Thread: Modding SW3?
View Single Post
  #232  
Old 06-07-2010, 11:34 PM
Trucidation
Guest
 
Posts: n/a
Default

Hmm, I do see the kinetic guns doing decent damage in crowded fights. It's just that they're balanced enough (?) to not do that all the time, unlike lasers.

Have you tried manual targeting + activate "pause when target is destroyed", using lasers? Works especially well against berserks. At the last pause it look like your ship's lasers are firing at all 5 berserks in the pack simultaneously. I think I posted a screenshot a while ago. Haven't tried it with other weapons, not sure if they fire fast enough.

The AI doesn't fire like that; usually after destroying a target it seems to pick a new target that requires it to waste time flying past and turning around.

Quote:
Originally Posted by sidius View Post
LASER damage is so heavy and so accurate because you can mitigate up to 80% of it (which is very nice considering at least 2 of enemies you HAVE TO fight uses lasers - berserkers and aliens).
and, depending on storyline you choose, you can eventually end up ALONE agains all SAM's berserker hordes and several Chimeras, and that is hell of a massacre..

increasing HP/shield regen of fighters would be nice, but who would possibly want to do that? I mean there is some 150 of them (at least)
By the way, I remember those endgame battles. Freaking brutal.

Like I said, lasers are too strong, and even on hard mode not enough enemies are carrying laser defence. Wait, do you mean every single ship in the game has manual values for things like hp regen? They don't share a base value?

Edit: Wait, Aliens use lasers? I thought they used those funky blaster thingies? Their capships do appear to use lasers though but you don't really need to fight those. Well, except maybe that one time.


Quote:
Originally Posted by Goblin Wizard View Post
I don't know the exact dispersion formula but afaik:1 - maximum dispersion, 0 - no dispersion. Probably all more than 1 is considered 1. E.g. function called by "Cannon Adjustment" perk.

[ . . . ]

This perk simply reduces dispersion by 99%. It doesn't improve accuracy when the target has significant angular velocity but bullets are not sprayed all over the sky.
Imo this perk has no sense to me. Pilot can improve his accuracy - ok. Pilot magically controlling gun parameters - no. It should be a system which does this or one time (for each gun) buyable improvement (gunsmith or something).
Hmm, basically what that does is:
- Does pilot have perk? Return dispersion * 0.01 (i.e. reduced 99%)
- Else return dispersion * 1 (i.e. unchanged)

You're right, this logically shouldn't be a perk (we can think of better things for perks).

Do you have any idea if non-gun (i.e. missiles) dispersion also goes through this function? I'm not sure how I can test this.

Edit:
Looking through perkDispatcher.script shows the effect of the passive perks. Hmm. I suppose missiles simply ignore the dispersion value :/

Edit:
ObjectInfo.script has something more on weapons. Apparently for gun dispersion, <.5 is "high accuracy", >0.5 to <1 is medium, and >1 is low. There's a similar section on missile jamming but that's more straightforward. The very first function in that script, CalculateRateOfFire, i don't exactly understand.

Code:
function CalculateRateOfFire(recharge_time, rate_of_fire, burst_count)
	local ck = (burst_count * 60) / (recharge_time + rate_of_fire);
	return ck;
end;

Last edited by Trucidation; 06-08-2010 at 01:28 AM.
Reply With Quote