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5Cents

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Posts posted by 5Cents

  1. I mean, it is just not possible to create a real lifelike weapon model for a game and i dont think, it will ever be. There are too many different factors which are involved, target and effects. F.e. a badbad guy could survive an 7.62 and the other one could die of a well placed single .22 bullet or a shrapnel in his toe, f.e, true story.

    But nobody asked for that kind of impossible realism, me neither.

    The minimum and easiest way, you can do, in trying represent weapons, is the minimum size, rough, average values and milspecs. But here, i dont see coherence in JA3 and still wondering why they have done such an unnecessary complication. Particularly if you dont know something better, would make it a lot more easier, to just orientate in real guns, than create an own odd fantasy-value system.

    So its an given away point for the game.

  2. 3 hours ago, Solaris_Wave said:

    What did you not like about the weapon appearance? Do you mean the 3D models in the weapon modding and attachments screen? I thought that the models were very well made. That said, some of the modifications were rather silly. I would have changed the properties of the Red Dot sights a little, given some guns bipods as standard, removed some of the modding options (the long barrel for the MP5 is silly, altering the expensive and already feature-ready PSG1 with different stocks and so on, doesn't make sense) and made a few other changes.

    I have accepted the game's use of scrap to make attachments, even though being able to actually buy and re-use attachments would have been more realistic. I also enjoyed ordering shipments of weapons and equipment in JA2. Incorrect calibres, incorrect damage numbers and other things like the SVD Dragunov firing in automatic really makes me wonder why that was done. I can only think it was done for game balance, simplicity and lack of time.

    Some of the weapons included in the game, at the expense of others, seems odd. Why is the Colt Peacemaker in there but not the Heckler & Koch G3? The latter is more likely to be in Africa. Why no M1911, a pistol as ubiquitous as the Browning Hi-Power? My only explanation for the Peacemaker is that the merc, Tex is supposed to be proficient in old revolvers. So he could continue using a Peacemaker throughout the game, Haemimont chose to make the gun appear often and give it common ammo, which works with other guns. The M1911 would have been the correct choice for some of the other American mercs.

    Misunderstanding.

    Im fine with the appearence and the models are almost perfectly fine for me. They are reasonable and well made. For example, attachments are way better. From the looking the JA3 weapons resemble much more the original weapons than JA2.
    The have done it well.

    I meant the inner values, that dont make any sense in my modest opinion (shot a lot of infantry-weapons by myself) and i found JA2 weapon values more appropriate fitting a semirealism/arcade game-setting).
    Apart from that, wrong calibers, you already mentioned above and other fantasy things.

    Its only a small factor, i know. But for me it seems like a weak and listless implementation and also an unnecessary fault (even for balancing reasons) because I think, actually JA3 is not that bad and has a good foundation.

  3. 17 hours ago, Solaris_Wave said:

    These are the guns that are using the wrong calibre and what they should be using:

     

    Gewehr 98 is using 7.62x51mm. Should be using 7.92mm Mauser.

    MG42 is using 7.62x51mm. It should be using 7.92mm Mauser as well.

    Colt Peacemaker is using .44. But .44 what? There are different types of .44 calibre cartridges. Anyway, it should be using .45 Colt as that was the most common.

    Colt Anaconda is again using some sort of .44. It should be .44 Magnum.

    Desert Eagle is likewise. It can be upgraded to .50 something. It should be using .50 Action Express.

    Barrett M82 is using apparently the same .50 as whatever the Desert Eagle can be upgraded to. The .50 calibre cartridge that the DE uses is most definitely not what the M82 uses. That should be using the much longer and more powerful .50 BMG.

    The SVD Dragunov is using 7.62x39mm but should be using 7.62x54mmR.

    The AK-74, AKS-74U and RPK-74 are using 7.62x39mm and should be using 5.45x39mm.

     

    Now some could say, "Who cares?" Apart from the fact that I do and so do many others, if it wasn't important, then why bother having different calibres for any of the guns? Why not have them all use the same types? In my view, you either do it completely or don't do it at all.

    The same for me..

    The incomprehensible weapon design of JA3 seems like an absolute indifference of devs for weapontopics or even worse idleness. Maybe smbd. decided there is no time, money or brain, to do it right, or they just didnt care and thought no one else would be interested in that topic, to have better  and more realistic feeling-weaponbalance,...we will never find out.

    I think most JA3 players arent that keen in weapons or/and arent interested in, but as long youve got a glue, working with weapons f.e., or even only do it as an hobby, youre just wondering about some really obvious weirdness, concerning JA3 weapons.

    The overall weapon appearence, like they are in the the game, really turned me off and was the reason i played JA3 only one time and that left it since then.

    Maybe i'll play it again in a more distant future, after i had the time, to change and correct the whole weird things you already wrote about.

