Far Cry 2

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Colt .45 killer

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As best as I have found so far in my testing murph, damage done to the player is determined by health values and what difficulty the game is on. You will die in a few hits easily enough on the hardest difficulty, but can get hit ~ 10 times on the lowest difficulty. It depends on the weapon.

Also dont forget you auto heal over time, the number of things I can tweak in this game even with the tool that I have is quite limited.


I'd like to think I'm adding some nice flavour to the game, and for most semi tactically minded players it will probably be a lot easier. If you have some cover and shoot first you'r a lot more likely to live now then you were in regular FC2 at the same difficulty where you took the same ammount of damage to die, but had to hit your enemies between 4 - 5 times more.
 

Murphy

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Ah ok. I ask because I was playing on Hardcore or whatever the one below the highest difficulty is called, and the game was hard enough as it was for me and I went down easily enough.
If the damage of the weapons was tripled or whatever I'd be worried to be cut down too fast, because unless you're going for perfect stealthiness it's next to impossible to completely avoid getting hit.

But if that's not the case and your mod basically just improves the weapon-enemy interaction that'd be great for immersion's sake without ruining the gameplay, imo.
 

SiC-Disaster

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I've gotta wonder how higher weapon damage pans out in a game with a lack of leaning support though?
Being able to take proper cover is paramount in such cases. Right now you have to stick out half your body in order to shoot someone.
 

Colt .45 killer

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Just tested and I can confirm what I said earlier.

Damage multipliers = how you do damage to the AI

Difficulty level = how much damage is done to you.

I set all the damage multipliers to .0005, ran up to somone in the safe zone and emptied 30 AK rounds into him, he turned and shot me and did the same damage that was done before on the hardest difficulty.

From experience I can say my changes so far make the game easier if anything in that you dont have to expend so many rounds to knock them down, and you now carry 3 - 10 times more ammunition.
 

Murphy

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I'm not far enough to buy a new one and the rusty ones I found were jamming a LOT - maybe because of the great rate of fire. Fun while they last, but they don't, lol.

Silenced Makarov for me, please, thanks, goodbye.:D
 

Colt .45 killer

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The game should level out a bit after you buy the guns, ive changed it so the manuals are free. And inside the code for the manuals the gun degredation is decreased by 90%. ( so they wont fall apart every 2 or 3 hours )
 

Colt .45 killer

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one page back moyako. (I'll throw up the current version on a new link)

V2 Release: http://www.megaupload.com/?d=FX2NHLFC

Spoiler!


Some things I could use your opinion on:
- The recoil and accuracy of each weapon, these are still mostly stock and I'm open to suggestions for tweaks.
- let me know if the game happens to crash on you!
- do you think that the damage done to hostiles is enough/too much?
 
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Murphy

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Changed health regen delay from 5 seconds to 30
Once a bar is lost it's lost anyway so you can only afford tiny tactical errors at a time anyway, and you need to as, as mentioned before, getting hit is inevitable. But as long as you only get hit in tiny amounts at a time the game lets you get away with it, as it should, as it's not really your fault. If you increase the time to 30 seconds though you punish these "acceptable hits" too much, imo.

- The recoil and accuracy of each weapon, these are still mostly stock and I'm open to suggestions for tweaks.
I have no real-life data or experience, but I would imagine a dart rifle to be less accurate than a regular rifle, but in the game it's pretty much a silent sniper. I get that that's its purpose (which is why you can only carry so little ammo for it, btw. because it allows you to just take inconvenient enemies out of the game, so to speak. From any range and without detection) but I think it should be noticeably less accurate than the "other" sniper rifles. Especially now that you increased the ammo count this drastically.

- let me know if the game happens to crash on you!
(v1) Hasn't crashed for me yet and I've shot people, blown up cars, changed from the northern area to the southern area...

- do you think that the damage done to hostiles is enough/too much?
I'm tempted to say it's too much, but it's probably just because I'm used to vanilla and they go down so easily now. I'll have to play some more to get a clearer picture.
 

Colt .45 killer

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Duly noted. Thanks for the feedback.

I can decrease the ammo for the dart gun a bit considering they would probably be stored in individual containers ( providing they are poisonous i guess.....)
Accuracy & recoil tweaks were next on my list to do a onceover, I'll make sure the dart rifle gets a bit of a nerf.

I think the way the health regen works is that if you loose one of the 5 bars completely, then you have to wait for it to come back, if you take half damage it should just come right back. (atleast thats what I thought was happening in my current version).

I'm open to feedback on that though, and i can easily tweak that to any other number.
 

Murphy

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I'm fairly sure that once a bar is gone it's gone and you have to cram in a syringe to fill up again. Damage done to individual bars regenerates after a short while.
Like in Riddick, except with portable med stations, so to speak.
 

hockeywarrior

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Also think that the amount of ammo you can carry is a bit too much. I can imagine my guy somehow running around with 8 mags of FN-FAL ammo, 9 mags of pistol ammo, 6 RPGs, 9 grenades, 5 molotovs ... etc etc

I actually thought Vanilla levels were fairly acceptable. I kind of like the thrill of potentially running out of ammo, but now it's no longer an issue.
 

Colt .45 killer

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Hmm yeah hockey warrior, I forgot to mention there are some "challenges" built into the game that grant you a few extra magazines when you get 10 headshots( varies on each weapon, RPG grants extra ammo with 4 multi kills if memory serves). I'm going to pull all of those out, so currently you probably have 1-2 units more ammo with any weapon then my values.

I had'nt thought of running out of ammo as a 'thrill' before :eek:, I've always looked at these games and face palmed that someone would be stupid enough to carry two magazines for a gun when they could take more. If my life were on the line I would pick up enough ammo for a small war.

