Jagged Alliance 2: Gold Pack

Jagged Alliance 2: Gold Pack

Spectator6 Aug 7, 2016 @ 7:29pm
Weapon accuracy in 1.13?
Just lost three mercs to a lone gunman standing within 10 "squares" away, on the first enemy encounter coming out of Omerta. Lynx kept missing time and time again despite the fact he was positioned behind a half-height bolder with his rifle rested. Numerous shots fired on the highest accuracy cost on an enemy standing stationary out in the open, well within effective firing range of his rifle. Eventually the guy just ran up and gunned him down point blank with a pistol.

Is there some "new" aspect to aiming that 1.13 introduces that I may not be taking into consideration? Maybe something new calculated on cover objects and their affect on aim? I've always enjoyed the "risky" gunplay of JA2, but this seemed a little excessive...
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Showing 1-5 of 5 comments
Ishbane Aug 7, 2016 @ 8:14pm 
Afair Lynx' rifle ships with a scope.

The default enagegement range is 10 tiles. When you're using iron sights anything closer will be somewhat easier to hit and beyond that accuracy sharply drops.

Scopes (and some red dots) allow you to attack at longer ranges. A 2x magnifying scope for example is made for engagements at around 20 tiles. Thing is, enemies closer than that will become much harder to hit. Ever tried to hit a close enemy with a zoomed in sniper rifle in an fps?

So either (un-)mount an optic to match your expected engagement range, toggle your aim mode by pressing . (period) until you find one with better accuracy or carry a back-up gun for cqb.


There are a ton of new factors regarding gunplay, read up here:
http://steamcommunity.com/sharedfiles/filedetails/?id=420276165
Spectator6 Aug 8, 2016 @ 6:35am 
Very cool, thank you Ishbane! I never knew 1.13 took all of that into account, that's really neat :) I'll definitely give it another try, especially using the detailed info on the targeted square.
Buns was a sharpshooter and she also brought an M14 assault rifle. She could not hit an enemy even if the gun was jammed up their knob. She is now enlisted as Swiss Cheese.
six-P- Mar 6, 2017 @ 10:43pm 
There's something wonky about this game's chance to hit in 1.13, under both NCTH and OCTH.

In NCTH the overall probability to hit seems really, really low if you don't have a scope. Makes dealing with hordes of pistol equipped enemies hard. The best tactic is basically getting into near pistol range if you want consistent hits, or have a really long, and really ammo consuming long range shootout if you outrange them but don't have scopes.

In OCTH, the minimum chance seems too high. Like around 10%? I'm at this stage where I consistently lose a battle of 6 SMG (range 19) mercs versus 10 pistol equipped (range 10-12) enemies when we both setup in cover 15 tiles away from each other and start firing. I'm about to replay it a third time, but lol, it seems the tactic to use is suppress the pistol-using enemies and get into close range with SMGs because my range advantage doesn't mean ♥♥♥♥.

Last edited by six-P-; Mar 6, 2017 @ 10:44pm
Keijo Mar 9, 2017 @ 2:21pm 
I think problem with ncth is that the ai doesnt really know how to use it making it kinda pointless.

Octh has always worked well early-mid game but then when youre mercs have over 95 markmanship and levels it gets so accurate to single shot with rifles that the game gets little boring because you no longer have to really care about cover and strategy.
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