Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This way it would be much better balanced:
2 AP shot - squad sight full aiming time
1 AP action like reload or pistol fire, 1 AP sniper - squad sight still enabled, but partial aiming time, so lower acc
movement + shot - squad sight disabled (except sniper elite perk case), but also 1AP shot so partial aiming time, accuracy penalty
This would be also most realistic as sniper rifle doesn't have non optical aiming capability. Either hip shot or optical aiming, which is supposed to take more time.
That said i will consider your suggestion. Currently not doing much on rpgo since i am busy with other project. Since you already getting into modding you are welcome to create a pull request with these changes.