Hi hotarusuzume, Yes, seems i forgot about that. I hope i can add a setting for it shortly, time's short lately. Thx for the feedback, best regards, Mad
I just found this wonderful mod you made! I have a small request for this mod so I can eliminate some other mods, can you add 2 things to it? 1) Add a tactics level to enable called shots again per pilot skill. 2) Add a Tactics skill level so that the to-hit modifiers for jumping can be reduced by say 2.
First, I agree with the 1 instability given from jumping (I had added it myself beforehand in the CombatGameConstants.json file). Just wanted to mention that it stacks with the Death from above (DFA) instability :P
* DFA -3 instability (vanilla) * Jumping with this mod : -1 instability So for a total of -4 DFA instability :D. It makes DFA even more costly (already is too costly).
Suggestion / Solution : fix StabilityDumpDFA to -2 instead of -3, which gives DFA a total of -3 instability with this mod.
General suggestion : I also add -1 penalty to aiming when walking (moving before shooting). This indirectly gives a shooting advantage (no penalty) to mechs that do not move. I find that the walking penalty, along with jumping penalty from this mod, does not screw up game balance as the player moves less and jumps less (so the player side has less Evasion pips and hits less often, which compensates for the AI getting a penalty when walking).
Hi Seighfryd, Thanks, recently had a bit of time and did implement your suggestion. Did fix vanillas broken stability preview while at it... Best regards, Mad
Simple mod... and a game changer. I've been jump spamming lately and it felt totally exploitative.
Just ran a skirmish with the two light lances.... PPC Panthers and Trebuchets. Between the jump instability, the missile stab damage, and the accuracy effects, it really changed the way I had to fight battle.
Only drawback was that the AI didn't take into account the risk of added instability (allowing me to follow up with coordinated knockdowns). But that's OK. AI never was too smart to begin with, and this actually makes combat more intricate from the player's end. And I will say that with me being more careful about my own stability, the AI's relative aggressiveness means I wound up pretty bloody from the match.
Thx for the feedback and a nice writeup for my own motivation to create this mod. Yeah, i thought of sparing the AI with the stab dmg but that felt just wrong. And I don't understand the AI routines enough (yet) to make it aware of the new ruleset. But as you say, it's rarely a problem and if the AI jumps a lot and "forgets" to stabilize inbetween, it's a nice opportunity. best regards, mad
I really like the idea behind this mod. It makes sense that jumping a house sized object high in the air should affect targeting ability.
However, I seem to notice that the stability malus doesn't seem to disappear over time. It seems to remain until you brace. This seems a bit odd, and in a fast jumpy mobile battle can be a real problem.
Thx for your feedback! I just checked and for me the instability increase/decrease behaves like intended: - increase to next level("bar") for every jump made (this mod) - decrease 1 level for moving, 2 for remaining stationary (vanilla) - no instability change when sprinting (vanilla) - bracing/vigilance removes all instability
If you never only move/stand still inbetween sprints/jumps then your described behaviour is correct, if you *always* jump you'll even become unsteady and lose all evasion upon landing. That's intended, hopping infinitely is extremely risky, yes.
Thanks for the reply. I totally agree with having affects on the aiming element. It creates a very interesting decision in combat - Should I jump for the increased evasion and facing freedom, but at the cost of decreased hit chance? I'm running BEX (which reduces hit chance) so a 5-10% difference in hit chance makes this a significant and intuitively realistic decision.
I'm not fully convinced on the lingering stability effect, though. As an analogy, if I were to take a pistol shot immediately after doing a long jump, I would expect the shot to be affected, as I would be unstable upon landing. On the other hand if I did a long jump, then walked 50 meters to make the shot, I would expect that during my walk up to the firing line I would have regained my balance, and my shooting would not be as markedly affected And definitely if I could pause for a minute after my jump, I would expect to regain my stability quite rapidly. I appreciate you are trying to dissuade bunny jumping, but to be honest, I don't find that to be a common issue.
I'm guessing that this element is controlled by the ("StabilityDumpJumping": -1) line in CombatGameConstants. Would setting this to 0 revert to the vanilla behavior?
>>> I'm guessing that this element is controlled by the ("StabilityDumpJumping": -1) line in CombatGameConstants. Would setting this to 0 revert to the vanilla behavior? >>> Yes.
