Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2013/03/07)
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298166] Wed, 08 February 2012 20:08 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Quote:
It seems like the penalties for the "Rate Reducer" significantly outweigh the advantages, especially since it excludes the ability to add a rod and spring.

It simulates a slower rate of fire so your gun will be more controllable in full auto or burst. Rod and spring does the exact opposite. Do the math. :crazy:

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Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298188] Wed, 08 February 2012 23:05 Go to previous messageGo to next message
tag8833 is currently offline tag8833

 
Messages:35
Registered:September 2010
Slax
Quote:
It seems like the penalties for the "Rate Reducer" significantly outweigh the advantages, especially since it excludes the ability to add a rod and spring.

It simulates a slower rate of fire so your gun will be more controllable in full auto or burst. Rod and spring does the exact opposite. Do the math. :crazy:


I'm not sure the math adds up.

Rod and Spring
CF Accuracy: -50%
Auto AP: -50%

Rate Reducer
CF Accuracy: +50%
Single AP: +10%
Auto AP: +5%

I'm not clear how often the CF Accuracy is applied, but let me cede that the effects are completely opposite.

The AP effects, however, are significantly different. Consider these two guns. They are identical in every way except one has a Rod and Spring, and the other has a Rate Reducer.
http://thumbnails46.imagebam.com/17381/e6cb47173802613.jpg

I can fire 5 bursts from the RS Gun for every 3 from the RR gun. That is 15 rounds to 9. If we assume that the 1st round of each burst has an identical chance to hit, then we have 10 vs 6 bullets that have a chance for CF Accuracy to apply (Though I'm not clear that it will for all of those). Those 6 bullets had better be alot more likely to hit in order for me to be willing to take the 3 AP penalty on the single shot.

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Private 1st Class
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298206] Thu, 09 February 2012 03:07 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Ok, screw the math.

I imagine it's a range thing. AP cost and bullet count VS. sustained accuracy. As in the ability to put plenty of bullets into someone from longer ranges.
All of the NCTH stuff still needs some polish (I don't really get the single AP penalty), but it still works good enough. Not like you absolutely NEED the rate reducer on every AR-15 but I still find it nice to have. R&S has screwed me over more than once already, even at close range.

Point is, putting the two together wouldn't make any sense. You need to customize your arsenal to fit plenty of scenarios. Being able to make mistakes just adds to the fun, methinks. Smile

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Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298217] Thu, 09 February 2012 06:15 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Randok
Russian 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.


tag
5) 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

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298225] Thu, 09 February 2012 11:16 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
Quote:
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.

As I remember it, this thing (the picture) was backpacking.

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Master Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298283] Thu, 09 February 2012 18:20 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
The single shot AP penalty should be removed from the rate reducer, it makes as much sense as the rod & spring reducing single shot APs. It's been pointed out before, but you can't pull the trigger as fast as the actual cycling speed of the action, whether it was reduced or not.

Got to try out the rate reducer myself. IMO, +50% CF Accuracy sounds like it should make a notable difference...

BTW, why is there only one number in that picture instead of X and Y recoil values?

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Master Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298284] Thu, 09 February 2012 18:27 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Hazapuza
The single shot AP penalty should be removed from the rate reducer, it makes as much sense as the rod & spring reducing single shot APs. It's been pointed out before, but you can't pull the trigger as fast as the actual cycling speed of the action, whether it was reduced or not.


Good point.


Hazapuza
BTW, why is there only one number in that picture instead of X and Y recoil values?


HAM5 - a case where one value is more informative than two.


EDIT: 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%

[Updated on: Thu, 09 February 2012 18:34] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298295] Thu, 09 February 2012 19:29 Go to previous messageGo to next message
tag8833 is currently offline tag8833

 
Messages:35
Registered:September 2010
wil473
tag
5) 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.

That worked fine. I'm sure you posted about that somewhere, and I just missed it. I am over half the way through the game and hadn't had need of it until now. Thanks for the help.

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Private 1st Class
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298304] Thu, 09 February 2012 20:05 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
wil473
HAM5 - 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...

wil473
EDIT: 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.

