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Reloecc

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Everything posted by Reloecc

  1. Doesn't need to be easy 🙂. "Possible" is well enough. Great news. Little sad about the "lua" part, as we have more modern well suitable scripting langs today, but it is what it is, thank you very much!
  2. May I kindly ask you about "other content"? Will it be allowed to alter these? A) skills B) traits behaviour (not mercs' traits, but what traits do) C) 50 % auto-weapon dmg reduction D) UI components E) AI behaviour (interrupt conditions, stealth system, first round reposition) F) aiming behaviour (especially interested in getting rid of "miss can't hit other body part") Answers of "yes / no / not now" will be enough for me. Not going to take more of your time. 🙂 Thank you if answered!
  3. I wasn't following any other dev diaries so close as JA3's ones. Is it very common to read "hope mods will fix this and that" from fans so often during game development? (it's not question to you personally) I am wondering..
  4. Choices are not optional.. I didn't want to check anything on question 2, but I had to.. are you able to fix that?
  5. I quote myself from another thread: 1.13 LBE is too horrizontal for me. I'd welcome vests, backpacks and pouches. But I don't want to unequip backpacks during combat, to unzip them, and store packs in packs in pack to save a space. ~Three universal vests with vertical progression (more slots), ~three spcialized vests (grenadier, medic, ammo carrier), three holsters (pistol + mag, pistol + 3 mags, small submachine + mag), three backpacks (small, medium, large) and I am ok I don't need more. I don't need two types of backpacks, especially while they are not compatible together. I don't need waist bag backpacks, 15 types of vests and holsetrs, etc.
  6. I voted 2, but I'd vote 2.5 if possible: Something more than vanilla, but not so wild as 1.13.
  7. At first, you can't replace hunker-down or overwatch by corresponding actions, because there are none (no interrupts). And secondly.. dedicated action costs less ap. Run and gun (I named it run-and-shoot before) is 7 ap for run and 3x attack. While separately it would cost 17 AP for same distance (numbers depends on pose, weapon etc; but it's real model).
  8. It could be "distinct difference" if there would not exist one-button dedicated actions as run-and-shoot, hunker-down or overwatch, which eats all your ap and do multiple things while you can't aim, change your decision or react on the outcome.
  9. This one looks so nice! The big Ivan's face is little unnecessary, but most of the other elements are awesome. Icons, minimalistic squad, non-uniform highlights etc. Good bye, awesome ui!
  10. There's no mags ingame and ammo is automatically stashed in squad inv. So in combat it MUST be pulled from the squad inv. There's no other way, no doubts. It's like ender stash, but shared.. nothing we haven't seen before /s xD
  11. This image is from a 13 years old post .. it's intereseting that people back there knew how and worked hard to make a combat more rl reflecting yet enjoyable. But devs today come up with "miss can't hit other body part" and "auto-weapon dmg is halved" instead :)).
  12. Are you saying you haven't played JA 1.13 with NewCTH system? Stop wasting time here making 10 post per hour and go play it, make an opinion and come back. Tell us if playing with NewCTH is or isn't harder. Go now. Release Latest (unstable) · 1dot13/source · GitHub (there is a latest 1.13 downloadable at the bottom of page, under Assets)
  13. I wonder how some guys mention "1.13 CTH" while NewCTH system is exactly fighting percentage (red bar) system 1.13 brought at first. So what are these guys even talking about? JA1: No CTH JA2: No CTH JA2 1.13: CTH visible newest JA2 1.13: No CTH Are you guys aware of NewCTH calculations? Based on bidirectional weapon sway, merc strength to reduce it, aiming, weapon accuracy, weapon condition. WITHOUT CTH SHOWN! Why was NewCTH created? Because community realized that showing hit chance had its flaws! Making game easy, predictable and ammo dependent. Case closed.
