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Old 01-17-13, 10:58 AM   #260
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
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I have made some more testing about the effect of passive abilities on guns' specs, using as reference gun reload times, which can be easily estimated in game, and increasing them a bit in order to minimize measurement errors.

Basically I played with crew veterancy levels (in single mission) and with 'Reduce Guns Reload Time' ability settings (both in single mission and in campaign) and, while keeping gun's specs (in sim files) fixed throughout my tests, I measured with a stopwatch how reload times changed. Here are the results:

In single mission:
apparently, actual reload times don't rely on 'Reduce Guns Reload Time' settings. They are nonetheless linked to their setting in gun's sim file, and to crew's veterancy level set in ME, according to the following fixed ratios:

rt0 = RT * 5.00
rt1 = RT * 2.50
rt2 = RT * 1.67
rt3 = RT * 1.25
rt4 = RT

where rt0 to rt4 are the measured times at different veterancy levels from 'poor' to 'elite', and RT is the standard reload time (sim file setting). During a test with crew competence level set to 2 (competent), enabling battlestations halved the reload times, but during other tests, the battlestations order seemed irrelevant (in both cases Rongel's RM&A was enabled).

in campaign:
after looking at the crew management interface, I have found a scale which apparently displays curret gunner ability levels. This is how it looks like at the beginning of the campaign:



so, when a new campaign is started, either crew abilities are set to a median level (among the levels defined in SpecialAbilities.upc) or, most probably, we start from a standard level, and crew abilities can be decreased as well as increased.

Talking about my tests, I carried out two of them: one with Reworked Morale and Abilities by Rongel enabled, and one without it. This mod got different 'Reduce Guns Reload Time' than stock:

RM&A settings
Code:
[SpecialAbility 34]
ID=Ability-Reduce-Guns-Reload-Time
NameDisplayable=Ability-Reduce-Guns-Reload-Time-Name
Description=Ability-Reduce-Guns-Reload-Time-Description, Ability-Reduce-Guns-Reload-Time-Description, Ability-Reduce-Guns-Reload-Time-Description, Ability-Reduce-Guns-Reload-Time-Description, Ability-Reduce-Guns-Reload-Time-Description
Levels= 5
AbilityType=GunsReloadTime         ;reduce gun reload time (in percents)
AbilityValue= -4, -8, -12, -16, -20
Stock settings
Code:
[SpecialAbility 34]
ID=Ability-Reduce-Guns-Reload-Time
NameDisplayable=Ability-Reduce-Guns-Reload-Time-Name
Description=Ability-Reduce-Guns-Reload-Time-Description, Ability-Reduce-Guns-Reload-Time-Description, Ability-Reduce-Guns-Reload-Time-Description, Ability-Reduce-Guns-Reload-Time-Description, Ability-Reduce-Guns-Reload-Time-Description
Levels= 5
AbilityType=GunsReloadTime         ;reduce gun reload time (in percents)
AbilityValue= -10, -20, -30, -40, -50
In both cases I started a new campaign, and in I've obtained the same result:

rt observed = RT * 1.25

This finding is compatible with the assumption that at the beginning of the campaign our crew is assigned standard abilities (thus not affected by SpecialAbilities.upc settings). What I don't get, is this factor +25%. Shoudn't sim's RT setting be applied as it is? Is there any other factor affecting it?
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