Edit: 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. Razz

[Updated on: Thu, 09 February 2012 21:43] by Moderator

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Master Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298334] Fri, 10 February 2012 00:30 Go to previous messageGo to next message
SacredVow is currently offline SacredVow

 
Messages:11
Registered:January 2010
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

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Private
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298404] Fri, 10 February 2012 12:37 Go to previous messageGo to next message
Sowilo is currently offline Sowilo

 
Messages:41
Registered:April 2011
Is 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.

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Corporal
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298410] Fri, 10 February 2012 13:22 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Hazapuza
wil473
HAM5 - 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...

wil473
EDIT: 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.


Hazapuza
Edit: 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. Razz

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.


SacredVow
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?

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.


Sowilo
Is 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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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298430] Fri, 10 February 2012 15:44 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
wil473
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 the RR be the mirror image of the R&S.

I see. Although it looks like tag posted wrong stats on (at least) the R&S (-50% AP). And I kind of thought he meant the RR was already not good enough.

wil473
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.

That's the cause for Rosebud not having any other skills aside from Bodybuilding. Pre-3.60, I believe he had at least Hand to hand, and with old traits, he has H2H x2.

IMO, kglibow did nicely with the skills, but I just can't understand why he took Martial Artist away from Rosebud, especially regarding his stats and old traits.

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Master Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298431] Fri, 10 February 2012 15:56 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Rosebud was a martial artist at one point. Great for busting open locks.

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Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298437] Fri, 10 February 2012 16:51 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
Bug: Zastava M76 takes the correct 7.92x57 magazines, but instead ejects 5 rounds of 6.8x43 SPC.

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Master Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298445] Fri, 10 February 2012 18:11 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Hazapuza
Bug: Zastava M76 takes the correct 7.92x57 magazines, but instead ejects 5 rounds of 6.8x43 SPC.


Sort of, that's a consequence of how I added Match 6.8x43mm SPC in v3.61 (and didn't make it completely save game incompatible with v3.60). Sorry, I'll be more clear in the Save Game statements for v3.61.1.

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298491] Fri, 10 February 2012 21:58 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
Damn. Well, new game I guess.

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Master Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298601] Sat, 11 February 2012 17:13 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Not really, all you need to do is buy a new stock of 7.92x57mm ammunition to replace all the original items that have been converted to 6.8mm SPC and 9.3mm.

But if you do need to start a new game:

Urban Chaos-1.13 v3.61.1 (Full) 20120210

Available from:
Media Fire
ModDB


System Requirements:
1) Stable v1.13 Rev. 4870

[Updated on: Sun, 12 February 2012 05:21] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298654] Sat, 11 February 2012 23:17 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Found an oddity in UC 3.60. I imagine it's still around.
The IWI Tavor-2 SMG (9mm) has a range of 270m. Seems excessive. Maybe a lil' oopsie?

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Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298688] Sun, 12 February 2012 05:24 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
If it was in 3.60 then it is probably in 3.61.1 (now available on ModDB) as well. I'll have to check the stats on the Tavor-2 SMG, as well as that of its contemporaries - 9mm carbines and the Steyr AUG Para. Something to do tomorrow.


EDIT: yup, the range of the Tavor-2 SMG is too high (or the ranges for the 9mm AUG's are too low). Generally similar weapons, so unless I hear a case to do otherwise, all three will be standardized to 230 range.

[Updated on: Sun, 12 February 2012 21:02] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298765] Sun, 12 February 2012 23:50 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
I've been wondering why the weapons in UC1.13 (and rest of your mods, I assume) have generally higher ready costs than their equivalents in base 1.13. Was this done for balance reasons?

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Master Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298769] Mon, 13 February 2012 00:09 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
The 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


By the way, I'm looking to fill in .22LR items, between re-purposing existing guns (FN SCAR, HK MP5 and S&W M&P15-22), AIMNAS, IoV, and MissingName's backlog of items from a year ago.. I think I only need to do the artwork for some revolvers, and the Beretta U22 Neos. I could have sworn someone did artwork for a U22 Neo already...

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298771] Mon, 13 February 2012 00:34 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
There's a pic by Tbird for the U22. But I think there's a more recent one too ...

