Jagged Alliance 3

Jagged Alliance 3

Rato's Gameplay Balance and Overhaul 3
 This topic has been pinned, so it's probably important
rato  [developer] 16 Aug, 2023 @ 4:23pm
Component Overhaul OUTDATED
Other component changes:
  • Extended Barrel: +2 range, +2 aim, +1 damage, higher penalty when shooting at melee.
  • Heavy Extended Barrel: improved single shot accuracy, +2 range, +1 damage, higher penalty when shooting at melee
  • Light Barrel: aim bonus cut in half, extra OW attack. Short and Extended versions.
    I gave the light barrels to almost all weapons, including MGs that didnt have access to this effect. Lets see how it goes.
  • Short Barrel: -1 ap, -4 range,. -1 damage, less penalty when shooting at melee
  • Suppressor: now gives +10% damage against flanked targets. Gives recoil reduction.
  • Vertical grip: diminishes recoil. +1 aim
  • Light Stock: recovers half Free Move AP after shooting, rounded down; -2aim
  • No Stock:recovers half Free Move AP after shooting, rounded down; -2aim, -1 ap cost, greatly increased recoil penalty for auto fire modes. Trying to burst without a stock outside the Point Blank range will probably lead to frustration.
  • Heavy Stock: unchanged for now
  • Bipod: improved accuracy when prone (25%), less accuracy when not prone(-15%). In the case of the M82, the penalty for not prone is -50%
  • Bullup Design: default for AUG and FAMAS, improved recoil for auto modes
  • Bolt Action Mechanism: default for gewher 98 and m24. Increase AP for attacking, reliability, and gives more precision for targeted shots,
  • Compensator: gives recoil reduction.

The vertical grip now has a more realistic function, making it easier to control vertical movement. Light barrel is supposed to make horizontal movements easier, thus allowing more OW attacks by quick sweeping motions.
Last edited by rato; 19 Oct, 2023 @ 9:16pm
< >
Showing 1-15 of 21 comments
DabHand 17 Aug, 2023 @ 2:43am 
Gain twist extended barrel is a long barrel but doesn't have the shooting at melee range debuff listed in the modify weapon screen tool tip. TBC - unless you made a fix in your final v3 release?
rato  [developer] 17 Aug, 2023 @ 7:16am 
fixed, let me know if you find anything else
why have the suppressor boost flank damage? Im not sure i see the logic there
rato  [developer] 27 Aug, 2023 @ 1:48am 
It is supposed to represent the confusion of being attacked from both sides + the fact that you cant tell where the bullets coming from that easily would cause you to have a worse reaction to it.
shouldn't that be tied to sneak attack? i don't see how a supressor would have much effect if your exact position is known by the enemy. sorry if it seems like im nitpicking, to be honest i haven't even used your mod yet but i was planning on giving it on a try on my second playthrough since it seems to check a lot of the boxes when it comes to fixing some of the glaring issues with the vanilla game.
rato  [developer] 28 Aug, 2023 @ 11:17am 
Originally posted by mousetrapreplicaTSC:
shouldn't that be tied to sneak attack? i don't see how a supressor would have much effect if your exact position is known by the enemy. sorry if it seems like im nitpicking, to be honest i haven't even used your mod yet but i was planning on giving it on a try on my second playthrough since it seems to check a lot of the boxes when it comes to fixing some of the glaring issues with the vanilla game.

I understand. My logic was that when flanked, one would not be able to pay attention to the exact positioning of the enemy at all times, and as such the suppressor would help. Honestly tho, the whole flank bonus doesnt make that much sense, right? it would not make your bullets stronger. But for now is what we have. I think the flanked bonus is more interesting than the original suppressor effect. In the next update both the suppressor and compensator will improve recoil as well.

I think you will not like the fact that SMGs also have bonus dmg against flanked targets lol.
I try to keep realism in mind, but always do a compromise between realism and balance/fun mechanics, so sometimes it will not be realistic, like the SMG case,which was implemented to give more identity to the weapon and incentivize a specific playstyle
im all for more arcade-y mechanics in the name of fun, and i agree its a really tricky balancing act between fun and realism when it comes to these types of games. theres also the flanker perk that does the same thing so theres already a precedent for it in the vanilla game and i don't think you should fool around with those or stray too far from the games original vision, moreso try to refine it and help the game reach its true potential which from my current play through it feels like youve done a great job of so far.

i think my current opinion is that you should ditch the flank damage bonus on supressors to keep them from being the obvious choice, since they already have tremendous utility with the noise reduction and recoil reduction, and possibly change the smg flank buff to a damage buff at short range, if thats even possible to do with the games current mod tools, or maybe make it a buff to crit chance instead
rato  [developer] 2 Sep, 2023 @ 10:32am 
I actually want to rework flanking as a whole. Maybe give it acc bonus or crit chance.
And I might change the silencer bonus down the line, lets see what happens. For now I am working on some other stuff. But thanks for the suggestions, these help improve the mod a lot!


Edit: also keep in mind that in this mod the silencers only reduce sound radius by a percentage, and most guns have double the noise than in vanilla.
Last edited by rato; 2 Sep, 2023 @ 10:40am
of course, just throwing my two cents in! i really like the approach you're taking to overhauling the game so far, i think most of the major changes you've made to weapon balance are a huge improvement over vanilla and im excited to see how the mod evolves over time, i could see this turning into the new 1.13 mod equivalent for JA3 tbh
after some further rumination, i think suppressors should come with a slight penalty to hit a target at melee range, owing to the added barrel length, seems like a pretty obvious way to balance them in retrospect. maybe make the penalty relatively minor for handguns and smg's and significantly more severe for long rifles and snipers
thoughts on the short range accuracy penalty for suppressors?
rato  [developer] 12 Sep, 2023 @ 6:26pm 
i think is a good idea, when i rework compensators i will include it.
cool, im just trying to think of ways to balance different components to encourage more diverse weapon loadouts. i also think for something like the m249 having one stock thats objectively better than the other could be tweaked. maybe the default stock could have some small advantage or the heavy stock some slight drawback?
rato  [developer] 17 Sep, 2023 @ 3:46pm 
i agree, and have this planned: next update there will be AP costs for "preparing weapon". Stock type will increase/decrease it, while having drawbacks or advantages. Default stock will be the mid term
Last edited by rato; 17 Sep, 2023 @ 3:47pm
awesome :)
< >
Showing 1-15 of 21 comments
Per page: 1530 50