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[MOD] Firearms Rebalanced Experiment


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#1 BlackAlpha

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Posted 19 February 2012 - 07:55 PM

Firearms Rebalanced Experiment

Get the Blue Dawn mod version 0.4b (you need it for this mod):
http://boards.jagged...-mod-blue-dawn/

Download the Firearms Rebalanced Experiment version 2.4 (stable):
http://minus.com/modjabia/


This is a modification for Jagged Alliance - Back in Action. This mod was made to work on top of the "Blue Dawn" mod.
The Firearms Rebalanced Experiment aims to tweak everything weapon related to make the game more realistic and more fun.


The following noticable adjustments have been made:

- All weapons are realistically balanced.

- Weapons have a small increase in maximum range.

- AI can engage at twice the distance now, which results in less mindless rushing and more realistic firefights.

- Weapons do more damage. No more need to shoot someone dozen of times.

- High caliber rounds can penetrate armor easily at short range, but harder at distances.

- Weapons are not 100% accurate. The merc's skill is a lot more important now.

- Due to the above changes, cover plays a much bigger role. This results in gameplay more similar to JA2 or 7.62 High Caliber.

- Machineguns and snipers gain a large accuracy bonus when shooting from the prone position to simulate the use of bipods.

- The RPM settings represent how easy a weapon is to handle. All weapons are realistically balanced on handling (Thanks to Leon026!).

- The better a weapon handles (RPM), the easier it is to aim while standing.

- All stances, apart from running, are silent. You can now realistically walk around with your weapon raised.

- In running mode (F3), hip shooting has been replaced by semi-aiming snap shots. Snap shots are just as fast but more accurate.

- Some weapons are priced for their accuracy, while others are priced for their handling (RPM).

- The rocket rifles have been turned into realistic semi-automatic grenade launchers.

- IMP mod compatible! Not until IMP mod becomes compatible with the latest game version and BD mod.


And don't forget, this mod is an addon for the awesome Blue Dawn mod. I'll be keeping this mod up to date with their latest version.


Credits

Blue Dawn mod team for their awesome mod that is used as a base for this one.

Leon026 (from Jabia official forums) for the weapon RPM settings.

DEXTERCANE (from Jabia official forums) for helping making this mod compatible with the IMP mod.

Sbobovyc (from Jabia official forums) for his modding tools.

The game developers for the support they give to the community.

Jabia community for everything else.


Version History

Version 2.4 Stable

- Fixed the text in the game.


Version 2.3 Stable

- Updated to Blue Dawn version 0.4b.
- Implemented Blue Dawn hotfix that fixes the shops. According to Blue Dawn, a new game is required.
- Minor changes to the perception of enemies.
- The price of the 40mm grenades has been doubled, as they were too cheap.


Version 2.2 Stable

- Updated to Blue Dawn version 0.4, compatible with game version 1.11.
- Changed stats on new Blue Dawn weapons to make them in line with the rest of the arsenal.
- Minor stat adjustments.
- Warsaw Pact ammo is now less expensive compared to NATO ammo. This is to simulate the abundance of Warsaw Pact ammo.

- Reworked the launchers due to the changes the new game patch brings.
--+ The LAW now fires anti-personnel rockets.
--+ All grenade launchers now use the new 40mm grenade ammo, which is fired in an arc.

- Reworked the attachments.
--+ The EOTech gives a large reaction time bonus.
--+ The Red Dot gives a small reaction time bonus and a small accuracy bonus.
--+ The ACOG gives a moderate accuracy bonus and a moderate reaction time penalty.
--+ The Sniper Scope gives a large accuracy bonus and a large reaction time penalty.
--+ The ACOG and Sniper Scope are now a lot more accurate, so this should make the snipers a bit more precise.

- Changed skill of enemies.
--+ Reduced marksman skill of all enemies. This should make most enemies a little bit less accurate to compensate for their numbers and infinite ammo.
--+ The higher level the enemy is, the better they can shoot and the further they can see.
--+ Now there's a much larger difference between low and high level enemies.
--+ This change makes most player mercs better than the initial low level enemy grunts.
--+ Hopefully this will make for a more gradual difficulty curve.

