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The irony here is that this is... kind of true in real life as well, FN FAL *is* an excellent rifle, and nerfing it is a hard ask. This suggestion might be unpopular but this gun is supposed to be quite heavy IRL - maybe give it Cumbersome? I know, I know, blasphemy, but bear with me here.
I wish we just had an encumbrance value to work with in JA3 but alas, games for casuals and all that.
in sheer damage output, but it's at least versatile, unique and looks cool so that's fine.
The tuning of Bobby Ray pricing, maybe it didn't receive a proper balancing pass in GBO yet but it seems that the prices and availability are a bit off:
First of all, thank you for the kind words! I also thank you a lot for detailed feedback. I will keep it in mind for the next patch. Also will try to discuss the things you said here so here we go!
The bugs:
I was aware of the first one, but as its just a minor annoyance i have yet to fix it.
The second i had never seen, will try to take a look.
The feedback
1º yes, PB range modifier is added to your Chance To Hit when attacking from 7 tiles or less. The value is exactly as displayed on the weapon UI
2º FN-FAL: hmm it might need some tweaking. I would expect it to be not that attractive due to the low aiming bonus. Maybe the long barrel is too efficient? My intention is for it to be a mid-high weapon.
While I understand the idea for the cumbersome-ness, I think its a little excessive. I am, in fact, wanting to do a change where the weight of the equipped weapons increases cost of movement, based on strength (this would replace the cumbersome mechanic). But that is a bit tricky. Not only to implement, but mostly to balance, as I intended to make components also modify this weight value. Maybe at some point I will be able to implement it, when I have some more free time. Think it would be great.
Anyways, the way i tend to implement “bulkiness” in a granular way at this point is increasing the hipfire penalty and decreasing the shooting angle. Maybe i could work this a bit for the FAL, Could also increase recoil for 7.62 rounds overral
Also I have received some feedback that OW with burst weapons is kinda bad? not sure if you have had different experiences, but do tell me more about this.
I did remove cumbersome from m24 as its actually lighter than a PSG
3º I am considering giving some free move reimbursement to SMGs, the same way I do to pistols, after you fire them.
4º Even if you can in fact run and gun with stockless rifles, it will be a very niche, less efficient choice. First because they will only have 2 attacks, while smgs will have 3, or even 4 if stockless. Also, rifles have naturally lower hipfire accuracy, and the no stock increases recoil substantially.
I am also hoping to rework the movement range of the mobile shots attack to be dependant of the Stance AP and attacker agility
5º About the Togs, the main reason I added just a few was so I could get feedback and slowly tweak them to a good spot. Groza has some limitations related to model, but Archimedes is working on a new model for it so it could change in the future.
Vintorez and Scout. hmmm, first the scout. I tried to keep it consistent by giving it a lightstock. Otherwise it could be a bit strange that a sniper has less stance ap than say a Famas. but this is not set in stone. I could also decrease Famas stance ap :P. I wish Ap range could be a bit more granular.
As I said above i try to implement “bulkiness” in a granular way at this point is increasing the hipfire penalty and decreasing the shooting angle.
But I am considering making the Vintorez and Scout a bit different. I could also reduce the penalties on light stocks in general, or increase the Scout base aim.
6º Happy you like the G36 changes. AN94 also has a special burst function, which is a bit different from the G36 - less ap and more recoil reduction but no crit bonus.
7º About bobby rays, I mostly increased the price on all weapons, I think I have not touched weight (rarity) that much. Maybe on the ToGs. you think I should make the vanilla more rare and the tog more prevalent? tbh it's hard to visualize how much the weight property of Bobby Ray will actually have. The ammo avaliability is also a bit tricky because it seems most ppl dislike crafting them
The armor price you are seeing is Timmehs settings, so you should to him about it :P
Thank you, feel free to give more feedback!
Yea 7.62 feels a bit too strong overall right now as it comes with built in medium penetration, when using 5.56 and 5.45 in second half of the game I feel a bit gimped compared to it until I make a full switch to AP rounds. Tbh this is another gameplay mechanic which I feel could do with a bit more granularity, e.g. making normal 7.62 only penetrate medium armor at close range or something, if it's even at all possible to implement something like this in the engine.
It's much worse than it used to be in vanilla without specializing in it, but appropriately specced Raven with FN FAL on overwatch duty is still a beast on close to mid range (she still misses a lot of long range shots in OW, which only makes sense tbh, she's not a sniper and not using a sniper rifle). I'd say OW is in a good place right now.
In this case I think just setting the stock to default (no bonuses) and locking it, then giving it baseline -1 AP would do the job - same AP for shooting stance as now but no accuracy penalty. Would be a solid buff and let it have a niche vs vanilla snipers. But maybe there's a technical limitation to doing that? In that case yea, base aiming being a bit higher could work (to be fair, it's already quite high, I'm not sure if light stock penalty is accounted in it tho).
Really looking forward to your take on stats for G11 and FN F2000, CAWS, WA2000 and AWP :)
PS: for now i decided to keep the Scout light stock because I think its good flavor, lets see how it goes
Dragunov might become the top sniper choice now, or very competitive at least. I'm running a light stock version in my squad so that's going to be an interesting performance benchmark.
I'll need to try Galil vs FAL now that the latter's max range and aim are reduced. Galil might be strictly better now (probably always has been for shorter range/OW tbh) but it seems to also be much rarer than FAL in my playthrough so that's probably ok - like I only have 1 Galil vs 10+ FALs 40 hours in and I've never seen it appear in Bobby Ray's.
A bit sad to see P90 second side slot go, felt like it was a cool idea but I guess it wasn't playing nice with engine limitations?
Yes, I believe Galil is tier 3 and Fal is tier 2 in the bobby ray.
Its hard to properly balance Dragunov because its kinda good at everything? its has good ROF, it has good damage, its precise. I even considered making it tier 3, but the drops in the world will still be normal. I am trying to carve DRM spot for it, mostly with sequential not fully aimed shots. but will see how it goes.
Also maybe one of the nerfs of the fal can be turned back, hoping to listen to you guys feedbacks, lets see :)
im off to sleep, good gaming to you!
FAL feels alright, not overnerfed, definitely not as OP as it was but still tight. Pretty much toe to toe with Galil now I'd say, different builds will make better use of one or the other (with 50% crit dmg perk Galil probably takes over, without it I'd say FAL is more versatile due to higher range and an extra slot).
I'm surprised and happy with how good AUG is with bipod barrel, have Livewire running with it and once I stopped forgetting to keep her prone she began scoring some very nice long distance kills.
Dragunov is not as strong as I expected, obviously lots of shots per round but needs a merc with good hands and eyes to make proper use of it, without that it's just alright. Mercs without high dexterity will probably perform better with PSG-1. Very fine balance there.
Steyr scout feels much better now (it's still missing SFX when shot tho). Gave it to Thor instead of Vintorez and suddenly he started hitting things in the head for good damage.
Interestingly, I think I've only seen a single SVD drop so far and 0 M24s. Which is a nice change, because these used to be absolute everywhere on my previous playthrough. Also still yet to find an AN-94, very interested to see how it performs too.
Btw your loot drops are really weird, but its not something touched by my mod
I have only changed bobby ray chance and Random Enemy Weapon rarity
I will fix the scout SFX ASAP
edit: i think the REW just affect the togs; you probably got lucky (or unlucky). it is affected by tactical enemy tho
btw, maybe i have buffed the scout too much? :P
I did Corazon last and boy oh boy, did that fight deliver in spades. I went in with 2 full squads (12 mercs) with stats like these (my MVPs this playthrough but everyone else was near that level):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3110578990
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3110578945
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3110578891
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3110578853
Tried to push the corridor guns ablaze and actually had to reload to the beginning of the battle after a few turns because I ended up getting trapped with mercs bunched up against enemies actively using grenade launchers - seemingly for the first time in the game.
Played more carefully the second time, letting the enemies come to me so things were more manageable, though I still almost lost Barry at one point. Was really nice to see these enemies actively search for good cover and push my position instead of bunching up in the last room like it was in vanilla.
Honestly wish more fights in the second half of the game felt this way. Even with Tactical Enemy 99% of fights with the army/Adonis felt like pushovers. Maybe I need to play with Grand Chien Nightmare next time? Although simply increasing enemy numbers 1.5-2 times could also do the job, giving the enemies more space to breathe. Something to test next time I play, I guess.
Some additional notes on weapons:
I think I'm also going to need to add some new mercs next time I play because the current selection is starting to feel a bit stale, especially when it comes to characters with high utility skills.
Anyway, had a lot of fun with this playthrough and can't wait for more updates to GBO+ToG combo!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3110579041
you can try TGCN! some other things to improve difficulty would be the new DiceMan mods, or decreasing Income using my customizer, if you like economy harshness
will try to increase AN94 drops, and also buff ak74.
Btw i mostly didnt touch heavy weapons, at least for now :P
GBO + ToG + Timmeh armor overhaul I'd say are not going anywhere, also Pinned Down, Mercenaries Reloaded, 2 Perks to Top and Better Starting Loot are pretty much baseline as well.
- I already posted about it in tGCN's comments section, but currently it's not quite what I'm looking for in a difficulty/tactics mod. It's clearly meant for players who want to use every abuse and exploit in the game to win against bonkers overpowered enemies. I really like what the devs did with AI, but I also wish AI abilities improved gradually rather than throwing everything at the player from the start, even on the max compatibility "low difficulty" setting.
- So Tactical Enemy probably stays, but we need to help our enemies a little bit. Especially in late game, where our own mercs become killing machines and one shot more often than not equals one kill. Final mission in my previous playthrough proves that Tactical Enemy can still be quite challenging if given enough numbers, so that's what we're looking at increasing first. Then we might wanna buff enemy stats on top of that.
- DiceMan Unpredictable Battle suite looks like a very promising mod, however currently it has a big problem where everything is randomized whenever you load a savegame during combat. Not a problem for the iron men among our ranks, but a deal breaker for me until it's (hopefully) fixed somehow. Otherwise it gives us some cool and desired mechanics like buffing enemies in accordance with their class, increasing enemy numbers and the very chaotic reinforcement/ambush option. If the above isn't fixed I'll probably have to rely on the normal enemy group multiplier in Custom Settings.
- To spice up early to mid game while we're at it, we'll use https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3074566055 and https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3017679450
- Might want to run a mod that nerfs training operations (maybe not 50 max but something like 70 cap in a skill). We'll have plenty of field training anyway with all the extra enemies.
- Since we're in for a long run, we need some way to keep our super pricey high level mercs paid, which is easy enough early on but kind of becomes a problem in late game on MI. I'd like to run an immersive mod, either ReMine or https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3017640542, but if all else fails, I guess Evermine it is.
- Might also add the new Fog of War mod for a bit more immersion and surprise.
And that's all I have for now, I think. What am I missing?