Just6669 Posted November 29, 2012 Share Posted November 29, 2012 (edited) I hate the way game calculates bullet hit probability. Semi-close shots accuracy is way to low for low rank soldiers - how can I NOT hit someone without cover with an automatic from a few meters/yards ?! Far shots accuracy is too high - aim penalty for far shots is applied for assault weapons only, about half of sight range has constant accuracy, for sniper rifles it is even more absurd - 85% of distance to enemy (14 to 100) has constant hit probability. I want to make it more distance - dependent.My first ideas: far shots accuracy (at sight range - 27) could be reduced by 10-15 %, by setting negative OFFENSE for every soldier/alien. It will change base cover to 30-25/90-95 % for shots at sight limit range which will make cover more useful. Then by playing with CLOSE_RANGE value - setting it closer to sight limit (22-25?) - accuracy gain (AIM_CLIMB) will be applied through whole sight range instead of increasing quickly when solders is very close to enemy only (distance less then original CLOSE_RANGE) like it is now. Goal is to make shots at semi range more accurate then on sight limit, and to make semi-close range shots at exposed enemy almost 100% for most of weapons and soldier ranks. High CLOSE_RANGE could cause problems with shotguns (assault weapons) because they use this value as starting point of applying aim penalty for medium-to-far shots. I hope that by playing with OFFENSE, ASSAULT_AIM_CLIMB and ASSAULT_LONG_RANGE_MAX_PENALTY it is possible to have reasonable accuracy course through whole shotgun's range. I would also reduce AIM progression when gaining ranks for soldiers to make accuracy mechanics more stable. Currently rookies are shooting in the stars, and colonels can hit wing of the fly from 30 meters every time. Did anyone tried such changes ? Am I missing anything? (Probably yes) Edit:One fundamental question : would all these changes apply to aliens too, or are hit % of alien's shots calculated using other equations and variables ? Edited November 29, 2012 by Just6669 Link to comment Share on other sites More sharing options...
tsanford01 Posted November 29, 2012 Share Posted November 29, 2012 (edited) Hope this is what you are talking about if not disregard.From ini:CLOSE_RANGE = 12.0fASSAULT_LONG_RANGE_MAX_PENALTY = -20AIM_CLIMB = 3.0fASSAULT_AIM_CLIMB = 4fSNIPER_AIM_FALL = -0.5f Try adjusting AIM_CLIMB - it is your aim lose per tileand ASSAULT_LONG_RANGE_MAX_PENALTY - it is your max range penalty These are my setting from resource editor yours will differ. Haven't tried a really low value for either yet. Alien chance of hit is based on offense from my experiments..reduced offence will lower damage and chance to hit. **confirmed this will increase assault accuracy - but as you noted at all ranges, and lower offense of aliens makes them hit less and less crit/reduced dmgt** I lowered the range of assault rifles to 20 tiles in my own mod to make my 27 range lasers an upgrade all around. Edited November 29, 2012 by tsanford01 Link to comment Share on other sites More sharing options...
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