Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » 1.13 Stock Data Overhaul
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Re: 1.13 Stock Data Overhaul[message #333120]
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Mon, 26 May 2014 01:17
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Madok |
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Messages:5
Registered:May 2014 |
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How to install this?
I have:
-JA 2 gold
-1.13 1894 build
-Arulco Revisited v1.4 beta
-SDO_GameDir_r1894,AR+SDO_Default_Maps_GameDir_r1893,AR+SDO_Rnd_Item_Maps_GameDir_r1893
After instaling everything in this order,i have invisible Thigh Carrier Rig and invisible OMON Utility Vest in my IMP inventory and this make my game crash.
I'm missing something?I need detailed instalation guide,please.
[Updated on: Mon, 26 May 2014 01:18] by Moderator Report message to a moderator
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Private
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Re: 1.13 Stock Data Overhaul[message #333187]
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Tue, 27 May 2014 12:22
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Aldo Raine |
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Messages:51
Registered:May 2014 |
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There are plenty of files in your download folder - some of us may get confused. Which is which? I have latest SCI_GAMEDIR.
BUG REPORT:
I have I.M.P run out of energy at first drop off. Then after battle I made him rest, regains energy...then sudden lost of energy again...he was there...lying all the time. :crazy:
[Updated on: Tue, 27 May 2014 13:00] by Moderator Report message to a moderator
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Corporal
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Re: 1.13 Stock Data Overhaul[message #333776]
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Wed, 18 June 2014 15:53
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Shank |
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Messages:11
Registered:April 2012 |
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Hello Strohmann ! Excellent work. Using your SCI 7245 with AR, no problems so far. Well outside of balance issues. For convinience, I will put moments that I find for confusing/unacceptable in "(!)".
Eyerange of 400 meters (20) is unrealistic; original 260 meters, 13. (!)
Insane, Spooky, Premium load. Landed, immediately went crouch, crouched behind the bush, rotated, went prone. And was detected by an enemy through the window at 18 tiles range(!). Shot the guy in prone and missed (!), the other guy went running from the side house and kicked him into the guts putting it to the end(!)
Pretty similar history with Chechnya-veteran Kolesnikov with VSS(premium), despite that this time he was lucky enough to locate the enemy through the scope first at range of 25 tiles. He landed a 9x39 into enemy torso, but only injured him(!!). Knowing the previous lesson, Vitya run to and climbed the roof of next building, fully camoed (but still somehow at 31%(!) even though his helmet,vest and leggings were camoed) - hoping to crawl a few meters and tactically crouch up slowly to spot some heads. But to no avail, as "snapperheads" immediately fired a pistol round causing a veteran to piss his pants (!!), three times (!!!) and then a guy climbed up the roof and kicked him into the guts. Again.
I think, I need to do some personal changes here )
Regarding the item balance on maps, I did a small debug run to H6 and discovered an enemy carrying an MG43 with iron sights of a type "you shouldn't be able to read this." aka empty.
I noticed I can't combine guile suit with helmet/armor. Why? :/ Has it stopped being just a bunch of bushes/synthbushes on a flexible wire?
I founded that SVD/SVUs migrated into rifles, SVU not accepting PSO-3 and true sniper optics(same dovetail mount as SVD) and Pecheneg is supposed to be lighter, faster firing and having an integrated barrel air-cooling that results in improved accuracy, much lower heating and reliability (.. not in this game ) compared to PKM (both also don't have optional folding stocks..?)
Also 762x54 AP/Match? There were lower quality 762x54R with some intended spread for machineguns
and sniper 7N14 (steel core/match powder) - which increase both penetration, range and accuracy; but the mentioned spread is pretty harming for them. This is quite different from 762x51 AP/Match uptake, don't you think?
Is firing CAWS really faster than AK-12 12/76?
Automag IV weights same as Automag V?
You (and team) did great work on scopes, maps, balance - at last there is some nice choice over very good maps, so I want to express big gratitude for your hard work!!
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Private
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Re: 1.13 Stock Data Overhaul[message #333779]
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Wed, 18 June 2014 21:53
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Strohmann |
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Messages:287
Registered:August 2011 Location: Division Thought Crimes |
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Hello.
Quote:Eyerange of 400 meters (20) is unrealistic; original 260 meters, 13. (!) Please elaborate, were is the context of realism between former and current sight range?
Quote:And was detected by an enemy through the window at 18 tiles range(!) Detection range for complete ghillie suit is 16 tiles, if you are lying completly in the open. So it sounds like the bush wasn't between you and the enemy and/or you weren't on a tile that provides 100% woodland camouflage.
Quote:Shot the guy in prone and missed (!), the other guy went running from the side house and kicked him into the guts putting it to the end(!) What's the point, that you didn't have a guaranteed hit?
I didn't touch stamina damage, so not related to this mod.
