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  • DevDiary 11 - Guns Guns Guns


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    Hey everyone, my name is Pavel Peychev, Producer at Haemimont Games and I am thrilled to share with you this DevDiary on a topic near and dear to my heart - the Guns of Jagged Alliance 3! We'll go over the types of weapons, how they fit into the overall gameplay and how we managed to represent the look and feel in the game itself. 

    Weapons are an important part of the Jagged Alliance legacy. Whereas other games in the genre use high-level abstractions, JA games aimed to faithfully reproduce real life weapons in a turn based tactical game by introducing things like selective fire, ammo types, penetration, effective range and more. 

    In Jagged Alliance 3 we wanted the weapons to open up playstyles and feel different in the hands of different mercs while still keeping them grounded in reality.


    The Guns of Jagged Alliance 3

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    There are 7 different types of ranged weapons in the game - Handguns, Shotguns, SMGs, Assault Rifles, Rifles, Machine guns and Heavy Weapons. They have their own characteristics, different effective ranges, and special attacks. We also have some melee weapons but this DevDiary is only about firearms.

     

    For instance, Handguns are very accurate at point-blank-range. They also allow for Mobile Shot, where you can move to a new location and shoot at the closest enemy. This makes them useful even later in the game for dynamic and aggressive in-your-face builds.

     

    SMGs (submachine guns) combine the Handguns’ lower armor penetration and high mobility with burst and autofire capabilities as well as the Run & Gun special attack that allows you to shoot on the move for a considerable accuracy penalty.

    Nothing says “guns blazing” quite like dual-wielding. You can equip handguns and some SMGs to each hand and choose which to shoot or just pull the triggers on both at the expense of accuracy.

     

    On the other side of the spectrum, you have Machine Guns that tend to excel with a more planned approach. They are Cumbersome, which means they don’t allow free movement at the start of your turn, are less accurate when fired from the hip, but can dominate an area when set to threaten it with interrupt attacks. Spitting lead downrange at an impressive rate.

     

    Shotguns combine a regular attack with close low-damage AOE that represents the pellet spread. An accurate shot will do a lot of damage but even an inaccurate one will slightly wound characters standing close. They can be highly destructive at close range so check your friendly fire.

     

    Assault rifles are highly versatile and allow for you to mod them in order to fit many different roles. But we’ll talk about modifying weapons and using attachments later in this diary.

     

    Rifles, of course, have long range, low rate of fire… in most cases. Some rifles are very well suited for fast follow-up shots that bolt action rifles just can’t do.

     

    Heavy weapons will allow you to send some love in the form of different kinds of explosive ordinance. Nothing demonstrates the destructable environment quite like a rotary multiple grenade launcher.


    Choosing the lineup

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    There were many considerations when choosing the specific weapons that made it into the game.

     

    The Location
    Jagged Alliance 3 is set in a country with a colonial past and leftover fortifications from WW2. It made sense to have old German weapons like Gewher 98s, MP40s, MG42s around (sometimes is atrocious shape) and being used by local combatants.

    War zones, especially ones with conflict resources like oil or - you know – diamonds, tend to attract all kinds of arms that can be sold on the grey and black markets. Africa has seen its number of FN FALs cross many shady borders. But it’s not impossible to see something more exotic like a contraband G36.


    The Time
    The early 2000s are an interesting time because most of the more iconic small arms weapons are widely spread. The Cold War has ended and literal tons of AKs are being traded around the world. But it is still too early for things like the FN SCAR or the HK416 to jump on the scene.


    The Effects on Gameplay
    And of course, gameplay variety is key. We needed weapons that open up opportunities for different playstyles. Players should have options to engage close up and at long distances; daytime or during night.

    We needed accurate and moddable SMGs, but also nimbler ones mercs can dual wield. Old and common initial weapons and rare mid-late game ones. An auto shotgun is a thing of beauty, but firing off two shells from the early game double barrel shotgun can be even deadlier.


