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Weapon characteristics & other suggestions.


Solaris_Wave

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I deliberately didn't include any other type of ammo other than FMJ because I was thinking about what armies would be issued with, as opposed to civilians. Also, for game purposes, FMJ is that average specification round, with hollow points and soft points on one side, and armour piercing rounds on the other side (if such types are available for that calibre).

The nature and behaviour of bullets is erratic and overall, it can be hard to give a generalised view of what is more powerful than another. You can have one account where a bullet will go straight through something, and then you hear/read/experience another account of that same calibre and bullet type failing to even wound, because it bounced off or was absorbed by thick clothing.

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While on the subject of types of ammunition, I can only assume that there will be several varieties available in JA3. I was thinking, what about including corrosive ammo? For any guns in the game that were issued in WWII and beforehand, plus for modern day Russian and Soviet firearms, corrosive ammo could be widely available. When buying ammo, it is the cheapest to buy (and in bulk) and invariably found being used by most enemies, except for the more skilled and better equipped. Its downsides are that it wears out the guns faster, meaning that maintenance is needed to be carried out more frequently.

Damage and performance wise, corrosive ammo is the same. It could be an interesting addition to JA3, where if you need to find ammo, especially if you are using Soviet type rifles, that kind will be the easiest to find or buy in the earlier parts of the game, when your funds are low.

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  • 2 weeks later...

One aspect of the game that I have only touched briefly upon is knives and melee weapons. I am not very knowledgeable on the subject of such things, at the time of writing this, as I have never had a desire to own, or even need, a combat knife or other similar blade. I did however, want to mention it as a suggestion and that is, hopefully that there will be melee weapons in the game. I would like to see more than one type of knife in the game, with different damage, weight and action point cost. The mercs of Jagged Alliance come from different countries and there are various knives unique to certain nations and special forces. Also, I should imagine that machetes would be a popular and common sight in Africa, being in use by the various armies and civilians on the continent.

The same can be applied to grenades. There are several varieties of anti-personnel fragmentation grenades, dependent on various nations (or at least, NATO models and Soviet Union models). This will also apply to other types of grenade, such as incendiary, smoke and flashbang. While some of the effects won't really differ, some lethal grenades are certainly more powerful than others.

Some rifles are capable of mounting grenade launchers (again, there are various models) or using muzzle-loaded rifle grenades.

Edited by Solaris_Wave
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On 9/30/2022 at 8:58 PM, Solaris_Wave said:

One aspect of the game that I have only touched briefly upon is knives and melee weapons. I am not very knowledgeable on the subject of such things, at the time of writing this, as I have never had a desire to own, or even need, a combat knife or other similar blade. I did however, want to mention it as a suggestion and that is, hopefully that there will be melee weapons in the game. I would like to see more than one type of knife in the game, with different damage, weight and action point cost. The mercs of Jagged Alliance come from different countries and there are various knives unique to certain nations and special forces. Also, I should imagine that machetes would be a popular and common sight in Africa, being in use by the various armies and civilians on the continent.

The same can be applied to grenades. There are several varieties of anti-personnel fragmentation grenades, dependent on various nations (or at least, NATO models and Soviet Union models). This will also apply to other types of grenade, such as incendiary, smoke and flashbang. While some of the effects won't really differ, some lethal grenades are certainly more powerful than others.

Some rifles are capable of mounting grenade launchers (again, there are various models) or using muzzle-loaded rifle grenades.

I wrote about this already in other topic. Machetes indeed must be there, also few different kind of knifes like karambit, jungle survival knife or something like a Rambo knife the heartstopper. 😉

 

Of course there will be several type of grenades, normal grenade, smoke grenade and the flashbang but its a must to have also a very lethal gas grenade like the famous mustard gas grenade in JA2 which saved of us from lots of tough battles.

 

Nothing like a grenade launcher attachment on our assault rifles, many AFs have it including AK and M-16 models.

 

Also the Russian RPG must be surely in there ! (Especially around end of the game, possibly against tanks or vehicles.)

 

@Solaris_Wave BTW it seems like you are a weapon nerd or really a weapon expert since you have so much knowledge about guns and even detailed bullets, such corrosive ammo. 😄

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The developers certainly have a wide range of hand grenades, rifle grenades and support weapons to choose from. I don't know what weapons they have planned for JA3 (I'd love to know) but for each of those categories, there are varieties within each nation's arsenal, let alone the entire world. That doesn't even include earlier varieties. With the game being set in Africa, it would be quite easy to expect grenades (and guns) from WWII and all the way up to 2001, when the game is set.