Quote:He landed a 9x39 into enemy torso, but only injured him(!!). Damage always was somewhat randomized. Nominal damage of the vintorez is 5 points higher, damage to flesh has a 0.8 multiplier now (compared to stock 1.13), so no drastical difference.
Quote:[...]Vitya ran to and climbed the roof of next building, fully camoed (but still somehow at 31%(!) even though his helmet,vest and leggings were camoed)[...] Who is Vitya, an IMP? 31% in SDO match 62% in Stock 1.13. The roofs in A9 mainly provide urban- and sometimes limited desert camouflage, did his armour have the matching camo types?
Quote:But to no avail, as "snapperheads" immediately fired a pistol round causing a veteran to piss his pants (!!), three times (!!!) Which experience level had he? Was he completly alone, were a deputy or squadleader in vicinity?
Quote:Regarding the item balance on maps, I did a small debug run to H6 and discovered an enemy carrying a MG43 with iron sights of a type "you shouldn't be able to read this." aka empty. Fixed, the enemies had no random item inventory in that sector.
Quote:I noticed I can't combine guile suit with helmet/armor. Why? Has it stopped being just a bunch of bushes/synthbushes on a flexible wire? Balancing reasons. You shouldn't be able to combine highest protection with highest camouflage, you now have to choose somewhat.
Quote:I found that SVD/SVUs migrated into rifles[...] Intended.
Quote:[...]SVU not accepting PSO-3 and true sniper optics(same dovetail mount as SVD)[...] Fixed, had wrong attachment point for sights.
Quote:[...]Pecheneg is supposed to be lighter, faster firing and having an integrated barrel air-cooling that results in improved accuracy, much lower heating and reliability (.. not in this game ) compared to PKM[...] Source on the weight differences? I read the pecheneg is heavier, the barrel already alone (well, not exactly 0.2 kg, changed to 8.7, pkm to 7.5 kg). Nominal firing rate seem to be 650/600 shots per minute, that doesn't justify a jump from 3 to 4 Autofireshots/5AP. Or have you other sources?
The Pecheneg has a sligthly higher cooldown factor (420 vs.400), is 4% more accurate, has lower recoil (3>9,5^/3>11,5^ vs. 3>10^/3>13,5^), but no barrel swap option.
Quote:[...]both also don't have optional folding stocks..?[...] In a quick internet search i found commercial offerings for folding stocks for the PK, seems not to far fetched.
Quote:Also 762x54 AP/Match? There were lower quality 762x54R with some intended spread for machineguns
and sniper 7N14 (steel core/match powder) - which increase both penetration, range and accuracy; but the mentioned spread is pretty harming for them. This is quite different from 762x51 AP/Match uptake, don't you think? There is no AP/Match ammo type for 7.62x54R or 7.62x51mm in SDO. Or do you want that i add one? Isn't that overkill? PKM and co. should already cut through everything with 47 damage/ 0.65 armour multiplier. As for the real life difference, i have no knowledge on the subject.
Quote:Is firing CAWS really faster than AK-12 12/76? I don't know, the first was only a prototype and the last only exists as a concept as far as i know.
Quote:Automag IV weights same as Automag V? I don't know, they are imported straight from Stock 1.13 without any weight changes. Do you have proposals for different weights?
[Updated on: Wed, 18 June 2014 22:31] by Moderator Report message to a moderator
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Master Sergeant
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Re: 1.13 Stock Data Overhaul[message #333794]
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Thu, 19 June 2014 23:29
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Shank |
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Messages:11
Registered:April 2012 |
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StrohmannPlease elaborate, were is the context of realism between former and current sight range?
I suggest, vanilla setting does not let AI see every merc on the map. For example, 160/40(+)40=>1/2 vs 160/26(+)26.=>1/4 of map in each direction.
Quote:Detection range for complete ghillie suit is 16 tiles, if you are lying completly in the open. So it sounds like the bush wasn't between you and the enemy and/or you weren't on a tile that provides 100% woodland camouflage.
From location where one is inserted, few tiles north-east, a bush and green grass.
Also, I tried following tactic several times: point insertion, immediate Z, immediate P. After just few turns an enemy comes. Perhaps its helicopter triggered?
Quote:Quote:Shot the guy in prone and missed (!), the other guy went running from the side house and kicked him into the guts putting it to the end(!) What's the point, that you didn't have a guaranteed hit?
I didn't touch stamina damage, so not related to this mod.
The stamina is not questioned. Questioned was:
Spooky is holding an M4 carabine and shoots a guy 17 tiles away, aimed, and misses.
(BTW, Spooky has a macchete in his pocket. Refuses to put it back (premium load), says it doesn't fit anymore. Learned a trick from Magic. Jokes aside - definitely a small inventory bug.)
I also hired Lynx with G3 and scope, and he misses dearly everywhere, whilst being easily hit by enemy (I do switch magnification). One time an enemy shot full auto nearly across the screen (1024x768) in a pretty tight volley, whilst I had difficulty to hit anyone over 15 tiles (with G3).
