So this other mod Smart Overwatch allows one to "change the default overwatch action for each weapon when available. (Single shots, bursts, full auto)."
Seems to work perfectly in my game. I can switch the selected overwatch action type per character, on the fly, during tactical operations. It adds a little button right next to the 'reload/swap weapons' buttons, that allows cycling overwatch firing mode. So it can be switched at any time, for each merc, individually. The mod also has great options in the mod options menu, to change overwatch targeting behavior, or disable those aspects of the mod.
Edit: The ui appears to reflect AP usage appropriately as well. Different weapons will show different numbers, but as an example, a merc with a specific SMG in my squad shows max overwatch attacks with burst mode as 6, with single shot as 7, and with full auto as 4.
it takes first attack type from the list for overwatch and tooltip info. if you move SingleShot to top then it will be used for overwatch/tooltip/etc pros: more flexible configuration(eg. allow AK47 shot in SingleShot and AK74 shot in AutoFire and M16A2 shot in BurstFire). easier - you need just ingame editor and you dont need to touch code at all. cons: more items to check on update(but no lua decompilation though).
Well, managed to get a very quick test-run in, on a v1.03:
Unfortunately, Burst Fire's AP is taken into calculation, both when you are setting up an OW, and when you effectively shoot at the enemy during interrupts - so no extra shot for high AP mercs (as in, because of Single vs. Burst AP cost difference), whatsoever (so you will only get as many attacks as the UI suggests when setting up the cone; like on vanilla). ARs indeed shoot only one bullet during interrupts, ergo technically, works.
If somehow you could work out this AP issue, would be great (don't think it's v1.03's fault). Speaking of v1.03, since I guess this was created on a v1.02 and I'm assuming some MG files are also included, this DEnerfs machine guns - back to their original overpowered selves.
And I honestly think I saw a machine gunner enemy go into OW while crouched... Maybe this doesn't like v1.03. Also the damn cheating enemy actually *HAS* more attacks from ARs (so their APs are taken into account, or something?), as a Famas wielding raid leader shot off 5 single bullet interrupts, and his OW cone still hasn't disappeared - ergo had at least one more.
Maybe it is a v1.03 incompatibility issue, but right now it's not really working as intended - though still would be great to have; nice idea.
I... don't know if I'm asking the same as the previous commenter, but will this mean that when you choose OW it will be calculated with Single Fire APs, ergo, say, an unmodded AK47 wielder could go to OW at 5APs (Single fire unaimed shot cost), or will the UI/game not fully reflect the change (would still need 6 APs to go to OW)?
Also, will this effectively mean that very high DEX (or would it be AGI?) mercs may squeeze out an extra Single bullet OW attack from their assault rifles, compared to vanilla?
I know that the easiest way is testing myself, but don't know when I will be able to, and was curious. Seems like a useful mod. (too bad that burst/single choice is hardcoded)
EDIT: ohh, also, this will affect the enemy too, right?
you put me quite through hell playing for 7 hours unable to move to any cover.. i though my game was broken. But now its all good and i can breathe again lol.. its like riding a bike that actually has inflated tires
Terribly sorry for the inconvenience! I hadn't really tested the original release further than just seeing if the new overwatch reaction worked. I did not expect any weird bugs to arise from replacing that file, but alas, ya live and ya learn! Glad to hear it's working for ya now, hope you enjoy the mod!
Sorry about this but can confirm the same. I've tested and when removing your mod the movement issues are resolved. The problem happens during turn-based time, oftentimes characters simply refuse to move.
Thanks for the feedback. I uploaded a new version utilizing a different method to make the changes, give it a shot! Seems to be fixed now, though I have yet to thoroughly test.
They are differentiated in the mod descriptions, just click them and you'll see on the right hand side. I wasn't sure if I'd have enough UI room to add more text to the title, lol.
Mainly to reduce ammo usage. CTH is equivalent to an unaimed single shot, which, compared to an unaimed burst fire, is very similar if not identical. Since single shots use 1 less AP than burst fire, high level/highly skilled mercs will likely end up with one extra overwatch attack, as the AP requirement will be 15 instead of 18. From my small stint of testing, it doesn't seem to affect balance at all, just the hurting on your ammo reserves, lol. I may release an alternate version that reverts the SMG changes, though, after thinking about it a bit; the reduction in damage output during CQB overwatch situations might hurt SMGs. If anyone wants to do this prior to me releasing said version, just open up units.lua and remove the line "or IsKindOf(weapon, "SubmachineGun")".
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Seems to work perfectly in my game. I can switch the selected overwatch action type per character, on the fly, during tactical operations. It adds a little button right next to the 'reload/swap weapons' buttons, that allows cycling overwatch firing mode. So it can be switched at any time, for each merc, individually. The mod also has great options in the mod options menu, to change overwatch targeting behavior, or disable those aspects of the mod.
Edit: The ui appears to reflect AP usage appropriately as well. Different weapons will show different numbers, but as an example, a merc with a specific SMG in my squad shows max overwatch attacks with burst mode as 6, with single shot as 7, and with full auto as 4.
pros: more flexible configuration(eg. allow AK47 shot in SingleShot and AK74 shot in AutoFire and M16A2 shot in BurstFire). easier - you need just ingame editor and you dont need to touch code at all.
cons: more items to check on update(but no lua decompilation though).
Unfortunately, Burst Fire's AP is taken into calculation, both when you are setting up an OW, and when you effectively shoot at the enemy during interrupts - so no extra shot for high AP mercs (as in, because of Single vs. Burst AP cost difference), whatsoever (so you will only get as many attacks as the UI suggests when setting up the cone; like on vanilla). ARs indeed shoot only one bullet during interrupts, ergo technically, works.
If somehow you could work out this AP issue, would be great (don't think it's v1.03's fault). Speaking of v1.03, since I guess this was created on a v1.02 and I'm assuming some MG files are also included, this DEnerfs machine guns - back to their original overpowered selves.
And I honestly think I saw a machine gunner enemy go into OW while crouched... Maybe this doesn't like v1.03.
Also the damn cheating enemy actually *HAS* more attacks from ARs (so their APs are taken into account, or something?), as a Famas wielding raid leader shot off 5 single bullet interrupts, and his OW cone still hasn't disappeared - ergo had at least one more.
Maybe it is a v1.03 incompatibility issue, but right now it's not really working as intended - though still would be great to have; nice idea.
Also, will this effectively mean that very high DEX (or would it be AGI?) mercs may squeeze out an extra Single bullet OW attack from their assault rifles, compared to vanilla?
I know that the easiest way is testing myself, but don't know when I will be able to, and was curious.
Seems like a useful mod.
(too bad that burst/single choice is hardcoded)
EDIT: ohh, also, this will affect the enemy too, right?
thankyou
you put me quite through hell playing for 7 hours unable to move to any cover.. i though my game was broken. But now its all good and i can breathe again lol.. its like riding a bike that actually has inflated tires
thanks for the mod