| Auto weapons trait and 1.13[message #231468]
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Sat, 22 August 2009 00:24
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hal900x |
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Messages:64
Registered:August 2009 |
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Hey guys, first post here. Currently I play vanilla, because I planned on playing UB and a few non-1.13 mods, and I figured playing 1.13 would spoil me if I tried it. But I'm finding that these forums contain the bulk of JA2 advice, and most of it relates to 1.13 specifically, so I'll probably just make the jump.
That said, my IMP for 1.13 was gonna be an ambidextrous "psycho" with the auto weapons trait. A two fisted SMG wielder with an attitude. It's not an optimum build but it just sounded fun to roleplay a bit. But I was reading that 1.13 gives you an option to select how many bullets released in a burst. Wouldn't that kind of invalidate the first bonus of the Auto trait (reduced chance to waste additional bullets in a burst after enemy is dead)?
Also, just to confirm: the ambidextrous trait will eliminate the 20% penalty for dual-wielding. But there is still a -5% penalty for SMG's in each hand. Is that -5% per hand or -5% total? And does that -5% also apply to machine pistols? Or are machine pistols considered normal pistols for the sake of the penalty?
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Corporal
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| Re: Auto weapons trait and 1.13[message #232326]
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Tue, 01 September 2009 21:50
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stigma |
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Messages:25
Registered:August 2009 |
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Nope, psycho affects everything, even melee. Its kinda weird and illogical and may need a "fix" at sopme point in the future, but thats how it works. It even works for melee, and even throwing I believe. Check ut headrocks list of code explanations - its in the one dealing with chance to hit.
-Stigma
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Private 1st Class
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