I went further and hired Scope on Easy with M82; Z, C on drop, immediately went west behind fence and climbed the roof. Now she and the guy behind sandbags (with some pistol?) have been exchanging about 15 shots for quite some time. He was standing, when being fired on; she targeted head, a few tiles range - a head above sandbags vs SAS with M82:
I don't understand - either I am not in sync with NCTH or NCTH is not in sync with logic..
I already had problematic sniping events in many previous 6xxx+WF+OCTH, for example right-most SAM in Wildfire maps, when approached from the SouthWest, an army sniper with SVD on a large roof covered with sandbags. But nothing unsolvable.
If I am doing something wrong, please advise..
Quote:Damage always was somewhat randomized. Nominal damage of the vintorez is 5 points higher, damage to flesh has a 0.8 multiplier now (compared to stock 1.13), so no drastical difference.
Sir, one cant get *that* bullet into a stomach and live...
Quote:Who is Vitya, an IMP? 31% in SDO match 62% in Stock 1.13. The roofs in A9 mainly provide urban- and sometimes limited desert camouflage, did his armour have the matching camo types?
Quote:Which experience level had he? Was he completly alone, were a deputy or squadleader in vicinity?
Sorry, Vitya is a short name for Viktor, Kolesnikov, solo(because anybody else at Insanity is not in price). I never make IMP. The subject that I meaned was - with fully camoed armor and face, value 31% is pretty low, because practically from many previous games, anything below ~95% is not working as a camo at all. Please correct me, if I am wrong.
Regarding panics, that was ofc SUPPRESSION_EFFECTIVENESS=120, I am probably JAPTCT2M (just another person that considers that too much)
Quote:Fixed, the enemies had no random item inventory in that sector.
Thanks a lot!
Quote:Balancing reasons. You shouldn't be able to combine highest protection with highest camouflage, you now have to choose somewhat.
Okay, I understand.
Quote:I found that SVD/SVUs migrated into rifles[...]Intended.
Can you please explan a bit or point here? Those are DMR, but semiloading snipers.
I would actually move all bolt-actions to sniper and all semi to rifles, but as it is I don't understand the layout.
Quote:Source on the weight differences? I read the pecheneg is heavier, the barrel already alone (well, not exactly 0.2 kg, changed to 8.7, pkm to 7.5 kg).
"an upgraded PKM, Pecheneg is slightly lighter.." So, I am not claiming Pecheneg should be lighter, its about description in Bobby Rays that its lighter.
Quote:Nominal firing rate seem to be 650/600 shots per minute, that doesn't justify a jump from 3 to 4 Autofireshots/5AP. Or have you other sources?
The Pecheneg has a sligthly higher cooldown factor (420 vs.400), is 4% more accurate, has lower recoil (3>9,5^/3>11,5^ vs. 3>10^/3>13,5^), but no barrel swap option.
PKM http://www.youtube.com/watch?v=nH8fzQ8clX0
Pecheneg http://www.youtube.com/watch?v=X3_pdOd5RcQ
Judging by overall strain, amount of casing/sec, size of boxes(100vs200), I'd claim about 1.4 faster, but the sense is that in RPM and barrel cooling Pecheneg > PKM by a lot, it was main reason for gun redesign.
Quote:In a quick internet search i found commercial offerings for folding stocks for the PK, seems not to far fetched.
Please dump my stupid idea, folding stocks are only possible by way of disassembling the gun, so - not designed for that. Sorry.
Quote:There is no AP/Match ammo type for 7.62x54R or 7.62x51mm in SDO. Or do you want that i add one? Isn't that overkill? PKM and co. should already cut through everything with 47 damage/ 0.65 armour multiplier. As for the real life difference, i have no knowledge on the subject.
I meant, that for 762x54 there is:
- 7H13/older 57-N-323S - which have hardened steel bullet *core* and are designed to spread a bit, and
- 7H14/older 7H1 - which is primary sniper ammo - hardened steel bullet with sharp tip, giving more penetration and less deviation
- and tracer ofc (incendiary and similar are out of scope)
there is no "match grade", compared to 762x51 afaik.
Quote:I don't know, the first was only a prototype and the last only exists as a concept as far as i know.
Understood. I just compared their sizes visually and CAWS looks much heaver at least to aim (AP)...
Quote:I don't know, they are imported straight from Stock 1.13 without any weight changes. Do you have proposals for different weights?
No, I just (again) from the looks of them, V version has a lengthier barrel.
What I also would like to ask is:
- SVDs has a folding stock (really folding, check link to picture below), why is ready AP equal to SVD?
- SVD and SVDs weights are nearly equal. English wikipedia seemed to more/less taken the data from this site: http://las-arms.ru/?id=74 and it reads(two tables):
Unfortunately, this forum was not upgraded to support Unicode (or compiled with Unicode support), so any russian-english string I enter, gets garbled on POST. I will try a picture trick:
/ Tactic-technical data of SVD:
/ Weight without magazine AND optics, kg 4,31
/ Tactic-technical data of SVDS
/ Weight without ammo, WITH OPTICS, kg 4,68
Also, from the SVDS section of the linked article, the SVDS barrel length was shortened,but made of thicker material to keep the accuracy and reduce size.