16 comments
Yes, seems i forgot about that. I hope i can add a setting for it shortly, time's short lately.
Thx for the feedback, best regards,
Mad
Best regards, Mad
1) Add a tactics level to enable called shots again per pilot skill.
2) Add a Tactics skill level so that the to-hit modifiers for jumping can be reduced by say 2.
"TacticsForJumpedCS":8,
"TacticsForLowerPenalty":6,
Thank you if you can do this it would be AWESOME!
First, I agree with the 1 instability given from jumping (I had added it myself beforehand in the CombatGameConstants.json file). Just wanted to mention that it stacks with the Death from above (DFA) instability :P
* DFA -3 instability (vanilla)
* Jumping with this mod : -1 instability
So for a total of -4 DFA instability :D. It makes DFA even more costly (already is too costly).
Suggestion / Solution : fix StabilityDumpDFA to -2 instead of -3, which gives DFA a total of -3 instability with this mod.
General suggestion : I also add -1 penalty to aiming when walking (moving before shooting). This indirectly gives a shooting advantage (no penalty) to mechs that do not move. I find that the walking penalty, along with jumping penalty from this mod, does not screw up game balance as the player moves less and jumps less (so the player side has less Evasion pips and hits less often, which compensates for the AI getting a penalty when walking).
Thanks, recently had a bit of time and did implement your suggestion. Did fix vanillas broken stability preview while at it...
Best regards, Mad
Best regards, Mad
Just ran a skirmish with the two light lances.... PPC Panthers and Trebuchets. Between the jump instability, the missile stab damage, and the accuracy effects, it really changed the way I had to fight battle.
Only drawback was that the AI didn't take into account the risk of added instability (allowing me to follow up with coordinated knockdowns). But that's OK. AI never was too smart to begin with, and this actually makes combat more intricate from the player's end. And I will say that with me being more careful about my own stability, the AI's relative aggressiveness means I wound up pretty bloody from the match.
Endorsed.
Yeah, i thought of sparing the AI with the stab dmg but that felt just wrong. And I don't understand the AI routines enough (yet) to make it aware of the new ruleset. But as you say, it's rarely a problem and if the AI jumps a lot and "forgets" to stabilize inbetween, it's a nice opportunity.
best regards, mad
Also, I'm still early in my playthrough, but this may add more importance to acc+ weapons. Looking forward to testing more.
*edit* Yep, it does. Glad I put that +2 acc on my Panther.
So far, this mod is a must-have, imo.
However, I seem to notice that the stability malus doesn't seem to disappear over time. It seems to remain until you brace.
This seems a bit odd, and in a fast jumpy mobile battle can be a real problem.
I just checked and for me the instability increase/decrease behaves like intended:
- increase to next level("bar") for every jump made (this mod)
- decrease 1 level for moving, 2 for remaining stationary (vanilla)
- no instability change when sprinting (vanilla)
- bracing/vigilance removes all instability
If you never only move/stand still inbetween sprints/jumps then your described behaviour is correct, if you *always* jump you'll even become unsteady and lose all evasion upon landing. That's intended, hopping infinitely is extremely risky, yes.
I totally agree with having affects on the aiming element. It creates a very interesting decision in combat - Should I jump for the increased evasion and facing freedom, but at the cost of decreased hit chance? I'm running BEX (which reduces hit chance) so a 5-10% difference in hit chance makes this a significant and intuitively realistic decision.
I'm not fully convinced on the lingering stability effect, though.
As an analogy, if I were to take a pistol shot immediately after doing a long jump, I would expect the shot to be affected, as I would be unstable upon landing.
On the other hand if I did a long jump, then walked 50 meters to make the shot, I would expect that during my walk up to the firing line I would have regained my balance, and my shooting would not be as markedly affected
And definitely if I could pause for a minute after my jump, I would expect to regain my stability quite rapidly.
I appreciate you are trying to dissuade bunny jumping, but to be honest, I don't find that to be a common issue.
I'm guessing that this element is controlled by the ("StabilityDumpJumping": -1) line in CombatGameConstants.
Would setting this to 0 revert to the vanilla behavior?
Thanks again for this great mod!
I'm guessing that this element is controlled by the ("StabilityDumpJumping": -1) line in CombatGameConstants.
Would setting this to 0 revert to the vanilla behavior?
>>>
Yes.
And this joins the list of 'Must run' mods
Thank you sir!