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]
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Sun, 03 May 2015 00:13
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Wil473 |
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Messages:2813
Registered:September 2004 Location: Canada |
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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.Report message to a moderator
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Re: 2015 Scope and Sight Changes[message #340844 is a reply to message #340843]
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Sun, 03 May 2015 00:13 
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Wil473 |
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Messages:2813
Registered:September 2004 Location: Canada |
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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.Report message to a moderator
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Re: 2015 Scope and Sight Changes[message #340845 is a reply to message #340844]
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Sun, 03 May 2015 00:14 
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Wil473 |
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Messages:2813
Registered:September 2004 Location: Canada |
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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.Report message to a moderator
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Re: 2015 Scope and Sight Changes[message #340855 is a reply to message #340845]
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Sun, 03 May 2015 19:16 
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Slax |
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Messages:1408
Registered:July 2006 Location: People riding polar bears... |
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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.
1.13: Install JA2, unpack latest, play.
AIMNAS: Complete 1.13 installation, Download ZIP and unpack, play.Report message to a moderator
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Re: 2015 Scope and Sight Changes[message #340860 is a reply to message #340855]
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Mon, 04 May 2015 01:25 
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Wil473 |
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Messages:2813
Registered:September 2004 Location: Canada |
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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- 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
Slax wrote on Sun, 03 May 2015 11:16Sadly, 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.Report message to a moderator
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