The internals were optimized and gas engine regulator was made obscolent (repair ease --?)
The folding stock was designed with keeping (in-)accuracy (connection hardness) in mind, so its claimed to have equal hardness/sturdiness as original wooden SVD.
And finally the "good" negative balancing aspect, SVDS initial bullet speed is a tad lower than of SVD:
SVDS: 820 m/s
SVD: 830 m/s
Means, range minus very few tiles?
- food is issued into inventory of hired mercs, if food system is off. Pretty sure its vanilla, but I have no idea how to escalate awareness of this issue up.
Thanks again!
[Updated on: Thu, 19 June 2014 23:48] by Moderator Report message to a moderator
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Re: 1.13 Stock Data Overhaul[message #333795]
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Fri, 20 June 2014 00:17
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DepressivesBrot |
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Messages:3653
Registered:July 2009 |
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ShankI went further and hired Scope on Easy with M82; Z, C on drop, immediately went west behind fence and climbed the roof. Now she and the guy behind sandbags (with some pistol?) have been exchanging about 15 shots for quite some time. He was standing, when being fired on; she targeted head, a few tiles range - a head above sandbags vs SAS with M82:
http://i.imgur.com/zxL07pj.jpg
I don't understand - either I am not in sync with NCTH or NCTH is not in sync with logic.. On that pic, you're way too close for such a high magnification optic, use iron sights.
ShankQuote:Damage always was somewhat randomized. Nominal damage of the vintorez is 5 points higher, damage to flesh has a 0.8 multiplier now (compared to stock 1.13), so no drastical difference.
Sir, one cant get *that* bullet into a stomach and live... The human body can be remarkably resistant.
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Re: 1.13 Stock Data Overhaul[message #333809]
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Fri, 20 June 2014 13:26
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Strohmann |
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Messages:287
Registered:August 2011 Location: Division Thought Crimes |
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ShankI suggest, vanilla setting does not let AI see every merc on the map. For example, 160/40(+)40=>1/2 vs 160/26(+)26.=>1/4 of map in each direction. Strohmann, page 4 in this threadThe vanilla situation was that every(?) scope gave you a vision range bonus. So at some point in the game it came to "scope wars" during day; you were often just sitting and waiting for the enemy to charge into your increased field of view. Also i didn't like, that most (unscoped) weapons could immediately fire at targets, that just stepped into the default sight range; also the ratio possible distance traveled per turn to sight range.
The situation is now: spotting doesn't mean immediate engagement, at least in early phases of the game. Scopes with magnification lower than ~5.0 don't give vison range bonuses, so you are at equal footing with the ai most of the time. And you can't run as far you can see in one turn (unless ubermerc). I know the old maps are reaching their limits, but i can't do something about that.
ShankFrom location where one is inserted, few tiles north-east, a bush and green grass.[...]Also, I tried following tactic several times: point insertion, immediate Z, immediate P.
ShankAfter just few turns an enemy comes. Perhaps its helicopter triggered? Yes.
ShankSpooky is holding an M4 carabine and shoots a guy 17 tiles away, aimed, and misses. NCTH policy is lowering the hit chance across the board compared to OCTH. I believe the creator's vision was something around 5% on average, in my mod i tracked 20-25% for the common shooter during the campaign according to the personnel manager.
ShankBTW, Spooky has a macchete in his pocket. Refuses to put it back [Kit "High Cost"], says it doesn't fit anymore. Learned a trick from Magic. Jokes aside - definitely a small inventory bug. The game seems to detect that the machete has itemclass 4 (Knife) and tries to put it into the default NIV knife pocket slot, disregarding the actual item size. I don't think i can fix this, as i'm no coder.
ShankI also hired Lynx with G3 and scope, and he misses dearly everywhere, whilst being easily hit by enemy (I do switch magnification). One time an enemy shot full auto nearly across the screen (1024x768) in a pretty tight volley, whilst I had difficulty to hit anyone over 15 tiles (with G3). 15 tiles is too close for the Fero Z-24. Besides the G3A3 in this kit comes with 68% status, lowering accuracy significantly.
ShankI went further and hired Scope on Easy with M82; [...] immediately [...] climbed the roof. Now she and the guy behind sandbags (with some pistol?) have been exchanging about 15 shots for quite some time. He was standing, when being fired on; she targeted head, a few tiles range - a head above sandbags vs SAS with M82:
I don't understand - either I am not in sync with NCTH or NCTH is not in sync with logic [...] If I am doing something wrong, please advise... I don't get it, you post that screenshot ... and it plainly shows us a inner circle in the targeting aperture that is way bigger than the head, a red magnification that signalizes you are under the scope's minimum range (2.9x vs. 7x), all indicators that your shots won't likely conect at all... and then you're wondering why you don't hit anything?
