Jagged Alliance 3

Jagged Alliance 3

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Lethal FireArms JA3
   
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1.319 MB
Apr 29 @ 8:50am
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Lethal FireArms JA3

Description
The authors: igetfer, tretiy

Description:
1. Increased firing range. The combat range has been increased to 80-200 tiles for firearms, grenade launchers and mortars. Now you can't just get out of the enemy's kill zone by moving beyond the maximum range of the weapon. It is recommended to use shelters or terrain features more often, so that opponents have fewer opportunities to hit the player's mercenaries. Enemies can fire from a fairly long distance and cause a lot of problems if you are not careful.

2. Increased the range of visibility of enemies (by default, 30 tiles for a calm state, and 80 tiles for combat mode). These parameters can be changed in the mod settings. For example, you can increase the detection range of enemies to complicate the game (and, in particular, stealth). Or, on the contrary, reduce it if long visibility ranges do not allow you to pass a certain place or there is not enough computer power for a comfortable game.

3. Increased weapon damage. This made it possible to slightly increase the transience and brutality of the battles. The battle can turn out to be very easy (if there are favorable conditions for the player, for example, the location of the fighters or an unexpected stealth attack), or, on the contrary, very difficult if the conditions of the battle are unfavorable (for example, the enemies are on high ground, have a machine gun and noticed the mercenaries before they took up more advantageous positions). Be careful, because of one mistake you can lose a mercenary very quickly.

4. All firearms now have an end-to-end accuracy class, which is calculated in proportion to the ratio of barrel length to caliber on a real sample. Pistols have the lowest accuracy: 1-4, submachine guns and revolvers: 3-5, assault rifles and semi-automatic rifles: 6-9, and the most accurate rifles with longitudinally sliding bolt-action rifles: 8-10. At the same time, the bolt-action rifles have higher accuracy rates than their semi-automatic (self-loading) counterparts with the same barrel length. Modifications: Shortening the barrel takes away one unit from the accuracy class of the weapon, lengthening the barrel, on the contrary, adds, making shooting a little more accurate. Also, a improvised silencer gives a debuff of one unit to the accuracy class (it's hard to aim through the sight when such a can obscures the view).

5. Redesigned the characteristics of body armor. Ceramic plates not only increase armor performance, but also increase the armor armor class by two levels (but not higher than the maximum fifth), which gives a very good bonus against armor-piercing ammunition than its regular version (it is better to save ceramic plates for really important and difficult battles, due to the limited number of penetrations before the plate collapses). The Kompositum-58 also improves the vest's armor protection class, but only by one notch. The Weave Padding a small armor bonus, but it does not increase the class of the bulletproof vest.

6. Processing the behavior of enemies in battle (during testing). Enemies take cover more often: opponents run less towards the player's mercenaries (usually dying ignominiously afterwards), and seek shelter more. Also, as a result of the increased combat range, the AI attacks more from a distance from cover. Snipers have become much more dangerous, as well as machine gunners.
Enemies use the Overwatch mode more often. The restrictions on the use of the Overwatch mode for AI, both personal and collective, have been removed. Opponents use this ambush tactic more in good visibility than in the vanilla version, sometimes creating quite difficult situations for the player.
Enemies use grenades more often (at least it is assumed).

7. The silencer does not completely extinguish the sound of the shot. This feature is not a novelty, however, players should take into account the noise of certain types of ammunition when stealth.

8. All weapons are brought to the same level of performance within their ammunition type. Compared to the vanilla version, the damage of weapons for the same cartridge does not differ much, at most, by units (depending on the difference in barrel lengths of real samples). The miraculous and inexplicable critical damage chance bonuses have been removed (they remain only on unique weapons). Shotguns and large-caliber pistols have increased chances.

9. The penetration ability of the weapon is adjusted to match the ammunition used by the weapon. The penetration capacity of the rifle cartridge has been increased, .50 caliber cartridges have the highest armor penetration.

10. A single shot from a pistol costs: 3 AP (the exception is Glock 18: 2 AP); for revolvers, the cost of a shot: 5 AP; submachine guns: 4 AP; long and heavy automatic/ semi-automatic weapons (assault and self-loading rifles and carbines), or weapons that have a cartridge when loading at once fed into the barrel (double-barrelled shotgun): 5 AP; all other weapons, for which you need to send a cartridge into the barrel (hard drives, bolts): 7-8 AP.

11. Reloading weapons. Reloading pistols (magazine): 5 AP. Reloading of revolvers: 7 AP. Reloading of submachine guns, assault rifles, machine guns (sniper rifles) with magazine power: 6 AP. Reloading the Barret M82 (power is also from the store, but due to the large caliber, the cost is higher): 7 AP. Reloading bolt-action rifles (staples or clips): 9 AP. Reloading of belt-powered machine guns: 10 AP.

12. Removed the damage penalty for automatic fire, but increased the spread for all but the first shot (during testing).

13. The range of hearing of the sound of a shot has been increased (80-100 tiles for small arms without a silencer), grenade explosions, mines, etc.

14. Automatic fire has been removed from the SVD (semi-automatic rifle, without automatic fire mode).

15. The MP-40's single fire was removed (it was absent on the real sample, although conducting such fire was possible with a certain skill of the shooter).

16. Reconfiguration of grenades: fragmentation and high-explosive. High-explosive grenades (M24 or homemade bombs) are characterized by a small radius of impact and a strong high-explosive effect in the center of the explosion, with knock-down and stunning effects, and weak damage in the surrounding area. The piercing effect of the grenade is weak, so the damage is greatly weakened if the mercenary is behind an obstacle. However, the suppression effect is applied to the mercenary if he is within the blast radius, even in hiding. For fragmentation grenades (defensive F1), a much larger damage radius is set. Also, maximum damage will be dealt with knockdown and suppression, as well as with the status of "Bleeding" (conditionally, fragmentation damage), and slightly weaker, but still quite noticeable damage to the area. The piercing power of the fragments is great, so the damage will be inflicted even behind cover.
A small ricochet has been added to the grenades (there is no impact fuse installed in any of the grenades, the grenades should not detonate on contact). Also, the throwing range has been increased for grenades and bombs.

17. Individual settings of the angles of the firing sector in the control mode. The longer and heavier the weapon, the smaller the firing area.

Thanks to the authors of the mods: Rato's Gameplay Balance and Overhaul, JA3_CommonLib, Timmeh's Weapon Overhaul, Overhaul - Gunfight Rework and others. These are very good mods, the example of which helped to understand the game engine faster.