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Suggestions & Feedback / Re: Grenade feedback
« Last post by Daithi on December 15, 2017, 12:42:08 PM »
Yeah, it would be interesting, also could enhance AI effectiveness, as would encourage them to focus on the highest damage dealers. Good enough chance will add something like this.
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Suggestions & Feedback / Re: Grenade feedback
« Last post by Nomad on December 15, 2017, 02:12:39 AM »
"possibly factoring in the amount of damage each player character is doing"
Having them hold some kind of grudge would be cool.
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Suggestions & Feedback / Re: Grenade feedback
« Last post by Daithi on December 14, 2017, 11:31:33 AM »
Yeah, let me know if you feel the lower skill has improved situation - can see how getting hit by a lot of grenades could be frustrating, and would like to avoid that to greatest extent possible.

They won't necessarily target the leader, are more interested in maximising damage. Have been thinking about some adjustments to who is targetted, possibly factoring in the amount of damage each player character is doing, and the leader.
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Suggestions & Feedback / Re: Grenade feedback
« Last post by Nomad on December 14, 2017, 07:14:42 AM »
Yup. We'll give it a playtest and hopefully you get some feedback (as in from more than just me =) ).
If they should be prioritising the leader... then they just missed on two occasions and hit Sam and someone else by fluke.
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Resolved Bugs / Re: Grenade loot anomaly
« Last post by Daithi on December 13, 2017, 11:40:00 AM »
When adjusting the grenades, I'm pretty sure I found the problem here, had made a few mistakes with defining the enemy loadouts, allowing for the possibility of 0 count explosives stack. Will move into confirm fixes for now.
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Suggestions & Feedback / Re: Grenade feedback
« Last post by Daithi on December 13, 2017, 11:38:19 AM »
It pretty much does that for interior maps, but outdoors it's pretty much just limited by distance. Will have a think about solution, possibly trying to draw the arc might be easier. Throwing over 1 story buildings is likely to be feasible, but taller buildings less so.

Concerning skill, they can miss by up to 3 tiles, depending on how severe the miss. Difficult to say why they prioritise Sam, they shouldn't if there's more potential for damage elsewhere, also since there's no indications if they missed or not, it's hard to say what their intended target it. Anyway, have reduced explosives skills a bit, and reduced the number of grenades specialists have (except for fanatic, made man and NCO).
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Resolved Bugs / Re: Grenade loot anomaly
« Last post by Daithi on December 13, 2017, 11:11:39 AM »
Ha - maybe we can just say unarmed = severed hand. Working on a basic trait system at the moment for enemies to vary the challenge they present - think enemy diversity is one area the game could benefit from some work on.
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Resolved Bugs / Re: Grenade loot anomaly
« Last post by Nomad on December 13, 2017, 12:09:49 AM »
Good luck.  =)
Don't forget Unarmed.   =P
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Suggestions & Feedback / Re: Grenade feedback
« Last post by Nomad on December 13, 2017, 12:08:58 AM »
I'm wondering... can you use the same Line Of Sight calculations as guns?
Then, you some specific elements, like cars and man-high walls that you might want to make an exception for with grenades.
I don't know how hard any of these things would be...
I'm assuming you can't draw an arc to represent the throw and then check if that arc passes through an object?

That would be awesome. I find that I am often stuck in a variety of maps where the enemy is scattered all around me. Though it does make sense for some maps where we might have stumbled into them doing stuff.

We can try that and see how that pans out.

How much difference does the grenade skill actually make? Is it simply a 1 tile scatter if you "miss"?
Also... I noticed that they would prioritise Sam over others. Is that because he's the leader?
In situations where they could have hit three of my team mates (we failed repositioning and Sam was the only one that had moved), they instead hit Sam and one other. That happened a couple of times.
So... either they are targeting the leader to try and trigger the Ronin effect, or they were missing their grenade throws and hitting the leader by accident.
Might be something to look at. If they're not specifically targeting Sam, then the low grenade skill was having an effect as they only hit one of the three they were aiming for (and accidentally hitting Sam).
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Suggestions & Feedback / Re: [Added] Recruitment difficulty when Sam was level 11
« Last post by Nomad on December 12, 2017, 11:57:41 PM »
Good call.
We'll see how it plays out in practice and give you feedback.  =)
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