  4. The amount of mods, till ill finally play JA3 again, is huge. I dont like to blame the game, but there are so many things, about stuffs work, feeling personally so wrong and a kind of absurd to me, that it will take a few months, to solve them for my own feelings. 😅
    Its just the point, that id like to have a perfect playtrough and not having the thought, 'Oh well, you must play with this and that' almost around every corner.
    I cant say, which one would be most important one for me.

  5. What about surrender and create a new rescue-mission, getting your mercs Out of prison? Nope, just kidding 😉

    Just give it a try, i think you overestimate enemies power, huge in amount and having big firearms or not. Try do some stealth kills for some lonely enemies and than you would have better weapons maybe. Or retreat to another sector, Lxant already mentioned and come back later or do a combination of both. Its possible, you only have to work it out. If youre doing saveloads its pretty easy anyway.

  6. Hm, i suppose that might be, that there was some cheating. But i could also depends on other used mods, which we're used. Or its simply depending on an easier difficult-level.

    However. When i started my first JA3 play, my stratetic Intension was to do only cqb stealth kills, and i hired only one merc, for doing that, Blood, would be an good deal, i thought. I didnt choose him in the past very often, but  remembered his 'Welcome to the 90s' Martial-Arts.

    But after arriving and finished a few sectors, i became aware of, that CQB s not that fun, i thought it would be. Devs spoke about that topic and they wouldnt do it the same was, like in JA2. I recognized that, because it was to dangerous to sneak, hide and kill, with only one merc and almost no possiblities to confuse the enemy, with stones, Marvels, bobby traps. Sadly, that tactic didnt work, so i switched to sharphooting, where i had similar problems, but it was much more easier to play with.

    So i think, with JA3 Vanilla, all these QCB and no firearms-used fights are too uneffective. At least in highest difficult.

     

    • Like 1
  7. Hm. If i understand that right, wounds give you +50% damage in JA3?! Didnt noticed that, when i played it weeks ago. And i didnt read it either, because there is no manual, or is there?

    If thats true, and i understood that right?!, the whole thing getting even more absurd for me and JA3 turns out being even more Alice in Wonderland for me..😂
    Well, but at least its funny, isnt it!

    But its meant, only with some special perk, or? Didnt have to time or possiblity, to read all characteristics of them

  8. 3 hours ago, VidarNL said:


    Please tone down Livewire's Talent. It's so OP that it's just not fun taking her along. Maybe limit it to the starting positions and types of enemies once you enter, so you can plan better, but then once the enemy's first turn starts, you can't see them anymore. Makes sense to me; with the intel, she can check what kind of enemies were assigned to the sector, but how could she track where they move to once they start moving? (Unless she's hacking into some satellite that just happens to be constantly positioned over this country for however long your mercs are there, which I doubt, especially in 2001)

     

    Actually, this kind of info in the second paragraph above could (maybe even SHOULD) all be available from the Scout Area operation (how much could maybe depend on a Wisdom check and/or amount of intel you have on a particular sector).

     

    Maybe she just needs an entirely new Talent. Like... gathering some intel without having to scout (not all possible intel, just maybe hidden stashes? Sounds good to me, since she's somewhat of a thief, some of her voice lines suggest so anyway), or when she hacks machines, she gets more intel or even some intel that you can't normally get through hacking?

    It would be enough, to know how many enemies there will be in an unfriendly sector. Its feeling a bit lame, to know that they are enemies at all, plus the exactly amount of troops and their category too, before even met them. There should be more fog of war in general, imo.

    • Like 2
  9. 40 minutes ago, sandman25dcsss said:

    Making wounds more significant would encourage using stealthy snipers even more. No, I would like wounds completely removed and mercs heal to 100% HP automatically at the end of each fight. Then I would happily use shotguns, double anacondas etc.

    So you actually wanting the exact opposite direction, the topic is asking about..😅

    Sometime, when Editor will arrive, you could solve your problem with upgrading enemys health bar and armor and eventually increase Docs effectiveness while decreasing wounds your mercs will get. Or lowering weapon-stats, for your case of interest, sniperrifles.

  10. 2 hours ago, Elder III said:

    I would like a game setting where Wounds (when you lose enough Health to have a "number" of wounds after the battle) would not heal on their own, but required medical treatment by a competent Medic (sat view Operation). If you don't treat the wound you have a small % lower stats, perhaps 10% per Wound until treated?

    I dont wont to citate a well known JA2 Mod..:D
    ..but for a JA3 one, it could be an option simply increase the time-cost to heal a wound properly. So healing wounds could take a looong time, a few ingame-weeks or so.
    What also could be imaginable, would be an permanent health lowering of health points, received from a certain amount of wound. That would be feeling fair and unforgiving and also more realistic, for me.
    Alternatively, these permanent wounds could also only been healed by dedicated Docs, plus beeing in a hospital setting.

