Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » 2015 Scope and Sight Changes (Separate thread for (probably) Save Game breaking changes being undertaken to NCTH (mostly))
2015 Scope and Sight Changes[message #340843] Sun, 03 May 2015 00:13 Go to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
Since the last revamp to the "easier" NCTH implementation used by my projects there have been numerous changes to v1.13 that need to be addressed. Among these are a persistent crash to item transformations by attached attachments, and of course the introduction of stock v1.13's own mitigation of many of NCTH's issues. I am planning on releasing a draft of these changes in this thread. Right work is proceeding on a draft patch based on Urban Chaos-1.13 v4.50.1.

General Overview
  • Reduced AP usage for most scopes
  • Variable magnification/function scopes now "actuated" via Scope Modes feature vs Item Transformation feature
  • specific "Iron Sights" no longer implemented via on-weapon Percent Cap bonus, now long arms for the most part have a 10% Percent Cap bonus (this you might remember was one of the original NCTH aides my mods implemented, and is also the same bonus used by larger/longer barrel pistols to portray benefits of a longer sight radius)
  • Scopes with magnification below 3x no longer remove the 10% Percent Cap bonus

Download: Urban Chaos-1.13 2015 Draft Scope Patch v0.1 20150503 on MediaFire

[Updated on: Mon, 04 May 2015 01:10]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Re: 2015 Scope and Sight Changes[message #340844 is a reply to message #340843] Sun, 03 May 2015 00:13 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
Detailed Mechanics / Change Log
  • Most Long Arms, <PercentCap> = 10, was variable depending on broad "guestimate" of quality of the iron sight (or was already just 10 for weapons where an "iron sight" bonus was never accounted for under the last NCTH implementation)
    - - most shotguns now benefit from this as well
  • All Scopes:
    - - <PercentAPReduction> = 0, was variable depending on the scope's power, affects both NCTH and OCTH
  • Scopes with Magnification below 3x
    - - <PercentCap> = 0, was a variable penalty meant to zero out
  • Scopes with Magnification of 3x and higher
    - - <PercentCap> = -10, simply zeros out the long arm bonus
    - - <PercentHandling> (Standing) = 2x <ScopeMagFactor>, was variable with "class" of magnification as opposed to directly linked
    - - <PercentHandling> (Crouching) = <ScopeMagFactor> rounded to nearest integer, was carried over from Standing for the most part
    - - <PercentHandling> (Prone) = 0, was carried over from Standing for the most part
  • 504. Tactical Iron Sights, <AttachmentClass> = Iron Sights, was Iron Sight
  • 512. 5.5x Reflex Scope:
    - - <PercentReadyTimeAPReduction> = 0, was -10
    - - <PercentAPReduction> = 0, was -10
  • 522. Thermal Imaging(FLIR) - Weapon Sight, implemented new (2015) variable mode scope
    - - <nasLayoutClass> = 2048, was 0
    - - <AvailableAttachmentPoint> = Integral - Optics
    - - <DefaultAttachment> = Lenses: 2x, 3x, 4x, 5x
    - - <ProjectionFactor> = 0, was 1.5
  • 524. PO 3.5x21P:
    - - <PercentAPReduction> = 0, was -10
    - - <PercentCap> = 0, was -11
  • 533. DM Sight, 4x, item removed
  • 534. Dual Mode Sight:
    - - names, descriptions, and inventories modified to reflect that this item no longer has a variation
    - - <nasLayoutClass> = 2048, was 0
    - - <AvailableAttachmentPoint> = Integral - Optics
    - - <DefaultAttachment> = Lenses: 4x
    - - <HiddenAddon> = 0, was 1
