hi saintdiablo, I can guarantuee this mod is not dangerous at all. it does what it says it does and nothing else. that's sth google can't claim for themselves... best regards, mad
The way you worded the description is terribly confusing. You might want to rephrase it, while bearing in mind the question: "Is this different vs vanilla, and if so how can I show the difference in comparison?"
nevermind, I like this idea so much I'm just going to dl and try it out. :P
ok. got it. also? seems to be compatible with at least the bundle of mods that comes with 3062 advanced.
can I make a suggestion for an alternate, even harder version?
1. you have to get basic called shot before you can enable getting improved headshot. 2. you have to get improved called shot before you can enable getting master headshot. 3. it applies whether a mech has moved or not. I think that would suit me perfectly. I use headshots way too often in this game, and I need some self-curbing :)
also, is there a way to exclude defensive weapons from being included in the headshot weapon calculation? example: I'm using a laser AMS on a mech, and if I try to headshot with a ppc, I can't because the mod thinks I'm trying to attack with 2 weapons.
moving in the sense of not knocked down, not shutdown. so only called shot from "Offensive Push" (Precision Strike) Immobile targets require no special skill to alphastrike at the head (it's only the possibility to AIM, not HIT) i thought of more vars like current target evasion etc.pp. but i wanted to leave it simple.
as for "defensive" weapons, thx for the info, but i probably won't check with RT/ADV or whatever. Only thing i'll test against is vanilla with my own mods. sry if you're into it, you can check out the github link and fork the mod, adjust yourself
8 comments
I can guarantuee this mod is not dangerous at all. it does what it says it does and nothing else. that's sth google can't claim for themselves...
best regards, mad
Best regards, Mad
what do you mean by "moving", exactly?
do you mean if they enemy mech moved at all in the previous turn, or if it has evasion pips? what if it moved, but you knock it down, or overheat it?
and what level of gunnery is needed to do what exactly? is it just say "level 6" or does it require taking abilities in the gunnery skill as well?
any idea if this is compatible with any of the big overhaul mods like 3025 or 3062?
ok. got it. also? seems to be compatible with at least the bundle of mods that comes with 3062 advanced.
can I make a suggestion for an alternate, even harder version?
1. you have to get basic called shot before you can enable getting improved headshot.
2. you have to get improved called shot before you can enable getting master headshot.
3. it applies whether a mech has moved or not.
I think that would suit me perfectly. I use headshots way too often in this game, and I need some self-curbing :)
also, is there a way to exclude defensive weapons from being included in the headshot weapon calculation?
example: I'm using a laser AMS on a mech, and if I try to headshot with a ppc, I can't because the mod thinks I'm trying to attack with 2 weapons.
otherwise, it seems to work perfectly. well done!
Immobile targets require no special skill to alphastrike at the head (it's only the possibility to AIM, not HIT)
i thought of more vars like current target evasion etc.pp. but i wanted to leave it simple.
as for "defensive" weapons, thx for the info, but i probably won't check with RT/ADV or whatever. Only thing i'll test against is vanilla with my own mods. sry
if you're into it, you can check out the github link and fork the mod, adjust yourself
have fun