    Ammo

    In true Jagged Alliance fashion, the ammo you use is going to be a factor during the battles you fight. Every weapon needs a specific cartridge, and there are different types that you can use. Ammo management will be something you need to take into consideration when playing your campaign and go deeper into Grand Chien. If you don’t, you run the risk of turning your favorite gun into a highly impractical paperweight.

     

    Ammo doesn’t only influence stats but also has some deeper gameplay effects. You can use AP ammo to handle armored enemies or Hollow points to inflict Bleeding and have a higher crit chance, but at the cost of armor penetration. No gunshot is really silent but if you want to be able to sneak several shots before being detected - load up some Subsonic ammo.

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    Want to shock and suppress a squad of enemies? Try lobbing a 40mm flashbang at them with your underbarrel grenade launcher. It's all good fun until a mishap occurs and you land a grenade at your squadmate’s feet. 

     

    Didn’t get any drops of the ammo you feel you need for a particular encounter? Luckily, you can assign your Mercs to craft ammo while they are not in combat. This has to be done in a sector with a repair shop, by a merc with a decent Explosives skill and you will also need some raw materials - easy, right?

     

    And speaking of materials, that's a perfect segway to the next part of the diary - Weapon mods.


    Modifying your weapons

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    In Jagged Alliance 3 we’ve taken a similar MacGyver approach to crafting as in JA2. You have parts and special items that you need for specific mods. And while we are taking a more abstract direction it’s still grounded in reality, so don’t expect to use chewing gum and tape to make an LPVO. But - yes, you can make an extended barrel modification in the field.

     

    The basic resource you will use for weapon modifications are Parts. You will get them from objects in the world that mercs with higher mechanical skill notice and interact with as well as scraping items you already have. They will allow you to make many of the early modifications and attachments such as improvised suppressors, magazines and flashlights. For more advanced modifications like suppressors, scopes, UV dots and modified barrels you will need some of the rare components such as chips, lenses, steel pipes, etc.

     

    Different weapons can have different levels of customizability. But overall you can mod stocks, barrels, muzzles, mags, and attach bipods, scopes, lights and grenade launchers. With some mods being mutually exclusive.

     

    Want to engage an enemy at longer ranges? See if your weapon can be modified to use an extended barrel. Want a build for CQC? A shorter barrel will allow you to operate more freely and use less AP when attacking, but it will come at a cost. The gun might not cycle as reliably as it should, leading to more jams.

    Installing bipods increases accuracy, but only if your merc is prone. So put that bipod down and let the MG roar!

     

    All modifications will be seen on the model, but more on the aesthetics later in the diary.


    The overwatch CAR15

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    So you want to have a specific Overwatch merc? Here’s a roided out build for that purpose.

     

    The CAR15 is a fairly light carbine that allows for quick reaction. Let’s add to it:

    • Reflex sight to let you see more of the direction your Overwatching (wider Overwatch cone).
    • Light stock to not get in your way and let you point at the target faster (Max attacks during Overwatch increased by 1) but it does come at the cost of some accuracy.
    • Since we shoot in Burst, let's add a Recoil Booster that helps cycle the weapon faster and get more shots for each burst.
    • A UV Dot will help us with aiming those snap burst better by providing an automatic +1 AIM level to the attack.
    • And we’ll combine it with the Vertical Grip that improves the handling (doubling the bonus for the first AIM level).
    • And since those bursts will be burning up a lot of ammo, we’ll also add an Ergonomic Expanded Magazine.


    The opportunistic PSG1

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    This is indeed a precision marksman rifle as the name says, but let’s try and build it for fast and reliable aiming so you can land shots at enemies unprotected body parts. 
     

