Results 1 to 4 of 4

Thread: [FotS] Change accuracy depending on range?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default [FotS] Change accuracy depending on range?

    Hi,

    I was wondering if it's possible to change how accurate weapons are depending on how far away the enemy is, and how?

    I'm guessing something needs to be changed in kv_rules_tables directory, but the only thing that looks like it affects it is missile_distance_for_half_chance_hit, but I'm not sure how it works.

    On another note, does anyone know what does the range number actually mean? Is 150 range equivalent to 150 meters? Because to me it looks longer, but I may be mistaken.

    Thanks.

  2. #2
    Ecthelion's Avatar Great Ramen Connoisseur
    Join Date
    Oct 2004
    Location
    The land beyond the River Styx
    Posts
    1,304

    Default Re: [FotS] Change accuracy depending on range?

    Units in FotS are already range dependent, and heavily so.
    This is my signature. Isn't it awesome?

  3. #3

    Default Re: [FotS] Change accuracy depending on range?

    Im not sure this mechanic even makes sense.

    A unit has an accuracy value, which from what i understand is the equivalent of a cone projecting from each mans gun. The further away the enemy is the wider the end of the cone is. This means that as you increase the distance the volume of the end of the cone is proportinally filled by less and less of the enemy soldier, thus reducing the accuracy at ranger.

    A higher accuracy stat reduces the size of this cone. This is why already guns are more effective in a close burst relative to a long ranged burst,
    ----------------------
    Shameless DarthMod Fanatic

  4. #4
    Indefinitely Banned
    Join Date
    Nov 2011
    Location
    The western part of an Island They thought a kind of Coffee...
    Posts
    1,932

    Default Re: [FotS] Change accuracy depending on range?

    No, The Accuracy value in units_stats is NOT the only value that effected accuracy as a whole.

    missile_distance_to_half_chance_hit in kv_rules DO have an effect on overall accuracy
    Another is the maximum_deviance in projectiles table. Most have 0 as default, except shrapnel types. You could increase the dispersal of the shots from here. Darth himself particularly love to use this.

    you should make controlled experiments, then check the results.
    ETW-NTW use a similar accuracy system. Check This Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •