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Arcalane
12-01-2006, 02:10 PM
I mentioned in my gunships thread that I was considering modifying the vehicles to match their physical appearances a little more. These are just intended changes, mind you;

L-5 Riesig
Rocket Launch Capability 4 -> 16
Rocket Ammunition 80 -> 32 (16 loaded, spare reload)
Rocket Damage Nerf (Moderate/Heavy (1-166->60-83))
Rocket Alterations: Can maintain fully automatic fire until magazine runs dry. Slow reload.
Rocket ROF Increase
Chaingun Ammunition = 1000 + spare reload (total 2000)
Chaingun ROF Increase
Chaingun Damage Decrease
Chaingun COF Increase

Chaingun will not damage armour, but is very effective against infantry due to high rate of fire. Shots are a lot less damaging, however, and are less accurate. Good at suppression! The Riesig will deplete it's ammunition rapidly during prolonged firing, so caution is advised.

The overall effect is to make the Riesig dominate infantry. Some may say the battlewalkers do this well enough as it is. Well, this may be true. But it never hurts to make them dominate a little more. The Riesig, however, lacks the punch vs armoured vehicles of it's cousin, the Bogatyr, but makes up through sheer missile volley firepower. Capable of dispensing up to 16 rockets in a single barrage, this fire will cause all but the most sturdy of foes to meet their makers.

T-39 Bogatyr
Rocket Launch Capability 4 -> 8
Rocket Ammunition ? -> 24 (8 loaded, 2 spare reloads)
Rocket Damage Nerf (Light (1-166->100-122))
Rocket Alterations: Can maintain fully automatic fire until magazine runs dry. Slow reload.
Autocannon Ammunition = 200 + 2 spare reloads (total 600)
Autocannon ROF Decrease
Autocannon COF Decrease
Autocannon Armour Penetration (Possible, Untested)

Autocannon will do minor damage to armour, allowing the Bogatyr to 'chew' through enemy armour - eventually. The lowered rate of fire means it is less effective against enemy infantry swarms, but can still keep them suppressed, and it's guns can quickly kill off any within it's sights. The main problem is the somewhat more limited ammunition than the Riesig.

The Bogatyr is more suited to combat with other vehicles, compared to the Riesig, as it's Pulse/Autocannon rounds are capable of penetrating enemy armour and slowly shredding them apart. However, it's rockets are much more effecient for this task. The Bogatyr is no longer as effective against infantry, however.

Both Battlewalkers
Overheat time increase on CG/AC/AAMG
AA EMP Missiles -> AA HE Missiles
AA Missile Lock-On Range Reduction (600->450)

Unfortunately the modifications to both battlewalkers came at a high cost - the EMP warheads were no longer viable munitions, and had to be scrapped in favour of a more powerful explosive warhead. This has the added benefit of being able to directly damage enemy aircraft in combination with the AAMG, but the missiles are now susceptible to Active Countermeasures.

A-8 Tiger
ROF Increase
Damage Increase
Armour Increase

As if the Tiger wasn't tough enough, now it's even tougher. Enhancements in the railcannon's loading mechanism has also allowed it to fire faster whilst firing larger shells. The Tiger is big, slow and angry. It is not a vehicle you want to meet in a direct firefight.

T-32 Nekomata
ROF Increase
Speed/Maneuverability Increase
Armour Decrease
Damage Decrease

The Nekomata is no longer a straight match for the Tiger. In a face-to-face fight, the Tiger will win - and the Nekomata will rely on it's enhanced speed and maneuverability over the Tiger to win the day. This will no doubt frustrate those who expect to be able to go toe-to-toe with the Tiger, but it is obvious from the `mata's design that it was meant to be handled like a hybrid tank/`copter. Unfortunately the increase in maneuverability and speed also meant the Nekomata now has to use smaller ammunition - although it can fire these shots faster than it could before.

All APCs
MG overheat time increase.
Armour Increase
EMP Refire Increase (fires slower)

Gunships/Dropships
Afterburners for Gunships

Hopefully tweaks to maneuvering and how they fly, especially to make them both easier to land.

AA Turrets
AAPG -> AAHMG
Missile Lock-on Range Decrease (600 -> 450)
Cooling Rate Boost
Shot Velocity Increase (180 -> 300)
Fire Angle Increase (Vertical)

After several conflicts, engineers from both factions came to one conclusion; the rate of fire and poor long-range accuracy of the AA turrets and their pulse guns would have to be lost. Instead, they determined the guns should be replaced with much more efficient anti-aircraft high-caliber machineguns, which lacked the arcing effect of the pulseguns and were thus more effective at actually shooting down aircraft without the gunner having to make adjustments to account for range. They also adjusted the aiming angles to make it possible to hit targets on lower ground - making the guns a dual-role weapon capable of targeting infantry and aircraft.

Ground Turrets
ROF Increase
ROT Increase

Commanders and Engineers had, after only a few battles, realised the major flaws with the airdropped and emplaced defense guns. Many were in inconvienent positions, and even when properly utilised, their poor rate of turn and rate of fire meant they were of limited effectiveness. Both factions almost immediately put into action their plan to increase the use of these turrets by upgrading the rotational motors, the ammunition used, and the minireactor used to power the main gun.