    • Bipod to give you a high accuracy bonus when prone.
    • Heavy Stock that adds a moderate accuracy bonus for attacks with 3+ aim levels.
    • Combined with a Red Laser Sight that adds “Marked” status to a target when attacking using 3+ aim levels. “Marked” makes your next attack against this target a crit. 
    • Quick Prism Scope so that if your first action in a turn is to attack, it counts as aimed 3 times.
    • An Ergonomic Expanded Mag for more follow-up shots before having to take your eye off the target and reload. 
    • And a Suppressor to tone down that recoil and give you a moderate Crit chance for follow- up shots on the same target.
    • Hollow point ammo - Armor will be a problem but then again you will be aiming at unarmored body parts. Moreover, when it lands, they will feel it.


    Look and feel

    Aesthetics were a factor even back in JA2, but times and expectations change and nowadays it’s even more important to show the weapons you’ll be using up close and in detail. We knew that JA3 didn’t only need to have interesting gunplay mechanics but also manage to translate the feel of the weapons.

     

    Each model can be seen in the mercs hands with all of the made modifications, but it is also shown up close in the weapons mod menu.

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    Having detailed models in the game is only the first step. The muzzle flash effects are based on the muzzle device being used. For instance - Suppressors have a … suppressed forward flash. While on the opposite side of the spectrum the Barrett .50 cal with its iconic spade muzzle break has an aggressive flash with a characteristic shape from its backward vents.

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    We didn’t aim for 100% realism as many weapons muzzle flashes in real life are barely visible during the day. But we got that action movie feel. 

     

    As for the mods themselves - they also have visible effects. Flashlights and laser sights will shine to where the merc is pointing his weapon.

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    Sound

    The sounds for the weapons are a big part of the feel of the gunplay and can easily have their own DevDiary. Maybe if there is enough interest we might make one…

     

    We knew that we couldn’t just manufacture them in the studio so we went out and recorded on the actual shooting range.


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    A .338 Lapua Magnum

     

    We quickly became aware of the horror of trying to record a gunshot in an enclosed space. Indoor shooting ranges had their usefulness but we needed to go somewhere where the reverb wasn’t interfering with the recording. As we searched far and wide for ranges that rent out the correct guns or close models, shooting the correct calibers, we managed to find an impressive collection but not all. As much as we wanted to shoot a Barrett 50 cal, it was just out of our reach.

     

    While we were recording at one such shooting range, the neighboring berm by chance happened to be used by members of the Bulgarian Military Special Forces, so with coffee in hand and a big smile we walked over and introduced ourselves. Several months of official correspondence later and we got an invitation to record on their special training site. This was great since things like full auto weapons are illegal for civilian ownership here in Bulgaria.


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    PK ammo belt beeing loaded


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    PK burst

    So a very special THANK YOU to the Bulgarian Military Special Forces for entertaining a bunch of game devs visiting for a day!

     

    But recording was only part of the work. We needed to get the sound design right. Shots, casings falling, cycling, jamming, reloading and loading magazines. All had to come together to create the overall gunplay soundscape.

     

    One aspect was the mechanics of the guns. For instance, you will notice in the game that bolt-action rifles reload after each shot and drop a spent casing. 

     

    Another aspect was how they fit into all the other sounds. To achieve that we classified the sounds in the game by tiers and implemented a ducking system. The system looks at what sounds should be playing and if there is an important sound it dynamically lowers (ducks) the volume of other less important sounds.

     

    For instance - since some of the most impactful events in the game's soundscape are gunshots and explosions we try to emphasize them. When shots are heard, they push down the volume of other types of sounds being heard like ambient noise. It would be weird to hear crickets while a brick of C4 goes off.

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    C4 creating some extra windows

     

    We’re really excited for you to soon try all of this in the game and see and hear all of this for yourself.

    Grand Chien is waiting for you.

     

    Pavel Peychev

    Producer

     


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    THQN Roger



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    Everything seems very good. Icons, weapon models, mods... Great!
    Some people already don't like the scrap use for mods, but I'd like to wait and see before judgement.
    Some Mod boni may be unbalanced or force you to use them because their effect is too good, although it ruins the weapon's look or feel, but once again, we'll see.
    Since there were French military some time ago, I hope you have put some of their weapons in, like low tier scavenged MAT-49 or so.