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Captain

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298773] Mon, 13 February 2012 01:20 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=50186#Post50186

While looking for a walkthru i stumbled upon this. Could this be implemented in your mod?

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First Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298777] Mon, 13 February 2012 02:25 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Well it should be possible to adjust UC-1.13 to allow the use of the old Sci-fi mode for Urban Chaos. Off the top of my head you need to:

- rig v1.13 to only have the Crepitus event occur in Calilsto (v1.13 fixed the bug where the bug quest only happened in Drassen, but also allowed you to specify the city it occurs in.
- change the No Crepitus flag in the INI
- drop the original Sci-fi Quest files into the profiles sub folder for UC-1.13 to ensure they are read first

Otherwise, if someone wants to do a mini-mod based around the original Urban Chaos sci-fi add-on it would be most welcome...

[Updated on: Mon, 13 February 2012 02:26] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298781] Mon, 13 February 2012 03:58 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
http://i.imgur.com/dTS8D.png
Gen IV NV goggles equipped too. Vision just goes through the roof. (Still on 3.60)

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Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298811] Mon, 13 February 2012 16:27 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
What do you mena by "vision through the roof"?
If you refer to the edge of roof just north of Rude Dog in your screenie: That's on which tiles you can see somebody lying on the verye ege or standing a few tiles in the back. That is not seeing hrough the roof but is normal viewing angle what you can see on the roof from below (as in RL Wink ).

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Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298813] Mon, 13 February 2012 16:34 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Poor terminology. You really don't see anything wrong there? Like the omnipresent super vision?
I figure the mix in NV goggle and scope tunnel vision causes some problems.

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Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298822] Mon, 13 February 2012 17:10 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Sorry, when i saw the few visible tiles on the roof it prevented "the vision *range* goes through the roof" from coming to my mind.
Smile

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Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298828] Mon, 13 February 2012 17:41 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
The range may be due to light sources in the map, streetlamps and such. On the other hand the Field-of-View does appear to be wrong for the setup you have there. I did a comparison between all five NVG with a merc holding a weapon setup as you have in the pic and found that only the LPNVG behaved as expected with regards to field of view. I'm thinking tunnel vision may have overran something in-game:

Weapon + Attachments = FOV penalty = 75%
NVG I-IV = FOV penalty = 50%
LPNVG = FOV penalty = 0%


I'm thinking I'll need to relax the FOV penalties to avoid this issue:

combined, Face Items may not have a FOV penalty greater than 40%
combined, Attachments may not have a FOV penalty greater than 55%


EDIT: may have to implement a 2nd, NVG compatible, gas mask due to these new internal rules.
EDIT2: never mind, the gas mask is already incompatible, however a NVG Compatible gas mask may be useful as a later game item

[Updated on: Mon, 13 February 2012 18:33] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298866] Mon, 13 February 2012 23:54 Go to previous messageGo to next message
tag8833 is currently offline tag8833

 
Messages:35
Registered:September 2010
I found a high capicity belt of 5.56 Ammo

http://i44.tinypic.com/29c9cur.jpg

It was in the crates of the gun runners in sector L15.

Is that supposed to be 65,480 rounds?

eta: Actually there were 2 of them. One AP and one HP.

[Updated on: Mon, 13 February 2012 23:56] by Moderator

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Private 1st Class
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298878] Tue, 14 February 2012 01:22 Go to previous messageGo to next message
tag8833 is currently offline tag8833

 
Messages:35
Registered:September 2010
I found a NADA item that I referred to the other day.

http://thumbnails66.imagebam.com/17467/b5cd6a174662627.jpg

It is sector G12. There is only one, and I can't seem to find where it appears in tactical view.

Also, I'm not sure who deserves more of the credit, you or the HAM people, but I'm really impressed with the progression of AI gear and how they use that gear. I feel like I still have a significant advantage at extended range, but I end up getting wounded much more often than last time I played UC. The difficulty hasn't plateued as early as it did for my last several games. It has remained challenging, and I've taken every city but Redusa, Adrian, and the Island.

