A while back I started to attempt to fix the "problem" with Armor Piercing (AP) Ammo in the game. I looked at the problem in two ways;
1- The following ammo files had values that caused the damage calculation to return poor/incorrect hit values:
10mm AP ammo, Dmg Mod 1/2
14mm AP ammo, Dmg Mod 1/2
5mm AP ammo, Dmg Mod 1/2
9mm ammo, Dmg Mod 1/2
2- The damage calculation did not distinguish between ammo types and provided for no extra effect against different armor types.
I took the approach to handle both these aspects inside the game engine to avoid having to change .pro files and the engine was the only place to introduce a change for affect against different armor types.
In the end I over shot the mark; changed the entire damage calculation, changed AP ammo, and added an affect for both JHP and AP ammo. This has upset some players, introduced at least one unexpected outcome in game (turrets against F.H. are ineffectual), caused numerous posts in the forum.
What I would like to have is everyone's opinions/comments on is; if I leave the core of the damage calculation alone, would people like to see:
a- Just the ammo changed/corrected. (purposed change to Dmg Mod 7/4)
b- Ammo change/correction plus added affects for JHP and AP ammo against different armor types. (without core calculation change the turrets should once again do some damage to F.H.)
EDIT:
http://www.mediafire.com/?sharekey=c9125250b82ab09ad2db6fb9a8902bda
The four proto files have been modded to 5/4, click the link to download.
Expand the rar file to a new folder, then copy the four files and paste them here: \BlackIsle\Fallout2\data\proto\items
1- The following ammo files had values that caused the damage calculation to return poor/incorrect hit values:
10mm AP ammo, Dmg Mod 1/2
14mm AP ammo, Dmg Mod 1/2
5mm AP ammo, Dmg Mod 1/2
9mm ammo, Dmg Mod 1/2
2- The damage calculation did not distinguish between ammo types and provided for no extra effect against different armor types.
I took the approach to handle both these aspects inside the game engine to avoid having to change .pro files and the engine was the only place to introduce a change for affect against different armor types.
In the end I over shot the mark; changed the entire damage calculation, changed AP ammo, and added an affect for both JHP and AP ammo. This has upset some players, introduced at least one unexpected outcome in game (turrets against F.H. are ineffectual), caused numerous posts in the forum.
What I would like to have is everyone's opinions/comments on is; if I leave the core of the damage calculation alone, would people like to see:
a- Just the ammo changed/corrected. (purposed change to Dmg Mod 7/4)
b- Ammo change/correction plus added affects for JHP and AP ammo against different armor types. (without core calculation change the turrets should once again do some damage to F.H.)
EDIT:
http://www.mediafire.com/?sharekey=c9125250b82ab09ad2db6fb9a8902bda
The four proto files have been modded to 5/4, click the link to download.
Expand the rar file to a new folder, then copy the four files and paste them here: \BlackIsle\Fallout2\data\proto\items