Jagged Alliance 3

Jagged Alliance 3

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Rato's Gameplay Balance and Overhaul 3
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5.353 MB
16 Aug, 2023 @ 4:02pm
15 Mar @ 3:51pm
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Rato's Gameplay Balance and Overhaul 3

In 1 collection by rato
Mods to go with Rato's Gameplay Balance and Overhaul
20 items
Description
Rato's Balance and Overhaul:

Big thanks to playtesters for giving valuable feedback:
  • mousetrapreplica[TSC] - who has been playtesting this mod since almost the beginning
  • Starbuck
  • Caladan
  • Player One
  • infiniteMotion
  • redparadize
  • KreNich
  • c2crtw
  • and many others

Also Toni and MantisClaw, gun experts from Discord

If you want to buy me a coffee you can do so here: https://www.buymeacoffee.com/rato_modder




This mod aims to provide a balanced but very challenging experience, improving depth of gameplay, increasing lethality and incorporating some realistic mechanics. Auto fire modes have full bullet damage, and single shots have more chance of critical hit.

Please use a fresh savegame with this mod, so that the components will have their proper effects and to avoid bugs.

It is also recommended to not use an Ironman mode save


It also very important to exit the game completely after selecting all desired mods, and opening it again, to prevent bugs.


Compatibility patches:

  • NEW - Compatible with Revised Mags II

    With ToG. Add Tons of Guns
    https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3101203757

    If you have ToG and ToC loaded, this mod will use some custom visuals for the added scopes. Recommended

    Compatible with Descriptive CTH




    Penalties can be customized in mod options

    Gun overhaul overview:

    • Aiming Rework: Mercs with low Hand-Eye Coordination (Dex + Marks) will get less benefits from aim bonus.

    • Shooting Stance: you need to spend AP to shoulder your weapon to aim. This will create an angle where you can shoot more accurately. If you aim outsde the angle, you must spend AP to rotate. Unaimed shots now have Hipfire penalty. 1 aim level shots have Snapshot penalty. Component weight or barrel length can reduce shooting angle. Inspired by Wax's mod.

    • Weapons have rotation angles based on real life weight and barrel length.

    • New mechanics and components permit you to make your weapon into a hybrid: rip the stock off your rifle to make it deadly and fast at close range - like a SMG -, or mount a sniper scope and heavy barrel to have precise single headshots at a distance.

    • Correct magazine and expanded magazine sizes.

    • Weapon calibers are realistic, so two weapons with the same caliber will have very similar damage. There is room for variations depending on the class of the weapon or other aspects.

    • Penetration depends on the caliber.

    • Weapons classes were changed to dominate a specific range and have a specific function.

    Ammo Overhaul:
    • 5.45 rounds now have tumbling effect, which increase critical chance
    • 5.56 rounds have fragmentation effect, which increase critical damage
    • AP rounds now have decreased critical damage and increased recoil
    • Match rounds have increased aim, range, and Critical Scaling
    • Tracer rounds apply Marked, Revealed and are easier to compensate recoil
    • HP rounds now have increased critical damage (instead of chance)

    Gun Stats Info:

    • Recoil penalty determines how much accuracy degradation your burst attacks will suffer. It also influences the persistant recoil for single shots in a turn.

    • Hipfire penalty determines the penalty when you shoot with 0 aim levels.

    • Snapshot penalty determines the easiness of rapidly aquiring new targets. Will apply a penalty when shooting with less than 3 aim levels. If you are attacking the same target as your last attack, this penalty is negated. It is also important for Overwatch and Mobile attacks accuracy.
    For these stats, the lower, the better.

    New systems based on attributes

    New multishot systems

    Full damage in all forms of Automatic Fire

  • New recoil system :

    CTH is decreased shot by shot.

    Scales with Strength and Marksmanship, different scaling for calibers. All calibers have a Recoil Breakpoint in Str: if you are below this str level the penalties will be even higher per point. It also represents a flat component of the recoil, so the higher the breakpoint, the higher will be the overall penalty to hit.

    Only the first bullet will benefit from Aiming bonus.

  • Autofire: shoots 10 bullets, has fixed AP cost, can be aimed once.

