GOT IT!!!! I FINALLY FIGURED OUT HOW TO CHANGE THE MIN RANGE PENALTY!!!
Score one for DNSPY!
oO? Change dynamically by weapon and not flat...or why is it worthy of celebration? :O
GOT IT!!!! I FINALLY FIGURED OUT HOW TO CHANGE THE MIN RANGE PENALTY!!!
Score one for DNSPY!
oO? Change dynamically by weapon and not flat...or why is it worthy of celebration? :O
OMG, did you ctually make a .dll? Did we finally step across that line?!?
When I crunched it using BattleSpace (including the cost of fuel at 1500/ton, parts and crew), Argo's monthly costs come out to about 550k+upgrades (final ~750k). However, this is based upon 15 days of Main Drive travel and 15 days of Station Keeping. A split of 8/22 drops it to 400k+upgrades. All those tons of fuel are the real cost of running this thing.Question for those of you still up and modding with me: how much do you think is a reasonable end-game cost to pay for a fully upgraded Argo per month? 500,000 c-bills? 1,000,000 c-bills? ALL OF THE C-BILLS?
Can you confirm that this actually worked? If so... WOW! Good job.I was able to replace the minimum range reduction abilities in the tactics tree with abilities that instead reduce the minimum range penalty itself.
So now you can't reduce the actual minimum range by 45m and 90m anymore... instead you reduce the penalty to hit at minimum range (base is +8...now you can reduce to +6 and +4)
Can you confirm that this actually worked? If so... WOW! Good job.![]()
Before you came along I had it at 80%. So, I am clearly open to that nerf.How does everyone feel about melee to hit chance? The base floor is set to 90 in the combat constants..... should we drop it a bit?
I mean I do miss sometimes (but not very often).
Could go with like 75?....also could reduce melee bonuses to a max of +20% to keep them inline with gunnery.
Thoughts?
Now, onto business. Do we want to roll out +6/+4 or +5/+2?
BTW so this is what I found in DNSPY:
// BattleTech.ToHit
// Token: 0x06007B58 RID: 31576 RVA: 0x00247630 File Offset: 0x00245830
public float GetRangeModifierForDist(Weapon weapon, float dist)
{
if (dist < weapon.MinRange)
{
return this.combat.Constants.ToHit.ToHitMinimumRange * weapon.StatCollection.GetValue<float>("MinRangeMultiplier");
}
if (dist < weapon.ShortRange)
{
return this.combat.Constants.ToHit.ToHitShortRange;
}
if (dist < weapon.MediumRange)
{
return this.combat.Constants.ToHit.ToHitMediumRange;
}
if (dist < weapon.LongRange)
{
return this.combat.Constants.ToHit.ToHitLongRange;
}
return this.combat.Constants.ToHit.ToHitMaximumRange + weapon.StatCollection.GetValue<float>("MaxRangeModifier");
About to put it up.... 1.8 change log
Lostech buffs:
ERPPC = +10 stab, +25% critical
ERLL = +70 optimal range, +50% critical
ERML = +50% critical
ERSL = +50% critical
Nerf precision shot acccuracy bonus (precision shot was still just way too good... I almost increased cost by 10)
"ToHitOffensivePush": -2 (from -4)
Increase precision shot cost:
"OffensivePushCost": 35, (from 30)
"OffensivePushLowMoraleCost": 45, (from 40)
"OffensivePushHighMoraleCost": 25, (from 20)
Increase vigilance cost:
"DefensivePushCost": 35, (from 30)
"DefensivePushLowMoraleCost": 45, (from 40)
"DefensivePushHighMoraleCost": 25, (from 20)
All chassis +15 stability (formula now 90 + (tonnage/2)) (we need more stability with the un-nerfing of LRMs and the buffing of AC stab damage)
"PilotingBaseFloor": 0.8, (from 0.9) (melee is slightly more difficult)
Tactics skills that reduce minimum range changed to reductions to the minimum range to hit penalty.
The base minimum range to hit penalty is +8, the first skill reduces this to +6 and the second kill reduces it to +4
Further encouraging the AI to shoot at evasive targets.
{
/* Evasive "to hit" floor - if the to-hit is below this
percentage (0.0 - 100.0), only shoot a single
"conservative" shot. Note: ignored for attackers that
are not mechs. */
"k" : "Float_EvasiveToHitFloor",
"v" : {
"type": "Float",
"floatVal" : 20.0,
}
},
Called Shot Mastery Multiplier to 2.5 (from 2.6)
I like all of these changes and I will implement them into this Mod Pack. Except for one. I'm leaving out:
All chassis +15 stability (formula now 90 + (tonnage/2)) (we need more stability with the un-nerfing of LRMs and the buffing of AC stab damage)
This is because of the 2% buffs with piloting mechwarriors are now getting essentially this same buff so I am avoiding a double buff. This is going with my baseline metric of a 5 point pilot in a 50 ton mech (base stability is 100. +10% from skills would give 110.)
Your change probably works great for your stand alone mod but needs that hit for integration here.![]()
That's fine.... you can always bump it up if you need to.
Honestly I'm not a huge fan of the piloting stability buff myself - you already get an unsteady level buff.
I'm actually more in favor of an ability that would change your ability to DUMP stability damage.... I'll have to poke around in dnspy and see if I can find a way to do it
BTW - Although I had one awesome victory today I did discover that it looks like there's no way to modify the tohit from movement penalties without a DLL.... the existing code only references the constant (there's no modifier). From what I can tell the constants are only read once and you can't change them (without dlls) dynamically during execution
Heh. This challenge... might be accepted.Also - if you guys want to balance all those zillions of weapons go here and make a copy of my spreadsheet... I would then enter all of them in. It's very difficult to effectively balance large numbers of weapons without a tool like this:
https://docs.google.com/spreadsheets/d/1czVp890OHFcFQJclxe6G3Esvo6qJnshfI8RHyD1a_R4/edit?usp=sharing
If you can get them all in the sheet I'm totally willing to help with the balance... but I'm not going to enter them all in (at least not yet!!!)
When the stability buff to piloting was added I thought it was a neat way to provide a bonus through that tree. Something small that can make a difference for melee mechs. I am completely open to change here, though.
An ability to dump stability damage would be pretty neat!
I still really like the idea of being able to remove that movement debuff through tactics. I'm going to create a list of things we want added through .dll so we have an easy place to go to if we start taking shots at .dll creation.