Really -50% damage?Last night I had a dream of this actually being damn good. No joke.
Then I woke up and remembered the -50% damage when burst firing BS.
Really -50% damage?Last night I had a dream of this actually being damn good. No joke.
Then I woke up and remembered the -50% damage when burst firing BS.
I am at work and cannot watch - what's the idea behind that? So... by burst you mean automatic fire like 10 bullets shot by 1 action. So possibly this could do 10 times more damage vs single shot. And they have decided that damage should be cut by half? How does it work in other tactical games? I assume that burst should be an action more expensive in AP's + less accurate + possibly damaging your weapon.
That's exactly how it worked in JA2. Furthermore, in 1.13, not only does that happen, but because you're frequently severely outnumbered, you tend to run out of ammo faster, and therefore have to weigh the risk of running out to scavenge for ammo from bodies while the goons have you pinned down.How does it work in other tactical games? I assume that burst should be an action more expensive in AP's + less accurate + possibly damaging your weapon.
Really -50% damage?Last night I had a dream of this actually being damn good. No joke.
Then I woke up and remembered the -50% damage when burst firing BS.
I am at work and cannot watch - what's the idea behind that? So... by burst you mean automatic fire like 10 bullets shot by 1 action. So possibly this could do 10 times more damage vs single shot. And they have decided that damage should be cut by half? How does it work in other tactical games? I assume that burst should be an action more expensive in AP's + less accurate + possibly damaging your weapon.
I recall seeing some standout examples from the streamer footage, link link. On the second one you can see part of the second floor was blown out by the grenade in later minutes; dunno how universal the destruction is but it seems pretty thorough.Have we seen many pictures of interiors or demolition? Closest thing I've noticed to either is an rpg blowing a hole in a wall.
They themselves haven't made any official modding statements, but the news blitz awhile back yakked about how they intend to stagger their release of mod support tools with basic number-editing dropping first and advanced stuff like custom campaign tools coming later. YMMV, but big if true.Yeah in this case it might actually be fixable by modders if the game can be modded. As long as the foundation of a Jagged Alliance game are there (and they seem to be for the most part), the writing isn't garbage (thank god for Ian Currie) and it only comes down to the little details like numbers, I think modders can push this to as close a worthy successor to JA2 as possible.
Not to derail the thread, but vaguely related to the topic of destructible environment I was still thinking just yesterday: "WHY THE HELL no one ever took and updated the Silent Storm engine?"Have we seen many pictures of interiors or demolition? Closest thing I've noticed to either is an rpg blowing a hole in a wall.
Exactly. It's a bandaid fix to a symptom of a greater problem.It's very weird, and it's my main worry about the game. If they designed burst fire that way, what else might be screwy? Two other things worry me a bit. But they are of the lesser kind. It looks like you can't slow down, aka walk in towns. Combat running all way like the taxman is after you. Highly immersion-breaking for my gaming autism. And that explosions don't seem to knock people down. Find that pretty lame.
They have an overwatch instead, enemies can probably use it I am guessing.HMm i could be wrong but "rushing and spraying" was risky in JA2 because of interrupts? There are interrupts in this title?
Overwatch is a poor substitute for interrupts.They have an overwatch instead, enemies can probably use it I am guessing.HMm i could be wrong but "rushing and spraying" was risky in JA2 because of interrupts? There are interrupts in this title?
presumably, the AI doesn't need to care about wasting ammo just like it doesn't need to care about wounds. its the player that has to keep his mercs alive mission after mission.It works by being inaccurate, wasteful and by giving the enemy the exact same availability to the ability. It does not need balancing, it is already balanced by default.
okay, but then lowering the damage is essentially the same as it would be to lower the accuracy, or am I missing something?The way they programmed it, point blank everything is hitting regardless of accuracy.
Damage output. With lower accuracy you can still hit, however unlikely it may be. With lower damage you will have lower damage no matter what.okay, but then lowering the damage is essentially the same as it would be to lower the accuracy, or am I missing something?