Latest experimental features: tangent and new feature discussion

My mobile base with limited storage space you mean? That I now also have to keep a stack of books in?

Learning all recipes from books is now way more of a chore. But yeah, not everybody plays like you do. And this does change a few playstyles. If it influences them greatly I don’t know, have not tested it enough. I do however not really like it myself.[/quote]

And that’s a mechanical disadvantage of the mobile Do-It-All base playstyle then. Different playstyles have different advantages and disadvantages. Whereas stationary play styles have the advantage of practically unlimited storage space, they trade it off by consuming much more fuel and time to achieve loot, increasing even more as time goes on.

That was you. :slight_smile: at least you was the one the most vocal about it.

I think being able to do both would be nice. Being able to do a recipe immediately when you have a book is convenient when you have it around but allowing the player to memorize it before hand is good, too. Nice to have more options.

No game breaking bugs? Aren’t turrets and vehicle engines kind of utterly screwed up right now? Or was that fixed already?

And this saddens me because I love the Arcana mod. The Symbol of Judgement and the staff that shoots hellfire are my favourite weapons at the moment. I’m using an outdated version for fear of the bugs ruining everything so I’m not actually sure what other stuff is available for me.

I know this is super-old, but in case you are still interested, http://world.guns.ru/smg/rus/pca-41-r.html quotes PPSh mass with 71-round magazine as 5.45kg, and w/o as 3.63kg, from which trivial math and non-trivial assumptions suggest the magazine is ca. 1.82kg.

OTOH, https://ru.wikipedia.org/wiki/Пистолет-пулемёт_Шпагина says it’s 5.3kg with LOADED magazine, so go figure…

Why shows the volume in milliliters? That totally unnecessary.

Same reason every single unit in the game lets you use 'murrican or metric units. The default volume unit is a quarter of a liter anyway. >.>

I know, but mL is an overdone. My 90 volume turned into 22500. Nobody care or want to calculate in that precision. We need something easy to use, an everyday used unit, deciliter or liter. But 1/4 liter was fine anyway…

I suspect it’s become most drink containers I’ve seen include milliliters as the secondary measurement unless they’re a full liter or 2-liter size. Then again that’s in Texas, no idea use of deciliters as a secondary measurement is a New England thing. :V

Canadian here, been metric forever, Never seen Deciliters used to mark anything outside of maybe scientific equipment. Its all milliliters and liters. With the occasional American import product still labeling Fluid Ounces.

Hard cap of 30? With weapons that typically have a range of double that? I’m not seeing how this works…

I mean, I already had the ability to hit things at this kind of range. What I wanted was the ability to snipe at max weapon range.

Before, only pimped out endgame sniper rifles wielded by endgame snipers could reliably hit anything at range above 15. Now it can be done before the entire balance of the game breaks up and before the game is in the “pure sandbox” mode. It is much more important to allow trained shooters to snipe than to allow great shooters to snipe far.
Hard cap (of 30) is temporary. There will always be a hard cap of 60 because of reality bubble, though.

Would it be possible to do something so that gun mods affect bullet recoil/dispersion?

“Currently” (in my outdated version) you can mod the crap out of a rifle to be perfectly accurate and have zero recoil… and as soon as you put bullets in it, it has insane recoil and the bullets can miss the target again.

This doesn’t make sense. If you are using weapon enhancements that physically stop the weapon from recoilling, that should be able to counteract the recoil generated by the bullets.

If you put a bipod and recoil stock etc onto a super accurate sniper rifle, you should NOT find that it becomes crap as soon as you load the .300 winmag rounds into it.

That’s currently my problem with my sniper rifles. Half the weapon mods I can put on them are pointless because I only need the other half to improve the stats of the rifle.

The bullets then ruin everything I just achieved.

Not exactly enforced now and I’ve gone off topic on this thread before too I think but yeah, this. Not trying to sound mean, just so it remains as on topic as possible you know?

[quote=“DG123, post:42, topic:12750”]Would it be possible to do something so that gun mods affect bullet recoil/dispersion?

“Currently” (in my outdated version) you can mod the crap out of a rifle to be perfectly accurate and have zero recoil… and as soon as you put bullets in it, it has insane recoil and the bullets can miss the target again.

This doesn’t make sense. If you are using weapon enhancements that physically stop the weapon from recoilling, that should be able to counteract the recoil generated by the bullets.

If you put a bipod and recoil stock etc onto a super accurate sniper rifle, you should NOT find that it becomes crap as soon as you load the .300 winmag rounds into it.

