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Engine v141, Scripts v305
*StCrispin*
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Longo said:
*sam* said:

The thing to remember is that everyone is equally affected, including NPCs. It will tend to make combats more close-quarters, which will itself make them a bit harder, but it won't make anyone better at hitting than you who previously wasn't (unlike what would have happened if sniper was removed from use for any weapons)


Very true.
Example I just had - I had a 181 gunner with Snipe 5 missing at 50 meters vs a Wurzel. I panicked a bit, but then also realized they were missing me also. I won the encounter with no significant worries.


I'm actually missing LESS and hitting at longer ranges than before (83m instead of my usual 64m)

My guys I ran were SNP1, MOV1, on a +5 MMG and a +5 HMG. Didn't see much change for the CC or ATG gunners.
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Posted Jul 25, 2014, 9:21 pm
*K1500*
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StCrispin said:
I'm actually missing LESS and hitting at longer ranges than before (83m instead of my usual 64m)

My guys I ran were SNP1, MOV1, on a +5 MMG and a +5 HMG. Didn't see much change for the CC or ATG gunners.


Yeah it's interesting seeing how the different specs are behaving. My SNP2 on a +5% acc CC is building purple later but once he starts to it pretty much jumps to a full bar straight away - somewhere around 90m or so.

My MG3 guy on a HMG (+5% Acc & Dam) takes a little longer, but again once he starts building purple it goes from almost nothing to pretty much full in a turn at about 80m or so.

I'm getting the feeling that the base skill level is perhaps playing a bigger role than it had previously (perhaps simple due to SNP playing a bit of a lesser role).

Don't know if it's at all related but the enemies do seem to be resigning a bit later as well - but this could with us not stressing them out quite so early. Almost always having to wreck their engines to force a resign (after numerous turns of blue text).

K

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Posted Jul 25, 2014, 10:24 pm
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K1500 said:

I'm getting the feeling that the base skill level is perhaps playing a bigger role than it had previously (perhaps simple due to SNP playing a bit of a lesser role).


That sounds likely, yes.

K1500 said:

Don't know if it's at all related but the enemies do seem to be resigning a bit later as well - but this could with us not stressing them out quite so early. Almost always having to wreck their engines to force a resign (after numerous turns of blue text).


One thing this underlines is that we're dealing with a very complex system at this point, with many factors influencing each other in different ways.. which is why treading with caution is advised when it comes to making changes. I have tended to be a bit heavy-handed at times.
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Posted Jul 26, 2014, 10:07 am
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I can only start to imaging how complex the relationship is between the different elements within the game. On the whole I think that the change has been a good one - the AI certainly seems to be "playing" a better game than we may have been previously used to.

I also quite like that the raw skills are potentially playing a bigger part. It's going to highlight a good contrast between the specialists and those who go for cross-training. I've been enjoying experimenting with the different specialisms as well.

I am slightly dreading the first Morgan defence. If some of the southern scouts I've seen are anything to go by then the defence could be a bit more like some of the early ones before we got established - i.e. thrilling, chaotic and scary! Of course it may all go well if we're wary and coordinated.

K
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Posted Jul 26, 2014, 10:43 am
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I for one haven't had to much issue fighting in Morgan or Texan. Do like the closer fighting. Sniper 4 HVY 3 MT 1 isn't getting purple until
105-95M but he has lost 3 legs so yeah he is a bit demoralize or enraged IDK :p

Note tail gunning a CC
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Posted Jul 26, 2014, 11:57 am Last edited Jul 26, 2014, 11:59 am by Boonwolf
*StCrispin*
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Co-ordinated he say...

And this happens in Morgan how often? Lol. We are like a pack of hungry wild animals chasing a cheeseburger. Lol. Sometimes I think we pull those off from sheer audacity and bravery, other times because we are so unorthodox that it confuses the AI
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Posted Jul 26, 2014, 8:01 pm
*K1500*
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StCrispin said:
Co-ordinated he say...

And this happens in Morgan how often?  Lol. We are like a pack of hungry wild animals chasing a cheeseburger. Lol.  Sometimes I think we pull those off from sheer audacity and bravery, other times because we are so unorthodox that it confuses the AI


True - but compared with the early days of the defence we're very coordinated! We know the map better, we have generally set (basic) strategies, people build for that strategy, we often have a drop vehicle, recently Smokey has been using ballistics, we prioritise certain targets - for a while we had the muscle wing to split the AI pack as well. Sure it's no military masterpiece but there is a degree of coordination, even if it's unspoken.

K
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Posted Jul 26, 2014, 8:36 pm
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I will unfortunately be missing this week's trial by fire due to the wedding and the recent discovery that we actually ARE taking a honeymoon. Gotta love how women change their minds at the last minute.

But due to car breakdowns my family won't be able to make it to the wedding so you might still have Boon's help.

I also chalk our wins up to the Mogan crew having a close bond. We cover each other, rescue each other, and risk life and limb to support each other. We've seen what types of things can happen and can identify when they are about to occur and we react accordingly with heart and determination. I really think that counts for a decent portion. Heart, Intuition, Dedication, Courage.

Sounds like some battle cry... Lol
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Posted Jul 26, 2014, 9:11 pm
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I updated the wiki for soft/hard caps - Does this look correct?

Specialism Caps
Specialism Caps > Specialism Caps
Contents
[hide]

    1 No Cap with Continuous Benefit
    2 Soft Cap Due to Diminishing Returns
    3 Hard Cap with Otherwise Continuous Benefit
    4 Hard cap and Diminishing Returns

[edit] No Cap with Continuous Benefit

These specialisms can be taken as many times as desired, and each new level provides the same benefit.

    Machineguns
    Heavy Weapons
    Flamethrowers
    Ballistic Prediction
    Rocketeer
    Reload In Motion
    Salvager
    Jury Rigger
    Field First Aid
    Combat Psychologist
    Shoot from the Hip
    Long Throw
    Runner
    Recruiter
    Motivator
    Pragmatist
    Adrenaline Junkie

[edit] Soft Cap Due to Diminishing Returns

These specialisms can be taken as many times as desired, but each level provides smaller benefits after level 1. Exact numbers are currently unknown.

    Moving Targets
    Sniper
    Courage Under Fire
    Defensive Driver
    Deathracer
    Slipstreamer
    Pyrokinesis
    Defensive Energy
    Rapid Reloading
    Engine Tuning
    Jumpstart
    Rapidshot
    Negotiator
    Car Killer
    Eye of the Hurricane
    Offensive Driver
    Mind Control

[edit] Hard Cap with Otherwise Continuous Benefit

These specialisms can only be chosen a set number of times, but each level provides the same benefit.

    Minelayer

[edit] Hard cap and Diminishing Returns

These specialisms can only be chosen a set number of times, and each level provides a smaller benefit.

    Laserfire --- Level 3


Let me know if anything needs changing. Took me a while to find my wiki password.

-Longo
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Posted Jul 28, 2014, 9:12 pm
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R.I.P. BPU
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Posted Aug 4, 2014, 10:36 pm
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