Post news RSS Hatchet Monthly Update Apr 2020

Things are picking up pace some more. Yay. List of things done: -Tweaked the Atlas' shot pattern to favor wide instead of tall, to reduce its reliability as a precision weapon. -Nerfed the ever living crap out of the atlas combat sniper. Since the accuracy remodel, it's been too strong by far. *Namely, its accuracy on the move and damage falloff have both radically changed, making it effective up close, but okay at afar. [More in full article]

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Things are picking up pace some more. Yay. List of things done:
-Tweaked the Atlas' shot pattern to favor wide instead of tall, to reduce its reliability as a precision weapon.
-Nerfed the ever living crap out of the atlas combat sniper. Since the accuracy remodel, it's been too strong by far.
*Namely, its accuracy on the move and damage falloff have both radically changed, making it effective up close, but okay at afar.
-Increased the maximum inaccuracy penalty for recoil and walking, to counteract more aim forgiveness in other situations caused by the accuracy revamp
-Fixed a desync between the super stubby and its overlay when lowering the weapon on bumps with geometry
-Increased the scale at which ROF changes occur, to be more drastic between highs and lows.
-Fixed an issue with texture rendering on the arm of the general rifle, when not using double mags.
-Fixed a subsequently discovered issue with firing states possibly refiring on pump action weapons when not slam-firing.

-Massive reduxed the way aim focusing and accuracy are ran.
*A new floor exists that separates maximum inaccuracy when moving and firing. These scale at a unique level, vs a previously additive, universal level.
*Focus rates, which were already scaled in rate, now have a hard cap and soft cap.
+Hard caps are standard. They completely disallow more aim focusing to occur. These are now configurable as a cap.
+Soft caps are new, and halve all further aim focus rates past their point. Notably, this makes holding maximum aim while firing high recoil weapons difficult, even if they focus otherwise. These are also modified invidually.
*As floors, caps, soft caps, focus rates, and bloom rates are all now ran individually, some weapons lend themselves to more accuracy, while some lend to less.

-A rough outline of changes that have occurred:
*Automatic weapons soft cap somewhat early, but hard cap somewhat later than they previously did.
+The NP7 has a strong movement debuff and soft caps even earlier, as the resident spam cannon.
*Precision weapons soft cap very early, but hard cap much later, while penalizing moving a fair amount. These encourage more stationary gameplay.
+The atlas (as the rogue of the bunch) softcaps early, recoils to a highly penalized point, aims at a penalized point, but hardcaps at a generous level, even if it takes time. This allows for just enough accuracy when on the run, but proper accuracy takes time and butts heads with rapid fire heavily.
*Super precise weapons (gust rifle and order sniper) hard cap even later, soft cap even sooner, and penalize movement even more.
*Handguns softcap late, but hardcap fairly hard. This encourages mobile gameplay, but still allows for precision where needed.
*Shotguns softcap very early, and hardcap early as well. However, they have a minimal movement penalty. Aim only varies when using slugs. This encourages a sloppy, but mobile gameplay style

-Gave the order sniper and gust rifle a massive boost to accuracy tightness in the new system, as to offset the limits of raw probability.
-Added color coding to 10 and 12 gauge shotgun ammunition based on effects, for both the look and clarity of function. I can't believe I didn't do this sooner.
-Tidied up the code on how firing modes are ran and updated, now being more efficient and not giving the player messages unnecessarily.
-Fixed some wonky stuff with being permadead in the MP test environment.
-Finished all tilt sequences for the gust rifle weapon.
-Same for the hatchet weapon, bringing the current progress up to "H".
-Fixed a bug with order sniper not respecting alternating barrel offsets on single fire.
*Also tuned the offset of the 2 shots on single fire to be equal to 1/2 of the space on double fire.
*The first shot will fire slightly high, and the second shot will fire slightly low.
-Added a new mechanic for "critical headshots", wherein headshots placed within a region that does not or weakly correlates with helmet armor has a bonus modifier to bypass armor. This allows even basic level weapons to have much destructive potential, should you place the shot right... Or be at point blank.

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