Anbar Posted October 18, 2012 Share Posted October 18, 2012 (edited) offence is a good example: often the offence bonus given to the weapon, shows up on the F1 in-game stats but fails to add to the actual roll-too-hit percentage.I'm pretty sure this is not true. The random rolls do seem to be affected by offense bonuses; my sniper rifles have +25 offense on them, and either it's working as it should or I've been getting really, really lucky. hit F1.. take a look at the hit%The bonus on offence is listed (+5, whatever) but then the too-hit percentile doesnt change. e.g.base too-hit 65%Half cover - 20Offence +5 Total too-hit = 45% Whether or not the game ACTUALLY does what it says on F1 - no way to tell. (edit - i only really just read that and realised you put a+25 too-hit on a sniper rifle...you're not the guy doing the "easier easy mod" are you ? ¬_¬ l) I have noticed that pistols inherit offense bonuses from the primary weapon, though; my snipers have the same standardized stat progression as my other soldiers, but they're crack shots with pistols because they're getting the +25 offense from the sniper rifles. I tested it by switching out the sniper rifles for assault rifles and their accuracy dropped considerably, both displayed and in practice. Yeah thats exactly the sort of thing I am talking about - people are out and changing individual weapons traits and *assuming* that they will work *for every weapon* - they dont... just because its in the .ini doesnt mean that modding the numbers produces an actual change "in game". They all need to be tested & verified in-game. Its a bit like the iTime on items produced in engineering - the .ini has them all listed with build-times..but the "game" ignores those times for everything except for satellites. Unfortunately, a lot of the time, the only way to "verify" a change is observable data.... but dont be tempted to simply swap a number in the .ini and run it out as a "New feature" or "change" in ones' latest MOD... it might not work. thats all I'm saying. Edited October 18, 2012 by Anbar Link to comment Share on other sites More sharing options...
Kaerar Posted October 18, 2012 Share Posted October 18, 2012 I've noticed the weapon offence bonuses taking effect, though I haven't noticed pistols inheriting primary weapon bonuses. I'm just going to make a Marathon type gamestyle mod for standard levels as the Marathon option is currently bugged in second wave due to the need for 2 shards for some quest item. Link to comment Share on other sites More sharing options...
PaxEmpyrean Posted October 19, 2012 Share Posted October 19, 2012 (edit - i only really just read that and realised you put a+25 too-hit on a sniper rifle...you're not the guy doing the "easier easy mod" are you ? ¬_¬ l)No, I'm not. I standardized stat growth across classes and added accuracy modifiers to different weapon types instead, with lower damage weapons getting higher accuracy modifiers to make them a viable alternative in the late game. My snipers get bonuses to hit with sniper rifles to compensate for their inherently lower offense stat; vanilla snipers get +40 offense at Colonel, mine get +25. Because I enabled assault rifles and shotguns for all classes, I didn't want snipers to outperform everyone else with those other weapons, so it made sense to tie accuracy to the weapon instead of the class, since I had removed the class restrictions on two of the weapon types. My plasma sniper rifles give +15 offense and actually do less damage than their vanilla counterparts with the same total chance to hit, so no, I'm not making an "easier easy mod." I have noticed that pistols inherit offense bonuses from the primary weapon, though; my snipers have the same standardized stat progression as my other soldiers, but they're crack shots with pistols because they're getting the +25 offense from the sniper rifles. I tested it by switching out the sniper rifles for assault rifles and their accuracy dropped considerably, both displayed and in practice. Yeah thats exactly the sort of thing I am talking about - people are out and changing individual weapons traits and *assuming* that they will work *for every weapon* - they dont... just because its in the .ini doesnt mean that modding the numbers produces an actual change "in game". They all need to be tested & verified in-game.Note that I mentioned "both displayed and in practice" explicitly, because I actually tested and verified this myself. I don't know who the hell you think you are, but the next time you find yourself assuming that I don't know what I'm doing, just shut up. I'm not stupid; I don't need somebody to tell me that things need to be tested to confirm they are working. It was the process of testing that revealed this behavior in the first place. I changed the offense modifiers on pistols and in the course of testing to confirm whether those changes actually took effect (amazing, I'm not an utter moron like you were assuming) I noticed that their hit rate was consistent with the offense bonuses from their primary weapon instead of the bonuses I tried to give to pistols. Link to comment Share on other sites More sharing options...
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