~~

I may alter weaponry too, but we'll see. ;)

CHANGES IN ITALICS HAVE BEEN IMPLEMENTED!

Arcalane
12-02-2006, 09:30 PM
Some of the first changes have been implemented! Stay tuned.

EDIT: Testing is proceeding slowly, but it's looking good. I'll say this; the reduced rocket ammunition means you have to be a lot more careful with your rockets - don't just go flinging them about like a lunatic!

Quite fun watching a Riesig let off a full volley though. :)

Arcalane
12-03-2006, 10:49 PM
Shameless little bump here, because I'd like to ask if anyone has any ideas of how to do a couple of things;

1) Handle afterburners for the gunships without making them either ineffective, or drop like stones.

&

2) Give me a hand working out what controls the rate of rotation, firing angle and weaponry on the AV/AA turrets for the switch to HMGs on the AA.

Ecko
12-04-2006, 06:50 AM
Remove EMP missiles from the AA (Both walker and emplaced) And make them do 30dmg on gunship, 20 on Transport.

Arcalane
12-04-2006, 12:21 PM
Already fixed the Walker AA to be explosive. They've both had the lock on range reduced by 25% too. Keeping the emplaced AA as EMP for the time being.

No idea what the damage levels are like*, so I'm going to need to rig up a playable setup, then see if I can't get some testers...

(*It wouldn't be so bad if it was straight hitpoints. But the armour absorbancy really screws stuff up, and it's hard to work out what's what)

EDIT: It takes just over 4 AA rockets to kill a gunship, which is quite handy. :)

Arcalane
12-04-2006, 06:27 PM
Beta 0.3 is ready for release now. All I need to find is somewhere to host it!

~~

After only a few days of modification, Vehicular Overhaul is ready for it's first release.

VO's goal is to bring the vehicles more in line with their in-game descriptions and appearances. You thought the Riesig and Bogatyr were dangerous before? You haven't seen anything yet! But they're not the only vehicles to have been worked on - even the Tiger, Nekomata, Groundhog, Romanov and even the jeeps have been modified!

Just be careful - the jeeps got their inertia settings modified a little, so they might be a touch harder to drive. On the plus side, they should now be able to slide about a bit, might be a little better for racing, if you're into that sort of thing. :cool:

VO should be fully compatible with other mods that do not alter the vehicles, such as Unlocks, BF2142SP and Project FUBAR. Drop the Vehicles_server.zip file from VO/Objects into the mod's Objects/ folder, alter the ServerArchives.con file to point to the right files and you should be good to go!

If in doubt, open ServerArchives.con, look for any line containing Vehicles_server.zip, delete it, and then add
fileManager.mountArchive Objects/Vehicles_server.zip Objects\Vehicles
to the end of the file.

Note that VO is not distributed with any information for maps, etc. to cut down on filesize. Basically, you can't play it standalone yet.

Changelist/Plans (http://www.totalbf2142.com/forums/showthread.php?t=12419)

Downloads:
Filefront (http://files.filefront.com/VOmodBeta03zip/;6297829;;/fileinfo.html)
FilePlanet (http://www.fileplanet.com/171129/170000/fileinfo/Vehicular-Overhaul-0.3-Beta)

Mr_Mondo
12-04-2006, 08:04 PM
can you change it so that you can free fall out of the drop ships

Arcalane
12-04-2006, 08:29 PM
Good question. It may be possible, but I wouldn't bet on it.

Mr_Mondo
12-04-2006, 08:43 PM
how hard would it be to turn off the pods

Arcalane
12-04-2006, 08:55 PM
As easy as removing or editing one line per seat, apparently.

Arcalane
12-05-2006, 09:08 PM
Tested it and I'd have to move the exit positions. It's currently impossible to exit w/o a pod without getting team-roadkilled.

Chewy_Solo
12-06-2006, 02:30 AM
this sounds pretty cool

maybe u can up the gunship from 10 a clip (or w e) to like 20

Arcalane
12-06-2006, 06:02 AM
You'll only ever need 10 for anything. Trust me on this one. ;)

(There was a reason I caused the other team to loathe using their air transports in one match of Sidi Powerplant... :D)

Arcalane
12-08-2006, 09:26 PM
*shameless bump*

I figured out how to remove overheating on weaponry. This will be part of the 0.5 release. If I decide it's overpowered or overbalanced, I'll set it back on.

Arcalane
12-09-2006, 02:21 PM
In 22cw we have no overheat on our support guns, works out great.

I meant on vehicular weapons like the tank MGs, APC MGs and so on. The Riesig just got nastier.

(0.4beta saw it getting the overheat/heat accumulation totally stripped off the main guns. Combine with a 2000rpm rate of fire and a 1000-round magazine. ;))

TheHeartSmasher
12-19-2006, 11:23 PM
Would it be possible to include a very large amount of pictures

Arcalane
12-20-2006, 01:44 AM
Would it be possible to include a very large amount of pictures

There's no major graphical differences, I'd have to record videos for any changes to be noticeable.