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ranged cover system
Posted: Sun Sep 04, 2016 10:32 pm
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

Re: ranged cover system
Posted: Mon Sep 05, 2016 12:31 am
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!)
Re: ranged cover system
Posted: Mon Sep 05, 2016 1:00 am
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

Re: ranged cover system
Posted: Mon Sep 05, 2016 1:06 am
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!
Re: ranged cover system
Posted: Mon Sep 05, 2016 1:16 am
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

Re: ranged cover system
Posted: Mon Sep 05, 2016 4:16 pm
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.
Re: ranged cover system
Posted: Mon Sep 05, 2016 4:25 pm
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.
Re: ranged cover system
Posted: Mon Sep 12, 2016 3:19 am
by Blame The Rogue
friendly bump to see if this has made it into any upcoming to do lists
Re: ranged cover system
Posted: Mon Sep 12, 2016 1:31 pm
by Rasael
Valefort is spearheading an effort to document it.
On the wiki I think.
Re: ranged cover system
Posted: Mon Sep 12, 2016 2:33 pm
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.
Re: ranged cover system
Posted: Mon Sep 12, 2016 3:02 pm
by Theodore01
thxs, for the update.
So this makes slings even worse

Re: ranged cover system
Posted: Mon Sep 12, 2016 8:54 pm
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?
Re: ranged cover system
Posted: Mon Sep 12, 2016 9:09 pm
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.
Re: ranged cover system
Posted: Tue Sep 13, 2016 3:12 am
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.
Re: ranged cover system
Posted: Tue Sep 13, 2016 3:23 am
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.