Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » Split the 'Ranger' trait
Re: Split the 'Ranger' trait[message #339704 is a reply to message #339700] Fri, 27 February 2015 16:14 Go to previous messageGo to previous message
silversurfer

 
Messages:2791
Registered:May 2009
Sure, someone good at survival in the wild is not automatically skilled with certain weapons. I just wouldn't split up shotgun and rifle bonus. If we keep them together the merc with the hunter/ranger trait has more options. The other weapon traits have multiple weapon options available too. Gunslingers have bonuses for pistols, revolvers and auto pistols. Auto-Weapons mercs have bonuses for SMGs and ARs. Snipers have bonuses for rifles and sniper rifles. Heavy weapons mercs get bonuses to grenade launchers, bazookas and mortar. So it would only be fair to give the hunter bonuses for two weapon types as well so he can choose from a wider arsenal.

I won't protest if you make survival a minor trait. Just leave the weapons part as it is please.

I guess part of the different experience may come from using different maps. I play on the WF6.07 maps which have dense grass and lots of buildings and other cover. So during combat the combatants get closer to each other compared to normal maps. This makes shotgun users and also gunslingers more powerful compared to open maps where combat takes place at distances of over 30 tiles. At the moment my gunfighter/ambidextrous IMP with two PP-93 has more kills than any other merc in the team except for my main sniper because at least some of the 8 bullets in one turn hit their target even beyond range.

I will lower AP costs for shotguns in the standard 1.13 GameDir. You can take care of the survival part. cheeky



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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