    Nice long dev diary anyway!

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    Great developer entry, especially liked the shooting range part. ^^

    That Machinegun Clip reminded me how in our general training we tried to make the MG3 shoot single bullets (it doesnt have a mode for that, you have to pull the trigger extremely briefly and gently).

    I am also a bit sceptical about crafting.
    I actually liked the ammo shortage and gun management in JA1 and JA2. Where you run out of ammo for one gun and are forced to take the other one. This might just be a no issue in this game. Crafting ammo is also a bit immersion breaking in my opinion. Even more so than the mod crafting.

    Mod crafting could be interesting, but what was not mentioned here, is whether you can also detach mods (which I guess you can't?) this makes you quite invested into individual guns, and swapping very hard (see previous point about swapping when ammo goes out). That also means that you would need to think twice whether or not you want to "waste" a mod on some starter gun...and that ideally you should already know the weapons to come to make a qualified decision about when to use your upgrades. Like in JA1 where you should ideally only use your steel on M14 and M16. Just that in JA1 all guns were already in the manual. And with JA3 you will probably have no idea. Which wouldnt be a problem if mods were detachable, but if they are not, it would be.

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    Ah, one other thing which could have been mentioned here is wall/object penetration. It was mentioned in the Gamescrom Stream by Brad, but this would have been the ideal spot to also mention that its still in and how thats going to work. Like you got material strength and penetration stregnth or something like that or just Weapon X goes through everything.

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    Great to see this diary! Of course, with me being a 'gun nut', just like the Combat Diary, I will be asking lots of questions.

     

    1) I was reading about pistols and sub-machine guns being useful for fighting while on the move. In essence, they have their own perks system. Are there any other advantages to using such weapons? Calling back to my Weapon Characteristics thread that I made when I first joined the forum, handguns need to remain viable throughout the entire game, even if only as a backup weapon for when your primary weapon is out of ammo at a critical moment, or it has a malfunction. Drawing a handgun should take very little action points, or at least a lot less than to reload the primary weapon, or clear a jam. This will encourage the use of handguns and will reflect letting go of the primary (letting it hang from its sling, or taking your shooting hand off the grip) and drawing your sidearm from its holster.

    I thought in the past about how to add holsters for the game but holsters are varied in size, can be on different parts of the body and you might have more than one handgun. Therefore, I figured the best compromise would be to simply have all handguns pretend they are holstered and cost less action points to equip. The only exception would be any handguns in a backpack as they are not readily available.

    In addition, due to their lighter weight and shorter length, almost all handguns and SMGs should cost less action points to aim and to shoot. This will give them an advantage inside buildings where reaction time to suddenly appearing enemies will be more important than range and damage capability. Follow-up shots will be easier too as recoil is less.

    Again, there is another exception to this. Large calibre handguns should not have a lighter AP cost in follow-up shots due to their recoil. The more more powerful the calibre, the slower (or more AP cost) the follow-up shot will be. It doesn't have to be a large action points increasement but it can all add up in those critical moments.

     

    2) Handgun calibres are generally weaker but the more powerful handgun calibres (usually revolver calibres starting from .357 Magnum) will compensate for this. Also, while body armour penetration is less than a rifle round, some are designed to penetrate body armour better. Two of the more obvious calibres that do this are 5.7x28mm (used in the FN P90 and FN Five-Seven) and 4.6x30mm (used in the H&K MP7).

     

    3) Buckshot from shotguns don't have as much spread as they are often shown in games and movies. This can vary from shotgun to shotgun, depending on things like internal choke and barrel length (so a sawn-off shotgun will obviously have a wider spread). Buckshot should have an accuracy advantage to hit, at close to medium ranges. However, it obviously gains its greatest lethality the more pellets that hit the same target. An individual pellet can be lethal but it is the combination that gives it its power per shot. Hopefully, JA3 calculates each individual pellet and a single pellet doesn't simply cause 100% damage.

