIRST SHOT OF THE GAME! I don't know if the game uses a numerical value for condition or just good/fair/poor, but either way, I think her Viking at 78% should be considered in good condition rather than fair especially if the game is using a good/fair/poor metric for likelihood of a jam.

[Updated on: Sun, 01 January 2012 09:24] by Moderator

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