Dumb Question (Full Version)

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Hard Sarge -> Dumb Question (12/13/2008 2:46:42 PM)

how do AP work, or what do they mean ?

why do I have a weapon with single shot cost of 5 and burst cost of 6, but when I try to fire them, I get AP costs of 14 (follow up shot is 9)





Reinforce -> RE: Dumb Question (12/13/2008 3:02:24 PM)

I think some of that phantom AP cost comes from targeting a the person for the first time and the moveing involved in it. Getting them in your sights and such. Just a guess though I may be wrong.


Much love,
Reinforce




Hard Sarge -> RE: Dumb Question (12/13/2008 6:01:11 PM)

sure, but...

I pick a target and fire, where is the added cost for the next round ?  (should be the AP cost of the weapon, which here would be either 4 or 5  (depending on which I am using) and lower since I have aready locked in the target, but it is showing as 9




zknight -> RE: Dumb Question (12/13/2008 6:19:18 PM)

Is that with full aim on? I've seen secondary round firing at the same target cost me 5-6 AP at lowest precision level. Merc stats also play a role.




redknob -> RE: Dumb Question (12/13/2008 6:41:44 PM)

I think the merc's dexterity also has an influence.




Reinforce -> RE: Dumb Question (12/13/2008 7:22:08 PM)

Ap costs seem to be something like +1 to face the target while standing not sure the value while kneeling/prone. +1 for the first shot then +1-4 for aiming then whatever the weapons cost is.

So say you have a mini-14 that costs 6. Your first from the hip shot would be 8. All other shots should be 6, this is while standing. Aiming would add there respective points in. Max aim on all shots adds 4 to the AP cost. I have noticed as well if the target gets knocked over the +1 ap cost for the first shot gets added again, I guess that would be the cost to move your sight to the targets new position. If they move as well you sometimes have to spend the +1 to relook at the target, depending on which way they move.

This is just from playing around, If someone could find the cost values of this in the files that might give us a better understanding.

Much love,
Reinforce




GODSPEED7 -> RE: Dumb Question (12/13/2008 10:44:03 PM)

Yes, as was said up here... The lower your stance, the more AP it takes to face the enemy and finally raise your weapon. Standing up is the quickest way to align a target, crouching is slower, and crawling is not suggested in most circumstances. On the other hand, the lower your stance, the steadier your weapon will be, so your aiming is improved, meaning that you're more likely to hit your target.

If they replicated the way AP's cost in JA2, then yes, Dexterity changes something. The closer you are to 100 Dexterity [or Agility for moving], the closer you will be to minimizing the AP 'cost'; that Mini-14 that costs 6 AP to fire, while 100 Dexterity will cost you that 6 AP providing you are already facing and aiming the enemy, 50 Dexterity might cost a minimum of 10 AP to fire the gun, provided you are already facing and aiming the enemy... EVEN IF the gun's AP cost is 6!

Bleeding [Injured w/out having yet used a medkit] will greatly reduced your overall AP's to use per round. Unless you are pretty badly wounded, if you use the medkit on you, it should restore your overall AP's to use per round. Being low or out of breath GREATLY reduces the amount of AP's you can use, and on top of it you have big chances your Merc will 'faint' of exhaustion and be useless for the remainder of the turn.

I think that can sum it up... [8|]




ShadoWarrior -> RE: Dumb Question (12/13/2008 10:44:21 PM)

+2 to change facing while kneeling.




Hard Sarge -> RE: Dumb Question (12/14/2008 12:23:01 AM)

roger

but I am not talking about moving, shifting or turning, I am talking aready being locked onto the target




Hard Sarge -> RE: Dumb Question (12/14/2008 2:55:52 AM)

okay, now explain this

14 AP to fire while standing up, kneel down and it costs 13 AP to make the same shot ?

(just in case, I had 14)




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