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Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298217]
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Thu, 09 February 2012 06:15
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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RandokRussian Combined Pouch as a pocket on the leg.
Yes, that is normal, the Russian Combined Pouch is a M-LBE Pouch. M-LBE pouches fit the two leg NIV slots, as well as storage slots on vests, packs and other leg rigs.
tag5) I have an IWI Tavor Star 21 that I found somewhere. Its attachments are a bit weird. It has a "Bipod or Grip Default attachment" with nothing in it, and doesn't allow bipods or foregrips. I don't remember if I "Normalized" this, but it doesn't have that option.
Same idea as "Normalize," all weapons with integral inseparable attachments have a USE merger with a Tool Kit setup to make attachments reappear (hopefully). Confirmed in the XML's there should already be such a merger setup to make the integral bipod appear on the IWI STAR 21.
Rate Reducer vs Rod&Spring - the original plan was to make them mirror images of each other, but that didn't quite work as expected, which has led to the current situation.
[Updated on: Thu, 09 February 2012 06:15] by Moderator Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298334]
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Fri, 10 February 2012 00:30
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SacredVow |
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Messages:11
Registered:January 2010 |
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Thank you for continually updating this, and thank you for patience with my dumb question:
I'm currently playing UC 3.60 + ham 5 + SVN 1.13 (not developer tree)
Can I drop 3.61 over this ok or will the new options.ini (optimized for unstable) screw it up?
Luv ham 5
[Updated on: Fri, 10 February 2012 00:31] by Moderator Report message to a moderator
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Private
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Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298410]
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Fri, 10 February 2012 13:22
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Hazapuzawil473HAM5 - a case where one value is more informative than two.
Oh, I see it now. Thanks. Perhaps I should start paying a bit more attention to these things...
wil473EDIT: the AR-15 Rate Reducer had (past tense):
General AP = -10%
Burst AP = -5%
Auto AP = -5%
Now:
General AP - 0
Burst AP = -25%
Auto AP = -25%
+25% seems pretty harsh... At least if the CF Accuracy bonus is not good enough, as I gathered from tag's post. But yeah, still to see it myself.
25% was arbitarily selected in the half hour I had before heading out for the day. I'm afraid I am very pressed for time to test/balance the thing. For comparison Rod&Spring gives a bonus of 40% and 80% for burst and autofire. So what I'm doing right now is less harsh than having he RR be the mirror image of the R&S.
HazapuzaEdit: IMO, Rosebud should really get either Hand to Hand or Martial Artist back. He's supposed to be the ultimate melee guy, with his speciality being absolute lethality in head clubbing (and repairing gear, of course). Plus I always thought he had some boxing background, if only because of the "Time out!"-comment.
Check if kglibow's future merc mod for UC-1.13 already has this. http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=295897#Post295897 v3.60 and up should be using an early version of his mod.
SacredVowI'm currently playing UC 3.60 + ham 5 + SVN 1.13 (not developer tree)
Can I drop 3.61 over this ok or will the new options.ini (optimized for unstable) screw it up?
No the current v3.61 was specifically produced for the current Unstable v1.13 build and does not support HAM 5. The general purpose UC-1.13 v3.61.1 (with the bugs identified this week fixed) is still in testing, though I have just finished testing it with HAM 5 for specific features. I still need to test it with the Unstable and Stable v1.13's.
SowiloIs it possible to transport all mercs with the metro in one turn to another destination? I'd tried that 3,4 times, but I just made it with the selected squad or can choose them seperatally. But then always one merc stays behind. One team at a time, but you don't have to go to the destination sector untill moving the last team. Just make sure go to sector is not selected when there are multiple teams still in the map.
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Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298953]
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Tue, 14 February 2012 16:08
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Hazapuza |
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Messages:262
Registered:February 2009 Location: Finland |
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wil473The higher ready costs are indeed intentional:
- balance / force more thought on the player's part as to what weapon is in-hand
- justifies some of the stock stats
Ok. For some reason, this didn't bother me until I started my latest game. I still haven't concentrated that much on it, but a good example of what I personally find rather strange are the ready and single shot AP costs of AK-74 and SV-98. The former has a ready cost of 21 and single shot cost of 26, whereas the latter has 24 and 23, respectively. Taking into account the fact that we're talking about an AR and a bolt-action sniper rifle, something bugs me with the similar costs between the weapons.
I do acknowledge that in your mods, scopes especially play a huge role in determining the speed and role of a weapon, but nevertheless I feel an AR should be faster than an SR, even without attachments, and more so with NCTH, under which we're supposed to be firing a lot more rounds (well, that does not apply yet, at least in base 1.13 and not that noticeably even in "normal" UC1.13, but as far as I understand it already does in the HAM5 version because of Headrock's shot distribution fix).
With the right bling on your AR you can still get pretty good results speed-wise, though. And I admit I still need to give a lot more attention to the AP costs to form a proper opinion, especially about the endgame when I get my hands on the fastest combinations. And considering the fact that before this I never really found the different costs strange, there's a good chance I'm just rambling without a good reason.
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Master Sergeant
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Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #299092]
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Wed, 15 February 2012 22:34
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Hazapuza |
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Messages:262
Registered:February 2009 Location: Finland |
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1. Strange, in all of my games the militia has defeated the enemy, and this includes an Insane game. The fight usually does take a while, but not nearly as long as you seem to imply.
2. More challenge, though I don't know if it's intentional. Personally I kind of like it.
3. Huh? What advantage should they have? The receiver system is there to add a bit more versatility to the AR-15 family (AFAIK), so that you can, for example, get a carbine for CQC/night battle, and then change to a full-sized rifle for a day mission, and that's it. Of course, they could be sold on Bobby Ray's as complete weapons just as well.
4. Never had that issue myself.
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Master Sergeant
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