For man-portable rockets and projectiles, you've got the famous and widely available Soviet Union-era RPG-7, the American M72 LAW and SMAW, British LAW-80 and Swedish AT4 and M3 Carl Gustav. Some of those are 2-man crew weapons though, so I don't know if the developers would include those ones and just simplify things by having the merc carrying both the launcher and spare rounds, then loading it themselves, with other mercs carrying extra rounds. They had a mortar in JA2 so it is feasible.

For rifles that use grenades loaded by the muzzle or an under-barrel launcher, it gets more complicated. The reason being that not every rifle can have a launcher mounted underneath as standard. For NATO rifles, there are a few different launchers. While the M203 grenade launcher is common, not every rifle could support it or used that model. Earlier Heckler & Koch rifles such as the G3 and HK33 used the HK79 launcher. That one is quite long and would only fit standard barrel length rifles (so their carbines would not be able to use them). Later on, H&K developed the AG36 launcher, designed to be used with the G36 and G36K rifles. That one was later fitted to other guns but after JA3's 2001 setting. The British L85A2 rifle used muzzle-loaded grenades and only got a launcher into production after 2001.

Muzzle-loaded grenades remain in common use, even if they are more cumbersome to use (some needing a gun with an extended and specialised muzzle, some needing a blank round to be loaded first, having exceptional recoil, etc.) and many rifles that could appear in JA3 would need to use those instead of a launcher. The FN FAL and FNC use muzzle-loaded, although the FAL could be fitted with a launcher and the Swedish AK 5 (based on the FNC) does accept a launcher as standard. The FAMAS was especially designed to use muzzle-loaders and for bullpup rifles in general, a grenade launcher can be awkward until after JA3's timeline. The M320 GL didn't come out until after then, which improved things a lot. That said, it wasn't impossible for bullpup rifles to have the M203 fitted. The Steyr AUG could accept one (if the longer barrels were fitted), the Tavor TAR-21 needed a different muzzle to fit it but other than looking ugly, would take it. Even the FAMAS could but I don't know much about that. There are photos online showing an M203 fitted but I don't think it was done without some drilling through the handguard. I could be wrong, however.

If the developers want to include the FN F2000 rifle, which possibly went into development in time for the setting (being 2001), it had its own unique launcher.

Regarding the M203, there is the standard version and the M203A1. The standard model has its own handguard and would replace that on the M16 rifles. The A1 was designed to fit on the M4, with a bracket fitting over the M4's barrel. The thicker M4 barrels have a notch so the bracket will mount over it successfully.

There is also the M203PI (Product Improved). I didn't know much about this version and only recently just learned about it when I was doing a brush up on my knowledge. I was surprised to read it has been around since the late 1980s. This changes things again as it allows fitting to rifles that originally wouldn't be able to mount the M203. The FN FAL can be fitted with this model. The Steyr AUG will accept this also but doesn't specifically need it. Where this version further complicates things is that it will also fit the H&K MP5 sub-machine gun (so it isn't just rifles after all). There doesn't seem to be a lot of info on this, so I can only go by what little details I have seen. To me, if it fits an MP5 (replacing the hand guard and fitting over the barrel), then for the purposes of a computer game, if the merc had access to the right tools, then something could be modified for rifle carbines, such as the HK53. In JA2, a merc could modify their gun if they found springs, duct tape and tubing, so why couldn't they cut and weld a grenade launcher onto their own personal gun, if it is one they intend to keep using?

Lastly, there are stand-alone grenade launchers. You've got the single loading M79, HK69, M203 (with fitted sights and pistol grip) and AG36 (also with fitted extras). Then, you've got the revolving cylinder grenade launchers like the MM-1 and Milkor MGL. All of those are 40mm calibre models. The developers might want to add 37mm models but those are designed to load Less-Than-Lethal grenades only, as they are for police, whereas 40mm can fire all types. I don't think the developers would want to create too many weapons as they are just adding unnecessary work for themselves.

At the end of the day, it is down to the developers to decide what weapons they are including in the game and what varieties they want to model in 3D. The M203 and M203A1 need different models due to their fitting, for instance. The under-barrel launchers all look different but generally have the same characteristics when it comes to game statistics (range, accuracy and action point cost) and largely accept the same types of ammo (except that the M203 struggles with longer grenades because it doesn't open to the side or hinge down, to allow for clearance).