    Another point about standard buckshot is its low penetration. It is very poor against body armour and while it can damage thin building walls, it loses energy quickly. That can be a good thing if you don't want those pellets hitting someone you would prefer not to.

     

    4) Shotguns were underused in JA2 because of enemy body armour. Are there different cartridges available for shotguns in JA3? One of their key advantages is their variety of ammunition. You have standard buckshot rounds, rifled slugs, door breaching rounds (very good for opening doors and not hitting anyone on the other side), less than lethal rounds, mini-CS gas rounds, hard armour penetrators and quadrangle buckshot for knocking out vehicle engines. While a lot of those might be seen as useless for a Jagged Alliance game, it proves that they can still remain useful throughout the course of a game. Military shotguns such as semi-auto tube-fed or magazine-fed increase that versatility even more.

     

    5) I saw in one screenshot the AA-12 automatic shotgun. While it existed in prototype stage before JA3's timeline, it didn't really become available until after. You could always replace this with the Daewoo USAS-12. That, in terms of game purposes, is pretty much the same thing and should only require a visual change.

     

    6) I saw a little spelling error in your post, which is actually a quite common error (not to you specifically). 'Ordinance' is a completely different thing, compared to 'Ordnance' (which is the correct word in this context). Hopefully, any use of the word hasn't been typed incorrectly in the game itself.

     

    7) Dual-wielding handguns and small SMGs is a fun addition. I liked its inclusion in JA2 and it was a nice surprise when you tried it and saw the merc actually using two guns at the same time.

    What SMGs can be dual-wielded? Is it only 'machine pistol' types such as the Micro-Uzi or MAC-10 and MAC-11, or are there larger SMGs too? Will there be accuracy penalties? While small, the two MAC models and the Micro-Uzi have a lot of recoil due to their incredibly fast fire rate. That aside, they will have intense firepower when combined and will be guaranteed to kill anything at close range.

     

    8 ) While JA3 has a large focus on modifying guns, I am curious as to why an expensive sniper rifle such as the H&K PSG1 would need its stock modifying? The standard stock is strong and is adjustable. It looks superior to the wooden stock, seen in the screenshot, that has been used instead. What was the motivation behind this? While that might seem like a silly question to ask, I was thinking that some guns deserve more modifications than other guns. Some guns don't really need modifying as they are already at their peak performance.

     

    9) Will the use of flashlights give away the position of the shooter using the light? I mentioned this in my Weapon Characteristics thread as well. At night time, if someone is far enough away from the person with the light, and are facing them straight on, they will see a bright pinpoint of light and can use that to aim at.

    Can lights be switched on and off? Also, how far does a light illuminate? Anyone within the beam of light will obviously be easier to see for the shooter with the light. In addition, anyone trying to look at the light (and even the shooter with the light) from closer ranges should get a sight or accuracy penalty. It is simply too bright. However, anyone at longer range and outside of the illumination will get an accuracy bonus as they can aim at the light source.

    This only applies to seeing the light head on. From that direction, at long range, it is a focal point.

    Also, do enemy soldiers use lights?

     

    10) Do revolvers still eject casings after every shot? I saw that in one of the preview videos and hopefully that has been rectified now.

     

     

    Finally, with regards to sound effects, falling casings shouldn't be as loud as the gunshot and also they sound different depending on the terrain they land on. Magazine size and loading style will dictate how loud they sound when ejected and inserted. A 7 to 9-round pistol magazine from an M1911 is going to sound quieter than reloading a .50 BMG mag. It can be a simple case of tweaking the volume.

