Name Posted April 19, 2014 Share Posted April 19, 2014 So I am curios as to what stat affects the amount of tus to fire. For explanation sake I have some troopers that can snap shot for 13 tus with rifle others take 22 tus to snap shot. What affects this? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted April 19, 2014 Share Posted April 19, 2014 None. There isn't a stat that affects it. TU costs for shooting gunz have changed from straight TUs to a percentage. I believe there's a toggle you can set in gameconfig.xml or config.xml to change it back, if you don't like it. Quote Link to comment Share on other sites More sharing options...
Dirk Ralthar Posted April 19, 2014 Share Posted April 19, 2014 (edited) Their TU value determines it. Each firing action burns a % value of time units, for example, the burst fire on a machine gun expends 80% of your time units. If you have 50 TU that means that 40 get used in that shot, if you have 100 TUs it expends 80. This means that characters cannot exceed a set number of combat actions despite their TU value, determined by their weapon class. All having a high TU count does is allow you to move farther, and reposition faster. Edited April 20, 2014 by Dirk Ralthar Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted April 20, 2014 Share Posted April 20, 2014 (edited) Dirk has it right. The soldiers have different shot costs because they have different total TU amounts and the shot costs are based on a percentage of that total amount. The costs for shots are listed down the TU reserve slider for easy reference. As your soldiers gain a higher TU cap they can still only fire the same number of shots but can use the higher amount of remaining TU for increased movement distance as movement costs are still a flat TU cost. Edited April 20, 2014 by Gauddlike Quote Link to comment Share on other sites More sharing options...
Skitso Posted April 20, 2014 Share Posted April 20, 2014 It could have been an interesting addition to have something like dexterity stat that would have affected the %tu amount shooting takes. Quote Link to comment Share on other sites More sharing options...
Burzmali Posted April 21, 2014 Share Posted April 21, 2014 Too bad they didn't go with the Jagged Alliance system (shooting is percentage, but aim is fixed). I always thought that made the most sense, no one can make their gun fire faster, but skilled users will make better aimed shots. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted April 21, 2014 Share Posted April 21, 2014 It could have been an interesting addition to have something like dexterity stat that would have affected the %tu amount shooting takes. That would be great! And make sense Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted April 22, 2014 Share Posted April 22, 2014 Is that much different from just having more TU allow more shots as in the old system? Quote Link to comment Share on other sites More sharing options...
StK Posted April 22, 2014 Share Posted April 22, 2014 (edited) ACC argueably gives you more shots because you dont have to aim that much if you hit better.... and the idea sounds very nice but I think it would be the devil the to balance Edited April 22, 2014 by StK Quote Link to comment Share on other sites More sharing options...
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