ranged cover system

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Blame The Rogue
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ranged cover system

Unread post by Blame The Rogue »

i did a lot of searching and found little info on this

can we have the documentation/explanation/definition for this added to custom changes section please?

if it is already listed somewhere, and i have overlooked it, please point me in the correct direction

ty :)
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Tsidkenu

Re: ranged cover system

Unread post by Tsidkenu »

You will receive an AB penalty when attacking targets who are behind cover. It used to be concealment, so be glad at least that is gone.

You can turn the feedback off using your Character Details -> Combat Options -> Ranged Combat menu (but that does not remove the penalties, obviously!)
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Blame The Rogue
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Re: ranged cover system

Unread post by Blame The Rogue »

ty for your reply

i am not complaining whatsoever :)

i understand the basics of what it does, but i wish to read the specifics. IE, is the ab penalty static? or does it change? if it changes, what is the ab penalty range? 1-2ab? 1-3? what is considered cover? what isn't considered cover? do two objects count as one penalty or two? does the ab penalty effect npcs as well? will it ever work in a pc's favor? how well does it work with the walkmeshes? etc


it's a fundamental change to combat/ranged combat, including ranged weapons, throwing weapons, ranged touch attacks. it is a custom change to the server. i am simply requesting for it to be documented in the appropriate place, so that everyone is aware of this custom change, and so that everyone is aware of how it works

ty :)
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Tsidkenu

Re: ranged cover system

Unread post by Tsidkenu »

I'm QC and this is all I got from the Frameworks Discussion thread about Ranged Cover:
Rasael wrote:Bows now have a good range, and a long range. They act normally in their good range. When attacks are made in the long range a range penalty is applied depending on the item. Range penalties usually apply beyond a weapon's default range, range has been extended to visibility range for all affected ranged weapons.

Elevation and cover are taken into account when attacking from range. A target may take cover behind placeables, trees, and even other creatures. Ranged attacks against elevated targets incur a variable accuracy penalty. Ranged attacks against a lower situated target gain a variable accuracy bonus.
If Ras wants to share the mechanical details, that's up to him!
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Blame The Rogue
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Re: ranged cover system

Unread post by Blame The Rogue »

ty for the quote

i see it similarly to the ab penalty a towershield gives. we know it does this. we take that into account when rounding out our characters. deciding how strong they will be. what weapon to use. etc

we could also compare it to ce and ice. we know what they are, and how they effect ab/ac

i know for instance, where and how a character needs to attack, to get a sneak attack bonus. tactics

so of course i wish to know how to limit any negative effects of this system on any of my characters' combat. and of course any similar bonuses. archers do duck behind a tree when they need to. tactics :)

edit: i surmised the lack of a post for ranged cover combat system in custom changes list as an errant omission, and am just looking to get it rectified :)
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AlwaysSummer Day
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Re: ranged cover system

Unread post by AlwaysSummer Day »

Tsidkenu wrote:I'm QC and this is all I got from the Frameworks Discussion thread about Ranged Cover:
Rasael wrote:Bows now have a good range, and a long range. They act normally in their good range. When attacks are made in the long range a range penalty is applied depending on the item. Range penalties usually apply beyond a weapon's default range, range has been extended to visibility range for all affected ranged weapons.

Elevation and cover are taken into account when attacking from range. A target may take cover behind placeables, trees, and even other creatures. Ranged attacks against elevated targets incur a variable accuracy penalty. Ranged attacks against a lower situated target gain a variable accuracy bonus.
If Ras wants to share the mechanical details, that's up to him!
It would be nice if people who are not in QC could get access to info like this.
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Eclypticon
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Re: ranged cover system

Unread post by Eclypticon »

I can't find it on the wiki :http://bgtscc.wikia.com/wiki/Baldur%27s ... icles_Wiki , but that is where it should be if anywhere.
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Blame The Rogue
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Re: ranged cover system

Unread post by Blame The Rogue »

friendly bump to see if this has made it into any upcoming to do lists
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Rasael
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Re: ranged cover system

Unread post by Rasael »

Valefort is spearheading an effort to document it.
On the wiki I think.
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Valefort
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Re: ranged cover system

Unread post by Valefort »

Yeah : http://bgtscc.wikia.com/wiki/Ranged_combat_system

Keep in mind that I might have made mistakes, wiki is meant to be proof read.
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Theodore01
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Re: ranged cover system

Unread post by Theodore01 »

thxs, for the update.

So this makes slings even worse :(
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Blame The Rogue
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Re: ranged cover system

Unread post by Blame The Rogue »

ty for the update

does this system apply to mobs as well?

if it does apply to mobs, does that mean, if my pc stands behind a dwarf DD for cover, my pc basically gains 2 ac due to mob getting 2 ab penalty?
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lostinspace
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Re: ranged cover system

Unread post by lostinspace »

The sling really should have better range. This isn't just a mechanical balance argument - the actual effective range of a sling, particularly with a molded bullet, is pretty impressive.
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Valefort
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Re: ranged cover system

Unread post by Valefort »

Blame The Rogue wrote:ty for the update

does this system apply to mobs as well?

if it does apply to mobs, does that mean, if my pc stands behind a dwarf DD for cover, my pc basically gains 2 ac due to mob getting 2 ab penalty?
Yep.
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Theodore01
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Re: ranged cover system

Unread post by Theodore01 »

How does the ranged cover system affect the server performance ?
I can imagine, that every possible fired missile (with all these calculated obstacles) could put a lot of strain on the servers performance ?
As we have a lot of range attacking monsters.
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