5Cents Posted July 30, 2023 Share Posted July 30, 2023 But the automatic weapon values were done for balancing reasons, i know. But i dont like the balance. Say merc is Standing in front of a soldier, youre shooting 2 bursts right in his chest and he will kill you with his knife next round. I would like it better, my mercs are for themselfes in danger to die, from enemy MG Auto fire or a handfull of bullets, or just one hit of an 7.62, immediately, instead of that. The healing system feels so godlike for me, that it is unfair to have against that Enemy AI. So i have to wait for editor, having more fun out of weapons. 1 Link to comment Share on other sites More sharing options...
5Cents Posted July 30, 2023 Share Posted July 30, 2023 7 minutes ago, sandman25dcsss said: I use a mod with full damage for burst/autofire, arguably it makes game harder because many enemies use burst. My mercs were killed by single burst many times when I made tactical mistakes. Assault rifles can be quite precise, my best merc switched to using assault rifle to kill 2 enemies per turn, she starts fight with 12 AP and has 100% CtH without aiming so sniper rifle for 7 AP is no longer the best. But then CtH mod really helps to make decision about the switch. Ah yes, thanks. 👍 So maybe i'll install that mod or just wait for editor, crafting all values for my one, already done some calculation, to have an better, appropriate relation. Link to comment Share on other sites More sharing options...
sandman25dcsss Posted July 30, 2023 Share Posted July 30, 2023 15 minutes ago, 5Cents said: But the automatic weapon values were done for balancing reasons, i know. It was the idea, yes. But burst gives 120% damage comparing to 100% damage from single shot and it requires all 3 bullets to hit despite accuracy penalty, it is ridiculous. Currently "+1 bullet when burst" weapon mod is a must to even start talking about balance. Link to comment Share on other sites More sharing options...
sandman25dcsss Posted July 30, 2023 Share Posted July 30, 2023 (edited) 16 minutes ago, 5Cents said: Ah yes, thanks. 👍 So maybe i'll install that mod or just wait for editor, crafting all values for my one, already done some calculation, to have an better, appropriate relation. By the way there is another mod of the same author with values somewhere in the middle between vanilla penalties and full damage so you can try both mods and see what you like more. Edited July 30, 2023 by sandman25dcsss 2 Link to comment Share on other sites More sharing options...
Melliores Posted July 30, 2023 Share Posted July 30, 2023 Speaking of the extra bullets per burst mod, do you think it makes a difference on a machine gun? The machine already fires 8 bullets per long burst which in almost 90% of the cases is plenty of damage against one or even two targets. Link to comment Share on other sites More sharing options...
Warmonger Posted July 30, 2023 Share Posted July 30, 2023 You can upgrade it all 2 your taste. Using the right ammo ist recommended 2 as it was already in JA2. Link to comment Share on other sites More sharing options...
marcinl0 Posted July 30, 2023 Author Share Posted July 30, 2023 What ammo is recommended for Dragunov in JA3 - exactly. For PSG-1: NATO 7.62 x 51 mm. Link to comment Share on other sites More sharing options...
5Cents Posted July 30, 2023 Share Posted July 30, 2023 58 minutes ago, marcinl0 said: What ammo is recommended for Dragunov in JA3 - exactly. For PSG-1: NATO 7.62 x 51 mm. Caliber of Dragunov is 7,62x39 WP. @Warmonger meant type of ammo, i think. Depending on purpose. Its all in the game, if youre not sure, you just have to read the description on ammoboxes, which type it is and what its good for. So you can ask yourself in every gamesituation and load the most appropriate bullets. If you are moving mouse-cursor to your weapon, the possible bullets will be highlited/pointed out (at least if you can find it somewhere..:D). Link to comment Share on other sites More sharing options...
marcinl0 Posted July 30, 2023 Author Share Posted July 30, 2023 7,62x39 WP is VERY rare in JA3 I see - even in Tony shop from dedicated mod. Link to comment Share on other sites More sharing options...
5Cents Posted July 30, 2023 Share Posted July 30, 2023 I dont think so, cause there are plenty of AK 47s, but i actually didnt used it that much, and I meant its hard to find something youre looking for, because of sector-inventory managment system Link to comment Share on other sites More sharing options...
marcinl0 Posted July 30, 2023 Author Share Posted July 30, 2023 AK 47 ammo is not for Dragunov in JA3. Link to comment Share on other sites More sharing options...
