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> modifiers for Weapon Add-ons, *** spoilers ***
ShadoWarrior
post Dec 2 2005, 04:37 AM
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I've created a small text table showing the various modifiers for weapon add-ons (in an unmodded game):

CODE
Name                        Range   Recoil  Accuracy  Damage
   - visor -
Sniper Scope                1.00     1.00     1.25     1.00
Thermal Sight               1.00     1.00     1.00     1.00
Movement Finder             1.00     1.00     1.20     1.00

   - muzzle -
Recoil Compensator          0.85     0.30     0.85     1.00
Accelerator                 1.00     1.00     1.00     1.20

   - underbarrel -
Gyrostabilizer              1.00     0.85     1.15     1.00
Underbarrel Laser Sight     1.00     1.00     1.20     1.00

The numbers are multiplicative (ie.: movement finder + recoil comp + UB laser sight = base accuracy x 1.224). Values displayed in the game are rounded, so recoil comp + gyro on a XM8 (5.00 x .255) = 1.275 -> 1.28.


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Humphrey
post Dec 2 2005, 05:03 AM
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Useful! is it correct where it shows the Thermal Sight doesn't affect anything? (or does it just increase how far away you can see things?)
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ShadoWarrior
post Dec 2 2005, 05:44 AM
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From the Glossary: "When a rifle is equipped with a thermal sight, the shooter receives an accuracy bonus when shooting at a target with a strong infrared signature." What it actually does is change your view mode from normal to IR. It does NOT increase accuracy per se. At least not according to the data record in equipment.txt (unless it's a bug).


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shadowkeeper
post Dec 2 2005, 05:57 PM
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perhaps the game treats IR accuracy bonus according to how strong the "IR signature" of the target is ?
only the devs can answer that really


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Fractal
post Dec 2 2005, 06:40 PM
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if it doesnt actually add true accuracy the nice implication of the data is that it does function as a IR helm, allowing me to use a different helm addon....


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Myrrdinemrys
post Dec 3 2005, 11:34 AM
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Hi, there,

Can somebody help? I found lots of gyros, accelerators, recoil comps, and only 1(!) sniper scope. No thermal sight, movement finder, etc. I can produce only silencer, flash dampener. How can I get more visual add-ons?

Myrrdin
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ShadoWarrior
post Dec 3 2005, 12:04 PM
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You must research the Detection Lab, then the Detection Factory, in order to make scopes and other advanced add-ons. You cannot do that until you get a scanner of some sort. Also, the Advanced Firearm accessories are studied in the Energy Weapon lab.


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ShadoWarrior
post Dec 3 2005, 12:57 PM
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I'd like to point out to everyone that the game is currently bugged in that NONE of the accuracy-improving add-ons function correctly (sniperscopes, gyros, etc.), nor do the damage-increasing ones (such as the accelerator). Only recoil and range from add-ons are properly adjusted.


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Lartrid
post Dec 3 2005, 02:32 PM
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QUOTE (ShadoWarrior @ Dec 3 2005, 12:57 PM)
I'd like to point out to everyone that the game is currently bugged in that NONE of the accuracy-improving add-ons function correctly (sniperscopes, gyros, etc.), nor do the damage-increasing ones (such as the accelerator). Only recoil and range from add-ons are properly adjusted.

Ooooh sh*t. mad.gif


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Litcube
post Feb 12 2006, 07:52 PM
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Is it still true that the damage modifications are bugged in 1.2? I just ran a test and threw an accelerator onto an XM8, and the display shows no signs of changing the damage.

However, in combat, it did look like I recieved about a 20% increase in damage, though I can't say for sure.
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ShadoWarrior
post Feb 12 2006, 07:55 PM
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The extra damage does not show up in the equipment screen display, but it does show up in tactical combat in the actual damage you do.


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Litcube
post Feb 12 2006, 08:08 PM
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In the equipment.txt, which tag denotes the increased damage multiplier for the accelerator? (If there's an FAQ on this file out there somewhere, please forgive me).
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ShadoWarrior
post Feb 12 2006, 08:13 PM
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Strength, in the Influencer record. For other weapon add-ons, the multipliers are in the RangeImprover record.


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Litcube
post Feb 12 2006, 08:25 PM
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I tried to do my own test on this subject regarding accelerators. I modded the accelerator strength to 10.2, loaded my saved game, equipped two soldiers with XM8s. I then equipped one of those rifles with an accelerator, and launched the mission.

Both soldiers standing side by side attacking the same enemy, they both did very similar damage. I would submit that a multiplier of 10.2 should lend itself to obvious results, but I'm not quite sure what's going on here.

Perhaps this modification would only work with new games?
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Litcube
post Feb 12 2006, 08:54 PM
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Shadow, I figured out my modding error. I changed my mod file name from LitcubeMod.vfs to Mod_Litcube.vfs, and it loaded properly.

Perhaps you should change your beginner's modding guide to reflect a this. Perhaps V1.2 changed the search string for mod filenames.
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