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> Weapon Rebalance mod v3.17, All things having to do with equipment!
mp5k
post Dec 8 2006, 09:37 PM
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Yes, right. But this maximal range, effective range of fire significantly lesser, and real battle range even lesser as effective. Hitting to target at maximum range practically unreal. As demonstrate bitter experience of "local war's", pistol fire in battle situations effective in range from 0 to 10 meters, SMG's - 0 - 30 meters, assault rifles 10 - 200 meters. Sniper rifles has different purpose - surprisnig fire from ambush, however, for instance, SVD has maximum range up to 1200 m., but effective shot to 600 m. - mission not for everybody.

P.S.: I search on the NET for firearms for some years wink.gif

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                 WR range            real effective range
Desert .50           35                 50m (assume)
Colt M1911           27                 50m (assume)
AKM (AK47)           35                 400m
HK33A2               38                 500m
SR 25                90                 550m (150mm target)

Pistols NOT owerpowered?! blink.gif

added
2 ShadoWarrior:
I'm work on weapon models, this is some low-poly examples of my work:

VSS

Original HK69, not M79 "Blooper"

Remington 870 in underbarrel "Masterkey" variant.

Is it intrersting for mod?
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csebal
post Jan 9 2007, 03:34 PM
Post #1922


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Leave the DE.50 out of this.. smile.gif

Nah. honestly.. the DE.50 is something that deserves its own category in terms of handguns. Let's just call it a hand cannon, and then we instantly have an excuse why it is not in line with the stats of the other handguns.

When i originally made the .50 for myself, i intended it as an effective, yet last resort kind of side arm, that has the potential to blow an enemies head away when well aimed, but has a long retargeting and aiming time. Generally a sidearm i would pick when fighting enemies that do not suffer that much from pain effects.

The DE of ShadowWarrior is (or at least was in earlier versions) a lot less powerful than my original version. With my DE, i could eliminate an unarmored gray with a single headshot. smile.gif Now think about that, and then let's talk about SW's version being overpowered tongue.gif

Oh, and by the way: HI. UFO-AL is around the corner, so am lurking again to see whats the news. Glad to see this project is still going. Well done, SW. Wouldnt UFO-AS have the stupid scareforce on it, i would install it again just to see how the mod does now.

o/
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ShadoWarrior
post Jan 9 2007, 04:17 PM
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QUOTE (csebal @ Jan 9 2007, 10:34 AM) *
Wouldnt UFO-AS have the stupid scareforce on it, i would install it again just to see how the mod does now.

You can play AS without Starfarce. But discussing how to do that is not allowed on these forums (for obvious reasons), and is off-topic for this thread anyway. I just wanted to mention that it is possible, though.


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switch
post Jan 23 2007, 08:07 AM
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I've just playd afterlight's demo... And felt like I needed to come here and say good job (once again) on this mod. It's one of the reasons I playd AS for about three times as much as I would have had it not been for this mod.

Looking a bit over the changes, there hasn't been much done in 9 months... I'm guessing it mostly died out?


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krazyzima
post Jan 25 2007, 12:49 AM
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This mod looks nifty. I'm going to grab it after I'm done with my first play-through. I'm interested to know what the game's developers think about it.

Is this a bunch of stuff that they sit around saying, "Dang, we should have added that"?
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ShadoWarrior
post Jan 25 2007, 02:09 AM
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QUOTE (krazyzima @ Jan 24 2007, 07:49 PM) *
I'm interested to know what the game's developers think about it.

Is this a bunch of stuff that they sit around saying, "Dang, we should have added that"?

Well, AFAIK, none of the AS devs are still with Altar Games (the current devs for AL). Before Altar Interactive (devs for AS) went bankrupt the AS devs were very supportive of us modders. (The AL devs have not been in contact with us modders, at least AFAIK. If anyone in the AS modding community has been actively involved with AL they've been very quiet about it.)

I don't recall any of the AS devs expressing any particular opinions about any particular mods, other than being appreciative of the work we fans were doing to make their game even more popular.

And I haven't played the AL demo enough to notice whether any of the stuff any of the modders (myself included) have done for AS has been incorporated (even in small part) into AL.


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Red Stone
post Jan 27 2007, 05:08 PM
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ShadoWarrior, this is astounding, two years on and still going! Even though I suspect that your enthusiasm for AS is waning, I'd still like to ask, what is it that motivates you so?

Also, I've (finally) recently acquired a decent laptop that runs AS on FULL DETAILS ZOMG, and life has never been better (especially with my NEW STARFORCE-LESS AS ZOMG). Actually, life was made better the moment I installed your latest Weapon Rebalance mod, and I shed many tears of manly/nerdy joy/ecstasy.

Ahem.