It is what they want to model in 3D and what they want to create new stats for. I'm all for having as many weapons as available and some of those weapons could just have separate models and then copied stats, with a little change here and there. In real life, many weapons behave the same or give similar performance but they are designed to work with other weapons in their inventory, or they have characteristics to fit the environment or size of the soldier common to that nation.

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There is always one problem with implementing flame-throwers in a game and that is the fact that they need to be able to set alight almost everything. That means terrain and most objects have to burn, be blackened and maybe reduced to ashes. The fire has to spread too. That is a lot of work for the developers unfortunately. Many flame-throwers in games just burn enemies and leave the environment untouched but I personally always feel that it doesn't then feel like a true flame-thrower and a different weapon would have been a better addition.

Weapons that create fire isn't out of the question, so that isn't what I am talking about. Lots of games do it successfully. I also suggested incendiary grenades for JA3. However, with flame-throwers you aren't just hitting one area, causing the area to burn, spreading flame until it burns out. You are instead, constantly lighting everything up as you sweep it around. For the developers that means making everything in the game potentially flammable. After continued use of a flame-thrower, that means that much of the battlefield will be on fire as the fire burns and spreads on its own, setting nearby things and terrain alight, all the while the operator is continuing to set more things on fire with the flame-thrower itself. That could slow down the game as everything is on fire (and being animated as such).

I'm not saying it isn't possible to have such a weapon in JA3 and other games have managed to include flame weapons successfully where the terrain is affected. If it can be done in JA3 then it would be a very interesting and effective weapon (and hopefully not overpowered).

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Instead of having flame-throwers, you could have rocket launchers with incendiary warheads. Longer range and safer for the user because they are not going to be wearing a flammable canister on their back. From a game design perspective, it would be easier too, as you would be setting a fixed area on fire with a single shot, instead of a continuous stream hitting an area that increases in size the more you spread it. You can still set an area ablaze and the fire could spread to a lesser degree, but it would be easier for the game engine to process because you are not trying to burn everything.

For such weapons, check out the American M202A1 FLASH and the Russian RPO-A Shmel.

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  • 3 weeks later...

While AK type rifles (especially the AK-47 and AKM) will be common amongst the general military forces, along with battle rifles such as the FN FAL and H&K G3 (and CETME), I was thinking about the availability of bolt-action rifles. Many of those would be available and see common use in Africa, due to hunting big game or defence. They wouldn't necessarily have telescopic sights as they aren't considered sniper rifles in the capacity I am thinking about.

I don't know how appealing they would be for equipping your mercenaries but while they have their drawbacks (slow to aim and fire, slow to cycle and slow to reload), they would nonetheless fire powerful cartridges and be a common alternative. I wouldn't mind seeing them included in JA3 for the sake of authenticity.

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12 hours ago, Solaris_Wave said:

I don't know how appealing they would be for equipping your mercenaries but while they have their drawbacks (slow to aim and fire, slow to cycle and slow to reload), they would nonetheless fire powerful cartridges and be a common alternative. I wouldn't mind seeing them included in JA3 for the sake of authenticity.

Yeah, something like an elephant gun in a Nitro Express caliber could be a good mid-game gun for a marksman. Accurate and very powerful but no scope or a low magnifying scope and only 2 shots before reloading.

As for bolt action hunting rifles theres a large selection of magnum and magnum-like calibers, from .300WM and way up in the .4xx. Maybe something like a .375 could be a good choice.

.45-70 could be a good choice for a lever action enthusiast. Powerful and relatively large magazine but not that great at distance.

For some reason I keep picturing Reaper with a Blaser R93 in .300WM. 🤔 

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Some great suggestions there, Hendrix. I think larger calibre hunting rifles would be an interesting addition to the game. They would balance quite nicely because I can see the guns being affordable, while the ammo is costlier. They would cause a lot of damage but would need a large amount of action points to fire. If the merc misses, then they are possibly going to be in trouble as they might not not have enough action points left for another shot that turn. High recoil and the need to operate the bolt handle afterwards will need a skilled shooter in a combat situation. Likewise, they are not going to be effective when assaulting a position or entering a building.

All that sounds like a waste of time and that you might as well choose an AKM. However, you get a lot of power per bullet, causing plenty of damage (even over-penetration through a human target), shooting comfortably through cover, being effective against angry fauna and having excellent range. They would be reliable too with lower degradation. If weapon familiarisation is a thing in JA3, the more a merc uses the hunting rifle, the better their aim and the less action points needed.

