Jagged Alliance 3

Jagged Alliance 3

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Snus Mar 25, 2024 @ 4:17am
Displaying chance to hit
I guess that was discussed, but I can't find a topic.

Perhaps my memory fails me, but In Jagged Alliance 2 you always hit your target as long as your reticle was within the enemy model (i.e. you spent enough AP for a shot).

But in JA3 they added covers and option to target specific body parts, so you often miss even when you spend maximum amount of AP and your reticle is on the enemy. In fact, I think the problem is even wider than this, because I also missed point blank shots while the enemy wasn't even in cover and I spent max amount of AP.

Yet the developers decided not to show the chance to hit, only the +/- modifiers that affect this chance.

To me, this makes the game much less tactical since you have less info and cannot really plan your turns. Say, if you knew it's 80+% to hit, you'd shot, if you knew it's 20% or less, you'd reposition instead of wasting AP on an attack that's unlikely to hit.

So is there any explanation from the developers why it is so? Are there any good mods that show hit chance (ideally to different body parts as well)? And how do you deal with lacking this info?
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Showing 1-8 of 8 comments
TangSuijin Mar 25, 2024 @ 4:34am 
The devs released a mod at launch
https://steamcommunity.com/sharedfiles/filedetails/?id=2993428346&searchtext=hit

the reason why it's not implemented in the base game is also provided in the mod description

"Jagged Alliance 3 is a game meant to represent firefights in their entire chaotic and messy glory. Visible chance to hit is not the kind of core experience we had in mind while building and balancing the game.

For those that really want to try it - we've made it available in this mod."
Last edited by TangSuijin; Mar 25, 2024 @ 6:18am
Sentient_Toaster Mar 25, 2024 @ 9:37am 
There's also https://steamcommunity.com/sharedfiles/filedetails/?id=3005453998 for a middle ground, where you get terms like "likely" and "above average" in addition to more visibility into how much of an impact various factors have.
vikpr Apr 8, 2024 @ 6:20pm 
Just another decision that doesn't make sense. "We will remove the iron sights from your gun to make the combat more immersive". At least there seems to be a mod that fixes it.
Hopper Apr 8, 2024 @ 8:38pm 
Originally posted by Snus:
Perhaps my memory fails me, but In Jagged Alliance 2 you always hit your target as long as your reticle was within the enemy model (i.e. you spent enough AP for a shot).
Nope. JA2 had a very detailed aiming system, and you definitely could miss, especially if you had people like Biff, Gumpy, Flo, etc, on your team.

Originally posted by Snus:
But in JA3 they added covers and option to target specific body parts, so you often miss even when you spend maximum amount of AP and your reticle is on the enemy.
JA2 allowed you to aim at parts and you'd miss pretty often without weapon attachments.

Originally posted by Snus:
Yet the developers decided not to show the chance to hit, only the +/- modifiers that affect this chance.
The JA3 developers gave you both options, but you need to download the official mod that TangSuijin linked.

Originally posted by Snus:
To me, this makes the game much less tactical since you have less info and cannot really plan your turns. Say, if you knew it's 80+% to hit, you'd shot, if you knew it's 20% or less, you'd reposition instead of wasting AP on an attack that's unlikely to hit.
JA2 never showed the chance to hit, but it's still considered one of the best tactical turn-based games ever.

I think knowing your chance to hit makes the game a bit less tactical. It takes away the need plan so carefully, and it takes away the need to adapt to bad situations as much, but the worst thing is it becomes a crutch. Sitting at the edge of a map and clicking the highest % numbers on each target seems like the opposite of tactical to me. I've tried JA3 both ways, the CTH mod made the game much easier, not more tactical... but maybe I'm just stuck in my old ways.
xBlackjackx Jul 24, 2024 @ 4:22pm 
Originally posted by TangSuijin:
The devs released a mod at launch
https://steamcommunity.com/sharedfiles/filedetails/?id=2993428346&searchtext=hit

the reason why it's not implemented in the base game is also provided in the mod description

"Jagged Alliance 3 is a game meant to represent firefights in their entire chaotic and messy glory. Visible chance to hit is not the kind of core experience we had in mind while building and balancing the game.

For those that really want to try it - we've made it available in this mod."

I started a new run and installed this mod with some more.
I sadly realized that it´s somehow now working. (It was on my first playthrough). Do you have any knowledge of mod interference? i really tried to figure it out, but still doesnt work for me
Waschbär42 Jul 25, 2024 @ 4:53am 
Originally posted by Hopper:
I think knowing your chance to hit makes the game a bit less tactical. It takes away the need plan so carefully, and it takes away the need to adapt to bad situations as much, but the worst thing is it becomes a crutch. Sitting at the edge of a map and clicking the highest % numbers on each target seems like the opposite of tactical to me. I've tried JA3 both ways, the CTH mod made the game much easier, not more tactical... but maybe I'm just stuck in my old ways.

I for once didnt like the vanilla setting w/o displayed hit chance. Other games display the chance for a reason, too. How am I supposed to make an informed decision when I have so little information? If I could see the line of sight etc, maybe I'd have a better understanding of the situation etc.
Also, the fact that the voice feedback of the shooter seems way off (some modder wrote it is "no problem, chief!" for >20% chance ... 20% freakin percent is the threshold? Really?!). Sorry, with abritary systems like that in places, what am I supposed to do?

Regarding tactical: IMO the tactical part is to position and move your guys in a way that enables them to take good shots and dont get shot themselves. That requires information - so more information and a better feeling/understanding of situations improves your tactic. I dont see how some basic information like "should you even try?" makes it less tactical - it makes it just less random IMO.
EliteForceQc Jul 25, 2024 @ 6:05am 
JA3 vanilla give you enough informations. The range is pretty all you need to know.
orochiart Jul 25, 2024 @ 12:27pm 
Originally posted by xBlackjackx:

I started a new run and installed this mod with some more.
I sadly realized that it´s somehow now working. (It was on my first playthrough). Do you have any knowledge of mod interference? i really tried to figure it out, but still doesnt work for me

Try downloading from nexusmods. I downloaded few UI mods from there and the mod works but as people said it ruins immersion.
I wish I never installed it. Now even without that mod I can do modifiers in my mind.
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Date Posted: Mar 25, 2024 @ 4:17am
Posts: 8