Baron Dupek
Arcane
And this would make WL2 Guns better? Without touching energy or mellee weapons?
No.
In 762mm your gun get jam because damages caused by dirt.
In WL2 gun jam randomly, for some reason. I know it's video games but still...
And this would make WL2 Guns better? Without touching energy or mellee weapons?
Yeah, it's clear this was not meant to be a game about Gunporn, as JA2 seems to have headed. Now that I've played this, for instance, I witnessed the immediately hilarious result: Revolvers jamming constantly. Unlike other guns, there is nothing I've found you can install to prevent this, and such an event doesn't occur in real life. If a revolver fails to fire due to a dud round, simply pulling the trigger again is generally enough to bring a new round in and fire. If you DO manage to somehow break it, it's going to fail in a way that's not going to be field-expedient to clear. A revolver malfunction would prevent you from reloading it, not firing it. But, because this is just a silly RPG and not a game meant to be gunporn, you get a jam from a revolver, making a noise unlike anything you should ever hear from a revolver.WL2 isn't trying to be a realistic squad-level tactics game. It's a party-based RPG.
If WL2 was trying to be new Jagged Alliance, then I'd be the first one to rampage with torches and pitchforks. But it's not. I'm content that it's roughly equal to Fallout 1/2.
Wait, what? There are aimed shots? The only feature I found that came close was the option for "Headshot" to do double damage at a penalty to hit and AP cost. I would say that this definitely has a distinct difference between standard "quick" shots, but this clearly must not be what you mean...there is no difference between quick and aimed shots
In JA2 you have the ability to spend more AP to improve hit chance.Like I said: It's not a gunporn game. If you're expecting anything close, the inaccuracies in how various guns are depicted in the game are just downright cringeworthy.
Wait, what? There are aimed shots? The only feature I found that came close was the option for "Headshot" to do double damage at a penalty to hit and AP cost. I would say that this definitely has a distinct difference between standard "quick" shots, but this clearly must not be what you mean...there is no difference between quick and aimed shots
One of the NPC's actually mentions this in Ranger Citadel.. The fact they have to craft the weapons from spare parts and he actually says.. "If your gun Jam's out in the wastes.. don't complain to me" . I guess he prefers you go on the codex and complain.
I would imagine that this cuts both ways: People think that a weapon jams too much because it DOES jam too much.ITF: people don't understand probability.
I'm not sure if this is an actual stat from the game, but let's look at the numbers: If your weapon jams 7% of the time, then it will correctly fire 93% of the time. You have an 11% chance (0.93^30) of successfully emptying a 30 round magazine without jamming. Let's say we use 1% chance of jamming (99% chance of cycling): 0.99^30 = Only 74% chance of reaching the bottom of a 30 round mag.But 7% of the time my sniper rifle jams every time. YOU CAN'T EXPLAIN.
In short, if the percentage chance of failure can be expressed as an integer, it's too damn high, and while users may not comprehend probability terribly well, neither do the designers who set those values.
Most people, both designers, and users, see values of 90% or better as "very good". An engineer will tell you that even 99% is shit. Any engineer building you something that only works 99% of the time is going to find himself embroiled in a vicious lawsuit and/or lose his job.
Like what?
Like what?
"Like what?", he asks.
There's a bevy of major issues with WL2. All of this autistic blowharding about weapon jamming—apparently meriting its very own thread, for some reason—should be the least of anyone's worries, one way or the other. It ought to be a cinch to mod, so the people aggrieved to the point of rage about inXile "making the game easier" or whatever should get right on that.
You want a list of "like what?", here it is:
- armor being far more detrimental than beneficial, and not scaling at all with skyrocketing weapon damage
- hundreds of uninteresting random loot nodes varying only in traps/alarms/locks and container type
- arguably, too many repetitive fights with generic trash mobs
- typos absolutely everywhere, in books, in dialogue, in area descriptions
- mismatched NPC models, descriptions, and/or portraits are far too common
- duplicated/missing clothing items in character creation, wonkiness with portraits and snapshots
- enemies moving immense distances in a single turn
- bugginess in general, though understandable, some of them are major and need to be addressed (for example, suicide monks causing nearby characters' clothes to vanish)
Those are just off the top of my head.
It very much is intended for nuclear blasts to destroy clothing items.He's using the troll for a reason. It wasn't actually intended. Vanished clothing doesn't happen to NPCs and affects PCs that are well away from the blast.
It very much is intended for nuclear blasts to destroy clothing items.He's using the troll for a reason. It wasn't actually intended. Vanished clothing doesn't happen to NPCs and affects PCs that are well away from the blast.
Except for undies. Undies are nuclear blast-proof, per 80s movie logic.
Wasteland people don't use socks or undies.It very much is intended for nuclear blasts to destroy clothing items.He's using the troll for a reason. It wasn't actually intended. Vanished clothing doesn't happen to NPCs and affects PCs that are well away from the blast.
Except for undies. Undies are nuclear blast-proof, per 80s movie logic.
It very much is intended for nuclear blasts to destroy clothing items.He's using the troll for a reason. It wasn't actually intended. Vanished clothing doesn't happen to NPCs and affects PCs that are well away from the blast.
Except for undies. Undies are nuclear blast-proof, per 80s movie logic.
It very much is intended for nuclear blasts to destroy clothing items.He's using the troll for a reason. It wasn't actually intended. Vanished clothing doesn't happen to NPCs and affects PCs that are well away from the blast.
Except for undies. Undies are nuclear blast-proof, per 80s movie logic.
That's awfully peculiar, because none of the NPCs actually hit by the blasts have their clothing removed. Their arms, legs, and face might be burned off (indeed, at least one sprite seems to have been created for the purpose of portraying this), but their clothes stay on.
Is it so far fetched to think that they have some Luck formula involved or some other shit?
No.. But I already said that it wasn't there..
Code:public virtual float GetBonus(string statName) { float num = 0f; ItemTemplate_Mod itemTemplate_Mod = this.template as ItemTemplate_Mod; if (itemTemplate_Mod != null) { float stat = itemTemplate_Mod.GetStat(statName); num += stat; } return num; }
That little part of tiny code is unoptimized.
No it's not.. The method is linear (O(n))
Other than this, the code is unoptimized: the addition of chanceToJam each fucking time is retarded. I wonder why?
It's kind of funny how cocky you act but you proved you have no idea what you are talking about with this statement. I'm surprised you are allowed to run around here with a mouth like that.