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OXCE Suggestions NEW / Re: [Suggestion] Sniper/Scoped rifle inverse accuracy
« on: June 02, 2024, 10:51:07 pm »
Sure, but a) that's what players like and b) unless you take away accuracy scaling via stats and thus remove sniper specialisation from soldiers, you're still going to end up with either good snaps, or useless snaps.
Your example is more of the latter. Snipers already tend to carry backup weapons that are better for close-range combat than their main gun. Thus this kind of snap shot doesn't really do much, although I'll grant you that it does look sorta realistic. There are sniper guns that lack a snap shot altogether, which is not too different from this.
I'm also not sure where you're pulling these numbers from. Range 20 snap shot should be 0.7*90 = 63 - 5*3 = 48. And no matter the calculation method, how can you have 66 at range 10 and 64 at range 15, when the dropoff is 3 and neither threshold (snapRange or AimMinDistance) is crossed?
Your sniper gun is also one with double snaps, which is one way these things can grow out of hand. And start enroaching on assault/semi-auto rifle territory.
Also, since your mod is likely not going to have vision ranges in excess of 40 or so - unless you want non-tiny maps to slow to a crawl. So the higher-range hit chances are going to be different, unless you either don't use the no-LoS penalty, or remove it from sniper weapons due to 'scoped'.
Also, what about auto-shots? Yes, there are automatic sniper rifles around, both IRL and in mods.
All in all, sure, the idea doesn't look too bad. But its 'realism' is somewhat debatable, and the end result can be approximated relatively well with current tools. But, again, it's not me you need to convince here.
And excessive feature-dipping by sniper rifles is one of my pet peeves, so it's not as if I like these super-snipers. But they did begin with good intentions.
Your example is more of the latter. Snipers already tend to carry backup weapons that are better for close-range combat than their main gun. Thus this kind of snap shot doesn't really do much, although I'll grant you that it does look sorta realistic. There are sniper guns that lack a snap shot altogether, which is not too different from this.
I'm also not sure where you're pulling these numbers from. Range 20 snap shot should be 0.7*90 = 63 - 5*3 = 48. And no matter the calculation method, how can you have 66 at range 10 and 64 at range 15, when the dropoff is 3 and neither threshold (snapRange or AimMinDistance) is crossed?
Your sniper gun is also one with double snaps, which is one way these things can grow out of hand. And start enroaching on assault/semi-auto rifle territory.
Also, since your mod is likely not going to have vision ranges in excess of 40 or so - unless you want non-tiny maps to slow to a crawl. So the higher-range hit chances are going to be different, unless you either don't use the no-LoS penalty, or remove it from sniper weapons due to 'scoped'.
Also, what about auto-shots? Yes, there are automatic sniper rifles around, both IRL and in mods.
All in all, sure, the idea doesn't look too bad. But its 'realism' is somewhat debatable, and the end result can be approximated relatively well with current tools. But, again, it's not me you need to convince here.
And excessive feature-dipping by sniper rifles is one of my pet peeves, so it's not as if I like these super-snipers. But they did begin with good intentions.