Jump to content

arthurtuxedo

Members
  • Posts

    2
  • Joined

  • Last visited

arthurtuxedo's Achievements

Squaddie

Squaddie (1/5)

0

Reputation

  1. I am aware that one shot does not always equal one kill in real life, especially with the non-expanding ammo they had back then, but most of the time it only took 1-3 shots. The 9+ shot stories are the exception, and even then, the target usually died later. In any case, I realized that tripling the damage values would have been more lethal than in reality, so I just doubled them instead. Now people go down in 2-4 pistol shots to the chest instead of 4-8, and a short burst at point blank from an SMG usually brings them down. Headshots are usually fatal (chopping off peoples' heads with the fire ax is fun). I got the damages more or less where I wanted them pretty easily by modifying the ammo, then I just put a range mod of 3 on all the ammo, and luckily it didn't automatically increase accuracy. I did notice the problem Gungadin mentioned, so maybe I'll increase some of the APs required to shoot. Still need to set the resistance value of the PKs to be what I described, as well. RPGMaterials, row 22, Threshold, is the amount of damage that is subtracted by the PK armor, right? 50 seems low to me. I remember PKs being nigh-invulnerable. Did they lower it in Sentinels? Are there any other values relating to PK armor I should know about?
  2. I'm a person who can't stand it when people get shot multiple times and don't die in an otherwise realistic game, so I figured that I should make a mod for Sentinels in order to enjoy it more. The mod has three objectives: 1. Roughly triple the damage of all weapons 2. Roughly triple the range of all weapons, but decrease the overall accuracy (if that's possible) 3. Set PK armor so that it will resist small arms fire, take light damage from .50 BMG and similar, and be destroyed by anti-tank weapons. This objective is less important than the first two. I can see two ways to do #1 (increase the min and max damage for each caliber or increase the damage mod for each weapon), but I'm wondering if there is an easier way than having to change each cell individually. For instance, is there a way to select multiple cells at once and replace them all with one value? Or perhaps just make it so that all hits are critical? I can see how to do #2, but I don't know whether increasing the range will also increase the accuracy. I don't want a weapon to be any more accurate at 10 meters (for instance) than it is in the base game, but I do want it to shoot much farther. #3 should be accomplishable simply by simply editing the armor value of PKs, so I don't anticipate any problems there, but I would appreciate being alerted to any potential problems I might not be aware of. Thanks in advance for the help.
×
  • Create New...