Solaris_Wave Posted July 30, 2023 Share Posted July 30, 2023 On 7/28/2023 at 10:36 AM, Skaldy said: sniper rifle+ hollow point ammo can single-handedly carry the entire game. Hence best long range weapons are sniper rifles. 6 mercs with sniper rifles and corresponding ammo+perks can clean maps in few minutes As I have repeatedly mentioned, this is something I was concerned about long before release and made multiple suggestions on how to avoid this. Everything was ignored and now you just have this easy, boring method that seems to work in every situation. 3 hours ago, 5Cents said: For me the same. I dumped almost all AR weapons. They were almost completly useless for me, because the reduced damage, when shooting burst/auto. (Apart from beeing absolutely unrealistic) which isnt a game fault, they were meaningless. Why should invest APs, when damage is reduced and its unlikely the bullets will hit. Apart from they are good for singleshots, because less APs to spend, but again, not as precise and less damage than Rifles. And if merc has a perk or observes he will spend a lot of bullets, with no or few effect. The only good AR for me, was the good old antiquated modified FAL bought in Grandmas Shop (cause deadliness + bearable range). All the rest was only pure trash for me. But mostly, in later game, my merc worked with m24 anyway. Another 'great' idea that wasn't all that great. Haemimont said that they had no damage reduction at first but this made the gameplay less enjoyable. However, they didn't properly test other methods to stop making automatic fire the most dominant. The end result is that is just furthers the emphasis on single shots that are aimed at the head. 3 hours ago, sandman25dcsss said: I use a mod with full damage for burst/autofire, arguably it makes game harder because many enemies use burst. My mercs were killed by single burst many times when I made tactical mistakes. Assault rifles can be quite precise, my best merc switched to using assault rifle to kill 2 enemies per turn, she starts fight with 12 AP and has 100% CtH without aiming so sniper rifle for 7 AP is no longer the best. But then CtH mod really helps to make decision about the switch. 3 hours ago, 5Cents said: But the automatic weapon values were done for balancing reasons, i know. But i dont like the balance. Say merc is Standing in front of a soldier, youre shooting 2 bursts right in his chest and he will kill you with his knife next round. I would have kept all bullet damage the same between fire modes but would have increased recoil per shot and action point usage. 18 minutes ago, 5Cents said: Caliber of Dragunov is 7,62x39 WP. I hope not. I still have to wait a few more weeks to play JA3 but the SVD Dragunov should be chambered for 7.62x54mmR. If not, then that is another mistake that needs fixing. 1 Link to comment Share on other sites More sharing options...
5Cents Posted July 30, 2023 Share Posted July 30, 2023 Nope, my fault, both of you are right, i wrote wrong, when i wrote 7,62x39 WP @marcinl0@Solaris_Wave, with that 7.62x51 mm. I think i once saw it somewhere on picture, that it was right, but i can have a look in a savegames, maybe i'll find it ( but didnt used it anyway) Link to comment Share on other sites More sharing options...
5Cents Posted July 30, 2023 Share Posted July 30, 2023 8 minutes ago, Solaris_Wave said: I would have kept all bullet damage the same between fire modes but would have increased recoil per shot and action point usage. Makes sense, yes. Like in JA2 Vanilla. Link to comment Share on other sites More sharing options...
marcinl0 Posted July 30, 2023 Author Share Posted July 30, 2023 (edited) Is suitable ammo available for Dragunov in JA3 and what ammo - 7.62 x 54 WP. Edited July 30, 2023 by marcinl0 Link to comment Share on other sites More sharing options...
D13 Posted July 30, 2023 Share Posted July 30, 2023 My primary tactical use of ARs so far has been full auto to suppress enemies my snipers can't kill during the current turn. Link to comment Share on other sites More sharing options...
5Cents Posted July 30, 2023 Share Posted July 30, 2023 Does that work for you? My first thought was to have a use for any Machinegun, supression. But maybe because of high difficulty the enemy resistant against my supression trys..even the M2 couldnt do good results there, even not in deadliness, cause of penalty too. Maybe that will work better in commandos? Hmmm...well.. Got a bit of dejavu, doing some time travelling, need to edit quieta lot of data & change some 1.13 ini values..😄 Link to comment Share on other sites More sharing options...
