Is Lb10X
#1
Posted 01 June 2014 - 10:21 AM
It's pretty easy to solve the problem (makes the IS AC-10 completely obsolete) however.
Make the LBX-10 slug mode significantly slower as reloading (say 1.25-1.5 times the time). This makes sense (the tech isn't "finished" like the clan ones, that have given up the standard ACs.), but gives the LB10 more refinement in the game.
#2
Posted 01 June 2014 - 10:24 AM
#3
Posted 01 June 2014 - 10:25 AM
Kodiak Jorgensson, on 01 June 2014 - 10:24 AM, said:
huh... more PGI fail
#4
Posted 01 June 2014 - 10:30 AM
A better way would be to simply boost the RoF on the normal AC/10 a little bit, which would kill two birds with one stone -- making the regular AC/10 competitive, and still letting the LBX10 fire slugs without eclipsing the AC/10.
#5
Posted 01 June 2014 - 11:13 AM
What standard ACs need in the long run is alternative special munitions. Armor Piercing rounds (bonus damage against armor maybe?), Caseless ammo (more ammo per ton, higher chance to explode), Guided Rounds (lock-on ACs that can "seek" a little bit), etc., would all make standard ACs far more interesting and would allow PGI to add slugs to the LBX and include other grades of both Ultras and LB-ACs.
#9
Posted 01 June 2014 - 12:39 PM
I try to tell them these over a Year ago. For weapon systems that use ammo you assign Range, Damage, Heat-2-Target, Heat-2-Self to the Ammo Not the weapon. This way when ATM and MML come in it can be based on the Ammo Type selected VS the Weapon system.
I not a Good code person but I can read code and I know the above can work we did it in the AT1:Battletech, for the ATM, MML, SRM, LRM, LB-x AutoCannons. For ammo type.
Edited by wolf74, 01 June 2014 - 12:50 PM.
#10
Posted 01 June 2014 - 02:49 PM
HOW can they not be able to do this? Because modders found out how to do this apparently.quite easilly.
http://www.crydev.ne...p?f=314&t=79337
Quote
Now I really found the solution, quite simple, for the once that are interested:
Code:
void CMyWeapon::OnAction(EntityId actorId, const ActionId& actionId, int activationMode, float value)
{
if(actionId == "attack2")
{
CWeapon::SetCurrentFireMode(1);
CWeapon::OnAction(actorId, ActionId("attack1"), activationMode, value);
return;
}
if(actionId == "attack1")
CWeapon::SetCurrentFireMode(0);
CWeapon::OnAction(actorId, actionId, activationMode, value);
}
CMyWeapon is derived from CWeapon.
Within the profile I mapped "attack2" to the second mouse button. I removed the switch fire mode from the weapon and gave it two firing modes.
Perhaps not the cleanest way, but it works like a charm.
Edited by verybad, 01 June 2014 - 02:49 PM.
#11
Posted 01 June 2014 - 03:58 PM
Kodiak Jorgensson, on 01 June 2014 - 10:24 AM, said:
Actually what they said is that instead of the ammo switching, it's the barrel that will switch. For us the effect is the same.
As far as the code is concerned, it's the gun that changes. Re-watch the dev vlog.
#12
Posted 01 June 2014 - 04:05 PM
IraqiWalker, on 01 June 2014 - 03:58 PM, said:
Actually what they said is that instead of the ammo switching, it's the barrel that will switch. For us the effect is the same.
As far as the code is concerned, it's the gun that changes. Re-watch the dev vlog.
If it legitimately comes out that way....thats cool.
Any way they can find on how to swap the two is fine by me, as long as they get it to work. Albeit a round about way to doing it, need to rewatch that vid part again cuz I understood it a little differently.
#13
Posted 01 June 2014 - 04:27 PM
SirLANsalot, on 01 June 2014 - 04:05 PM, said:
If it legitimately comes out that way....thats cool.
Any way they can find on how to swap the two is fine by me, as long as they get it to work. Albeit a round about way to doing it, need to rewatch that vid part again cuz I understood it a little differently.
That's the Paul magic for ya. I had to watch the vid a couple of times, and that's what I got from it.
#15
Posted 01 June 2014 - 08:09 PM
LauLiao, on 01 June 2014 - 10:25 AM, said:
Edited by Alex Warden, 01 June 2014 - 08:10 PM.
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