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I have been working on a solution to this, essentially re-balancing everything (damage, crit rate, reaction/aim times) so that it takes 2-4 bullets to kill an enemy with WAY LOWER crit rates & reaction times returned to the realm of "physically possible". I also increased the chance to flinch when being shot to compensate (longer TTK but much more likely to flinch when shot)
I had sort of set it aside as I was waiting for KHS to clarify if DK2 was "done" or still receiving updates. I have the majority of this done, at least for Assault Rifles, so I will go ahead and get working on that again since you're not the first person to mention it to me
It'll be released as a separate sub-mod as I don't want to FORCE everyone using this mod to use all of the balance changes, especially as I will be playtesting/tweaking the changes per feedback I receive on it
It'll likely just be Rifles, DMRs, and Support weapons initially and I will work on updating SMGs/Pistols after
Couple things.
A- You're 100% correct, Vanilla Rangers have the same issue & Tier One's aiming styles are slightly stronger than Vanilla on top of that. However this mod isn't the "source" of said issue.
B - The "Challenge Doctrine" (right now it's only the crit rate debuff) was my "quick fix" for this. It decreases crit rate by 50% for all player units/guns when activated. Your crit rate will go from ~90-98% depending on range to ~40-50% for maxed out troops/doctrines.
C - Obviously that's not an IDEAL solution as it makes Marksman feel slightly useless and for people using mods that give enemies class IV armor, can make them feel like bullet sponges if you don't have AP ammo equipped. It also doesn't solve the aim/reaction time issue.
In regards to deploy costs, you can just edit the supply cost to 100 for all units in the Unit.xml.
But I'd honestly suggest just enforcing that limit on yourself if you haven't messed with the game/mod files before. That way you don't have to make the change everytime this mod gets updated and remove the risk of changing something else on accident.
TLDR the models for stealth units are different than the model used for all other units. I had issues with it when I made the submod and frankly it also causes some UI issues for the poncho even when it does work. So I left it out and am not sure if I'll get around to fixing it as the poncho UI bug is something that, to my knowledge, is beyond modders ability to fix.
It's just weird that the assault classes in NSWG group have plaid shirts and PMC gear and camos, but the Black Ops unit only has medic/corpsman camo and nothing else
I appreciate it man. This has definitely been a learning experience (first time modding), but still got stuff in the works.
Damn, Well I appreciate you responding back to me and I really love this mod, especially DEVGRU so good job man and keep making this mod better.
You're going to have to ask someone with more talent than me. That would require doing a bunch of things that are completely outside my knowledge to do.
I appreciate it man, still got some big stuff on the drawing board, but I wanted to use this update to get everything organized/labeled for future updates & add a couple new features in the meantime.
Camo-selector is still on the to-do list & I'm working on a completely new squad so I can make more drastic changes for people looking for a more challenging experience.
I don't like the idea of re-balancing anything vanilla or Standard Tier One as I know a lot of people using this mod likely just want access to the "more everything" it provides. So adding a new squad will give me a way to make said changes without effecting anyone who just wants more of what Tier One provides.
As always, let me know if anything isn't working, but I tested this one more than I typically do before pushing the update, so hopefully it should be good.
TLDR - Tier Ones human models are not built for IGCS and because I want to maintain the option use those for people not using IGCS or TT, I have to mess with the models which is something I have to learn how to do.
Just don't want to rush it and completely break something/etc.
That said, as sort of a baby step, I have most of an update done that I plan to release sometime this week.
Among other changes, Rangers will no longer have the vanilla static helmets with this update (changing with the actual helmet you pick) & the hat will actually render in game for them as well (been dreading someone noticing choosing hats on rangers actually renders the hat sticking through their helmets for awhile now).
If I missed something, please let me know what level and surface (window/door/gate/etc) the issue is occurring on.
- Gas masks from HRT
- Shields from HRT to Support devgroup
- Radial saw to Support
- Fast wallbreach to Support
With regards to the G19X & APC9, this mod does not touch those files, but they're loading fine on my end as well.
Besides G19X suppressed and APC9 do not have their proper icons. Not sure if it's a bug from the original T1O or a bug from your mod.