Jagged Alliance 3

Jagged Alliance 3

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Redmcdevil Sep 9, 2023 @ 2:32am
SMG & Pistols builds
Any good builds for smg(IMP) and Pistols(Fox). Lots of focus on sniper, melee and machine guns. But what about rest of toys. What perks are must?
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Showing 1-15 of 24 comments
NoDMoD Sep 9, 2023 @ 4:53am 
Glock is incredible with burst fire.
r47926 Sep 9, 2023 @ 5:06am 
Smiley's the only SMG user in my party, his longer run & gun is very powerful, even though he get's exhausted afterwards. Run & gun in general can be improved by recoil management afaik, make a single shot at the enemy before using run & gun.

For easily accessible dual guns, uzis are great and very versatile (mods for longer range and stealth kills).
Dual guns can be nice for the damage output, but I dislike not being able to make a single shot when wielding dual burst fire guns (and therefore no low AP attack option and recoil management being useless).

Regarding perks, there aren't any especially for pistols or SMG unfortunately. You could focus on another aspect of your build, eg. range and usage of the weapon and get perks for that instead (overwatch/aiming/stealth/tanky/fast runner/short range).
Last edited by r47926; Sep 9, 2023 @ 5:17am
SirHawk Sep 9, 2023 @ 5:28am 
General waste of time, completely overshadowed by ARs and shotguns, especially in late game, since pistols penetration remains medium. But you build for SMGs and pistols the same, as if you'd build for ARs, so the same dexterity and agility perks.
Last edited by SirHawk; Sep 9, 2023 @ 5:29am
r47926 Sep 9, 2023 @ 5:55am 
I agree that it should be improved by adding more perks for pistols and right now if you're strictly min/maxing, pistols and smgs seem like a waste of time.

They should add additional perks for pistols and smgs (as well as grenades) and maybe make some of the existing perks more general (eg. the strength tree is not that great for mercs that don't use melee at all).

However, armor penetration can be improved by using and crafting specialized bullets and some mercs, like Vicky and Smiley, can have a nice damage output with pistols/SMGs.

IMO JA3 isn't a very difficult game after learning the mechanics, so there's no need for strict min/maxing, just play the mercs however you want for some rpg flavor.
Last edited by r47926; Sep 9, 2023 @ 6:01am
SirHawk Sep 9, 2023 @ 5:57am 
I already kept AP rounds in mind, bullet/damage and AP/damage in pistols and SMGs is bad.
KAMJAH Sep 9, 2023 @ 6:15am 
Some quick tips :
For dual weilding you can mod the 2 gun with different upgrade the shot will benefit both
If you have a inspiring strike in you team you can go dire warning on your smg's
Flanker is a must obviously

Originally posted by SirHawk:
I already kept AP rounds in mind, bullet/damage and AP/damage in pistols and SMGs is bad.

With an Anaconda uv dot Raider can kill 7 enemies in Raven overwatch
The Thompson smg deal more dmg than the AUG
CqC, shockassault, linebraker + Short barrel Conda = bye bye colonel
uncle nick Sep 9, 2023 @ 7:48am 
How about dual Deagles? I got them very late in the game. Didn't have much time to play around with them. .44 or .50?
sandman25dcsss Sep 9, 2023 @ 9:21am 
Originally posted by SirHawk:
I already kept AP rounds in mind, bullet/damage and AP/damage in pistols and SMGs is bad.
Really true. I tried pure pistol/smg run and couldn't beat Ernie outpost, too many wounds in previous fights.
Rhapsody Sep 9, 2023 @ 10:35am 
They start out quite underwhelming compared to rifles and mid-game ARs, but late-game handguns and SMGs will make short work of opponents when used right, in the hands of properly trained mercs. The weapon type abilities of both, Run and Gun and Mobile Shot, are in key role. They are actually more effective method of movement than moving using AP.
KAMJAH Sep 9, 2023 @ 11:30am 
Originally posted by Rhapsody:
They start out quite underwhelming compared to rifles and mid-game ARs, but late-game handguns and SMGs will make short work of opponents when used right, in the hands of properly trained mercs. The weapon type abilities of both, Run and Gun and Mobile Shot, are in key role. They are actually more effective method of movement than moving using AP.
You inspiring me a Dual Smg/handgun scoundrel to benefit both mouvement and flank
Can even go dire warning and trick shot to incapacitate those hamster
Last edited by KAMJAH; Sep 9, 2023 @ 11:49am
Redmcdevil Sep 9, 2023 @ 1:17pm 
Thanx for reply. Will ask more, not sure about some perks. If they works well with run&gun and dual pistols.
KAMJAH Sep 9, 2023 @ 2:54pm 
For Run & Gun; CqC, fast runner and frog leap ( you had to prepare your move ), lightning reaction, shock assault + lucky streak and dire warning ( if it is a medic, it is better you can take pain killer on the same line ), recoil management is cool too with auto weapon perk
Last edited by KAMJAH; Sep 9, 2023 @ 2:55pm
khr0927 Sep 9, 2023 @ 10:14pm 
Dual wield Glock is definitely powerful enough for practical use. I don't know if Desert eagle is good as well, since there was no way I could obtain two of them, but probably not.
MateKiddleton Sep 9, 2023 @ 10:33pm 
Yeah desert eagle is very good. Does an enormous amount of damage.
r47926 Sep 10, 2023 @ 11:00am 
Originally posted by KAMJAH:
Some quick tips :
For dual weilding you can mod the 2 gun with different upgrade the shot will benefit both
If you have a inspiring strike in you team you can go dire warning on your smg's
Flanker is a must obviously
Do you mean all shots of the dual attack gain the benefits of all upgrades? What about different weapon ranges?
I would assume every shot only has it's own benefits.
Last edited by r47926; Sep 10, 2023 @ 11:01am
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Date Posted: Sep 9, 2023 @ 2:32am
Posts: 24