soytamap Posted July 31, 2011 Share Posted July 31, 2011 (edited) Why should Project Nevada Charging Energy weapons can't completely mod anytihng? balance of the game? :wallbash: :wallbash: :pirate: i feel very intolerable for this.I have feelings for the intentional of PN team for Charging Energy weapons can't be modded is -too narrow minded,giving poor Satisfaction for people who's like modding weapons-feels that PN team has less,not enough concern for Energy weaponsI'd like protest as opposition for this intentional! I''ve seen some explaination from some of PN team,but i think that's not true.http://img714.imageshack.us/img714/5558/73943866.png so i starting some tests about thisFirst i've manaully using these data to edit in G.E.C.KProject nevada 2.2 CORE MasterEquipment MasterRebalance PluginsCyberware PluginsWMX patch PluginsWeaponmodexpanded as Active plugins I knew that WMX's Q-35 and Charging Q-35 are seperate weaponsHere's the stat of Charging Before modding anything,compared to WMX's Q-35 from above to bottomhttp://img850.imageshack.us/img850/9311/pnxq35modstats.pnghttp://img69.imageshack.us/img69/420/q35modstats.png And here's after modified, put every 3 mods inside this rifleshttp://img88.imageshack.us/img88/1880/pnxq35modedstats.png Then i put Q-35 to field testThere shouldbe the means for any picture i putI found wrong reloading animations , which i later realize because of reload animations was A, so i Changed to Bhttp://img194.imageshack.us/img194/6122/screenshot134g.pnghttp://img814.imageshack.us/img814/3221/pnxq35modedstats2.png Weapon comsuming cell amount normally.Phase one charge will consume 6 cell unit,then the second phase will consume 5 cell leave 1 cells after release any phase charge the one last cell will be consumed to boosting whole projectile.When you've double cell, you can done this twice then reload again. http://img683.imageshack.us/img683/483/screenshot202.pnghttp://img834.imageshack.us/img834/8071/screenshot203a.pnghttp://img153.imageshack.us/img153/4696/screenshot186s.pnghttp://img194.imageshack.us/img194/5355/screenshot164.png Notice at the blast size,the size compared to a door is fully charged, smaller one is only one phased charge.Anybody should try this yourself! and this function seems doesn't impact much for the game tactical matter,balance. What i demand,testfor is to have more people to criticize this, and i think there should be more liberal option to the Charging Energy weapons.PN teams should giving more concern about Charging energy weapons, to allow some modding or allow full modding in choice.I'll put some other test in other post! Edited July 31, 2011 by soytamap Link to comment Share on other sites More sharing options...
soytamap Posted July 31, 2011 Author Share Posted July 31, 2011 (edited) I can't really find the way to testing projectile speed,the projectile speed of the plasma weapons still very fast to capture!,if anybody could find the way, thank you!I've testing how fast the Q-35 rate of fire, with many conditions.I've using stopwatch to begin counting, then clicking as fast as i can,and stop count after the whole cell is empty.This is just my own test,so if you don't sure, you should test on your own! Played with any personal mods Character has only Buit to destroy and Wild Wasteland TraitClock will stop count after fired all 24 cells Chargable Q-35 with Dual cell Magaccel Syncron:23.12 SEC Q-35 with Dual cell Magaccel Syncron:10.85 SEC Clock will stop count after fired all 12 cells Chargable Q-35 with Magaccel Syncron:10.72 SEC Q-35 with Magaccel Syncron:05.53 SEC Played with Vanilla Mods,PN and WMX main files with Readius. Character has Only Buit to destroy and Wild wasteland traitClock will stop count after fired all 24 cells Chargable Q-35 with Dual cell Magaccel Syncron:21.69 SEC Q-35 with Dual cell Magaccel Syncron:10.36 SEC Clock will stop count after fired all 12 cells Chargable Q-35 with Magaccel Syncron:11.71 SEC Q-35 with Magaccel Syncron:05.28 SEC This test obviously easy to explain with Video,But i didn't know how to use the video recorder, so anybody please record it if you can.Seems that result as The WMX's Sycron incompatible with Charging weapon Script.So there's another demend to PN team,Fix these scripts! Edited July 31, 2011 by soytamap Link to comment Share on other sites More sharing options...
soytamap Posted July 31, 2011 Author Share Posted July 31, 2011 I've tested charable and modding function for AER 14Here's the Status before begin to modding in G.E.C.K, compared to WMX's AER 14 from top to bottomhttp://img580.imageshack.us/img580/322/pnxaer14modstats.png http://img819.imageshack.us/img819/393/aer14modstats1.png After put the MODS for the Charging AER 14,it should be like thishttp://img196.imageshack.us/img196/8777/pnxaer14modedstats.png Then, i put it on the Field test. That'll be showed on next post! Link to comment Share on other sites More sharing options...
