Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » Increased damage and lethality: How many of you do it.
Increased damage and lethality: How many of you do it.[message #262664] Wed, 15 September 2010 12:14 Go to next message
Sovereign is currently offline Sovereign

 
Messages:80
Registered:July 2010
Location: Jerusalem, Israel

How many people here raise the damage of weapons and explosives?

I found that playing with 250% on explosive damage and 150% on gunfire damage turns JA2 1.13 into a completely different game. The higher powered rifles will kill with a headshot, and do some serious damage even on body shots. This is why in my current game with those damage settings, early on I am using quite a few M1 Garands (Playing 1.13 WF from Tai's SCIs currently) since they inflict reliable damage and enemies tend to use them so I salvage plenty of ammo.

The raise in explosive damage means that a grenade into a room will clear it rather effectively, too. It does take super-careful planning though, since getting OSK'ed X-COM style is a real threat.

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Corporal 1st Class
Re: Increased damage and lethality: How many of you do it.[message #262665] Wed, 15 September 2010 12:16 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
happy reloading

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Captain
Re: Increased damage and lethality: How many of you do it.[message #262673] Wed, 15 September 2010 12:46 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
I don't use it. The enemy and my mercs do enough damage already. Don't want to lose my men because of a single lucky shot. Especially Kingpins assassins would suck. You enter a sector, they start talking and *bang* your team is dead.

I have more fun without save/load orgies...

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Lieutenant
Re: Increased damage and lethality: How many of you do it.[message #262674] Wed, 15 September 2010 13:04 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
I don't do it since we have limited mercs (I once testet it and lost 17 mercs in a single battle)

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Sergeant Major
Re: Increased damage and lethality: How many of you do it.[message #262682] Wed, 15 September 2010 14:09 Go to previous messageGo to next message
Zarax

 
Messages:54
Registered:February 2007
Location: Italy
I do it but on much lower percentage (around 50% extra damage) which imho delivers a bit more punch without making lucky shots too lethal.

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Corporal
Re: Increased damage and lethality: How many of you do it.[message #262683] Wed, 15 September 2010 15:03 Go to previous messageGo to next message
Ormus n2o is currently offline Ormus n2o

 
Messages:28
Registered:March 2010
Location: Poland; Wielkopolska; Pi&...
170-180% damage from Weapons.
200-300% damage from Explosions but i also incrase all explosion range two times and stun damage three times(In xml editor). Now throwing a granade is not waste of AP. U can kill 3 enemies and knock everybody else. And just like in real life - one shot, one kill. Work on both ways. Hiting in head without helmet almost always is deadly.

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Private 1st Class
Re: Increased damage and lethality: How many of you do it.[message #262691] Wed, 15 September 2010 17:38 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
The only problem is tanks go down too easy Sad

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Staff Sergeant
Re: Increased damage and lethality: How many of you do it.[message #262693] Wed, 15 September 2010 18:14 Go to previous messageGo to next message
sorca_2 is currently offline sorca_2

 
Messages:202
Registered:September 2010
Location: California, USA
Hairysteed
The only problem is tanks go down too easy Sad


[insert your own joke about Fox here]

Razz

Ahem... but seriously though... I would consider turning up the damage on mine, maybe 25% for next time through. I don't think it would have too huge of a negative impact on my mercs because most of the time they die it's because they got pinned down and shot a bunch of times or because they got attacked at close range. 25% extra damage to them in either case wouldn't have mattered, but it might have mattered for killing enemies.

[Updated on: Wed, 15 September 2010 18:44] by Moderator

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Sergeant 1st Class
Re: Increased damage and lethality: How many of you do it.[message #262711] Wed, 15 September 2010 21:27 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Default damage is way too low for me; when a bullet goes through the head and the guy just goes "OW!" something is definitely wrong! Razz

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Staff Sergeant
Re: Increased damage and lethality: How many of you do it.[message #262717] Wed, 15 September 2010 22:41 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
You could use STOMP traits. When my sniper hits anyone in the head (including elites) they go down. It has only happened one or two times so far that the victim ended critically wounded.

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Lieutenant
Re: Increased damage and lethality: How many of you do it.[message #262724] Thu, 16 September 2010 00:07 Go to previous messageGo to next message
Loucipher

 
Messages:157
Registered:October 2009
I have experimented with the +50% setting - it feels okay. Even a lowly pistol or shotgun becomes a firepower to be reckoned with, especially in early game.
I second the notion to increase blast ranges and stun damage, though maybe not by some insane amount. A hand grenade with 150% blast range and stun damage becomes - again - massive man-portable firepower, not some nuisance to be shrugged off with minor damage.
From my testing, tanks tend to be almost as impervious to damage as they are on standard damage. Small arms fire is the same (does nothing), and it takes two-three well tossed grenades to take a tank out on either setting. Of course, LAW or similar tank-killing weapon does the trick every time on both settings as well.