Im not saying my values are infallible or absolute, thats just my mindset. I'll get a V3 up this weekend with those challenge bonuses removed and see how you feel about those levels. And from there I can possibly cook up some varying versions of the mod...

edit: forgot to say thanks for the feedback so far ;)

edit 2: The molotov in particular was one I was going to decrease to 1, or only give you one after buying the harness. Its a great tactical weapon to have with the fires, but how does one carry 4-5 bottles of booze on them on top of all of the other weapons & Ammo...
 
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hockeywarrior

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Hmm yeah hockey warrior, I forgot to mention there are some "challenges" built into the game that grant you a few extra magazines when you get 10 headshots( varies on each weapon, RPG grants extra ammo with 4 multi kills if memory serves). I'm going to pull all of those out, so currently you probably have 1-2 units more ammo with any weapon then my values.

I had'nt thought of running out of ammo as a 'thrill' before :eek:, I've always looked at these games and face palmed that someone would be stupid enough to carry two magazines for a gun when they could take more. If my life were on the line I would pick up enough ammo for a small war.

Im not saying my values are infallible or absolute, thats just my mindset. I'll get a V3 up this weekend with those challenge bonuses removed and see how you feel about those levels. And from there I can possibly cook up some varying versions of the mod...

edit: forgot to say thanks for the feedback so far ;)

edit 2: The molotov in particular was one I was going to decrease to 1, or only give you one after buying the harness. Its a great tactical weapon to have with the fires, but how does one carry 4-5 bottles of booze on them on top of all of the other weapons & Ammo...
Well I see what you mean with ammo. The problem is that it's so easy to find more, so that combined with the large amount you carry with you means you never have to worry about it.

If the game had realistic ammo types (like you can only pick up AK ammo from an AK), then this probably wouldn't be an issue.
 

Colt .45 killer

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Well I see what you mean with ammo. The problem is that it's so easy to find more, so that combined with the large amount you carry with you means you never have to worry about it.

If the game had realistic ammo types (like you can only pick up AK ammo from an AK), then this probably wouldn't be an issue.


True, it also maintains your ammo types in other categories while you dont have a weapon of that type. So you'r still holding shotgun ammo while you have an AK.

I think that can be rationalized by saying you only have the bandoliers of each weapon type when you have that weapon and take the bandoliers from the holstile when you kill him? ( Dunno if that really applies ).

As it is now you pick up a 1/2 magazine from each enemy weapon, and the ammo types are shotgun / AR bullets / Pistol bullets / SMG bullets ( not sure if Carl gustav and RPG share the same ammo, probably do ).

Statistically speaking that could be changed so that each magazine gives you 1 over the different types of ammo for that weapon/magazine combo.
OR
I could just give no ammo at all for the pickups which would re introduce the fear of running out of ammo, but contradicts any idea of realism.

On another note, The hostiles have 1000 rnds for each gun, ( including RPG's ). You think it would be a fair move to cut their ammo down as well?


Hmm off to tinker for a bit, BTW what difficulty are all of you playing on?


edit:
Found & removed those challenge bonuses, it was for the most part 10% accuracy bonus, 10% recoil bonus, 1 extra mag.

edit 2:
I found more bonuses that give even further degredation decreases ( removing them, ive already cut it by 90% ).
These also enable gun auto un jamming, meaning your avatar automatically clears jams, anyone want me to leave that activated? I somewhat prefer having to remove them myself...

edit3: bloody heck, just remembered some of the other ammo counters, hehe. When I wrote up the bandolier counters I had wanted those to be your *total* ammo, but the bandolier adds onto what you had before, I'll skim over the ammo counts again, that explains why some of them are that much higher then my first changelog. ( Im starting from a new save so I havent been able to test ammo count on all the weapons yet)

edit 4 : Due to me finding that challenge and the small math error, each weapon should be loosing about 3 magazines from its current count.
 
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Murphy

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In your tinkerings with the ammo counts, don't forget that now it takes drastically less ammo to down people so even with the counts at vanilla level you practically have a lot more ammo at your disposal, so to speak.

On another note, The hostiles have 1000 rnds for each gun, ( including RPG's ). You think it would be a fair move to cut their ammo down as well?
For things like the RPG maybe, although tbh, I never experienced anyone using that weapon excessively to the point where I thought how much ammo they could possibly have for it.
For other weapons you kind of want them to stay a threat, even if they shot at you for a while now. They don't really know when to stop shooting either so they're prone to wasting loads of ammo.
Also, what good would it do for them to run out of ammo? What would they do then? They wouldn't run off, searching for another weapon to pick up and use against you, would they (like the Stormtroopers in Jedi Outcast when you shot their weapon out of their hands! That was great)? They'd probably switch to pistols even for ranges where it doesn't make sense and finally charge at you with a machete like mindless zombies. And every time that happened players wouldn't think "hey cool, how realistic, dude ran out of ammo" but "wtf, stupid AI".

I wouldn't worry about it.

If you can access how many rounds vehicle-mounted machine guns have or if you can introduce a limit there I think it would add something to the game. It's fine in vanilla as you have to hit people for a while anyway and when they are farther away it takes a while to down them, all while you're sitting there with minimal cover. Now that these guns are one-hit death-machines though they became incredibly powerful. Waiting in front of an outpost and mowing everyone down wasn't really an option before, but now it is. Even sweeping bursts through foliage work wonders now when before they didn't do jack as one lucky hit didn't kill anyone.
So where unlimited ammo wasn't a problem before, and helped make the machine guns feel like machine guns, now a limit probably wouldn't hurt.

Hmm off to tinker for a bit, BTW what difficulty are all of you playing on?
Hardcore.
Although your mod might want to make me play on Insane because it does make the game considerably easier.