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If you need repositioning it'll definitely reset, but you probably won't be able to take an aimed shot.
Recoil matters most for auto weapons or for lighter marksman rifles where you want to take 2-3 shots with little aim. Cause the recoil raises the aim AP cost.
Obviously same thing for shotguns you'd want too shoot twice, or for handguns like a desert eagle, a low STR mercenary will have a hard time with follow up shots. Better go for a silenced 9mm or a light SMG for them.
that happened to me when I first started playing the game.
i just googled it
closed app and restarted i think fixed it for me
Yes, I had that shotgun issue once with Larry and an AA-12
Unrelated, has anyone had an issue with shotguns sometimes taking the AP, but not taking the shot at all?
I've had it just a couple times in my playthrough but it's an 'oh wtf' moment when I exit cover to finish an enemy with a shotgun and it doesn't do anything. Happens randomly when I try take a shot after moving without any aiming.
I use it to get into shooting stance even if I don't have enough AP to fire. Next round my merc is already in shooting stance and I have all AP available to aim and shoot.
The RK magazine's bug is related to Revised Mags, but I have a fix. Not sure why its not working there. Try disabling the mods, then re-enabling them again (enabling tog patch after Rev Mags)
I just saw someone wrote a discussion post about the MG bug on this mod page and the mod author said they're on it.
I am not sure if BCE changes anything about weapons other then prices.
There are parts of BCE that should work.
As far as l know, all this is unexplored by creators of both mods so noone relly knows if mods from both series work together.
GBO is disabling all not-configured weapons from appearing in shop but if BCE spawned them in boxes then you might still find them.
Using the mods
1 Smart overwatch
2 Rato's Gameplay Balance and Overhaul 3
3 Rato's AI Overhaul - RATOAI - v 1.10
For mod "Rato's Gameplay Balance and Overhaul 3"
code properties : "SOURCE_shooting_stance_overwatch_function_n_attacks"
The function waits for the value of the weapon and does not activate the mod. What it does is send the following line of error message:
print("RATMOD - overwatch calc n attacks, attk cost is less than zero:", atk_cost, "...")
The error causes that when we want to activate the Overwatch mode it does not allow it because the value you send is 0 as the maximum attack
PS: if you save the file without modifying it, it finishes loading so please take this into account when modifying it
thanks for your time
I have fixed the issues you have reported.
I can confirm that the buckshot burst is creating additional pellets each shot and they do damage. The floating text may, sometimes, not add all up when it is displaiying the damage.
I also set the AA12 pellet spread a little high so that it is not too much strong. But I will test it more.
This reduction affects the "main" recoil value, from which the CTH loss per shot, the CTH malus from persistant recoil and the Increase in Aim Cost are all derived from.
The AutoWeapons perks though will only have effect when you are using multishot attacks (automatic fire)
Some comments:
Overwatch is trickier since shotgun cones can only be set with the max range and shots are often triggered at max range where the CTH is really low (and there's no guaranteed partial damage as in vanilla). Allowing shotgun overwatch cones to be set at shorter ranges, like with other guns, would help a lot.
I can't tell what's going on with burst fire for the AA-12 (and presumably Ma Baxter's gun), but either it's not firing 3x the number of pellets or a much higher proportion of them are missing. In any case, the damage output is lower than I expected. I also wasn't able to free aim with slug shot in the AA-12. (Slug shot free aim works with other shotguns and other types of ammo can be free-aimed with the AA-12.)
Slug shot may be a bit underpowered since it's all-or-nothing damage-wise and it doesn't have enough penetration or crit against better-armored mid/late-game enemies. Maybe you could add a status effect like knocked down?
M16A2 Quick Expanded Mag
Glock 17 Ergonomic Expanded Mag
...are still decreasing shooting angle
On a separate point, I'm on 3.58 now, but re: the 3.54 update to expanded magazines and shooting angle -- I've come across some cases where they are still reducing shooting angle:
AK-47, Dragunov, M24, Desert Eagle, Beretta 92F, M16A2 (both the expanded mag and expanded quick mag)
And among ToG weapons:
Micro Uzi, Papovka, HK53 (only the expanded mag, the drum mag is ok)
Also, the Type 56's expanded mag is labeled PAP M59. Both are SKS variants, of course, so maybe it could be called an SKS mag if all of them use the same game asset.
I'm still early in my new playthrough, so I still haven't come across many of the weapons yet, but these are the ones I've noticed so far.
Always found those perks weird and unintuitive in vanilla, the autofire/burst implementation as whole didn't make a lot of sense.
Can't wait to try out the new shotguns, sounds amazing! And seems my complaint about enemies dropping sniper rifles with flashlights should be solved (or at least solvable) as well. Thanks a lot for your work, new changes to look forward to almost every day!
That doesnt apply to Stocks. But stocks will greatly increase the dual-wield penalty.
GBO's mod effects for stocks and vertical grips make much more sense than in the vanilla game, but they don't quite fit the admittedly narrow niche case of dual wielding SMGs.
If possible, I think it would make sense to treat the SMGs as always having no stocks and no vertical grips when dual wielded, even if these mods are equipped or when folding stocks are unfolded. They really wouldn't help with managing recoil, for example, when held in the way they are when dual wielded.
Of course, dual wielding isn't a realistic thing in general, but this action movie trope is a well-established part of the JA series and an important ability for a few mercs.
@Rubezagel Suppressors don't decrease bullet velocity. They catch the gasses and noise from the end of the barrel. A rifle with a suppressor is still loud because of the supersonic crack. Only a suppressor with sub-sonic ammo makes the gun significant quieter but sub-sonic ammo has a lot less range and heavier projectile. It also makes the gun harder to aim because the bullet trajectory is a lot less flat.
That is why in real life it does not make much sense to silence rifle calibers. The suppressor hides the flash and it is a bit more comfortable for the shooter, but you also risk burning the suppressor when shooting in quick succession.
Pistol calibers are a lot easier to silence, since they either are already sub-sonic or just above.
The weapon components are randomly chosen by CUAE mod logic.
Its true, the UV dot would require NV to make sense. I thought about changing it a while ago, but it was a bit too complex to implement
I agree the flashlights are very bad implemented in vanilla. When possible I will try to fix it
I think its fair a little reliability decrease to suppressors
Don't know too much about those side attachment types and their real life counterparts, but I suspect the current implementation and labeling (mostly vanilla?) is quite unrealistic. Some would have to be used with night vision to have an effect, and I am not sure if they would help with accuracy at sniping ranges. Gameplay is obviously more important than realism but I don't think those attachments should be a straight upgrade for every weapon in every situation.
Somehow connected to that - not sure which mod controls that, but attachments on AI weapons are often a bit random. Why would you put a flashlight on a sniper rifle? I also saw enemies/allies with rifle grenades attached to the barrel (on a PAP M59 for example) , but shooting bullets.