    When I was doing sound effects for weapons in the past, if I didn't have access to an appropriate sound effect for a certain gun or different calibre, I sometimes altered an existing sound effect so it could be used for other variants. A classic example of this is the Desert Eagle pistol. That comes in a variety of calibres. Therefore, I started with a .357 Magnum gunshot and to get an appropriate gunshot for the more powerful .44 Magnum and .50 Action Express cartridges, I added more bass and volume for each calibre. It was a quick and easy way to have the same gun firing the more powerful calibres.

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    2 hours ago, Kordanor said:

    Mod crafting could be interesting, but what was not mentioned here, is whether you can also detach mods (which I guess you can't?) this makes you quite invested into individual guns, and swapping very hard (see previous point about swapping when ammo goes out). That also means that you would need to think twice whether or not you want to "waste" a mod on some starter gun...and that ideally you should already know the weapons to come to make a qualified decision about when to use your upgrades. Like in JA1 where you should ideally only use your steel on M14 and M16. Just that in JA1 all guns were already in the manual. And with JA3 you will probably have no idea. Which wouldnt be a problem if mods were detachable, but if they are not, it would be.

    In the previews AFAIK they could change mods on the weapon but the current mod and its components were lost.
    Detaching a mod would need an object for each of them, wich seems out of the design choices of the game. However, a middle ground could be to allow scrap and component reclaim on a mech check successful.

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    1 hour ago, Solaris_Wave said:

    8 ) While JA3 has a large focus on modifying guns, I am curious as to why an expensive sniper rifle such as the H&K PSG1 would need its stock modifying? The standard stock is strong and is adjustable. It looks superior to the wooden stock, seen in the screenshot, that has been used instead. What was the motivation behind this?

    Because modifying guns is fun, that's why.

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    I don't know who on the team was responsible for creating the weapon models, but he is a total master! They just look great!

     

     

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    I'm looking forward to (eventually) acquiring all of the firearms in the game and comparing them. I agree with the above post too; the weapon models look excellent. 🙂

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    On 6/26/2023 at 4:08 PM, THQN Roger said:

    The sounds for the weapons are a big part of the feel of the gunplay and can easily have their own DevDiary. Maybe if there is enough interest we might make one…

    Yes, we really want to see how realistic weapon sounds were created in Jagged Alliance 3. I think other forum users also agree that such a developer's diary would be very interesting. 🙂

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    7 hours ago, Grim said:

    In the previews AFAIK they could change mods on the weapon but the current mod and its components were lost.
    Detaching a mod would need an object for each of them, wich seems out of the design choices of the game. However, a middle ground could be to allow scrap and component reclaim on a mech check successful.

    That would help, if scrap could be reclaimed either from a failed Mechanic check or the removal of attachments to replace it with something else. The metal and other components are still there, they shouldn't get disintegrated.

     

    7 hours ago, Raeven said:

    Because modifying guns is fun, that's why.

    I agree for the most part. It just seems superfluous on certain guns, especially if you are replacing a component with something inferior (such as removing the standard stock on a PSG1).

     

    5 hours ago, Elder III said:

    I'm looking forward to (eventually) acquiring all of the firearms in the game and comparing them. I agree with the above post too; the weapon models look excellent. 🙂

    Any criticisms I have aside (such as the above point), I will say that the weapon modelling is absolutely superb! Haemimont should be proud of them.

     

    4 hours ago, Wigen said:

    Yes, we really want to see how realistic weapon sounds were created in Jagged Alliance 3. I think other forum users also agree that such a developer's diary would be very interesting. 🙂

    I know I would love to see a diary on that too. Sound effects are one of the most important parts of a game. You can have fabulous graphics but if the sound effects are lacking, it can seriously have an impact on atmosphere.

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    44 minutes ago, Carmine said:

    Rifles of the same caliber have twice the difference in damage ! 

    This really should not happen in such a vast manner, looking at the two guns shown in @Carmine's thread in General Discussion!

