Jagged Alliance 3

Jagged Alliance 3

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Vanilla Weapon Rebalance
   
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23 Jul, 2023 @ 8:57pm
30 Jul, 2023 @ 12:38pm
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Vanilla Weapon Rebalance

In 1 collection by Rock Flag & Eagle
Rockflag's JA3 Rebalancing
6 items
Description
This is a weapon rebalance mod designed around the vanilla values, my goal here is to take weapons that are vastly overshadowed normally and try to bring them inline with the other weapons in the vanilla game.

This first pass covers the worst offenders in the Pistol, Submachinegun & Assault Rifle catagories.

Keep in mind all changes effect enemies as well.

Changes so far...

Burstfire: 20% damage boost across the board so if 2/3 shots hit you at least are outdamaging single fire. (Thank you Kira for helping with this.)

Pistols:Tried to make all the single fire pistols actually have a use.

Hi-power: Left untouched

Bereta92: Damage buffed from 15 -> 18 (inline with the Hi-power). This now serves as a harder to find but more customizable 9mm to the Hi-Power.

Colt Peacemaker: Damage buffed to 20 so now this .44 revolver is not outdamaged by the smaller 9mm. Reload speed is reduced significantly to compensate.

Tex's custom six-shooter: Brought damage up to 21 slightly better then the new peacemaker. Tex's gun also does nto suffer the increased reload AP (he should be proficient with them by now)

Colt Anaconda: I added a new barrel modification that allows rechambering the revolver to use .50 BMG boosting damage greatly while reducing reliabilty. Similar to the Desert Eagle modification.

Glock: Untouched already great with its burst.

Desert Eagle: Untouched still outdamages the anaconda once upgraded but is very rare.

Sub Machine Guns: Most of these feel usable right now but the mp40 is literally not worth its weight in scrap.

MP-40: Increased burst and automatic fires bullet counts making it a more dangerous close range weapon early game. Decreased reliability (This is a 60 year old gun at this point).

Famas:+2 Range reduced accuracy penalty on burst and autofire.
Alright so famas has been rereworked now. The gun got a slight bump in range from vanilla to bring it inline with similar weapons, the gun also reduces burst and autofire penalty 50%. This is the equivilent to the autoweapons perk.(if using visible % chance mod it will not show the change but after thorough testing it is working, am working on making it show up fully in UI at the moment)

M14: range from 26 to 30 which is the standard for other Heavy AR's
Also increased single shot damage from 21 to 23 Making it still the lowest damage but usable long range with its base aiming bonus's

AR15: New magazine mod allows you to convert to AR10 rechambering it in 7.62 Nato increasing damage & ap cost while reducing reliability and magazine size. Compared to the galil it is slightly less damage with more possible mods.

Double Barrel and Auto-5 Shotgun: Increased range from 8 to 10 still lowest range but slightly less prohibitive.

Dragunov: Increased aim accuracy removed burst fire as it was literally fantasy and made one of the most efficient rifles in the game even better.

If you feel like a weapon desperately needs attention or feel like something is now overtuned please let me know in the comments.

Any ideas for alternate ways to tune something let me know!

My goal is to try to at least have every weapon have some effective playstyle not just turn every weapon into carbon copies of each other.

53 Comments
deezahn 27 Mar @ 8:10am 
Hi there. I got next error: Errors while loading mod Vanilla Weapon Rebalance:
Code/Burstfire.lua:3 - attempt to index a nil value (field 'BurstFire')
What should I do to fix it?
MrMurLock 20 Apr, 2024 @ 10:45am 
Possible to update this amazing mod to the newest patch? This is such a mandatory mod!
MoonEyes2k 24 Feb, 2024 @ 9:30am 
.762 Nato is pretty much the only thing needed...
Magni 11 Feb, 2024 @ 10:00am 
This mod gives an error message at game start now.
Ze one 9 Dec, 2023 @ 12:00pm 
Very nice. Ever thaught about balancing handguns by lowering AP? JA2 Waildfire did it that way and I liked it very much. I just made a mod Lower APs for Pistols & MPs where I do this for the vanilla guns.
Sadly both our mods are not compatible. I see you worked via scripts. I had to change the InventoryItem itself and not just >gameplay>change property>InventoryItemCompositeDef>gun>ShootAP (in the editor) bc that would make weird bugs.
I don't think there's a way our mods could become compatible for ppl who wanna have both?
If you're still there, maybe we can colaborate?
Greedogre 10 Oct, 2023 @ 9:25am 
btw i play the game first time with the mod and change is very noticeable, they are no best weapon right away.
mcmurphy100 28 Aug, 2023 @ 5:49am 
Hello, is this still working with latest Update?
TROCH22 21 Aug, 2023 @ 6:40pm 
I wonder if this still works with new patch
Exel 21 Aug, 2023 @ 8:31am 
Is this safe to use on an existing save?
Peiper 8 Aug, 2023 @ 1:10pm 
To add: my characters with AR10's have little white dots at night, showing that they're 'lit up' or in the light, unlike the people they're surrounded by or next to which are not lit up. Could it be that your mod adds a flashlight to the weapon without listing it? Also, the 'secondary' slot shows infinite ammo. I do not have a secondary slot, like a grenade launcher, equipped.