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Neonetik

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  1. Yeah, my friend and I had a go the other day. After a lot of fiddling, we managed to get MP working with each other. Fun stuff. I do want to ask about something though. I was looking at the Weapon info PDF in the XTRAS folder, trying to see the main differences between all the guns and stuff, and I saw a gun that apparently had a 32.0 zoom called the HK417 16” (and a few other variants of it), but despite searching through all soldier weapon kits for it in game, wanting to try it out, I couldn't seem to find it. Am I missing something here, or is this document just out of date, and that gun no longer exists in the game? Speaking of missing something, I wanted to ask and clarify something. Each soldier has like 350 kits or whatever, but it honestly feels like, in a game like this, anything without a scope is just straight up inferior to stuff that does have a scope and can magnify. Enemies notice you from so far away and basically instakill with one shot. Enemies can be such a far distance away, and trying to fight the equivalent of 3 pixels in the distance with a weapon that doesn't have a scope seems like an awfully foolish idea, but these distances are common. Can I ask, what am I doing wrong here? I figure there's no way that this creator of this mod put in all that effort to make so many kits and add so many weapons usable only to have 90% of them be worthless comparatively, so I need to know, in what situations would I use the other kits that only have weapons WITHOUT these high powered scopes? I honestly can't really see any meaningful difference between all the various assault rifles (all fire bullets quickly and accurately), so why wouldn't I just pick the option that actually lets me see what I'm shooting? Same applies to all the kits with primary weapons that AREN'T assault rifles. Like, why choose anything with a shotgun/grenade launcher as a primary if I can get it as a secondary and have a far, FAR more generally effective weapon in my primary slot? Everything dies in one shot regardless most of the time, so like, why not always have the primary choice be a weapon that has a higher clip, far more range, and faster firing speed, ESPECIALLY when the other choices can still be taken as secondaries anyway? I feel like I must be strongly missing a point here. I see small weapons that can be chosen as primaries like the Z-84 or whatever (I sadly know nothing about real guns), but I'm not really seeing any meaningful difference between stuff like that, and other larger weapons, which I would assume are more powerful, at least from a cursory glance, no extensive testing as of yet. I believe the operator manual mentioned something about having better handing and stuff, but I'd appreciate it if anyone here could clarify if there really is any meaningful difference between the hundreds of possible options here, as well as a comment on my other questions, if anyone actually can. Was there any attempt at balance here, or is it simply a case of trying to be very realistic, and thus, for people who just wanna play the game/mod effectively, using most of these tools would be a form of gimping yourself over other particular options? I'm not saying that's a bad thing if that was the intention, but I just wanna know for sure. Thanks again for all the help so far.
  2. Cheers for the answer! wombat50 also gave a great detailed answer in another thread I posted, regarding the workings of coop in the mod. I did have one other point to ask, which I guess I'll just copy paste here from there, in hopes for as much detail as possible. When I figured out how this stuff works, I saw something in the Operators Manuel that caught my eye. "When playing multiplayer missions, the server may abort launching a game if a player is not equipped with the demo charges or antitank weapons required to complete the mission. This also happens when any of the AI backup characters have the required weapons equipped, as the server unfortunately does not take their kits into account when it checks for mission requirements. This seems impossible to fix through soft modding and limits the effectiveness of potential changes to AI backup equipment in mods." Well that sucks! So if any mission has requirements for those types of weapons, at least one person (either myself or my friend) would need to equip it ourselves, and that there's no way for us to actually select what equipment AI soldiers take with them if we want Reinforcements. I suppose the best workaround for this would be to pick maps where demolition isn't required (or just dealing with it and both picking Demo), and maybe instead of having AI teammates to command, we just have a few respawns each? Any idea how much people work around this sort of thing, or is what I'm saying pretty much how things go with this issue?
  3. Interesting. I took a look, and that's certainly pretty close to what I was hoping for! I did actually have a look through that manual before, but had some trouble finding a simple confirmation of a few things, considering that it didn't seem to explain what changes would occur from selecting the same mission in COOP vs single player, with the briefing and all. You've helped clear it up a bit. Thank you! Sadly, upon getting this to work, and going back into the operators manual, I did find this unfortunate little bit of news. "When playing multiplayer missions, the server may abort launching a game if a player is not equipped with the demo charges or antitank weapons required to complete the mission. This also happens when any of the AI backup characters have the required weapons equipped, as the server unfortunately does not take their kits into account when it checks for mission requirements. This seems impossible to fix through soft modding and limits the effectiveness of potential changes to AI backup equipment in mods." Well that sucks! So if any mission has requirements for those types of weapons, at least one person (either myself or my friend) would need to equip it ourselves, and that there's no way for us to actually select what equipment AI soldiers take with them if we want Reinforcements. I suppose the best workaround for this would be to pick maps where demolition isn't required (or just dealing with it and both picking Demo), and maybe instead of having AI teammates to command, we just have a few respawns each? Any idea how much people work around this sort of thing, or is what I'm saying pretty much how things go with this issue?
