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Energy = Mass x Velocity, a small bullet traveling at very high speed does far more damage than a slow large caliber round. Shoot a deer with a 9MM, then shoot it with a .308 rifle. The 9mm is a larger caliber round but will penetrate about 4-6 inces into the deer, the .308 will blow a whole right out the other side.
the 5.56 MG is deadly, it does burn through ammunition but you can pretty much locked down an entire area.
sniper rifles and assault rifles are actually pretty balanced due the AP cost.
shot guns are good for causing bleed and destroying cover.
i don't bother with pistols or SMGs unless like in the real world, i run off out ammo for my rifle, assault rifle, or shot gun.
and why in the world, would a rifle be less accurate at close range.
Energy is half mass x velocity squared, actually. Anyway...
And that matters very little when we're talking about stopping power and overall damage to flesh. Rifles are used for hunting because the animals being shot are far away and are much bulkier than a human. If anything, in a lot of cases pistol rounds can cause more damage to humans than rifles because the caliber is larger (bigger wound). The game already models armor penetration. The idea that a rifle bullet of smaller caliber is somehow more damaging at all ranges than a pistol round of higher caliber is absolutely absurd. A .44 FMJ will cause a through-and-through into flesh at point blank range just as a 5.56mm will, meaning the amount of muzzle energy doesn't matter at a lot of ranges since most of it just carries the bullet farther behind the target. But a .44 is a lot bigger round and will certainly cause more damage and have more stopping power than a 5.56mm, yet in the game the 5.56mm does more damage. It was wrong in JA2 and it's wrong in JA3. There's a reason the FBI does ballistics tests for stopping power and doesn't just calculate muzzle energy.
I keep coming back to why use a pistol/smg when a sniper rifle has huge accuracy from point blank range? Atleast a shotgun has a cone attack and bleed, but pistol/smg dont seem to have a place in the arsenal. What could we add to them?
Perhaps instead of a minimum range, maybe a change in movement?
Sniper rifle out = reduced movement or cant move and fire in the same turn?
The reason sniper rifles are not used to clear buildings by Special Forces is the shorter barrel close range smg is more manoeuvrable in a tight space and when going around corners. Whereas a sniper rifle barrel (plus silencer) enters the room 2 feet before the users eyeballs do. It just feels weird to me that my sniper rifle can do pointblank so easily.
grenade launchers, mortars, ... what about those? they should have.
Movement limitations wouldn't change much. At this point of the game (level 5 characters), I just have 3 snipers who won't move much (+1 shotgun, 1 MG42 and a knife/grenade), and I wait for enemies to come and die in front of me. On my last battle (in west Pantagruel), Buns made 80% of the kills without moving.
@Ix
The point is not to say that sniping rifles would shoot at close range. Of course real ones can, and the JA3 ones should be able to "fire". But being able to shoot accurately an enemy right in front of you who moves wildly and could hold your barrel... THAT should be possible but way more difficult than now. It should severely lower accuracy.
Assault rifles would be cumbersome at that ranger too, but still better than sniper rifles.
SMG could have a slightly lowered accurary, but stay rather useful at this range.
Pistols: almost no malus.
Knives: at their ideal range ^^
weapons are not abstracted correctly in ja3 and this suggestion is even worse.
all of this nonsense is due the wrong abstraction of a lot of other things. for a game made 30 years ago, some compromises were acceptable, but today - its lame. copying an old game and failing to improve 1 bit of it... instead breaking every aspect, of what made the old one good.
this game is highly unlikely to be changed from its current state. even with a good suggestion, you best bet is, for someone to make a mod. its a finished product, provided as is, to a consumer market. there is no industrial practice, to change a retailed product.
The game is good, but when a popular game is moddable, it gets modded. Jagged Alliance Back in Action got a nice Rebalance Mod in its days.
Obviously no experience shooting a human but a .308 creates a huge wound cavity in an animal because of the sheer velocity. A fast moving rifle round also has a tendency to turn side wise when it gets a couple inches in creating an exponentially bigger wound. A lot of other factors also, overpentration is generally bad because not all of the energy is being imparted on the target, and a bullets tendency to yaw and fragment makes a HUGE difference. Thats why FMJ bullets are generally far less lethal. They pierce armor but don't fragment.
Id assume a human target starts to act more like a large animal though when they are wearing layers of body armor.
I guess let me put it this way: a .22 rifle has more muzzle energy than a .44 pistol because of its much higher velocity, but a .22 isn't going to do much without a direct hit to vitals. A .44 from a pistol will knock someone on their back. Yet in the JA world, the .22 would do more damage because of its higher muzzle energy.
Maybe, but that isn't really modeled and in the JA world the 7.62mm actually would do more damage since they will almost always have higher muzzle energy. It's just wrong.
And I don't think anyone will ever argue that a .22 is deadly regardless of whether some bullets turn sideways or not. It has the lowest stopping power of pretty much any weapon, but in the JA world it'd do a decent amount of damage. Again, it's just wrong.
I think you are confusing stopping power and lethality. A bow and modern hunting arrow have 0 stopping power but can kill a grizzly bear with a single arrow due to massive internal bleeding from the serrated arrowhead. No a .556 does not have much stopping power but its very lethal.