Have you tried transforming the battle scope? The description i provided even spells out the minimum ranges for you.
ShankUnfortunately, I can't remove battlescope in battle. Even with 100AP it says "Not enough action points". Switching to iron sights ( "." key) does not work with this gun. Intended, you aren't supposed to be able to take of scopes in turn based mode, you have to rely on sidearms or other mercs (if the scope doesn't have iron/red dot sight switch options).
ShankSir, one cant get *that* bullet into a stomach and live...Both sniper and regular 9x39 variants include either core (tumbling) or a shim made of lead (cyan color on the picture) that are designed especially for huge wounds, should bullet land in organics.[...] Its spec-ops ammo, just saying... JA2 uses a abstract hitpoint system, that can't be realistic. Beside that a extremly silent automatic gun with 4 Autofireshots/5AP that autokills with bodyshots is problematic from a balance perspective.
ShankThe subject that I meaned was - with fully camoed armor and face, value 31% is pretty low, because practically from many previous games, anything below ~95% is not working as a camo at all. Please correct me, if I am wrong. Again, the values in Stock 1.13 are nominal higher, but they are capped/halfed with COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 50; so 95% equals the 47.5% in SDO. The endgame layout
dyneema helmet with camo cover
zylon combat vest
zylon combat pants
wood camo kit
provides 40% woodland camouflage.
ShankCan you please explan a bit or point here? Those are DMR, but semiloading snipers.
I would actually move all bolt-actions to sniper and all semi to rifles, but as it is I don't understand the layout. There was a lack of non-automatic precision guns for mid- til late game, that weren't weapon type sniper rifle. Sniper rifles give default penalties of -4% snapshot and -6% to aiming cap, which are negated by marksman/sniper trait. Rifles only give a default 2%/3% penalty and are therefor easier to use by hunters/rangers and other non-snipers.
Shank"an upgraded PKM, Pecheneg is slightly lighter.." So, I am not claiming Pecheneg should be lighter, its about description in Bobby Rays that its lighter. I didn't have a look at the bobby ray descriptions and that's currently very low on my priority list, maybe some day.
ShankJudging by overall strain, amount of casing/sec, size of boxes(100vs200), I'd claim about 1.4 faster, but the sense is that in RPM and barrel cooling Pecheneg > PKM by a lot, it was main reason for gun redesign. I can increase the cooldown factor to 450, more i won't do for balancing reason. With overheating threshold 8500 and optics, that increase ap-cost, the gun shouldn't likely overheat that fast, even if there is no barrel swap option.
ShankI just compared their sizes visually and CAWS looks much heaver at least to aim (AP)... The bullpup configuration and the recoil-reducing operation mechanism are the reasons i gave the caws a 2 point lower ap-cost.
ShankI meant, that for 7.62x54 there is: [...] 7H14/older 7H1, which is primary sniper ammo - hardened steel bullet with sharp tip, giving more penetration and less deviation [...] there is no "match grade", compared to 7.62x51 afaik. So your point is, it's not technical match grade ammo, but it should retain the modifier (more penetration would be overkill imo)? Acknowledged, but also very low on my priority list.
ShankWhat I also would like to ask is:
- SVDs has a folding stock (really folding, check link to picture below), why is ready AP equal to SVD?
- SVD and SVDs weights are nearly equal. [...]
[SVD weight empty ~3.93 kg]
[SVDS weight empty ~4.1 kg] That difference doesn't justify changing the draw cost in my option.
ShankThe folding stock was designed with keeping (in-)accuracy (connection hardness) in mind, so its claimed to have equal hardness/sturdiness as original wooden SVD. [...] And finally the "good" negative balancing aspect, SVDS initial bullet speed is a tad lower than of SVD:
SVDS: 820 m/s
SVD: 830 m/s
Means, range minus very few tiles? The SVDS is ~4.76% less accurate and has 35m less range.
On a side note, why are you trying to solo the game on insane? With NCTH and increased sight range that sounds like a recipe for desaster. How about an other approach, like hiring 3-5 cheap mercs for one day and heading to San Mona for cash from box fight and quests?
[Updated on: Fri, 20 June 2014 14:01] by Moderator Report message to a moderator
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Master Sergeant
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Re: 1.13 Stock Data Overhaul[message #334608]
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Sat, 26 July 2014 14:35
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knightofni |
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Messages:96
Registered:August 2011 |
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Hi Strohmann,
I've been playing ar-sdo (AR+SDO_Revision_7337_on_GameDir_2074) on experienced difficulty, 8 mercs team size. Been until chitzena. Here's some feedback. Short version : having a blast.
It's only the early game, but so far combat is great. All weapons seem to have a use. Besides, combat is quite deadly. Mistakes are quickly punished by death, and combat feels much less random than vanilla.