    But most player wont like that and it wouldnt feel like original JA any longer, but getting closer to that popular JA2 Mod, again..: D
    But again, i would like it.

  11. Again i remember me on the sometimes unforgiving JA2.

    Sometimes one of my mercs bleeded to death, cause my stupid mercs just forgot some 1st Aid Kit and in Vanilla it wasnt possible to craft your one bandage.
    And on the long way back to Drassen Airport Depot, there was no cure..ups,..

    In JA3 almost deadly wounds for mercs felt like more a scratch to me. Might be also the reason why i found JA3 so easy, even in hardest difficulty level. You just dont need an Doc, because every Merc can easily heal himself and it didnt take so long. In my Game, there werent any occuarances of enemy offensives, so i could stay in just occupied sectors for a while, as long as needed to heal my one merc.

    For enemy soldiers, hm, it appeared to be the same like in older ones. One good placed heatshot and the enemy was dead. On body its a bit different, thats okay. Otherwise it would been way too easy. Too less enemy and too stupid.

  12. For me, best part of JA3 are the absolutely lovely designed maps and the overall apperance of Grand Chien, the wild nature, the slums, villages and cities creating an distinctive kind of special, authentic athmosphere. I love that, with an eye for details, designed world.

    Whats still hindering me playing JA3 more than one time, are some absolutely questionable basic game-mechanics decisions (new rndbsd sys) imo and there are a lot of rough big mistakes with them, making the game unnecessary worse imo (inventory fe).

    But with the editor, i'll change one of the worst little detail for me; design choices of weapon-arsenal, (so hopefully i can play it again then, without getting turned off too much 😅).

  13. I rescued the president first.

    That was funny and also yet dissapointing.
    He simply walked away, like some kind of jesus or ghandi, in his presidental dress, alone, by his one, through the wilderness and through enemy sectors, without any sorrow getting kidnapped again. I actually excepted something like the skyraider or kulba escort-mission, but no-no, not in 2023.


    Then i had to kill the colonel and then corazon.

    • Like 1
  14. Actually did you notice that? Time doesnt exist in tactical screen.

    Having real time in tactical sometimes was useful in JA2.

    So i think, the missing of any timesystem is the reason for missing things, for example, waiting in defensive positions for the enemy or waiting for reinforcments.
    Or waiting for the right moment of nightfall, for nightops, or doing other things in real time, or just waiting for weather change in perhaps.

  15. 1 hour ago, Myszon said:

    Making loot disappear is just a lazy design.

    Its only a setting, if you can wait for editor, you could set that for your own needs. Or just get one of the existing mods for that.

    2 hours ago, Myszon said:

    Or even better, make controlling militia a skill. A mercenary with a radio could have a skill that costs 10 AP but lets them control friendly units for one turn.

    👍

    The best idea for modding i think would be, controllable militia (like in 1.13). Its just a pain for my brain too, watch their tactical movements. Autoresults also gave me better results, anyway, so i dont have to watch this mess.

    (One could think about completly controlable enemy, as a multiplayer-enemy faction, with that kind of existing AI!?)

  16. Noticed that too.

    Its funny, when you play it with only merc and do some hire and fire, your groupname will change anyway.
    So, sooner or later you could end up with team Zulu and cant change that. What will come after Z, i dont know.

  17. No, the devs were right, and you must be wrong with that, you know..

    As mentioned in Devs-Diary 11, the devs were on the shooting-range in development-process. And the Bulgarian-Specforces (also mentioned in the game-credits) were there too!
    So its absolutly obvious and logically, as good devs, they asked them about weapons and their behaviour (at least in general) directly or at least by mail.
    So weapon must be absolute rational understandable (or at least somekind of 'special' in JA3 😉 )..

    Sarcasm off..😂

    aHR0cHM6Ly9mc3RhdGljMS5tdGItbmV3cy5kZS9pbWcvcGhvdG9zLzQvMS80LzcvNy9fL2xhcmdlL2RvdWJsZS1mYWNlcGFsbS5qcGc_MA2.jpg.459ee10d6d2ee6f2fea7a39695a262b6.jpg

     

  18. 1 hour ago, Sargrat said:

    I miss so much:

    - manual activation of turn based mode
    I prefer setup my team in real time, acting stealthy, and decide to active turn based mode.
    I select a merc to act and then, depending on all mercs/enemies stats, there is an order to play for each caracter, like JA2...

    - no real interrupt like in JA2 where you decide what to do depending on how many AP point left on your previous turn.

    If you do nothing in the round, you could have an opportuity on an enemy moving and all your AP points available, or even more, your interrupt stopped after your first shoot because of the stats of the enemy and he reacts to your interrupt.

    - Change facing of a merc to a specific direction.
    - no strafe movement, or combine strafe crouch, strafe prone etc...