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Private 1st Class
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298891] Tue, 14 February 2012 04:40 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
One more.

http://i.imgur.com/8yttG.png

That house could do with some... patching. Wink

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Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298953] Tue, 14 February 2012 16:08 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
wil473
The 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
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298956] Tue, 14 February 2012 17:14 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Weird Map Items - plans for next major version, the one I flood the early game with .22 LR weapons (for Balance!) will involve me flushing all the maps. One of the reason's I'm not expecting to have it done till summer. Considering another patch in the short term to fix the NVG issues though.

Depending on which version of UC-1.13 you're playing, I'd credit HAM 5, it is equipped with a new AI.


Slax's Screenshot - looks fine to me, this is one of the maps I had to completely rebuild. One of your merc's probably looked into the staff lounge but hasn't gone inside to open some more doors.


AK-74 vs. SV-98 - intentional, don't forget to factor in the bolt-action cost.

[Updated on: Tue, 14 February 2012 17:15] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298961] Tue, 14 February 2012 18:27 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
Yep. As I said, I'll have to give this more consideration.

And it seems 6.8 SPC match ammo is missing its range modifier. I get no bonus range, and the ammo item itself shows nothing.

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Master Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #298967] Tue, 14 February 2012 19:20 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Match 6.8mm SPC - Yup, another group of things that needs to be patched...

Slax's picture - actually now that I look at it again, are you referring to the house on left of the picture? Those are tile glitches...

EDIT: oh and I looked at Rosebud's stats, there was something missing. Gave him back Martial Arts.

[Updated on: Tue, 14 February 2012 19:23] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #299083] Wed, 15 February 2012 19:30 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Hi wil473. First of all i want to congratulate you for your hard work. Really great mod and NCTH is stable than ever. Doesn't seem buggy or imbalanced. But i have some things on my mind that i think needs some polishing.

1. Battle at Airport(A9): Before this fight you should make a choice; run for the bullet train or stay and fight. When you take bullet train occasionally you get a CTD for loosing sector, if not you're heading to a fierce combat at either Port Kip or Calisto. Also this means not getting early Jeep, Ehli and Rude Dog. If you stay for battle at airport you have a boring fight. Lots of militia and enemy with crappy guns unable to hit each other. It just drives me crazy so i generally end up using kill enemies cheat. Combat is somewhat faster at northern side but southern side of the map is ultra sluggish because of two militia in southern building is surrounded by the crates and cannot move. Enemies just firing a shot from windows then hide. So militia don't get a chance to retaliate. Enemies refuse to enter building, militia can't get out so the combat feels like last forever.

2. A second problem at game start is getting load bearing equipments. You get some equipment leg rigs and couple of backpacks. Neither of them are great at storing ammo and backpacks limits your AP's. Till i get some LBE's from Bobby Ray's i use Utility Case's for better storing equipment.

3. Upper recievers: They are just inferior version of guns. They don't have any advantages againist real counterparts. When shopping guns, real ones are preferred and in combat changing barrels is meaningless when you can just switch guns. I disabled most of them only left 1:7 twist barrel (it's more like getting a decent weapon out of a gun with exotic ammo and a useless part.), ar-57 and SCAR parts. Upper receivers are only viable when you're crafting otherwise inaccesible gun (i.e. gun's not placed or sold anywhere)

4. Bulletrain fights: They all fierce fights and i love them but there seems to be a problem with merc's placing when you enter them. Everytime i enter a bullet train station my mercs are placed their backs turned againist enemies so when i enter combat starts, enemies take initial turn and kill most of my mercs. So i load again and again until i get a lucky interrupt.

I wrote these just to give a feedback. Probably most of them ignorable. I just wanted you to know.

Thanks for your hard work.

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First Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #299089] Wed, 15 February 2012 21:49 Go to previous messageGo to next message
ShadoWarrior is currently offline ShadoWarrior

 
Messages:245
Registered:January 2006
Location: Twilight Zone
Gambigobilla
backpacks limits your AP's
There is a button that allows you to drop your backpack in tactical mode. Costs 12 APs, and it should be the first thing that you do when you enter a hostile sector.

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Sergeant 1st Class
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #299092] Wed, 15 February 2012 22:34 Go to previous messageGo to previous message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
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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