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Staff Sergeant
Re: Increased damage and lethality: How many of you do it.[message #262742] Thu, 16 September 2010 09:24 Go to previous messageGo to next message
Fozzie is currently offline Fozzie

 
Messages:183
Registered:April 2010
Location: Germany
After some testing I now play with +50% gun and +100% explosives damage.
With the standard values, mini grenades have as much effect as a cherry bomb and really: a headshot from a Gepard M2 should be frigging lethal, even when the target is wearing a helmet.

The downside of this is that the explosion going off in the Alma training facility sector once you have drawn any attention to yourself always instantly kills the Sergeant which hurts the maximum loyalty in Alma a bit.

Apart from that, I'm quite fine with those values, being a faithful disciple of St. Quicksavius anyway Wink

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Staff Sergeant
Re: Increased damage and lethality: How many of you do it.[message #262744] Thu, 16 September 2010 10:29 Go to previous messageGo to next message
Luppolo is currently offline Luppolo

 
Messages:150
Registered:July 2009
i play with 175% guns and 200% exp

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Staff Sergeant
Re: Increased damage and lethality: How many of you do it.[message #262760] Thu, 16 September 2010 13:54 Go to previous messageGo to next message
Loucipher

 
Messages:157
Registered:October 2009
Fozzie, you may want to edit the Alma explosion in the XML Editor (I think it is defined under Explosives) and downplay it a bit. This way you won't lose the Sarge.

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Staff Sergeant
Re: Increased damage and lethality: How many of you do it.[message #262841] Fri, 17 September 2010 11:14 Go to previous messageGo to next message
Fozzie is currently offline Fozzie

 
Messages:183
Registered:April 2010
Location: Germany
I'm afraid you might have to be more specific on that, regarding the exact file and value where this option is configured. I hand-edit the .xml-files since the XMLEditor won't run with WINE in Linux (game itself works perfectly fine, though). I couldn't find a corresponding entry in any of the files so far.

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Staff Sergeant
Re: Increased damage and lethality: How many of you do it.[message #262842] Fri, 17 September 2010 12:01 Go to previous messageGo to next message
kazsneak is currently offline kazsneak

 
Messages:10
Registered:August 2008
Location: Philippines, under the ru...
where do you set the explosion and bullet damage in the xml's?

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Private
Re: Increased damage and lethality: How many of you do it.[message #262935] Sat, 18 September 2010 00:56 Go to previous messageGo to next message
Loucipher

 
Messages:157
Registered:October 2009
Fozzie: on second thought, and after some testing, I'd actually recommend another solution: change the Panic Action in the chest next to the Sarge from Great Explosion to Standard explosion, using the Map Editor.
There's a file called ExplosionData.xml, but to be honest, I don't know what to change in order to downplay the explosion effect. Just swapping out the Panic Action effects also leaves all other Great Explosions in-game intact (wherever they might be).
By the way: great news that JA2 works under Wine. I plan on switching to Debian Linux soon, and I'd hate to lose my favourite game along with Windows.

SneakerKat: you can edit any gun's damage in Weapons.xml, ammo damage modifiers in AmmoTypes.xml, and general percentage multipliers (what we're talking about now) in the JA2Options.ini (or using INI Editor).

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Staff Sergeant
Re: Increased damage and lethality: How many of you do it.[message #262986] Sun, 19 September 2010 09:53 Go to previous messageGo to next message
Fozzie is currently offline Fozzie

 
Messages:183
Registered:April 2010
Location: Germany
Never touched the map-editor before, on the first look it seems kind of complicated (and I don't have much time on my hands at the moment) but I will look into it some time in the future.

As to running the game with WINE:
The original installation should be made in Windows itself, that doesn't work too well with WINE. After that you can just copy the entire game folder to ~/.wine/drive_c/program_files/ and start the ja2.exe.
So you should make a "virgin vanilla install" in Windows and keep a copy of the game folder somewhere. That way, you won't have to make a new installation of the game ever again. If you feel like you have messed around too much with your current modded version, just delete it and restore the backup, then apply the mods again.

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Staff Sergeant
Re: Increased damage and lethality: How many of you do it.[message #285328] Sat, 02 July 2011 17:43 Go to previous messageGo to next message
Cell

 
Messages:375
Registered:February 2011
User deleted

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Master Sergeant
Re: Increased damage and lethality: How many of you do it.[message #285337] Sat, 02 July 2011 18:05 Go to previous message
Sovereign is currently offline Sovereign

 
Messages:80
Registered:July 2010
Location: Jerusalem, Israel

I play with 150% weapon damage, 200% weapon range and 200% explosive damage. I find it a lot more fun.

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Corporal 1st Class
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