- Redone the perception system.
--+ Switched back to low (below 100) perception skill values.
--+ Now, to adjust the view distance the new parameters are used that the game developers added in the recent patch.
--+ Unalerted enemies have a small view cone similar to vanilla Jabia.
--+ Alerted enemies have a more realistic view distance, they will see and shoot at you from much further (like it was before).
--+ This means stealth is again possible, until you get compromised!


Click below for full history log:
Spoiler


#2 Connor_MacManus

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Posted 19 February 2012 - 09:35 PM

Why does the AKSU-74 do more damage then pretty much all the other 5.56mm rifles in the game? It has about the shortest barrel in the game.

#3 Biggus Duckus

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Posted 19 February 2012 - 10:22 PM

Cool, I like the idea of this mod. I haven't been able to play much the last few days but I'm eager to try this and Leon026's mod, and compare (been using Connor's mod already).

Thanks for informing us of the changes this makes to the core weapons!

And Connor, I'm sure some weapons just get lost in the process :)

#4 BlackAlpha

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Posted 19 February 2012 - 11:18 PM

New version has been released. First post updated with new info.


Why does the AKSU-74 do more damage then pretty much all the other 5.56mm rifles in the game? It has about the shortest barrel in the game.


That is a very good question... Fixed! :)


Cool, I like the idea of this mod. I haven't been able to play much the last few days but I'm eager to try this and Leon026's mod, and compare (been using Connor's mod already).

Thanks for informing us of the changes this makes to the core weapons!

And Connor, I'm sure some weapons just get lost in the process :)


Don't forget to give some feedback after you try it. I'm especially looking for feedback on the following two things:

1. How is the accuracy of the weapons? Too much? Too little?

2. How is the damage of the weapons? Too much? Too little?

#5 boners

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Posted 20 February 2012 - 04:01 AM

about to load the game with this and better sounds in action. report later.

#6 gouyou

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Posted 20 February 2012 - 05:00 PM

Do not know how it was implemented in the game, but in general: high caliber = more power, but also high caliber = less penetration. After there is a lot of other parameter to take into account, but the FN5.7 and HK4.6 where developed around this principle (adding more energy to the mix to maintain an appropriate amount of damage).

#7 BlackAlpha

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Posted 20 February 2012 - 05:58 PM

Do not know how it was implemented in the game, but in general: high caliber = more power, but also high caliber = less penetration. After there is a lot of other parameter to take into account, but the FN5.7 and HK4.6 where developed around this principle (adding more energy to the mix to maintain an appropriate amount of damage).


Umm... Please compare a pistol round to a 50 cal and say that again. :P Even if you compare the caliber types you mentioned against a pistol round, you'll still see that what you said is not true, so I'm not sure what you mean. The whole point of the 5.7 and 4.6 calibers is increasing the accuracy and penetration properties of SMG sized weapons. Just google it.

What you said, it's actually the other way around. So maybe what you mean is that high caliber cartridges can overpenetrate, resulting in less stopping power. But in games such as this one, where you have to work with a basic hitpoint system, you cannot implement such features. It's already bad enough when the enemies happily shoot back at you after you shoot them in the face. That's why we simply stick to the basic rule of: Higher caliber = more penetration and stopping power. So that when we shoot the enemy, the enemy will act in the most realistic fashion this game allows, they die.

Also, new version will be out today, fixing some minor realism issues concerning the handling of the weapons.

#8 BlackAlpha

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Posted 20 February 2012 - 08:10 PM

Version 1.2 released. All the guns should be realistically balanced now, so the gun portion is mostly done.

Next up, I'm going to tweak the stances a bit. Makes little sense that shooting while standing and carefully taking aim is considered inaccurate. So I'm going to review that and see what the best way is to change the stances.

Currently, I'm thinking about making it so that stances have little effect on the accuracy. This will make changing stance less about gaining accuracy and more about taking cover, trying to avoid getting shot. Prone will still give a tiny accuracy boost. For long rifles and machineguns, prone will give a higher boost, as they should be a bit harder to aim with without fixing the gun or using a bipod.

Feedback on this would be very much appreciated.