    - - <NotBuyable> = 0, was 1
    - - <HiddenAttachment> = 0, was 1
    - - <BlockIronSight> = 0, was 1
  • 535. Variable Power Scope:
    - - names, descriptions, and inventories modified to reflect that this item no longer has a variation
    - - <nasLayoutClass> = 2048, was 0
    - - <AvailableAttachmentPoint> = Integral - Optics
    - - <DefaultAttachment> = Lenses: 3x, 4x, 5x, 6x, 7x, 8x
    - - <HiddenAddon> = 0, was 1
    - - <NotBuyable> = 0, was 1
    - - <HiddenAttachment> = 0, was 1
    - - remaining stats appropriate to a 9x Scope
  • 536. Variable Power RIS Scope
    - - was <uiIndex> = 586, "Variable Power RIS Scope, 9x"
    - - names, descriptions, and inventories modified to reflect that this item no longer has a variation
    - - remaining stats similar to Variable Power Scope
  • 537. Variable Power RIS Scope/Reflex Mount
    - - was <uiIndex> = 589, "Variable Power RIS Scope/Reflex Mount, 9x"
    - - names, descriptions, and inventories modified to reflect that this item no longer has a variation
    - - remaining stats similar to Variable Power Scope
  • 538. 1P21 Minuta Sniper Scope
    - - was <uiIndex> = 540, "1P21 Minuta Sniper Scope, 9x"
    - - names, descriptions, and inventories modified to reflect that this item no longer has a variation
    - - remaining stats similar to Variable Power Scope
  • 539. PO-1.5-4.5x16
    - - was <uiIndex> = 540, "1P21 Minuta Sniper Scope, 9x"
    - - names, descriptions, and inventories modified to reflect that this item no longer has a variation
    - - <nasLayoutClass> = 2048, was 0
    - - <AvailableAttachmentPoint> = Integral - Optics
    - - <DefaultAttachment> = Lenses: 1.5, 2x, 3x, 4x
    - - remaining stats appropriate to a 4.5x Scope
  • 540. no longer has an item
  • 581 - 589. Lens items
  • 591. TactiKool-Aid AR-15 RIS Scope Mount, <PercentCap> = 0, was -7 (no longer need to account for AR-15 "iron" sight)
  • 593. TactiKool-Aid FAL Optics RIS, <PercentCap> = 0, was -5 (no longer need to account for FAL "iron" sight)
  • 594. TactiKool-Aid H&K Optics RIS, <PercentCap> = 0, was -6 (no longer need to account for Heckler&Koch diopter "iron" sight)
  • 595. TactiKool-Aid RSA/SVU RIS Scope Mount, <PercentCap> = 0, was -1 (no longer need to account for AK "iron" sight)
  • 601. TactiKool-Aid Galil Tri-Rail, <PercentCap> = 0, was -3 (no longer need to account for Galil "iron" sight)
  • 626-628. no longer have items
  • 676. Heavy Bipod, <AimLevels> (Prone) = -1, was 0
  • 678. Integral Battle Scope/Sight Combo:
    - - <nasLayoutClass> = 2048, was 0
    - - <AvailableAttachmentPoint> = Integral - Optics
    - - <DefaultAttachment> = Lenses: 3.5x G36 Scope
    - - <ScopeMagFactor> = 1.0, was 3.5
    - - <PercentBase> = 0, was 10
    - - <PercentTargetTrackingSpeed> = 0, was 5
    - - <PercentCounterForceAccuracy> = 0, was -35
  • 681. OICW Fire Control Module:
    - - <nasLayoutClass> = 2048, was 0
    - - <AvailableAttachmentPoint> = Integral - Optics
    - - <DefaultAttachment> = Lenses: 2x, 3x
  • 682. FN F2000 Fire Control Module:
    - - <nasLayoutClass> = 2048, was 0
    - - <AvailableAttachmentPoint> = Integral - Optics
    - - <DefaultAttachment> = Lenses: 2x, 3x
    - - <PercentAPReduction> = 0, was -10
    - - remaining stats appropriate to a 3.5x Scope
  • 685. ARX-160 Sight:
    - - <nasLayoutClass> = 2048, was 0
    - - <AvailableAttachmentPoint> = Integral - Optics
    - - <DefaultAttachment> = Lenses: 2x, 3x
    - - <PercentAPReduction> = 0, was -10
    - - remaining stats appropriate to a 4.0x Scope
  • 688. Integral Thermal Weapon Sight, <PercentCounterForceAccuracy> = -45, was 0

[Updated on: Sun, 03 May 2015 22:13]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Lieutenant

Re: 2015 Scope and Sight Changes[message #340845 is a reply to message #340844] Sun, 03 May 2015 00:14 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
Tentative (Unreleased) Changes to Next Revision

Lower Suppressor Penalties:
- All suppressors: General AP penalty gone
- Sound Suppressor: Ready AP penalty still 25%
- Premium Pistol Suppressor: Ready AP penalty lowered to 15%
- Magnum Pistol Suppressor: Ready AP penalty lowered to 15%
- Premium Magnum Pistol Suppressor: Ready AP penalty lowered to 10%
- all remaining suppressors: Ready AP penalty gone

Lower Grenade Launcher Penalties:
- Normal Size: 20% Ready AP penalty, 10% General AP penalty
- Short Tube: 15% Ready AP penalty, 5% General AP penalty
- Ergonomic/Very Small: 10% Ready AP penalty, 5% General AP penalty
- 3GL: 30% Ready AP penalty, 15% General AP penalty

New Guns:
- SIG MPX-P and MPX-PSB in .375SIG, 9x19mm, and .40S&W
- SIG MPX in 9x19mm, and .40S&W (also changes to how calibre conversions and barrel types are handled)
- Noreen BN36 30-06
- Noreen BN36 .300WM
- Noreen Bad News
- LAR-47 CAR
- LAR-47 X-1
- (Generic) AR-47 in full, carbine, and SBR, with uppers
- (Generic) PAR-47 and MAR-47 variant

Miscellaneous Changes:
Benelli R1
- <ubWeaponType> = Rifle, was Sniper Rifle
- <ubImpact> = 46, was 48

Gressar 2000
- <ubImpact> = 46, was 48

Ruger M77 Hawkeye
- <ubImpact> = 48, was 44

SIG MPX-K
- <ubWeaponType> = Machine Pistol, was Submachinegun

Walther WA 2000
- <ubImpact> = 46, was 48

Fixes:
Ruger M77 Hawkeye
- <APsToReloadManually> = 12, was missing

[Updated on: Wed, 27 May 2015 14:56]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Lieutenant

Re: 2015 Scope and Sight Changes[message #340855 is a reply to message #340845] Sun, 03 May 2015 19:16 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1408
Registered:July 2006
Location: People riding polar bears...
Sadly, I'd say that guns overall need a complete overhaul.
Don't have the time to scavenge for many examples right now but from what I remember from my last playthrough, you'd need to use almost all of your AP to ready and fire a long, tricked out AR-15... only to have it miss.
Autofire's all over the place. A few machine pistols with unfolded stocks (I'm thinking 9x18 right now) handle okay with short to medium bursts while others just shoot straight for the sky after 2 or 3 bullets. These things are supposed to be easy to control. Low damage output and accuracy but easy to control.

There's basically just a lot of problems which only serve to piss the player off. That is, until you find the one gun that somehow manages to work right. I've managed to mitigate some of this with some major NCTH tweaking. Still a lot of the same problems though. Can't fathom how anyone would be able to play with the standard settings.

Prone, with bipod, Russian scope, a lot of AP spent on aiming, target unobstructed, optimal scope/weapon range... and the shot just goes haywire. Full meters off target. That's what I remember from the standard setup.



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AIMNAS: Complete 1.13 installation, Download ZIP and unpack, play.

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Sergeant Major
Re: 2015 Scope and Sight Changes[message #340860 is a reply to message #340855] Mon, 04 May 2015 01:25 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
Barely tested, but here is the first draft of the 2015 Scope changes:

Urban Chaos-1.13 2015 Draft Scope Patch v0.1 20150503 on MediaFire

It is based on Urban Chaos-1.13 v4.50.1 Patch 20150418, with only the Scope changes - didn't feel it would be fair putting any unrelated bug fixes or compatibility updates to a test release.

Snapshot of the Detailed Mechanics / Change Log for this draft
Toggle Spoiler



Slax wrote on Sun, 03 May 2015 11:16
Sadly, I'd say that guns overall need a complete overhaul.
Don't have the time to scavenge for many examples right now but from what I remember from my last playthrough, you'd need to use almost all of your AP to ready and fire a long, tricked out AR-15... only to have it miss.
Autofire's all over the place. A few machine pistols with unfolded stocks (I'm thinking 9x18 right now) handle okay with short to medium bursts while others just shoot straight for the sky after 2 or 3 bullets. These things are supposed to be easy to control. Low damage output and accuracy but easy to control.

There's basically just a lot of problems which only serve to piss the player off. That is, until you find the one gun that somehow manages to work right. I've managed to mitigate some of this with some major NCTH tweaking. Still a lot of the same problems though. Can't fathom how anyone would be able to play with the standard settings.

Prone, with bipod, Russian scope, a lot of AP spent on aiming, target unobstructed, optimal scope/weapon range... and the shot just goes haywire. Full meters off target. That's what I remember from the standard setup.


The patch may help the AR-15 type weapons as I've removed the General AP penalty for scopes, though left the one for ready. Additionally, in my testing I was seeing reasonable success with Russian scopes, the 1.5-4.5x P.O. scope in particular. Even managed a headshot in testing earlier today.


Now overhauling all the guns may be pushing the scope (sorry couldn't avoid the pun) of this side-project, but what would a fair balance be? Perhaps one aimed and one partially aimed shot per turn with a scope? Or one aimed or one burst/autofire per turn (I think that's where the mod is now)? Two fully aimed shots per turn?

[Updated on: Mon, 04 May 2015 01:29]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Lieutenant

Re: 2015 Scope and Sight Changes[message #340869 is a reply to message #340860] Mon, 04 May 2015 19:22 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
I last played UC 1.13 in 2013, but as far as I can remember NCTH balance back then felt fairly good. Overly reliant on attachments, scopes obviously but also stuff that made the gun go boom faster. Apart from that, I can't really recall being annoyed at other AFS NCTH aspects. Has something changed fundamentally since then?

I'd vote for two fully aimed shots per turn, but that's not really based on anything else than my gut feeling, which is not up to date in AFS matters.

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Master Sergeant
Re: 2015 Scope and Sight Changes[message #340874 is a reply to message #340860] Mon, 04 May 2015 21:51 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1408
Registered:July 2006
Location: People riding polar bears...
Wil473 wrote on Mon, 04 May 2015 01:25
Two fully aimed shots per turn?

Maybe for carbines. I dunno. I'd have to do a lot of testing to hand over any form of valuable feedback.



1.13: Install JA2, unpack latest, play.
AIMNAS: Complete 1.13 installation, Download ZIP and unpack, play.

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Sergeant Major
Re: 2015 Scope and Sight Changes[message #340875 is a reply to message #340874] Mon, 04 May 2015 21:55 Go to previous messageGo to next message
silversurfer

 
Messages:2790
Registered:May 2009
Please remember that the number of fully aimed shots also depends on number of aim levels. It's very easy to do 3 or 4 fully aimed shots with a 1 aim click dual wielding gunslinger. ;)
A bulky sniper rifle is a different matter...



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Re: 2015 Scope and Sight Changes[message #340877 is a reply to message #340875] Mon, 04 May 2015 22:35 Go to previous messageGo to next message
M16AMachinegun is currently offline M16AMachinegun

 
Messages:304
Registered:September 2013
Scope Modes feature? Is that like switching between iron sights and 'hip fire' by pressing '.'?