It's the first time i use shotguns so much. Because combat is deadlier, their suppression effect becomes really useful. Though i feel their suppression effect is tad overstated, as it make a strange tactic work : provide 'covering fire' with a shotgun, while a guy with a 9mm weapon charges in for the kill (orfor the kick, if enemy has a cool weapon)
SMGs are really deadly at short to med range. A non prone guy will be lucky to survive two bursts.
And for the first time semi-auto rifles seem to have a use, especially in rural maps.
Scopes add a small, noticeable bonus, without being crazy effective. Until now, I ve only tried 2x and 3x, and i feel the bonus they give could be slightly better (a tiny little bit). Let's say that though i can see the improvement in aperture (with the . key), it doesn't make a significant difference in combat (for the 2x scope). I haven't used unscoped rifles to be able to comment. Ok, 3x & 5x scopes are definitely fine as is.
One thing that i've noticed (though i haven't thoroughly tested) is that weapons seem much more important than merc stats, at least at medium rang (10-20 tiles). A merc with really low stats (hector) didn't really have a worst apperture than Grunty, with similar 9mm weapons. That might because Hector lacks the experience to estimate his CTH properly, but in practice, he did hit quite often. I suspect that it comes from this 'iron sight bonus' that gets flat applied to anyone.
At longer range, the difference between good and bad mercs becomes much more pronounced.
Combat outcome is at the same time much more tactical, and much more reliant on sheer numbers than before. At equal numbers it is quite easy to win without taking damage. When the ai has 50% more men, it s still easy to win, but taking no damage becomes hard. I just did a battle against 15 ennemies (with 8 mercs) in a forest (much harder to find good cover compared to urban fighting !) and i won with 2 heavily wounded mercs (and would have had at least 2 deads without save scumming). This is still the early game, so my equipment isnt really better than the opposition, and my mercs themselves are not that good.
The queen has just sent an attack to retake Chitzena, and i'm unable to deal with it. 30 men and a tank. I didnt have any anti tank weaponry so i had to go back to san mona to buy a Rpg. But now that i m back to chitzena, i realize that the problem is not the tank, it's the 30 guys accompanying it. I ve only tried at night so far (as i have 3 night ops mecs) and it was a complete disaster (spotted before firing my first shot, couldnt even trade casualties 1 for 1). I m going to try again in a daylight attack, but i doubt the result will be much better.
So regarding this experience, i have several questions :
- I have very little experience with AR (never went further than chitzena with AR) but does SDO change any difficulty settings (i was under the impression than not)? Because i ve never seen such a big counter attack on chitzena (normally it s about 20 guys). The reaction was very fast too. Normally i have time to do one or two rounds of training, this time i couldn't complete one.
- considering how much more important are numbers in battle outcome, i guess the dca must become really hard. Before it was "get scopes for everyone, and keep moving". But somehow i feel this isnt going to be enough anyome. Have you (or someone else) managed to beat it with AR-sdo ? With what kind of tactics ?
- and more specifically to my current situation, how can i handle this Chitzena issue? As long as they stay grouped, this 30 soldier group isnt beatable with my current weaponry. The map is B1, there s many houses, it s quite hard to cover everything and stay mobile.
The only viable strategy i can imagine is disappear in the countryside, pay my mercs off sold weapons, and get better weapons by raiding sams sites / military bases. Anything smarter ?
[Updated on: Sun, 27 July 2014 01:16] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: 1.13 Stock Data Overhaul[message #334625]
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Sat, 26 July 2014 17:45
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Strohmann |
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Messages:287
Registered:August 2011 Location: Division Thought Crimes |
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Hi.
Quote:SMGs are really deadly at short to med range. A non-prone guy will be lucky to survive two bursts. Intended, you aren't supposed to stand there, trade shots with the enemy and soak up damage. Armor should protect from most instantkills, better not to get hit at all.
Quote:Scopes add a small, noticeable bonus, without being crazy effective. Until now, I ve only tried 2x and 3x, and i feel the bonus they give could be slightly better (a tiny little bit). Let's say that though i can see the improvement in aperture (with the . key), it doesn't make a significant difference in combat (for the 2x scope). I haven't used unscoped rifles to be able to comment. Because scope effectiveness is now scaling with marksmanship and experience level. So early in the game you won't likely have great stats, so the difference to iron sights isn't so pronounced. The settings you can manipulate are SCOPE_EFFECTIVENESS_MULTIPLIER and SCOPE_EFFECTIVENESS_MINIMUM in CTHConstants.ini.
Quote:One thing that i've noticed (though i haven't thoroughly tested) is that weapons seem much more important than merc stats, at least at medium rang (10-20 tiles). A merc with really low stats (hector) didn't really have a worse aperture than Grunty, with similar 9mm weapons. That might because Hector lacks the experience to estimate his CTH properly, but in practice, he did hit quite often. I suspect that it comes from this 'iron sight bonus' that gets flat applied to anyone. With default stat weighting:
Hector dex 88/wis 72/mrks 61/lvl 1 -> 13,94 base cth, 61,57 aiming cth cap
Grunty dex 76/wis 72/mrks 78/lvl 3 -> 17,56 base cth, 69,71 aiming cth cap
Not that drastically different. The default IRON_SIGHT_PERFORMANCE_BONUS= 35.0 is applied as a percentage to the aperture and is very high, too high in my opinion. This was done so iron sights retain a sufficient aperture size at extended ranges. With the introduction of the discussed scaling factor it will likely be lowered again.