    And i would find a lot more while playing longer, i suppose


    In fact, it looks like a lot more arcade than JA 2...
    If i'm wrong and i missed something, let me now.
    Too bad, i think of a refund, i'll see or wait for a total conversion JA2 mod..
     

    For me its the same. I dont think JA3 is bad game. I would give it, like my review said up to 80%.
    But at the moment, without changes, its just not my kind of game. But ill play it edited again.

    But at the moment, i still like JA2 better (around, at least 90%), because the same aspects you mentioned above. And its still my style of game : D
    Im only bored of the story, because i played it too often, so i think, till its possible to change JA3 easily, i'll do some nostalgic hunting for DfK or a trip to Metavira, when waiting..: D

    • Like 1
  19. 7 hours ago, Warmonger said:

    With right ammunition I mean above all the different types like hollow point or armour-piercing. It goes without saying that you use the correct caliber. The game, like in real life, doesn't allow anything else anyway. I always prefer hollow point if a target is not protected.

    There ARE different types of ammunition, for every caliber, yes. But it was about calibers, not about bullets (AP, HP, Tracer, etc).


    But at the moment i have the impression, that devs were successfull, in their idea of simplification or fantasied version of weapons.

    But to be honest, this simplification, the devs have done, for whatever reasons, maybe less micromanagment, seems a pretty lazy excuse, for me.

    There are a pretty difference in calibers, about range and lethal destruction. These differences are not meaningless.The devs seemed to think, it would be a good idea, to replace caliber with different damage of weapon. For example, the ingame AK47 has the same caliber like AK74. The AK74 actually only exists because it has NOT 7,62 WP. It was invented to have as a smaller caliber Version of The AK47 (for the smaller and lighter 5,45x39 cartriges). The same for Versions, RPK-74 and AK-SU.

    7_62.thumb.jpg.ed3fec79b40e3af2045c980259dd988c.jpg

    If they devs had changed AK74 to 5,56 NATO it had been more appropriate, because bullet-behaviour and so on, is more similar, than to 7.62x39 mm.

    Leads me to the question, why they even deciced to have ANY difference in  ammunition? Why the heck they did they made the descision to difference between 5.56 and 7.62??

    Why not just simply using AMMO Crates, when they were thinking, players will be overburdened and unable??

    7 hours ago, Warmonger said:

    With right ammunition I mean above all the different types like hollow point or armour-piercing. It goes without saying that you use the correct caliber. The game, like in real life, doesn't allow anything else anyway. I always prefer hollow point if a target is not protected.

    So damage and also ammo piercing (a bit?) depends on used weapon, not the caliber or not only the ArmorPiercing-bullets.

    Why is a ingame weapon armorpiercing? Doubles it the cartriges AP? I couldnt find a ingame explanation regarding this question. Somebody else? Why has an Anti-Material-Rifle, like the Barett Medium, the same "Penetration" like AK74. I dont think ingamepersons want to have sex with a gun. All other ARs have light or none??? Is that a Joke or what?

    Devs could have done two versions, like in JA2, tons of guns or without..sciencefiction wpns or realistic wpns, because they already had some debate about some weapon topics, like autodamage, i read.
    One 'arcade-modus', one for more difficulty for more thinking player.

    But what we've got, weapons are more like a fictional-fantasy version (But i repeating me all the time..).
    I think many players dont care at all, and enjoying having different weapons that are using the same ammunition.
    For example there is a mod on steam, patronizing the Minimi in 9mm..🤭
    So i suppose, I am only a exception, with my personally so called comic-moment..deterred by the game 😅

    Its actually a bit sad, i think, because the models of weapons look pretty good and the appearence of modded version of weapons is also pretty realistic (Original underbarel attachments, different handguards, etc)

    But at least its easy, to change some things. So, thats at last a good base for modding options (what in my case ist necessary, for playing it, more than one time..; )
    There are no magazins, there is no bullet-mamagment. I can easily play with that.

    But, on the other side of the medal; If they had really been consequent, what would they have done? Invented a better Inventory-managment system, right...

     

    6 hours ago, Melliores said:

    To apply Suppressed status you actually need to hit your target. This can be done either via full Auto or by hitting them in the groin area with any shot (single, burst, long burst, full auto, special).

    Thats the real downer for me. On battlefield, one of main tasks of a machinegunner is to lock out areas for the enemy and doing supression fire. Not pointfiring and concentrate on a special target and wasting ammunition with that.

    So if supression does not really work in the game, what are machineguns good for? If you want to, you better choose an AR for doing pointaimed autofire (no, there is no overheating)..because of less APs needed.

    So. There is a lot of work to do, but i decided i'll do it by my own, not loading all these mods, with the same or similar contents, who are already there or will be there, in near future, i suppose.

  20. 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.

  21. 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..😄

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