D13 Posted July 30, 2023 Share Posted July 30, 2023 It seems to work well for me in terms of getting the suppressed status, although sometimes I find it hard to tell how much of a difference it really makes. I use it when there is only one enemy (so throwing one of my few stun grenade would be a waste), when they are outside my throwing range, or in situations where I want to stay crouched or prone. What I haven't figured out yet is if auto fire on a group can suppress only the one enemy I'm actively targeting, or those nearby as well. I just auto fired on a group of four, all standing next to each other, but I got only one "suppressed" message. I may have been unlucky or maybe that's just how it works. But if we can wound multiple enemies with one shot, surely we can suppresse multiple enemies with one attack? Link to comment Share on other sites More sharing options...
sandman25dcsss Posted July 30, 2023 Share Posted July 30, 2023 9 minutes ago, D13 said: It seems to work well for me in terms of getting the suppressed status, although sometimes I find it hard to tell how much of a difference it really makes. Suppressed does not do much on last difficulty level where AI gets +60% free movement. 1 Link to comment Share on other sites More sharing options...
sandman25dcsss Posted July 30, 2023 Share Posted July 30, 2023 Also based on my understanding of source code only main target is suppressed. 1 Link to comment Share on other sites More sharing options...
Solaris_Wave Posted July 30, 2023 Share Posted July 30, 2023 2 hours ago, sandman25dcsss said: Suppressed does not do much on last difficulty level where AI gets +60% free movement. How do they achieve this? Do they suddenly get rocket-powered roller skates or something? Link to comment Share on other sites More sharing options...
Melliores Posted July 31, 2023 Share Posted July 31, 2023 (edited) @marcinl0 The Dragunov in game uses 7,62x39 mm WP rounds. All soviet rifles and machine guns actually use that for simplicity. This is I guess to make the loot drops easier to handle. Dragunov in real life uses 7,62x54R. AK-74 uses 5,45x39 mm. However these callibres are not available in game and thus they use the 7,62x39.@Solaris_Wave If you are asking from a coding perspective - just a simple variable that is part of the Free movement formula. If you are asking from a roleplaying perspective - drugs, training and whatnot. I know for certainty that a well-conditioned infantry soldier can outrun or outpace me while I am not carrying anything heavy and they are hauling a 30 kg backpack and weapons with them. You can say that on easier difficulties they are not that well-trained and thus the base value they have is actually for civilians. Do not underestimate what a good condition training can do for your body. 😉 Edited July 31, 2023 by Melliores Link to comment Share on other sites More sharing options...
Solaris_Wave Posted July 31, 2023 Share Posted July 31, 2023 23 minutes ago, Melliores said: Dragunov in real life uses 7,62x54R. AK-74 uses 5,45x39 mm. However these callibres are not available in game and thus they use the 7,62x39. The more I read about what is missing from the game, the less enthusiastic I am about even playing the game in the next few weeks. Link to comment Share on other sites More sharing options...
sandman25dcsss Posted July 31, 2023 Share Posted July 31, 2023 5 hours ago, Solaris_Wave said: How do they achieve this? Do they suddenly get rocket-powered roller skates or something? There is a mod which fixes it: "Do you feel like enemies are running twice as fast as your mercs? This is not just your feeliing: on top difficulty they have 60% bonus to free move. IMHO it is just not fun, cause it breaks tactical combat dividing it into two phases: long range sniping -> close combat. No middle distance battle.Mod decreases enemies 60% free move bonus to 20% for MI, and from 30% to 10% for Commando." https://steamcommunity.com/sharedfiles/filedetails/?id=3007139970 Link to comment Share on other sites More sharing options...
5Cents Posted July 31, 2023 Share Posted July 31, 2023 (edited) 38 minutes ago, Melliores said: The Dragunov in game uses 7,62x39 mm WP rounds. All soviet rifles and machine guns actually use that for simplicity. This is I guess to make the loot drops easier to handle. Aha, so i thought i became forgetable.. : D I already recognized it for MG42, which is in 7,62x51 Nato in game (MG3), not 7,92×57, from WW2. 8 hours ago, sandman25dcsss said: Also based on my understanding of source code only main target is suppressed. Yes, so my game-experience told me too. Too Bad. Hope its changeable.. 8 hours ago, D13 said: But if we can wound multiple enemies with one shot, surely we can suppresse multiple enemies with one attack? I think, thats pure luck. At the moment i think, you cant really steer that. Other in JA2 where you could steer every sprayed shot (at least see the estimated hits). So in my game surpressing trys were pretty useless, when i was overhelmed,..so i gave up that tactic pretty soon and sometimes i just retreated, to come back again later.. Hm, a bit of a downfall of game-mechanix at the moment, that looks to me. Edited July 31, 2023 by 5Cents Link to comment Share on other sites More sharing options...
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