  4. Hey y'all. Pretty new to the Heroes Unleashed mod here. Maybe a weird question, but I'm a little confused about the multiplayer potential with this mod. I wanted to play through the main 300 or so missions in coop with a friend of mine, but it seems like this isn't possible. Would it be accurate to say that this is the case, and that no such coop type game mode exists? I did see a "coop" option, but it had a ton of different settings, and it seemed like none of them gave access to the first mission of the game or whatever in the traditional way, with selecting soldiers/starting in the same starting point. I may be missing something though, haven't experimented much. Pardon the stupidity, just wanted to play some of this with a mate, slowly sneaking through, taking out enemies, accomplishing objectives in a huge array of missions, together, but it seems like that hope may be have been for naught.
  5. Hey y'all. Pretty new to the mod here. Maybe a weird question, but I'm a little confused about the multiplayer potential with this mod. I wanted to play through the main 300 or so missions in coop with a friend of mine, but it seems like this isn't possible. Would it be accurate to say that this is the case, and that no such coop type game mode exists? I did see a "coop" option, but it had a ton of different settings, and it seemed like none of them gave access to the first mission of the game or whatever in the traditional way, with selecting soldiers/starting in the same starting point. I may be missing something though, haven't experimented much. Pardon the stupidity, just wanted to play some of this with a mate, slowly sneaking through, taking out enemies, accomplishing objectives in a huge array of missions, together, but it seems like that hope may be have been for naught.
  6. From what I can tell, that particular thing is not something customizable, least not with the mod as is. That's alright though. No biggie. I'm mostly curious about the other stuff.
  7. Darn. Well, that's that question answered. Cheers. Now I just have to wait and see if anyone can answer the main question of my post.
  8. Thanks, but I'm specifically asking about INDIVIDUAL soldiers here, as I stated. I'm well aware of how to command teams, and have read the manual previously. I was trying to see if Heroes Unleashed allowed me to command individual soldier actions.
  9. Just started playing the mod, beat like 3 missions, and I just wanted ask something. Each soldier has like 350 kits or whatever, but it honestly feels like, in a game like this, anything without a scope that can magnify is just straight up inferior. Enemies notice you from so far away and basically instakill with one shot. Like, seriously. It feels like the only options from the kit selection worth picking are the first 10, because at least that primary weapon actually lets you zoom in an exceptional distance, and lets you be able to reliably aim and fire at targets, unlike everything else, where you'd have better luck trying to hit a fly with a dart than trying to aim and hit at the 3 pixels kms off in the distance. Can I ask, what am I doing wrong here? I know there's no way that this creator of this mod put in all that effort to make so many kits usable only to have 99% of them be worthless comparatively, so I need to know, in what situations would I use the other kits that only have weapons WITHOUT these high powered scopes? I honestly can't really see any meaningful difference between all the various assault rifles (all fire bullets quickly and accurately), so why wouldn't I just pick the option that actually lets me see what I'm shooting? Same applies to all the kits with primary weapons that AREN'T assault rifles. Like, why choose anything with a shotgun/grenade launcher as a primary if I can get it as a secondary and have a far, FAR more generally effective weapon in my primary slot? Everything dies in one shot regardless most of the time, so like, why not always have the primary choice be a weapon that has a higher clip, far more range, and faster firing speed, ESPECIALLY when the other choices can still be taken as secondaries anyway? Heck, the support class as a whole feels kinda useless due to this reason, with no magnification scopes or anything. Also, is there any way for me to command individual soldiers to go/stay somewhere instead of having them always follow me? Probably not, but figure it was worth asking. Thank you.
  10. Just started playing the mod, beat like 3 missions, and I just wanted ask something. Each soldier has like 350 kits or whatever, but it honestly feels like, in a game like this, anything without a scope that can magnify is just straight up inferior. Enemies notice you from so far away and basically instakill with one shot. Like, seriously. It feels like the only options from the kit selection worth picking are the first 10, because at least that primary weapon actually lets you zoom in an exceptional distance, and lets you be able to reliably aim and fire at targets, unlike everything else, where you'd have better luck trying to hit a fly with a dart than trying to aim and hit at the 3 pixels kms off in the distance. Can I ask, what am I doing wrong here? I know there's no way that this creator of this mod put in all that effort to make so many kits usable only to have 99% of them be worthless comparatively, so I need to know, in what situations would I use the other kits that only have weapons WITHOUT these high powered scopes? I honestly can't really see any meaningful difference between all the various assault rifles (all fire bullets quickly and accurately), so why wouldn't I just pick the option that actually lets me see what I'm shooting? Same applies to all the kits with primary weapons that AREN'T assault rifles. Like, why choose anything with a shotgun/grenade launcher as a primary if I can get it as a secondary and have a far, FAR more generally effective weapon in my primary slot? Everything dies in one shot regardless most of the time, so like, why not always have the primary choice be a weapon that has a higher clip, far more range, and faster firing speed, ESPECIALLY when the other choices can still be taken as secondaries anyway? Heck, the support class as a whole feels kinda useless due to this reason, with no magnification scopes or anything. Also, is there any way for me to command individual soldiers to go/stay somewhere instead of having them always follow me? Probably not, but figure it was worth asking. Thank you.
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