Quote:Combat outcome is at the same time much more tactical, and much more reliant on sheer numbers than before. At equal numbers it is quite easy to win without taking damage. When the ai has 50% more men, it s still easy to win, but taking no damage becomes hard. I just did a battle against 15 enemies (with 8 mercs) in a forest (much harder to find good cover compared to urban fighting !) and i won with 2 heavily wounded mercs (and would have had at least 2 deads without save scumming). This is still the early game, so my equipment isnt really better than the opposition, and my mercs themselves are not that good. Good. I never like the idea, that few mercs could obliterate a group 2-3+ the size of their own, at least at the game start with low tech and inexperienced group members. So try to avoid battles in open terrain in the early game phases.
Quote:I have very little experience with AR (never went further than chitzena with AR) but does SDO change any difficulty settings (i was under the impression than not)? Because i ve never seen such a big counter attack on chitzena (normally it s about 20 guys). The reaction was very fast too. Normally i have time to do one or two rounds of training, this time i couldn't complete one.
Except for the enemy generals bonuses i don't think so.
Quote:So regarding this experience, i have several questions :
[...] how can i handle this Chitzena issue? As long as they stay grouped, this 30 soldier group isn't beatable with my current weaponry. The map is B1, there're many houses, it's quite hard to cover everything and stay mobile.
The only viable strategy i can imagine is disappear in the countryside, pay my mercs off sold weapons, and get better weapons by raiding sams sites / military bases. Anything smarter ? - before attacking plunder the surrounding depots/sam sites for better gear and sandsacks/concertinas/mines
- (defeat the patrols around the city, so that they aren't the first ones that get called for the counter attacks. Heavily depends on your group (size) and gear, if you can't manage skip this.)
- marching time is dependent on the time of the day, militia training is not. So time your attack so, that you fight just a few minutes before/after nightfall. While the enemy forces are slowed you should have enough time to recruit militia
- B1 seems to be quite easy to defend. Before the battle miltia gets called manually at the other end of the map, so that they aren't that spread out and join the fight later together. Your most agile mercs wait in the southern stone house and try to kill some enemies, then retreat to the central stone house when the pressure gets too great, where the rest of the team waits. Merc with anti-tank weapon waits at the backside of the southern stone house, ready to run in a postion to destroy the tank shortly after the battle begins, or otherwise it will flatten your protecting house walls. The rest should become routine: militia acts as spotter and bullet sponge, mercs lie behind the windows, get up, pop a mole and dive down again, rinse and repeat. If you're still loosing you can run away through the third central stone house and then northward, and retake the sector later
Quote:[...] considering how much more important are numbers in battle outcome, i guess the drassen counter attack must become really hard. Before it was "get scopes for everyone, and keep moving". But somehow i feel this isnt going to be enough anyome. Have you (or someone else) managed to beat it with AR+SDO? With what kind of tactics? Surely, but i don't take Drassen early. Without a delivery location the incentive is even lower in Arulco Revisited. I usually take Chitzena, then Cambria, then Grumm or Alma depending on where the enemy generals were spotted and Drassen usually as fourth. By that time you should have enough ammo, heavy weapons and fortification items to manage the attack. At the gamestart the odds of winning against the masses of soldiers and multiple tanks are next to impossible without exploiting i guess.
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Master Sergeant
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Re: 1.13 Stock Data Overhaul[message #334726]
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Thu, 31 July 2014 14:01
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buuface |
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Messages:165
Registered:October 2011 |
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Hi Strohmannn,
I have followed your new 'direct' installation instructions as per the first post in this thread, including the AR maps submod.
When starting the game from the ini editor however, the game seems to run fine when selecting the SDO_Default_maps.ini but when trying to run with SDO+AR_Default)maps or SDE+AR_Scaling_Map_loot, a get a get the
'Jagged Alliance 2 Gold has stopped working' before the intro or title screen.
Any Ideas?
Edit: I will try to 'SVN' installation method later tonight so if that yields more success
Edit: I am running win 8.1 and have installed the compatibility patch.
[Updated on: Thu, 31 July 2014 14:04] by Moderator Report message to a moderator
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Staff Sergeant
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Re: 1.13 Stock Data Overhaul[message #334749]
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Fri, 01 August 2014 13:29
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henniheine |
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Messages:13
Registered:May 2011 |
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Hi,
i seem to have a similar issue on a Win 7 64Bit PC.
"Jagged Alliance 2 Gold has stopped working" - after trying to start it
First Installation-order:
JA2 Gold (not in C:\Programs folder...)
