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defKAB

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  1. I don't really know where else to post this, but, does anyone know if the modding works as well with the Gamestop app versus the Steam version? I'm wanting to get the game to play, but I want modding support...
  2. Just like the 'Sniper' and 'Assault' Properties, the 'Heavy' Property allows all of Heavy's abilities to be used through the weapon with the 'Heavy' property. Namely, Suppression, and Bullet Swarm... Also, as Ammo Count is determined by Class (with Heavy being different than everyone else) any weapon with the 'Heavy' Property has the LMG Ammo capacity. Three regular 'shots' per clip...
  3. There's a whole lot of difficulty modifiers in the DefaultGameCore.ini file. Unfortunately, that's not all of them. Leveling the playing field in DefaultGameCore only waives most of the Alien's magic numbers. Some are still cooked in. Since they are 'magic numbers' I can't find, or prove that they exist, but when leveling the numbers in DefaultGameCore still produce wildly unrealistic results in Impossible, I'm willing to believe there's more that we haven't found.
  4. So, after letting every class use every weapon, I found out a few things... Namely, why heavies are so special in their properties listing. The Heavy Property not only allows the heavy to 'Suppress' with the weapon (Funny watching a Heavy suppress with a sniper rifle...) but it also gives it the ammo of a Heavy. Meaning 3 shots, where previously their were for the cases of the other weapons... For anyone delving into the .upk's, this means ammo is determined by Class, not by weapon... Also, equalizing the difficulty balance numbers, I found that there was still an imbalance between Normal, and Classic. The Aliens no longer got their amazing critical powers (tho there is a slight increase in AI), however, my squad suffered from inexplicably bad luck. More often than not, a high hit chance (70% and above) would surprisingly miss. As would lower hit chances, but that's expected. Maybe there's more to the difficulties than outlined in DefaultGameCore?
  5. I think the issue is that the 'grenade' ability is granted by the grenade, and as the .ini wiki states, the iRange line dictates the range for that weapons 'ability'. So, 'Throw Grenade' is complimented by the iRange setting. However, the Heavy's 'rocket' ability is determined by the Heavy, not the rocket launcher. Therefore, the rocket launcher's iRange field only affects the rocket launcher's abilities.
  6. Agreed. I did the whole no research thing, and the baddies get badder as time goes on without you. It's not an issue, I'm sure, I'll just have a time of tweaking in the game so that Mutons dont just run over your face completely. Mostly, but not completely. It makes research time important.
  7. "Overwatch can then, possibly have two reactions," You dont need to be in overwatch for reaction fire. "You wont get two shots on one movement" Im assuming you mean "one shot per each movement" section i.e. each short-movement, not the overall move comprised of two parts? Possibly... certainly ive recorded two shots occurring in a single "total" move.. presumably a "dash", but its pretty difficult to tell the difference by the AI by observation, sometimes its obvious, a lot of the time it isnt. " It's apparent, however, that Overwatch takes priority to the Reaction stat," How is that so? We were told that overwatch induces a penalty too-hit, does reaction fire also? Observably, set @ 15, it looks to be more accurate than overwatch fire. What I mean is that when using overwatch, you'll have the normal Reaction fire from overwatch (WITH the negatives implied), and then a chance for a second reaction fire caused by the iReaction stat... But, overwatch takes priority, meaning that the overwatch will ALWAYS trigger first. This isn't an issue, or something of note, but it's neat to know if you're planning out the tactical side of a combat with the added Reaction Fire. And I only said that in my experience, ONE combatant will only get ONE reaction fire per trigger, even with Overwatch and a 100% iReaction stat. Again, I may be wrong, but its something I thought about while planning my combats...
  8. That'd be great. I'm sort of doing the same thing. The only thing I'm worried about is the enemy progression going faster than my R&D can handle. Then again, I could plan for that to be part of the difficulty.
  9. In my (admittedly limited) experience, I've played a few missions with my soldiers have a 10 percent reaction chance... In my moderation, I feel it really helped things, but it does add ANOTHER reaction. Overwatch can then, possibly have two reactions, BUT it'll only trigger on different triggers. You wont get two shots on one movement, but if a sectoid moves in, you get your overwatch. If he then runs for cover, you have the chance for another. It's apparent, however, that Overwatch takes priority to the Reaction stat, so for those few abilities that use Overwatch, it'll apply to that first Reaction, and then technically you're no longer on Overwatch, so you wont have abuse issues in that aspect. Dunno how much help that is tho...
  10. Mm, yeah... I'm working through the complications inherit. I'm not saying I have the foresight to see all the issues, but I am dealing with them, in their own ways... Good news, the Any Class and Heavy property combo works great. It doesn't portray any of the range fall offs from class restricted weapons, works just like it should... So, moving on with that, you can give a weapon to ALL the classes, but picking and choosing comes with its limitations... It's going to be a chore to reinforce the traditional weapon roles... With Snipers, Squadsight should reinforce the sniper rifle, as other weapons have that range limitation. For others, the range might be a buff, but the move restriction makes it a poor choice. For Assault, the damage and Crit chance is enough to reinforce a Shotgun, and using an LMG will induct an accuracy malus, making it a poor choice for the run-n-gunners... For Heavies... I don't know.. Suppression now becomes viable with any weapon, (I think? Any one know for sure?) The Shotgun might become a good choice for a heavy... But since almost every class will be 'faster' than him, the range falloff might make it a lesser choice? I dunno. I think the heavy's thing are his abilities, not his weapons, so I'm detecting that it'll make them a good choice, not an overpowered one... The Support will just be Even More Support... This might unbalance them, I think... Any weapon, any time? That lets them REALLY tone themself to the situation... Any thoughts? Also, in a very, very unrelated post... Does anyone know how to delay the progression of enemy improvement? I mean like the time between meeting the Floaters, and the Mutons, and such. I'm looking for a longer, Marathon-style gameplay. (I don't know how to fix Marathon, and what all it actually DOES, so I'm hardballing it.) But the long research might screw you as the tougher enemies appear far to quickly. Anyone?
  11. So, I was messing around with the weapon properties, like every newb does. I decided to try giving heavies the option of using Assault Rifles (my alterations make them good shots -except- with the LMG-) for better aim. So, I left in the Rifle property (for fear that my rookies and support will then not be able to use it) and added the Heavy property... However, it still says that heavies cant use it. I'm assuming that the Rifle property has innate class restriction, eh? But a work around (having JUST the Support, Heavy, and Assault properties) will give the weapon the Long Range fall off (because it's an assault weapon now) and MIGHT not let my Rookies use it (because it's not a Rifle). The other work around is to give it the Any Class property. However, that STILL might not let my Rookies use it (because Rook isn't a class...) and it'll then have the Close Range drop off of a Sniper Rifle (because it's now a Sniper Weapon) and MIGHT have the Long Range drop off of the assault still (cause above)... I'm gonna try both ways, and see what happens, but I want to know; Does anyone have more experience with this? Any idea the EXACT constraints a class property has on a weapon? At the very least, I'll probably have to remove the Short Range Sniper fall off for ALL weapons, and let any class use it...
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