damage is very hard to be fixed for at least a small degree of realism because with a controller you cannot aim properly at long and mid range this is why damage is growing when you come closer than 2 meters away from enemies because it is the only way to aim properly with the controller
people tend to defend consoles saying that pc users put the blame on consoles without reason. the whole gameplay in regard to fighting got f_ed exactly because the devs build the game to please controller users you think that it is by mistake that redfall AI is also terribad especially for pc players? With Microsoft buying now so many game companies expect more and more future games to be crossplatform with gameplay and AI dumbed down for those with controller input
And RPG elements are put now in place in shooters, I mean this is the trend, exactly to mask what they are doing, the dumbing down of games AI -and mechanics.
What do these commands ending with "SV" and "TSV" refer to? Could this be for survival mode? setgs fDiffMultHPByPCSV 0.75 setgs fDiffMultHPByPCTSV 0.75
setgs fDiffMultHPToPCSV 1.5 setgs fDiffMultHPToPCTSV 1.5 By the way, thanks for sharing just when I needed it ;)
Would be possible to separate the damage amp\lowering from ground to ship combat? Right now i'm finding that ground combat on very hard is, spongy but manageable On ships? It's simple impossible to deal with 2 or more ships at the same time, as you literally have 0 damage mitigation or positioning hability.
I find all the damage mods affect both player and ship activity. I found this solution on the Experimental Combat and Stealth mod page:
player.forceav PlayerIncomingShipDamageMult 0.4
vanilla value is 0.65
use as a console command once per save or add it to a .txt file you create and point your .ini file to. I ended up consolidating all the txt files from my bat commands because some of them were getting skipped over when i started my game.
Batches are run at game start, so you can't modify player actor values (av) but you can modify global game settings (gs) maybe there is a way to run batches on game load instead of on game start?
I can confirm player.forceav PlayerIncomingShipDamageMult works but it has to be run after you load into the game.
26 comments
yes works as intended if you want to be tanky!
this is why damage is growing when you come closer than 2 meters away from enemies because it is the only way to aim properly with the controller
people tend to defend consoles saying that pc users put the blame on consoles without reason. the whole gameplay in regard to fighting got f_ed exactly because the devs build the game to please controller users
you think that it is by mistake that redfall AI is also terribad especially for pc players?
With Microsoft buying now so many game companies expect more and more future games to be crossplatform with gameplay and AI dumbed down for those with controller input
And RPG elements are put now in place in shooters, I mean this is the trend, exactly to mask what they are doing, the dumbing down of games AI -and mechanics.
setgs fDiffMultHPByPCSV 0.75
By the way, thanks for sharing just when I needed it ;)setgs fDiffMultHPByPCTSV 0.75
setgs fDiffMultHPToPCSV 1.5
setgs fDiffMultHPToPCTSV 1.5
setgs fDiffMultHPByPCSV 0.75
setgs fDiffMultHPByPCTSV 0.75
The other are player incoming damage multipliers. I dont know exactly what they stand for, just what they contribute to.
Right now i'm finding that ground combat on very hard is, spongy but manageable
On ships?
It's simple impossible to deal with 2 or more ships at the same time, as you literally have 0 damage mitigation or positioning hability.
player.forceav PlayerIncomingShipDamageMult 0.4
vanilla value is 0.65
use as a console command once per save or add it to a .txt file you create and point your .ini file to. I ended up consolidating all the txt files from my bat commands because some of them were getting skipped over when i started my game.
I can confirm player.forceav PlayerIncomingShipDamageMult works but it has to be run after you load into the game.