  • MG burst rework : Shoots 6 bullets. Strength has more impact on determining accuracy of the MG.

  • Run and Gun reworked: lethal at close range, has big accuracy penalty at distance. The move range depends on agility and bulk of the weapon

  • Pindown reworked: now it is called Snipe. Grants an attack with maximum aim levels, extra critical chance, reduced penalty to hit body parts and that bypasses low cover. Synergic with scoped weapons that have increased max aim levels.

  • Shotgun Pellets: Shotguns will fire individual pellets, each ballistically simulated. Added Slug shots as well.

    Other changes:

  • Dual Fire rework: Max aim = 1, AP cost reduced. Dexterity reduces penalty. Higher penalty at distance.

  • Low Cover effect is increased.

  • Sight Radius is increased.

  • Shot Crit bonus: firearms have critical bonus chance that scales with Dexterity+Marksmanship. The effect is based on aim level. Single shot have significant more scaling.

  • Targeted shot bonus reworked: Applies when fully aimed. Scales with Composure (compost of Marksmanship and Wisdom). Snipers have better scaling. Single shot has better scaling.

  • Melee range shooting penalty: long barrels make it harder to hit at melee range, while short ones make it easier.

    Scope and component overhaul
    What really makes a sniper weapon? A precision scope.

    Scopes now give a high range bonus. They come in 5 magnification scales. The higher magnification scopes now give a penalty when shooting at close range. The penalty is proportional to the bonus range, and get progressively higher the closer you are to the target.


    Stealth overhaul:

    Suppressors no longer completely silence your gun, they cut the noise radius by half. To effectively sneak, you need to use Subsonic ammo now, a type of bullet designed to travel slowly and be less loud.

    It's harder to do a stealth kill on aware opponents.

    Enemy detection range is increased.


    Optional Addons (Recommended):

    https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3028029624 Wounding Overhaul

    https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3253652174 NEW Explosives Overhaul 2.0

    https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3087514348 Cash economy customizer



    Version: 3.58-12574
Popular Discussions View All (21)
202
26 May @ 12:59am
Feedback
mousetrapreplica[TSC]
40
30 Dec, 2023 @ 10:45am
GBO+ToG playthrough impressions
Caladan
24
31 Oct, 2023 @ 4:50am
Couple of questions..
gribelo
818 Comments
KreNich 8 Jul @ 2:29am 
The anount of extra AP you can add to shots depends heavily on Dexterity if I remember correctly and some weather conditions. In heavy rain the max extra AP is very limited.
Barleyman 7 Jul @ 7:52am 
Aiming rules are confusing to me. Sometimes you can add AP for follow-up shots, sometimes you can't. Description or discussion doesn't really explain what's going on here?
Zacarías Satrústegui 4 May @ 11:32am 
@cloudo I think they are for the most part, but if you try to get explosives of any class into the common bag, you won´t be able to do it. Looks like it they are not recognized by Tactical Gear II.
cloudo 29 Apr @ 10:02pm 
Im using all the Ratos mods......are these mods compatible with Revised Tactical Gear II ?
Kaos 23 Apr @ 10:59am 
Which mod in the collection turns off weapons being available in Bobby Rays or in the GC Militia Shop?
Zacarías Satrústegui 19 Apr @ 12:00pm 
I know that there is a Rato´s specific mod for explosives, but is this mod affecting the use of explosive somehow?
Zacarías Satrústegui 19 Apr @ 6:16am 
I don´t think it is exactly awareness. What I want is that they keep in combat mode after my mercs engage them. I want they to perform in battle like an actual combat unit and not individual soldiers.
Elenhil 19 Apr @ 4:38am 
What you're talking about is awareness distance. Enemies over long distances who don't hear the gunshots or see the firefight remain non-alerted. You can ramp up their awareness distance (say goodbye to stealth) in mod settings.
Zacarías Satrústegui 19 Apr @ 4:05am 
Cool. I have one request: when you stop the fight against a group of enemies the remaining ones in other part of the map act like therr is no combat taking place instead of getting ready to combat the mercs around. Could this be fixed?
Elenhil 19 Apr @ 2:55am 
It sure does!