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    I have another suggestion regarding the weapon screenshots showing the bonuses and penalties on the right side of the screen. I assume these effects often depend on the modifications made to the gun. It looks as if when that happens, any bonuses or negative effects just add to the bottom of the list, rather than being separated into two categories. Because of this, and because all effects are just in one long list, I would like to suggest colour coding the text instead of just having text in white. Positive effects can have green text and negative effects can have red text. If that looks untidy, have a plus or minus in front of the text that is colour coded for quicker identification.

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    Nice work and dairy!

    Ammo crafting is bad idea for sure, it makes sense only as a unique skill, could be done by 1-3 mercs, like in Arabic woman case (she can see hidden intel). I hope ammo crafting could be off in options.

    And look at these womans, Ivan is aiming - they can get cold at night, being almost naked. They are deadly mercs on mission?? No way!)))

    And what is these green interference’s, regularly cycling through their bodies from bottom to top? Health status? Could it be switched off?

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    36 minutes ago, Stazco said:

    And what is these green interference’s, regularly cycling through their bodies from bottom to top? Health status? Could it be switched off?

    I believe its for visibility of inactive characters at night time.

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    Another great diary. I was hoping for combat part 2 but wont complain 😉

    Top notch weapon models as others mentioned, anxious to hear more about ins and outs of this process on next stream (any gun fire soundtrack planned for this steam??). I have a feeling that finally its Pavel time! And since we have the Model, dont forget the promised give away of tshirts 😛 

    For the stream, I would like to hear more about variety of the weapons in each subclass, balancing of scraping and weapon modding systems and most importantly how the damn bunch of nerds got the access to military facilities and how siked you were on the shooting day??

    Slight nod on the stream that confirm some crazy armament will be appreciated too, some ideas in line with discussed below would be cool, but no rocket rifle pls.

     

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    I forgot to add that its great to see some of the destructible environment finally. We hard of it long while ago now, but except of some initial demos and exploding barrel that could not take a men of his feet .. we have not seen much. It was awfully quiet I would say!

    So yea great to see some action on that front, but how destructible can we get in new JA3?

    Is it just cosmetically hole in the wall thing, or can we have whole building collapsing ??

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    2 minutes ago, Claypl said:

    I forgot to add that its great to see some of the destructible environment finally. We hard of it long while ago now, but except of some initial demos and exploding barrel that could not take a men of his feet .. we have not seen much. It was awfully quiet I would say!

    So yea great to see some action on that front, but how destructible can we get in new JA3?

    Is it just cosmetically hole in the wall thing, or can we have whole building collapsing ??

    This actually had been shown before. There was a trailer where you could see a building go boom. Also streamers showed how the roof (you could stand on) collapsed.

    So it seems like pretty much all can be destroyed.

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    44 minutes ago, Kordanor said:

    Yeah, I am all for experimental rifles which existed as prototypes, but please no rocketguns! ^^

    On the contrary, no JA game is complete without some level of science-fiction, be it magic sap in the first one, or the prototype weapons of the second.
    The only thing that should be avoided is removing the "science" part.

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    The weapon models looks good indeed, who noticed it ? Our weapons will be looking the first time to the right side as back in JA1 & JA2 they were looking to left.

    I really like the flashlight & laser pointer effects during the night time but that the fire showing while shooting during the day time went really to action movies direction, i would prefer it as realistic as possible but its fine with me.

    So from what i understand certain mods will be increasing our weapons abilities such range, power, crit hits etc....(Am really curious to what degree we can upgrade our assault rifles?)

     

    BTW : Am also against Rocket Rifles (yes i have used them myself at times when i was in trouble but still they take away the realism in the fire fights.)

     

    Am also assuming we will face later in the game a armored vehicle or a tank hehehe.

    JA3 - Weapon Varieties.png

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    1 hour ago, Kordanor said:

    This actually had been shown before. There was a trailer where you could see a building go boom. Also streamers showed how the roof (you could stand on) collapsed.

    So it seems like pretty much all can be destroyed.

    I was aware of the trailer, but do you recall which streamer was showing the roof collapsing? I was also hoping for structural collapses.

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