Didn't look too bad. Two things to ponder:
A) The -8DT on the ammo will completely negate their armor (what is that at? 4?) So you'll be doing a full 15 dam per hit rather than 11. That's over 25% increase, and at low damages it really means alot, so you might not need to up the damage any.
A) The -8DT on the ammo will completely negate their armor (what is that at? 4?) So you'll be doing a full 15 dam per hit rather than 11. That's over 25% increase, and at low damages it really means alot, so you might not need to up the damage any.
Just put that in gunny, it worked great..
2) Our playstyles are a little different. I always iron sight unless it's a weapon that has none. And stabilize my firing position (crouch) when I can. That's just the training coming through from real life, I guess. Hip firing really is incredibly hard to hit crap, but I understand that many players prefer 3rd person non-ironsights, so you may have to find a way to make it work better without the spread reduction from sighting in on your target. I think getting too close to a spread of 1.0 with automatics will get you outside of the range where the poor spread number is used to replicate the (nonexistant) effects of muzzle rise. I tested the automatics in 3-5 round bursts and the hit ratio seemed where it should be, 2-3 hits per burst, out to ranges or 100', offhand (standing) using sights. Past that it was hard to hit consistantly, but I must admit I didn't test in 3d person non-ironsights.
I play every way tbh, with a fair bit to test I'm just playing quick runs.
So to get the full effects, I'm putting the npc in the center as much as possible and seeing what works.
However I'll try out other ways soon.. as you say it's better for it to be close to how it'll handle than just powerfull in every situation.
-Gunny out. (PS I finished the stock, and gave it to my finish guy for the varnish. Came out better than I hoped. The Browning is looking like a shooter again)
Post a link to a picture of the stock, works of art need to be seen.