While not really much more powerful than battle rifles in 7.62x51mm, there could also be rifles in .30-06, .303 and 7.92mm Mauser. I can visualise lower quality enemy soldiers armed with those. They certainly wouldn't be weak if they hit one of your mercs either. Come to think of it, I don't know that the outcome would be good for one of your mercs if the enemy had an elephant gun!

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15 hours ago, Solaris_Wave said:

They would cause a lot of damage but would need a large amount of action points to fire. If the merc misses, then they are possibly going to be in trouble as they might not not have enough action points left for another shot that turn.

Yupp, the rifles would fall in the high risk high reward kind of category. Just a simple check I made, my .308W FMJ ammo has a bullet weight of 9,7 and 10,0 gram. I checked the home page for the same manufacturer (Norma) and their .470 nitro express FMJ weights something like 32 gram. So it is definitely a heavy slug!

Ofcourse a .50 bmg or something like that is way more powerful. But you also get a much heavier rifle and ammo to carry.

 

15 hours ago, Solaris_Wave said:

While not really much more powerful than battle rifles in 7.62x51mm, there could also be rifles in .30-06, .303 and 7.92mm Mauser.

While I agree whit you I would advise Haemimont not to overdo it however, too many guns with too many (for that gun) unique calibers would become very tedious, especially for those who just want to play the game. Maybe a "tons of guns" option like in JA2 could be good solution to both sides.

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7 hours ago, Hendrix said:

Ofcourse a .50 bmg or something like that is way more powerful. But you also get a much heavier rifle and ammo to carry.

I would be surprised if JA3 didn't have an anti-materiel rifle in the game, either chambered for .50 BMG (12.7x99mm), M200 Intervention (less likely) or something bigger such as a 14mm cartridge. They tend to get featured in games due to having some kind of pop culture or fame but then they are used to take out personnel rather than their intended purpose of destroying equipment, engines or light military targets. Either way, any of those guns can't be expected to be fired effectively unless lying prone, or crouched but supporting the rifle on something at the same time.

 

7 hours ago, Hendrix said:

While I agree whit you I would advise Haemimont not to overdo it however, too many guns with too many (for that gun) unique calibers would become very tedious, especially for those who just want to play the game. Maybe a "tons of guns" option like in JA2 could be good solution to both sides.

I agree with this as well, despite saying in an earlier post that I wouldn't mind seeing hunting rifles and other guns, more attributed to civilian use, to appear, if only for the sake of atmosphere of an African environment. You can saturate a game with too many guns and calibres, creating more work for developers and indecision, due to too much choice, for the player. As the player, you don't know what to pick and so end up picking something for the sake of it.

There are so many guns in real life and plenty of calibres and cartridges. A lot of that doesn't always translate into a game, as lots of guns produce the same effect in terms of cartridge but are tailored for that nation's requirements. Meanwhile, certain calibres might only be slightly different in ballistics and to put them in a game and give them a slight alteration in damage or range, for instance, is ok until you are doing it over and over.

In terms of game purposes, a SIG Sauer P226 isn't going to behave too much differently to a Beretta 92, Glock 17 or H&K USP 9. They are all 9mm pistols and apart from any slight difference in magazine capacity, in a game they will act the same. You can't really program whether one gun feels better to one shooter or another (unless weapon familiarisation is added). They are similar in reliability as well. You are only really putting them all in a game for purpose of inclusion and people will be fans of one gun over another.

It's difficult to know what guns the developers are going to put in the game, short of them posting in this forum what will be in and what won't be. As long as the main calibres are in (what is in common use) and the most likely guns, I think that will be good enough. If anyone wants to add in others through a mod after the game's release, then that is fine (as long as they balance it realistically).

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Yupp. While I expect JA3 to have plenty of guns, I rather see them have a smaller but diverse and fun selection of guns with actual difference, rather than tones of "clones" of guns.

Just as you stated, while in reality there are differences, even differences that matter for individual shooters, from a gameplay perspective you cannot really translate it in a good way. Also, how well you perform with a gun depends first and foremost on the amount you train and familiarise yourself with it. Ofcourse you can prefer the handling lets say a Sig P226 to a Glock 17 and therfore perform better with the SIG. There is even the other side of the spectrum of being too familiar with a specific gun. A acquaintance of mine who is heavily into long range shooting practice so much with his target rifle, that he really does not like to shoot other rifles because they "feel wrong". 😂 However I belive he is a bit a special case.