It is a pity that AS will not be patched in the foreseeable future, because you have brought so much into this game, and capable of much more were it not for the currently imposed limitations.

Back to my earlier (a year and then some time ago) post, I can make the long overdue confirmation that the environment in AS is not as destructible as I naively imagined. Uncountable mutants, cultists, wargots and starghosts were interviewed in this survey, and subsequently disintegrated by the excessive deployment of Satchel Charges that was a crucial part of the interview.

QUOTE (MJ12 Commando @ Feb 10 2006, 10:09 AM) *
2. Additional types of 20mm (40mm?) GL ammo. Incendiary and flashbang would be nice. A shaped-charge version with a very tiny radius but far better damage (in case you've forgotten to get lasers and are facing down Wg power armor...)
Any luck on flashbangs for the 40mm grenade launchers?

Also, I have only recently wandered from my safe realm of ranged projectile weapons (namely guns and rifles) and explosives (limited to the almighty Satchel Charges) to the exquisite art of trapping. Dare I ask for an anti-vehicle mine? I have no knowledge of how an actual anti-vehicle mine is deployed, and I thought that one could probably jury-rig a satchel charge to a thermal/motion detector. Will it disrupt the 'balance' of the game?
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ShadoWarrior
post Jan 28 2007, 02:25 AM
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When Altar Interactive went belly-up, and Altar Games chose not to continue modding support for AS, my motivation for further AS modding pretty much dried up. I continued to work on AS for a few months during the first half of 2006 solely for two reasons: (1) to complete a bunch of stuff that I had wanted to play with myself, and (2) to complete promises to various individuals on this forum. The remaining items on my "to-do" list (post #1 in this thread) fall into category 2. However, between personal issues (not least of which is my mother's passing away 3 days ago, and my move from Houston to Florida 6 weeks before that to take care of her, plus other sundry problems I'm still dealing with), the impending release of AL (for which I've already begun mod work for), and my intermittent activity in the JA2 modding community, I very much doubt I'll ever finish adding those remaining items into my AS mod. I really don't see much point in it anymore. Better to devote my limited time towards AL, much as it pains me to not finish what I began. Of course, "finished" is a relative term. This mod is essentially "finished" as is, in that there's plenty of "new" stuff to play with (versus a vanilla game) and it's reasonably balanced. The only thing that would truly add the final touch would be more powerful melee weapons. The ranged psi-based weapons I'd planned were to be icing, as adding them wouldn't have affected the mod's balance in a significant fashion. Same thing for the torpedo.

Flashbangs cannot be properly modeled in AS, so there's no point to trying to make one. The in-game effect of what I could create without AS being patched again is useless.

As for mines, IIRC, there's no way in AS to trigger something based on range, much less an item-centric AI. In other words, all existing weapons in AS must be used by a character (drones are characters). There's no AI for static objects, which is what a mine is. I guess you could create a demolition drone that self-destructs. It'd be quite wasteful of resources, and eats up a party slot.


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Red Stone
post Jan 28 2007, 03:27 AM
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My condolences, ShadoWarrior. sad.gif

Also, I'd like to thank you very much for the time and effort that you've invested into making the Weapon Rebalance mod. After completing AS for the first time I experienced the 'Aftermath blues' - a slightly 'incomplete' feeling much associated with finishing a good book or UFO: AM, but your work allowed me to enjoy AS a second time in such a different and fulfilling manner that it felt like reading a good book and reading a second even better book, that was almost, but not quite, entirely unlike the first good book. biggrin.gif
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Slaughter
post Jan 28 2007, 05:46 PM
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My condolences as well ShadoWarrior!


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ShadoWarrior
post Jan 28 2007, 05:53 PM
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Thank you, guys.


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Avenger
post Jan 28 2007, 06:24 PM
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My condolences too ShadoWarrior! sad.gif


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shadowkeeper
post Jan 28 2007, 08:58 PM
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My condolences too!


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xcomer968
post Feb 5 2007, 07:33 PM
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QUOTE (shadowkeeper @ Jan 28 2007, 08:58 PM) *
My condolences too!



My condolences as well, SW. Also, my sincerest thanks for all your selfless assistance to keep this game interesting.

Here's a question I have:

I'm too early into AS with the mods to see much difference, but from all the reviews it's gonna be great! My question is: it seem that all the stimulants didn't do diddly in the original... are the effective with the Mod?

s
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ShadoWarrior
post Feb 5 2007, 07:38 PM
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QUOTE (xcomer968 @ Feb 5 2007, 02:33 PM) *
My question is: it seem that all the stimulants didn't do diddly in the original... are the effective with the Mod?

This mod hasn't touched the stims at all. For a full detailing of what this mod does or doesn't do, I strongly encourage you to read the history and FAQ files that are included in the mod's archive package.


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