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Master Sergeant
Re: 2015 Scope and Sight Changes[message #340882 is a reply to message #340877] Tue, 05 May 2015 02:41 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
Sorry I forgot to note it, yes it is the period "." to cycle down th magnification levels.

Also I forgot to mention that for "normal" size sniper rifles I've lowered the number of (NCTH) aim levels to four: faster to reach max aim. Heavier AMR type rifles should be down to four when prone.




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Lieutenant

Re: 2015 Scope and Sight Changes[message #340884 is a reply to message #340882] Tue, 05 May 2015 03:49 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
It may be a good time to mention silencers here. Right now they seem to have too much of a penalties attached to them. Personally, considering other on-barrel attachments have nice bonuses (like muzzle brake), I'd completely remove penalties from silencers altogether. Just the fact that a player has to chose silenced gun vs better performance gun with other attachments should be enough of a balance. It's also completely illogical that silencer increases aim costs. In my current campaign I'm using no silencers at all since they increase AP costs so much.

[Updated on: Tue, 05 May 2015 03:50]

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Master Sergeant
Re: 2015 Scope and Sight Changes[message #340885 is a reply to message #340884] Tue, 05 May 2015 05:50 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1408
Registered:July 2006
Location: People riding polar bears...
In my mind, suppressors should hamper max accuracy while making full-auto more controllable. I base that on... nothing.


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AIMNAS: Complete 1.13 installation, Download ZIP and unpack, play.

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Sergeant Major
Re: 2015 Scope and Sight Changes[message #340895 is a reply to message #340885] Wed, 06 May 2015 07:39 Go to previous messageGo to next message
M16AMachinegun is currently offline M16AMachinegun

 
Messages:304
Registered:September 2013
Suppressors are almost always an innate good with maybe exception to heat dissipation

It improves accuracy, reduces recoil, reduces sound report, minimizes muzzle flash... The cans get hot though

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Master Sergeant
Re: 2015 Scope and Sight Changes[message #340898 is a reply to message #340895] Wed, 06 May 2015 09:31 Go to previous messageGo to next message
pheloncab is currently offline pheloncab

 
Messages:278
Registered:August 2004
Location: So. Cal. or texas
Don't suppressors also tend to dirty up the action? i'd guess this would depend in part on what operation the weapon was in, but it certainly could make a difference in reliability.

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Master Sergeant
Re: 2015 Scope and Sight Changes[message #340906 is a reply to message #340898] Thu, 07 May 2015 18:57 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
Looking at the attachments this is current general penalty distribution:

Grenade Launchers:
15-30% Ready AP penalty
15-30% General AP penalty
10% burst and autofire AP bonus

Drum Magazine Adapters:
10% Ready AP penalty
10% General AP penalty

Suppressors:
10-25% Ready AP penalty
3-5% General AP penalty

Additionally, this mod is using ChrisL's "INCREASE_AIMING_COSTS" feature where the first aiming level costs a fraction of the ready cost. Right now the Divisor = 5 but this can be increased in any future changes.

Now I've already slashed the AP penalties for scopes in the draft patch - are we wanting to have reduced overall attachment AP penalties before another patch?


EDIT: Suppressors presently do not have the ALLOW_WEAR_SUPPRESSOR set.

[Updated on: Thu, 07 May 2015 18:59]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Lieutenant

Re: 2015 Scope and Sight Changes[message #340908 is a reply to message #340906] Thu, 07 May 2015 22:04 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
Well, I find suppressor penalties too punishing to be practical and not giving enough in return. So yeah, I'd change them definitely. Not sure about the rest of the attachments as I didn't progress enough to get all of them. But even with what I got, nearly all guns were able to shoot only once per turn (with full aim) if I had a scope/silencer/other attachments. Personally, I'm not in favor of the system that arbitrary introduces penalties as a form of balance to make guns with no attachments attractive to players. If I payed good bucks, or found after hard battle an attachment to use on my gun, I expect that attachment to improve that gun. If there are penalties, they should be of minor, not major effect to the gun.
Similar could be said about GL's although I did get much so far but that is exactly my point. Getting launchers and getting ammo for them is significantly harder as Bobby Ray's doesn't sell explosives in UC. This means that overly penalizing to use them is kind of pointless as well.