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That definitely sounds like weapon familiarisation taken too far! I can see that sort of thing happening fairly easily though, if all you have used for such a long time is one gun (maybe through being in the military) and then never using anything else. A similar thing happens when you are used to a weapon due to its build and style, or being used to a certain calibre…then something new comes along and all the old hands scoff at the replacement being like a toy. It happened when assault rifles replaced the battle rifles that soldiers were used to (eg. M16 replacing the M14, SA80 replacing the SLR (semi-auto FN FAL)) and 5.56mm replacing 7.62mm NATO. You've also got the guys who would never use anything but a M1911 (original or variant) and the .45 ACP cartridge. 9mm for them is too weak.
 

Talking slightly off-topic but also referring back to my earlier post about games always wanting to have .50 BMG rifles in them, another weapon I am bored of seeing now is the Minigun, whatever calibre it is in (it isn't always 7.62mm NATO). The first time I saw it, I was watching the movie, Predator for the first time, back in the late '80s. Being young, I thought it was amazing to see it being carried by one man, having no clue about the weight, recoil, need for electrical power (completely hidden in the movie), ammo requirements and so on. I became slightly obsessed with it and getting into Warhammer 40K at around the same time, I thought of the 'amazing' idea of soldiers carrying miniguns with under-barrel flame-throwers ("Just put the canisters on either side of the ammo backpack! Why hasn't the army done this?"). Obviously, I am older and a lot wiser now but that film, amongst several others, notably Terminator 2, has been a large influence on video games, to the point that every game now seems to have a minigun in it, usually able to be carried by yourself or some heavily armoured bad guy. Yes, the minigun looks and sounds mean, is very powerful due to the sheer volume of bullets, but unless you are shooting from or shooting at an aircraft that isn't in the same space for very long, and need to get as many bullets into the target as possible while you (or they) are in that space, it is entirely overkill. It isn't anything that a LMG or SAW wouldn't better, and more realistically, provide. If you need anything bigger and have it on a static or ground-mobile platform to shoot something likewise, there is always the good old M2HB or DShK heavy machine guns.

Hopefully, JA3 will avoid having any miniguns at all, unless it features armed helicopters.

Edited by Solaris_Wave
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9 hours ago, Solaris_Wave said:

I can see that sort of thing happening fairly easily though, if all you have used for such a long time is one gun (maybe through being in the military) and then never using anything else.

Well in his case it boils down to being a nerd of sorts, simply he trains with his rifle so much he becomes a bit uncomfortable with anything else. That being said he would outperform me any day with any of my own guns simply because he is a much better shooter than me. The long distance shooting community here are not really military people though (sure many of them have gone through conscript service but just like me they are not professional soldiers). Rather most of them are nerds, going over ballistics charts, velocities, load performances in different weather etc. It all boils down into getting a rifle and ammo load to be as accurate and predictable (depending on conditions) as possible. Sure every now and then some new guy shows up, all dressed in 5.11 gear, just bought himself a Sako TRG 42 in .338 Lapua Magnum because how can a 6,5x55 or some other pesky caliber compete with that?! Then they realize that they don't know anything about the performance of neither the rifle or the cartridge and that shooting 5 rounds whit that bad boy is far worse than shooting 50 6,5x55 or .308W or whatever pesky shit the others use. Then they see how they have hit. "WOW I got a a 25cm group at 300m! I'm a natural sniper, Delta Force and SEAL Team should give me a call!" Then the old guy with a belly, glasses whom had a hard time just laying down behind his Tikka T3x shows his 5cm group at the same distance. Normally the military wannabe-guys does not last long or completely changes their attitude and gear because the long range community (here were I live) is all about being accurate, not looking or pretending to be snipers, that is something entirely different.

 

9 hours ago, Solaris_Wave said:

I was watching the movie, Predator for the first time, back in the late '80s.

Yupp I have fond memories of that and such other movies as well!

 

9 hours ago, Solaris_Wave said:

Hopefully, JA3 will avoid having any miniguns at all, unless it features armed helicopters.

9 hours ago, Solaris_Wave said:

having no clue about the weight, recoil, need for electrical power (completely hidden in the movie), ammo requirements and so on.