  14. I believe it should be AIM we order weapons from.. they are supposed to cover their mercs backs. Make sense for me. + local vendors. 1.13 LBE is too horrizontal for me. I'd welcome vests, backpack and pouches. But I don't want to unequip backpacks during combat, to unzip them, and store packs in pack in packs to save a space. ~Three universal vests with vertical progression (more slots), ~three spcialized vests (grenadier, medic, ammo carrier), three holsters (pistol + mag, pistol + 3 mags, small submachine + mag), three backpacks (small, medium, large) and I am ok. yes yes yes not for me.. I don't like having too similair weapon types with no purpose .. especially when I don't want to use 80 % of them. It's just clutter. Weapons in Zero Sievert are great imo; only few base types (10 subs, 10 auto, 5 semi, 5 snipers, 5 pistols) but they all can be heavily modded, so you can build them endlessly. nvg yes, around 70 % of game progression, not before. sunglasses are just clutter imo I don't care mines yes.. selling to vendors yes.. selling magically to sector no. I don't care if it's balanced around ways of healing them.. too early to judge ofc yes REMOVE IMMEDIATELY no if you need to restrict gameplay development because of money going to mercs' assets (portraits, models, voices etc.) whatever.. minor issue
  15. For me.. Engine seems good, I like assets and possibilities. But I don't care this game really until modded. So Topic #1 shall be Mods.
  16. There is a perk Hit and Run. Hit and run- Gain free move after making a Melee Attack I am very sure it's a root of said "full melee build is op". Things like this just throw you off (as you said) for being not realistic at all.
  17. If you ask me, I'd balance auto weapons around crit chance: Reduce bullet dmg so it does around ~20% enemy hp in average (hits that just scratch). For aimed single shots, increase crit chance greatly (like +20 % per aim) and increase crit damage to ~80% of hp (direct face / heart hits). For auto weapons, reduce accuracy only slightly but keep crit chance very low, like 5 % (you can't aim to face with such recoil). For snipers, make the setup ap cost high (scoping + aiming) and reduce accuracy greatly for a first shot. For melee, keep damage and crit chance considerably low, but keep crit damage high enough (for neck / heart stabs).
  18. I will copy paste this multiple times in the future I believe: This game is not meant to be serious nor tactical. It's meant to be "fun" in the chaos. Do not expect anything logical or realistic from the game. It's clear they're just patching issues with another issues. It's a long chain of snowballed decisions: We have conical overwatch instead of sound/vision based interrupts. > > We have active perks that allow free movement and bypass the overwatch. > > We need enemies to reposition to mitigate ambushes thx to free movement and overwatch bypass. > > We need 50 % dmg reduction on auto weapons because mercs are too close because of bypassed overwatch. > > We need melee nerf because everything we did to stop mercs coming close is not working.
  19. Devs say that showing CtH leads to "player tends to seek best spot to shoot". You are saying "And what?". I am agreeing with you. And I'm adding: Make the AI and maps well balanced, so if players seeks the best spot, he risks a lot. Make it so the best sposts are where the enemy can shoot you as well.
  20. Everyone hunting for the right spot? I say: Make the enemies strong enough you greatly risk when hunting the spot. That's all I need.
  21. Stats and items over skills and actions.. yes. How to name this system? Hot to properly call it? I am not sure..
  22. Now I am sure you didn't get what my image represents. It's NOT a PROPOSAL. I am not suggesting it should work this way! I draw how I think it's working now and what's a statistical outcome of a rule "miss can't hit another body part".. key?
  23. I am sorry, but I am not sure how to get you. You are saying "I don't think this is a good idea" .. but I am not sure what you mean, as I didn't propose anything. I am just pointing to flaws current implementation could have. Please explain.
  24. It's not about cones specifically. Cones may be ok. But their sizes needs to represent what soldier sees. E.g. when scoping, cone is narrow (I know, soldiers doesn't close an eye while scoping, but it's still a game and balance is needed somewhere). And also.. difference from JA2 is that after an interruption you may decide what to do. While in overwatch, you just shoot.. and without aiming (or with unspecified aiming).
  25. We should get the list going and keeping it for a modding community. Like making a github and issues already. Even I am afraid modding is very very far away.
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