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Master Sergeant
Re: 2015 Scope and Sight Changes[message #340913 is a reply to message #340908] Fri, 08 May 2015 10:31 Go to previous messageGo to next message
silversurfer

 
Messages:2790
Registered:May 2009
I can somewhat understand the ready penalty for grenade launchers because they make the gun heavier and bulkier. The general AP penalty however is a bit misplaced in my opinion. I think a small handling penalty would be better fitting.
The same applies to drum adapters.

The penalties on suppressors don't make sense to me. They are attached to the end of the gun so they are not in the way, they don't increase weight much and they don't influence weapon handling much. I would get rid of the AP penalties completely.



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Lieutenant
Re: 2015 Scope and Sight Changes[message #340919 is a reply to message #340913] Fri, 08 May 2015 23:51 Go to previous messageGo to next message
mr_clark is currently offline mr_clark

 
Messages:47
Registered:December 2011
Location: Potsdam, Germany
Quote:
"Also I forgot to mention that for "normal" size sniper rifles I've lowered the number of (NCTH) aim levels to four: faster to reach max aim. Heavier AMR type rifles should be down to four when prone."

Nice change! I guess that makes me free to select a new favourite rifle over the SVU-A for my Marksmen ;)

On the more recent discussion:
If I understand it correctly the general AP penalties with these attachments are meant to represent "different from normal" handling over the unmodified weapons?!? So for the same accuracy "you" need more time to aim, as it's not completely working as intended? So in line with Silversurfer's remark: isn't that something that should be in the handling category? [Though I must admit, I am not really sure how all those stats work ;)] (Added bulk and so being represented by the ready ap cost increase; which I think is alright in a purely instinctual way)

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Corporal
Re: 2015 Scope and Sight Changes[message #341011 is a reply to message #340919] Sat, 16 May 2015 18:11 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
No downloads of the test patch... looks like the next "draft" of the changes will have to be full up Experimental release of UC-1.13.

Next round of (planned) changes:
- All suppressors: General AP penalty gone
- Sound Suppressor: Ready AP penalty still 25%
- Premium Pistol Suppressor: Ready AP penalty lowered to 15%
- Magnum Pistol Suppressor: Ready AP penalty lowered to 15%
- Premium Magnum Pistol Suppressor: Ready AP penalty lowered to 10%
- all remaining suppressors: Ready AP penalty gone

Lowered Grenade Launcher Penalties:
Normal Size: 20% Ready AP penalty, 10% General AP penalty
Short Tube: 15% Ready AP penalty, 5% General AP penalty
Ergonomic/Very Small: 10% Ready AP penalty, 5% General AP penalty
3GL: 30% Ready AP penalty, 15% General AP penalty

Working on an experimental right now with new guns but not ammo (as that will mess up item placement in UC maps).

EDIT: The reason why attachments have AP penalties is for OCTH (I remember most of these AP penalties were in UC-1.13 prior to NCTH). Some feature handling penalties on top of the AP ones.

[Updated on: Sat, 16 May 2015 18:14]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Lieutenant

Re: 2015 Scope and Sight Changes[message #342199 is a reply to message #341011] Wed, 26 August 2015 11:11 Go to previous messageGo to next message
thrawn is currently offline thrawn
Messages:1
Registered:August 2015
Please release happy

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Civilian
Re: 2015 Scope and Sight Changes[message #342202 is a reply to message #342199] Wed, 26 August 2015 18:11 Go to previous message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
These are already implemented in the Experimental Urban Chaos releases.

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Master Sergeant
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