Could not agree more! Just for fun I could not help but to do some quick math. Assuming a minigun fires at the low rate of 2000 rounds/min (according to google between 2000 and 6000), and it firing a 7.62x51 (I weighted a .308W FMJ with a 9,7gram bullet and got a weight of 23gram, I would assume that is close enough to an actual 7.62x51 FMJ) gave me 2000 * 0,023 = 46kg, that's the weight of the ammo you would spend per minute! A 3 second burst would deplete 2,3kg (a 100 rounds). There's just no way to use a weapon that heavy and ammo intensive in combat (in the aspect of someone carrying it). As you said I much rather see some kind of heavy machinegun emplacements than the minigun! 

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On 11/2/2022 at 2:55 AM, Hendrix said:

.45-70 could be a good choice for a lever action enthusiast. Powerful and relatively large magazine but not that great at distance.

+1

I know this isn't a sound "tactical" choice for military situations.

But this is Jagged Alliance okay, gimme a Marlin .30-30 or .45-70, a Winchester 94 (chambered in .357 or .44). You know... for when you meet bad guys while exploring the local woods! 😁

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It is possible that .357 and .44 Magnum calibres will be in the game, if only for the use of revolvers. To have a rifle use that calibre as well, shouldn't really be a problem as it would be a case of increasing range and damage, due to the extra velocity from a long barrel. I don't know how the developers code each weapon entry but to create one more weapon that uses an existing calibre shouldn't be too much of a nuisance.

I think it makes more sense to not have too many guns using too many unique calibres, like Hendrix pointed out earlier. Lots will use 9mm Parabellum, for instance but how many different guns will use .380 Auto?

Edited by Solaris_Wave
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  • 1 month later...

I am asking those more perceptive than me (or those who know more) to clarify one thing.

I've looked at all the materials so far and haven't noticed one thing. Have you noticed that in the trailers there is basically no information about ammo? I didn't notice neither magazines nor ammo types (e.g. JHP, FMJ etc.). The only information that appears in this topic is the number of rounds in the magazine, that's all. Even in one of the trailers, when the weapon screen (FAMAS) is presented, there is not even a mention of the caliber and ammunition used.

I don't want to sound the alarm, I could be wrong, but I find it a bit worrisome.

Edited by Demon_Cleaner
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@Demon_Cleaner a fellow Kyuss fan?

I think many of us are expecting different ammo types to be available. My personal take is that we have only seen a very early build of the game so far and many things are still in development, not yet implemented or still being decided. Slightly worrisome perhaps but since no release date has yet been revealed, my guess there is still lot of development time left.

Hopefully we will get a dev diary in the near future shedding some light on the matter.

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Hopefully, it truly was due to an early build being shown. It would make no sense to ditch the various ammunition types. Multiple games have that now and if they just stuck to Full Metal Jacket for rifles, SMGs and pistols, while it might be realistic from an army issue point of view, mercs get to buy what they want when they have enough money and a decent supplier. At the beginning of the game, you might only get FMJ rounds and if Soviet-issue, probably cheap, corrosive ammo. Later on though, you should get to choose if you want Hollow Points and Armour Piercing (if AP is made for that cartridge). FMJ would be the middle ground between the two, with HP causing greater damage to the body but being easier to defeat with body armour. AP gets through but causes less damage due to little expansion and high penetration.

I don’t think you need to go more in-depth with that and start choosing different grain weights for cartridges. That would unnecessarily complicate things when you are adjusting velocities, rates of fire, range and damage by minute detail. It would be better to pick the most common details or go for an average.

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  • 2 weeks later...

Thought about the aiming crosshair lately and I hope the devs implement different types for the various scopes and weapons you use. Also it would be great if you could see the real objective lens of these scopes with all their typical optical effects and maybe the parallax effect too. 

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I was thinking the aiming crosshair was just a game implement but it could be made so much more with @WILDFIRE's idea. Different crosshairs and reticles for various sights so you are in effect seeing what your mercs' are seeing when they are looking through their weapon's optics.

How about affecting the view of the target through the optic, depending on their distance from the shooter and the magnification power of the optic? If aiming at a target farther away, a high power optic with proper magnification could present a larger or clearer image, compared to a red dot sight that has no magnification?

I think you would have to draw the line at wanting to show iron sights though. While optics have a general similarity to one another in their reticles, iron sights are more varied, especially when you think of pistols, SMGs, shotguns, LMGs and rifles. A compromise between what is there now and a bit of variation depending on the mounted optic would be a fun implementation, however!

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