That’s currently my problem with my sniper rifles. Half the weapon mods I can put on them are pointless because I only need the other half to improve the stats of the rifle.

The bullets then ruin everything I just achieved.[/quote]

To the best of my knowledge, firearm and ammunition dispersion/recoil are calculated separately, with the sum of the two being used for the final value. I could be completely wrong (because I’m not a programmer) BUT I believe a temporary workaround might be to edit either firearm or ammunition values in their respective .json files. If you say, reduced the base recoil of a firearm to 0, and its corresponding ammunition type dispersion to 0, any mods you attach to a weapon would be much more effective. You’d be getting your recoil values from the ammo alone, and dispersion from weapon alone. A sniper rifle with a bipod, recoil stock, compensator, match trigger, etc would function much more reliably in that situation.

I’m pretty sure this would break intended balance to take the numbers down to that extreme.

[quote=“TheWumpus, post:44, topic:12750”][quote=“DG123, post:42, topic:12750”]Would it be possible to do something so that gun mods affect bullet recoil/dispersion?

“Currently” (in my outdated version) you can mod the crap out of a rifle to be perfectly accurate and have zero recoil… and as soon as you put bullets in it, it has insane recoil and the bullets can miss the target again.

This doesn’t make sense. If you are using weapon enhancements that physically stop the weapon from recoilling, that should be able to counteract the recoil generated by the bullets.

If you put a bipod and recoil stock etc onto a super accurate sniper rifle, you should NOT find that it becomes crap as soon as you load the .300 winmag rounds into it.

That’s currently my problem with my sniper rifles. Half the weapon mods I can put on them are pointless because I only need the other half to improve the stats of the rifle.

The bullets then ruin everything I just achieved.[/quote]

To the best of my knowledge, firearm and ammunition dispersion/recoil are calculated separately, with the sum of the two being used for the final value. I could be completely wrong (because I’m not a programmer) BUT I believe a temporary workaround might be to edit either firearm or ammunition values in their respective .json files. If you say, reduced the base recoil of a firearm to 0, and its corresponding ammunition type dispersion to 0, any mods you attach to a weapon would be much more effective. You’d be getting your recoil values from the ammo alone, and dispersion from weapon alone. A sniper rifle with a bipod, recoil stock, compensator, match trigger, etc would function much more reliably in that situation.

I’m pretty sure this would break intended balance to take the numbers down to that extreme.[/quote]

But right now I’m not seeing how the balance makes any sense. Sniper rifles don’t work as sniper rifles because you can’t lower the dispersion enough. And the effective range is too short. Which leads to using them when enemies are actually pretty close… upon which you find that the massive recoil that you can’t reduce causes the gun to be worthless after the first couple of shots so you end up reverting to using a shotgun, or the amazing Symbol of Judgement.

Match triggers etc are pointless on sniper rifles and only worth using on pistols etc where the gun itself is inherently inaccurate. Or maybe on a rather crappy long ranged rifle? Something seems awfully wrong here, since I want to be using my mods on my best guns and I want to see them being useful.

Nooo! You’ve got to somehow implement blood fuelled cursed Berserker armour in the arcana mod first!

[quote=“DG123, post:45, topic:12750”]But right now I’m not seeing how the balance makes any sense. Sniper rifles don’t work as sniper rifles because you can’t lower the dispersion enough. And the effective range is too short. Which leads to using them when enemies are actually pretty close… upon which you find that the massive recoil that you can’t reduce causes the gun to be worthless after the first couple of shots so you end up reverting to using a shotgun, or the amazing Symbol of Judgement.

Match triggers etc are pointless on sniper rifles and only worth using on pistols etc where the gun itself is inherently inaccurate. Or maybe on a rather crappy long ranged rifle? Something seems awfully wrong here, since I want to be using my mods on my best guns and I want to see them being useful.[/quote]

  1. Firearm calculations are weird. It’s possible to have negative recoil and negative dispersion. Try it and see what happens.
  2. Per the devs range is currently limited (bugged) at 30 max.

Until calculations are fixed, all guns have a hardcoded 30 tile max range. If you can solve this math problem, please PR a fix on GitHub as soon as possible, it is badly needed. If you can fix the technical problem that forces a hard cap of 60 due to the reality bubble, that would also be needed. The discussions around these subjects are archived in the links; Please refrain from posting complaints, as a technical solution carries more weight: