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Maybe there's a mod for auto-weapons.
a FAL well kitted will outdps almost any rifle, just a tad less range, and free movement. 4 bullets per burst, and either 2 bursts and high acc & range or 3 but you need to get quite close to hit reliably
then the true monster is lmgs, fn minimi gets 3 ap bursts and rifle range.
Good thing I never use the meta for anything. I am stubborn like that lol.
https://metanarrative.files.wordpress.com/2009/01/pomdsm.jpg?w=584
If you are needing great aim, an AR or a SMG aren't for that. Those guns are for hosing down an area, not nicking an aorta. Lots of small calibre lead, mostly, and noise. Well, you could suppress an SMG, which would make is very useful for indoors stealth close-quarters combat.
https://steamcommunity.com/sharedfiles/filedetails/?id=3006227631&searchtext=
This mod single handedly makes SMGs and assault rifles viable and not have to reply on snipers. This mod makes those weapon better than snipers when taking on multiple enemies in mid-close range.
It goes both ways tho as enemies gets the damage boost as well so this makes the game more challenging and more exciting and combat goes faster.
Current ranged weapon tier list (IMO):
Rifles
Shotguns
LMGs
Assault Rifles
SMGs
Pistols
Honestly pistols seem better than AR and SMG at close range to me. Low cost to fire and more reliably hit shots.
I found that a dedicated machine gunner can kill like 6 people in one turn. Sometimes more, when enemies stand in a line. The main problem with that can be the amount of ammunition it requires to keep this up, but as I said, it is not always required. Most sectors don't have more than 15 dudes, 4-6 of which die at least in the first round, usually.
This is the most accurate analysis I've seen. I'm not 100% sure you're right, but a lot of the people oriented towards AR/OW usage have lowish AGI with high marksmanship, and they benefit tremendously from e.g. the hard minimum on OW attacks provided by the light stock and the extra bullets from burst. Meanwhile, they have tons of HP and STR, are good in heavy armour, and can even get damage buffs and further damage reduction from (for example) the HP tree.
These guys are often solid machinegunners but the idea is that MGs are ammo-limited, so they can use ARs in other situations.
If these guys were ALSO potentially the best all-around damage dealers, then suddenly everything falls apart because what's the point of the little cutie pies with no HP/STR and lots of DEX who people are turning into snipers?
I also think people tend to overlook the role played by utility ammo, but that's another discussion.
Yeah, it's admittedly a tricky issue because the best mercs don't really have a problem with being a beefy sharpshooter that can imitate the effects of many weapon features just by being awesome and it's tough to argue with just maxing out their damage potential and calling it a day. Further complicating things is that well, this franchise is Jagged Alliance, a series about hiring everyone from guys so deadly that they're living legends to goobers that couldn't cut the mustard in basic. At some point you have to ask existential questions about how good the Gontarskis of the world are actually supposed to be. Personally, I kinda like the long running joke that Nails has a beer belly and doesn't move fast when off his bike. Making dumb teams work is a long standing JA tradition.