Accuracy calculation is ridiculous!

Post » Wed Oct 24, 2012 4:10 am

This http://www.gamesas.com/depth-explanation-spread-accuracy-t49622.html gives formula how gun firing accuracy/spread is probably calculated. If it is correct, and as much as I run my own tests it is correct then it is completely ridiculous: when you crouch, do not move, have no crippled limb, meet weapon requirements and aim with iron sights (whenever you have "true iron" sights turned or not), there is no spread applied other than gun spread itself, NO MATTER WHAT IS YOUR SKILL. And there is no way to mod it.

If you stay still, grouch, aim with iron sights, meet weapon requirements and are healthy, equation:
(UnaimedPenalty + WalkingPenalty + RunningPenalty + StandingPenalty + ArmConditionPenalty + SkillReqPenalty + StrReqPenalty)
will be ZERO

No matter what result of equation:
SkillBonusMultiplier = 1.00 - Player Skill/100 * fWobbleToSkillConversion
will be, it will be multiplied by ZERO from previous equation and therefore equal also to ZERO.

Changing fWobbleToSkillConversion does not help.

You can have 0 skill and if you take some more precise weapon with no skill requirement like varmint rifle, you will be puling head shots across the map. There will be no penalty applied at all. Once you meet skill requirement, you are as accurate as weapon can be. Another example: hunting rifle 50 skill and 100 skill and no difference in accuracy.

That is ridiculous.
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Tracy Byworth
 
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Post » Wed Oct 24, 2012 9:46 am

Can you hit the target?
That's all that matters.
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Strawberry
 
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Post » Wed Oct 24, 2012 12:09 pm

Now when I think about it, there might be a way to circumvent it. By rising skill requirement of all weapons to 100. Or at last in to high level (say 100 for sniper rifle and 80 for varmint one). That way you have at last one parameter which will not be zero. By adjusting all parameters, something workable could come of it which will actually make Master Sniper Character level 1 less playable.
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Jeff Turner
 
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Post » Wed Oct 24, 2012 3:35 pm

In other words, you want to miss if you have a lower gun skill? You mean you want character's skills to actually have impact on the game? You better keep that to yourself. We might end up playing RPGs again if the devs ever get word of this.
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An Lor
 
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Post » Wed Oct 24, 2012 8:22 am

That is exactly what I want CCNA ;)
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I love YOu
 
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Post » Wed Oct 24, 2012 1:45 pm

YES!!! it is working!
By setting weapon skill requirement at 100 does the job! At skill 10, you cant hit anything at larger distance. Wobbling is severe even if you are crouching, still and aiming with iron sights. At skill 100 any skill penalty completely disappears (there is still some wobbling as game force at last little wobbling if spread gets too small -less then 0.01 -what ever that number means).

Weapon requirement now simply can be understood as point, where skill stops to matter (no accuracy penalty applied).

Downside is that there is little you can do to adjust it as parameter which sets maximum penalty for not meeting skill requirement is hard set to 0.0025 -means maximum penalty at 0 skill is 0.25. It however seems to be quit all right. Most other penalties (one for running or not aiming with iron sights) are also around 0.2. I have to run more tests on more weapons to see if it will not unbalance something. But so far it looks very promising.
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Elizabeth Davis
 
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Post » Tue Oct 23, 2012 11:40 pm

In other words, you want to miss if you have a lower gun skill? You mean you want character's skills to actually have impact on the game? You better keep that to yourself. We might end up playing RPGs again if the devs ever get word of this.
You are my hero! Siggy Iggy
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Mark Churchman
 
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