#9 BlackAlpha

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Posted 21 February 2012 - 04:11 PM

Check first post for version 1.3 of the Firearms Rebalanced Experiment.

The Blue Dawn mod just got released. I checked it out and liked everything about it except for the way the weapons work. I decided not to go with the long ranges of the guns due to the problems it brings for the AI. The AI can't handle such long ranges, they always run towards you to engage at closer range because that's how they've been programmed. So if you can shoot at them from miles away while they cannot shoot back, it makes for a very easy game. In fact, it breaks the game, so I'll be sticking to the shorter ranges.

Anyway, due to the release of the Blue Dawn mod, I had to expedite the release of my new version, which means the new stance system has been added already. Basically it works like this:

- Small weapons get less penalties for shooting from the upright position.

- Larger/heavier weapons get more penalties for shooting from the upright position.

- Most weapons do not get an accuracy penalty for shooting from the crouched position.

- Sniper rifles and machineguns gain a bonus for shooting from the prone position, simulating the use of a bipod.

- The whole system is pretty clean because I don't have to rely on the stances to set the base accuracy of the guns. I set the accuracy directly at the weapon, which by the way you can also see in game to decide which weapon is more accurate.

#10 delray

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Posted 21 February 2012 - 04:21 PM

If you want extremely long ranges on guns, you need to mod the effect of perception as well, so AI in their Guard mode can see you from afar and shoot at you using the full range too.

Gun range must be scaled to Perception more than anything else in the world, including real world gun stats.

#11 BlackAlpha

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Posted 21 February 2012 - 04:23 PM

If you want extremely long ranges on guns, you need to mod the effect of perception as well, so AI in their Guard mode can see you from afar and shoot at you using the full range too.

Gun range must be scaled to Perception more than anything else in the world, including real world gun stats.


I'll try that right now. But isn't there a maximum you can set on perception?

I noticed that when your mercs have maximum perception and they are set on guard mode, they start attacking enemies at the same range the enemy start attack you.

#12 Dark

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Posted 21 February 2012 - 04:31 PM

I really wish there was a chart or something so I can glance at how the weapons have changed. <_<

Like Connor's little graphics, or Wilson's spreadsheet... :)

#13 delray

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Posted 21 February 2012 - 04:34 PM

Someone modded PER to great values (10000?) to showcase the effects of it (guard mode cone is longer and wider for high values), so you could attempt to let AI see more by maxing it above 100 for all types of mobs, especially those professional soldiers.

Not sure how much you want to allow AI to see, but since player can see anything, until we get FOW, it'd be only fair to give them some properly long values too.

#14 BlackAlpha

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Posted 21 February 2012 - 04:38 PM

Someone modded PER to great values (10000?) to showcase the effects of it (guard mode cone is longer and wider for high values), so you could attempt to let AI see more by maxing it above 100 for all types of mobs, especially those professional soldiers.

Not sure how much you want to allow AI to see, but since player can see anything, until we get FOW, it'd be only fair to give them some properly long values too.


It worked! Interesting... But the next problem is the size of the map. They are like maybe 150 meters from one side to the other. But we can't fix that for now, can we? :P

Will experiment with this and increase the enemy's perception a bit.

Thanks for this awesome piece of information! :)

#15 BlackAlpha

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Posted 21 February 2012 - 04:53 PM

I really wish there was a chart or something so I can glance at how the weapons have changed. <_<

Like Connor's little graphics, or Wilson's spreadsheet... :)


I'm not really good creating stuff like that. Besides, I'd rather work on the mod instead of creating fancy pie charts. :P

Basically, this mod is the same as any other mod that tries to create a realistic balance of the weapons (9mm less powerful then 5.56, 5.56 less powerful then 7.62, etc). The main difference I see is that in my mod weapons get a slightly longer range and do a bit more damage so that the enemies go down a bit quicker. And as of the latest version, I've redone the stance system so that the player can get a rough idea how it works and what stance is best with the current weapon he's wielding. This is possible due to how I change the accuracy of the weapons. You can actually see the accuracy of the weapons in game.

For the next version, I'm planning to beef up the perception of the enemies a bit because even in the vanilla game, you can out range them due to the fact they simply refuse to fire at you until they get within a certain distance.

So, it's quite different to the other mods, I guess. ;)

#16 Dark

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Posted 21 February 2012 - 04:56 PM

I'm not really good creating stuff like that. Besides, I'd rather work on the mod instead of creating fancy pie charts. :P

I assume you have some sort of work files though right? A spreadsheet so you can see the guns you're working on?

It's only ever really important for those of us who are already in the middle of a campaign. We need to know if a mod suddenly renders our current loadout ineffective. In a new game, we'd be buying new toys so it doesn't matter as much.

#17 BlackAlpha

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Posted 21 February 2012 - 05:08 PM

I assume you have some sort of work files though right? A spreadsheet so you can see the guns you're working on?

It's only ever really important for those of us who are already in the middle of a campaign. We need to know if a mod suddenly renders our current loadout ineffective. In a new game, we'd be buying new toys so it doesn't matter as much.


I've done such rebalance mods before but those were private mods, just for my own pleasure. This is my first public rebalance mod. Anyway, my point is that I've got quite a bit of experience setting up the weapons to (semi) realistic values. The good thing about this game is that it's all arcade, so you only need to know which weapon is more accurate than the other, which does (roughly) more damage, etc. You do not need to know any of the real life values, as that will only give you an information overload, you don't need that much information for this game. What you do need is to find stats that work and make the game fun, that's the important part, after all.

As for your equipment. If you don't like this mod, you can easily switch back to another one! That's the good thing about mods, you get choices. Also, if your weapons suddenly suck compared to some other weapons, then you know that your weapons would suck in real life as well! ;) But probably not, since you use Connor's mod.

#18 elo

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Posted 21 February 2012 - 06:15 PM

hi BlackAlpha ,
this is a very good MOD, more the weapons are real more the game is funny and not easy o unreal. :) continues to improve the mod . thanks

#19 BlackAlpha

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Posted 21 February 2012 - 06:27 PM

I released a beta version for the people interested and/or willing to test version 1.4 beta 1.

It contains adjustments made to the view distance of NPCs. Firefights happen at longer distances, roughly up to 100 meters. I tested a couple of guns and was happy with the balance, but I did not test most guns, so there probably will be balancing issues.

Some things I've observed so far:

- At long range engagements, use cover. Also, bring superior weapons. :P

- If you are outranged by superior weapons, hide and let them come closer. If you only have short range weapons, it's best to try to get as close as possible before engaging.

- Shotguns lose damage over distance quite rapidly, but they will still stagger you.

The changes in the beta will only kick in after you enter a new sector. At that point new NPCs will spawn who will have the new Perception stats, allowing them to see further.


hi BlackAlpha ,
this is a very good MOD, more the weapons are real more the game is funny and not easy o unreal. :) continues to improve the mod . thanks


Glad you enjoy it! :)

#20 BlackAlpha

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Posted 22 February 2012 - 08:11 PM

Version 1.4 Stable has been released. Check first post for info!

Due to the new changes to the AI, engagements will now happen at longer distances, roughly up to twice the range of vanilla settings. This makes the use of cover actually useful, as you want to do everything you can to avoid getting shot. Even if you are outgunned, you can fallback and let the enemy come closer. I actually just did a reverse slope defense using SMGs against rifles and machineguns! The game now reminds me of JA2 and 7.62 High Caliber... Good times, good times... :)

Next up will be the RPM settings, which dictate how fast mercs can respond with a given weapon. I've been using vanilla Blue Dawn settings for that, but I'm not too happy with them. I suspect Blue Dawn is using realistic RPM settings for the guns, but this makes for pretty unrealistic weapon handling due to how the game mechanics work.

By the way, forgot to say last time. Part of the new stance system is the modification of shooting from the hip. Shooting from the hip is now more accurate to simulate snap shooting from the shoulder. Once we (the modding community) gets there, I'll change the animation to a regular 'taking aim while standing' animation to make it look right. I felt this game seriously needed snap shooting and shooting from the hip isn't that realistic, so I sacrificed it for something I think is more useful.




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