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Topic: Saving Armor Class :) - Ranged chance to hit refinement.  (Read 835 times)

Slowhand

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Saving Armor Class :) - Ranged chance to hit refinement.
« on: August 17, 2015, 02:15:31 am »
Here is my idea of saving AC:

Public excel sheet with values.. Does not include weapon handling and ST check penalty, sorry.

This is a rebalance of chance to hit. It changes roles of weapons regarding their type (perk)

Normal ranged weapons accuracy decays with distance, they have higher hit chance the closer the target is.
Long range weapons have their sweed spots are medium-long long range (around 27+).
Scoped weapons have their sweetspots at very long range (35+).

Reworked the smoothness of the change in the hit chance.
At max AC and max weapon skill, each weapon type has a distance where the hit chance is quite low, close to 60%, so seeing what kind of weapon the enemy has, can be exploited by positioning/distancing, hopefully promoting more skillful play, in case someone chooses to use AC perks.
Every weapon type has about the same chance to hit at point blank, which at max AC and weap skill is above 95%.
PE does not effect close range anymore, it gradually increases the effective range of sniping.
The high end values at max distance/PE are the same, only the transition changed.

With this, AC is (maybe) playable, but still, very hard. Weapons have to be swaped to ensure sweet spot chance to hit.

Still needs tuning, your ideas are welcome :)

P.S.: Sniper rifle should be changed to scoped if it's not yet.