Bottletopman Posted July 31, 2011 Share Posted July 31, 2011 but if you feel different about it, disable the Chargeable Weapons in the configuration menu and everything is as it was before ^ this. Also, as he stated, the scripts attached to the weapons wouldn't recognise any mods or extensions by other users, so it would ruin balance/break the weapon. Link to comment Share on other sites More sharing options...
soytamap Posted July 31, 2011 Author Share Posted July 31, 2011 (edited) I've only testing that,If you attach a scope for the AER 14, it will still works?I test from this explaination http://img832.imageshack.us/img832/1449/82940502.png http://img718.imageshack.us/img718/5723/screenshot178k.pnghttp://img594.imageshack.us/img594/20/screenshot179x.pnghttp://img840.imageshack.us/img840/1615/screenshot136a.pnghttp://img204.imageshack.us/img204/1315/screenshot137q.pnghttp://img585.imageshack.us/img585/5499/screenshot210lr.png Beams works okay with the scope,But there are no zooming gages and Less zooming range , compared to Normal AER14http://img850.imageshack.us/img850/4158/screenshot207.pngThen i know how he means now. ConclusionsSome weapons MOD seems to be fully working as these followingQ-35:Dual Cell HarnessAER14:Beam spitter,Focus Optics If there's any argue or any explainations, There should be Video,picture proofs attacthedIt'll be really hard to belive,Even its from PN Team, if there are no Video,Picture proofs. Edited July 31, 2011 by soytamap Link to comment Share on other sites More sharing options...
soytamap Posted July 31, 2011 Author Share Posted July 31, 2011 (edited) but if you feel different about it, disable the Chargeable Weapons in the configuration menu and everything is as it was before ^ this. Also, as he stated, the scripts attached to the weapons wouldn't recognise any mods or extensions by other users, so it would ruin balance/break the weapon.Well...I don't belive about the scripts will break the weapon at all,because it doesn't contain pictured,Video proof,And i've tested that some of them didn't break at all,it doesn't mean anything 'd break the weapons! And i don't Belive that script would ruin the balance in game. Because i think the other popular MODS has seen more far Enough to ruin the balance than just this.And some of his stated before doesn't seem obviously clear to me, so that why i post this test! Edited July 31, 2011 by soytamap Link to comment Share on other sites More sharing options...
schlangster Posted July 31, 2011 Share Posted July 31, 2011 (edited) The comment on the scope not working right with the continuous beam was not merely functional, but also in terms of design. I don't think a scope fits a weapon with a continuous beam.Besides that, there's the issue of animation. While the firing happens, playGroup is used to force the firing animation cause otherwise the weapon would return to its idle state while still firing. Different animations are used based on if you're using IS or not, and the result will be different in 1st or 3rd person. When I charge the laser rifle, zoom, release fire, release zoom, I end up with this view while firing:http://www.imagebam.com/image/d89b8b142921555 About the ammo increases, you are right here that it seems to behave correctly, at least when I did a quick test just now. The reason why I thought it wouldn't work right is because in the first version of the charging script (even before version 2.0 or so, where it was only the plasma disruptor), ammo was removed during charging and damage increased with every step, allowing you to charge your full clip. Max charge was calculated like this:set maxCharge to (getWeaponClipRounds weapon) - ammoUsegetWeaponClipRounds doesn't return the modded clip size, but the original one. So even if you had 24 shots instead of 12, you could only charge 10 at once (unless you try other methods to determine the max clip size).With the way things are currently working, you can only charge up a fixed amount of ammo anyway, so that's not a problem anymore. Also, for the laser rifle if you have a mod that increases damage, it would only increase the damage for the base shots, since the continuous beam uses the damage of PNxCChargedLaserRedDummy / PNxCChargedLaserGreenDummy. But I don't really understand how you can think that this shows lack of concern. We tried to give some energy weapons completely unique mechanics as opposed to stat boosts.Why not just disable the charging part if you don't like it? Edited July 31, 2011 by schlangster Link to comment Share on other sites More sharing options...
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