Extracted "SCI_Unstable_Revision_7337_on_GameDir_2071" over it.
Extracted "Arulco-Revisited--AR-v1.4-20130120-.7z" over it.
Extracted "SCI_SDO_CoreMod_Revision_7337_on_GameDir_2074" over it.
Extracted "AR+SDO_Revision_7337_on_GameDir_2074" over it.
Ran the "INI Editor.exe" and chose either "vfs_config.AR+SDO_Default_Maps.ini" or vfs_config.AR+SDO_Scaling_Map_Loot.ini".
Clicked on play -> didn't start in either way.
Second Installation-order:
JA2 Gold
"SCI_SDO_CoreMod_Revision_7337_on_GameDir_2074.7z"
"AR+SDO_Revision_7337_on_GameDir_2074.7z"
-> INI Editor
activating "vfs_config.AR+SDO_Default_Maps.ini" or "vfs_config.AR+SDO_Scaling_Map_Loot.ini" isn't working. 'Jagged Alliance 2 Gold has stopped working'
activating "vfs_config.JA2113+SDO_Default_Maps.ini" game starts. Red Error.
Is there something wrong with my installationorder's or anything i don't need to install for 1.13 + Arulco Revisited + your Stock Data Overhaul?
Greetings,
hennie
[Updated on: Sat, 02 August 2014 10:31] by Moderator Report message to a moderator
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Private
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Re: 1.13 Stock Data Overhaul[message #334784]
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Mon, 04 August 2014 15:47
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knightofni |
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Messages:96
Registered:August 2011 |
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Strohmann@knightofkni: did you manage to take and defend B1 in the meanwhile?
I haven't dared going back to B1, however i've been doing pretty well. Attacking patrols and selling their arms to Tony is more than enough to pay my merc's salaries and hire new ones. I've taken Cambria (except the Mine). I'm starting to think
Strohmann
Quote:SMGs are really deadly at short to med range. A non-prone guy will be lucky to survive two bursts. Intended, you aren't supposed to stand there, trade shots with the enemy and soak up damage. Armor should protect from most instantkills, better not to get hit at all.
Yeah, that was actually a compliment. This way is much better. Before you could run between bullets.
Quote:
Quote:One thing that i've noticed (though i haven't thoroughly tested) is that weapons seem much more important than merc stats, at least at medium rang (10-20 tiles). A merc with really low stats (hector) didn't really have a worse aperture than Grunty, with similar 9mm weapons. That might because Hector lacks the experience to estimate his CTH properly, but in practice, he did hit quite often. I suspect that it comes from this 'iron sight bonus' that gets flat applied to anyone. With default stat weighting:
Hector dex 88/wis 72/mrks 61/lvl 1 -> 13,94 base cth, 61,57 aiming cth cap
Grunty dex 76/wis 72/mrks 78/lvl 3 -> 17,56 base cth, 69,71 aiming cth cap
Not that drastically different. The default IRON_SIGHT_PERFORMANCE_BONUS= 35.0 is applied as a percentage to the aperture and is very high, too high in my opinion. This was done so iron sights retain a sufficient aperture size at extended ranges. With the introduction of the discussed scaling factor it will likely be lowered again.
Well, it's good to hear that this iron sight bonus will be slightly reduced. Right now (except for sniping), mercs feel like mere bodies, with AP being the only really necessary characteristic.
Reading your explanation of the comparison between Grunty & Hector also made me realize that part of the problem lies in the fact that calculation use mercs' characteristics linearly, and that makes Grunty's apparent stat advantage almost irrelevant.
Some additional feedback on armors :
I'm starting to have a few spectra vests, so i now have a quite complete view of the armor system you've designed
1. Overall i like the reduced protection, especially against rifle rounds. In vanilla, when you have a high end armor, it feels like power armor from wh40k. Here you always feel vulnerable.
2. Weight : I like the fact that i have to (for many medium strength mercs) choose between a second weapon and armored pants.
3. However, i feel that high end armor provides insufficient protection against non-AP pistol rounds. I frequently get hit for low (10-20) amounts of damage when shot at by 9mm SMG. I don't think it's rounds ignoring the coverage of the armor (it'd be in the 20+). From what i understand, high-end modern ballistic armor provides very good protection against pistol type rounds. Gameplay-wise, one of the downside of the current system is that i don't feel that i 'need' AP ammo. 9mm FMJ is up to the task (against twaron armoured opponents). Maybe reduce the armor penetration for pistol / smg rounds ? (i'd hate to see the raw damage reduced)
4. Now that's sort of nit-picking, but i was surprised to see the flak vest giving the same level of protection than the kevlar vest. I was under the impression that a (real-life) flak vest would offer limited protection against bullets, while a kevlar vest should help against low-powered rounds.
[Updated on: Mon, 04 August 2014 15:47] by Moderator Report message to a moderator
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Corporal 1st Class
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