Jagged Alliance 3

Jagged Alliance 3

Rato's Gameplay Balance and Overhaul 3
Feedback
rather than continuing to clutter up the main discussion thread, i figured i better just make my own place to provide constructive criticism and thoughts on the mod, as i really want to help make it the definitive way to play JA3. i'm sure ill be adding to this list overtime:

-HK21 default magazine size is way too large, should be something like 40 or 50 rounds instead
of 120 (that mag size might be more appropriate for the expanded mag)
-the dragunov shouldn't have a burst fire setting, semi auto snipers should be differentiated by lower AP cost per shot, with lower caliber rifles taking a proportionately lower amount of AP to fire vs. high caliber rifles
-weapon loot/drops seems weird? halfway through my playthrough and i've yet to find a single rpg-7
-consider making the advanced compensator weapon mod from the AUG available on more weapons to provide a viable loud alternative to the suppressor
Last edited by mousetrapreplica[TSC]; 6 Sep, 2023 @ 5:28pm
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Showing 1-15 of 202 comments
rato  [developer] 6 Sep, 2023 @ 5:22pm 
Hey, I like these suggestions
Dont know why i never thought about removing dragunovs burst
TBH i didnt even knew AUG had different compensators, will look at them. You really think suppressor is that op rn? I could give it back its old bonus
I am not sure about the loot. This is Tactical Enemy territory. My compatibility patch shouldnt touch it, but I will double check
Last edited by rato; 6 Sep, 2023 @ 5:22pm
thanks for taking the time to respond, don't worry about the loot too much at the moment as right after i posted that and did the refugee camp/army assault section i found one almost immediately lol, although i've yet to find an AK-74, despite finding tons of ammo for it

as far as the suppressor, maybe im just underestimating the usefulness of the compensator, i'll try and use them some more.

the other suggestions i felt would be relatively uncontroversial
Last edited by mousetrapreplica[TSC]; 6 Sep, 2023 @ 6:50pm
i noticed for the ak74 that the rifle has light armor penetration with standard ammo, while it has medium with tracer ammo, is this a mistake?
rato  [developer] 7 Sep, 2023 @ 10:40pm 
was it the Match one? it had a wrong number here
rato  [developer] 7 Sep, 2023 @ 10:41pm 
Hey, man I want to say thanks, these feedbacks are really important, especially because i have little time to actually play it. Im trying to implement some new bold stuff, so with the help of the community I think we can make something very nice here. thanks :)
my mistake, it was the match ammo and its fixed now. And don't mention it! you're the one doing all the hard work of actually modding the game. And the balance decisions you've made are almost the exact same things i would've changed to improve the game, i definitely couldn't see myself going back to the vanilla game at this point.

this is rather pedantic but i think for the light stock, the wording could be a little better for the description where it says "can shoot in movement etc..." maybe just shorten it to "- half of free move AP recovered after shooting"
- the barret m82 rifles default magazine capacity should be 5, expanded should be 10
- uzi should be a two handed smg, mp5k should possibly be one handed (a bit of a stretch but conceivable)
Óðinn 12 Sep, 2023 @ 4:33am 
It's not hard at all to shoot an Uzi full auto one handed due to it's weight, balance & lower rate of fire. It was designed to be capable of being fired one-handed. The extra weight helps recoil control & the magazine in the pistol grip makes the balance point closer to the hand. Plenty of videos out there demonstrating that.

https://www.youtube.com/watch?v=_qBwgviJCGo[/url

I'd say both should be (1-slot) one-handed weapons, otherwise they are both totally eclipsed by AR's, shotguns and even some other SMG's. Let's face it, all pistols & SMGs are pretty much redundant mid to late game.
DabHand 12 Sep, 2023 @ 8:48am 
I can imagine making SMGs one slot only with a recoil control bonus if the other hand is free?
rato  [developer] 12 Sep, 2023 @ 12:56pm 
tbh with you guys im not a huge fan of dual wield. Its also something i wanted to rework, make it only effective at close ranges. No aiming too (does it make sense to strap 2 sniper scopes in 2 uzis?)
i didn't know that about the uzi odin,so thats fair enough.

and i think thats a pretty good idea about nerfing akimbo weapons somewhat, although maybe to compensate for the lower accuracy, you could make the dual attack have a lower AP cost, that way at least for characters with the ambidextrous trait, they could still be a devastating close range option. id say if you go too far you'd be sacrificing fun factor for realism, the idea of a merc like fox or vicki dual wielding berrettas is too badass to make it completely unviable
rato  [developer] 12 Sep, 2023 @ 2:39pm 
Yeah, not even nerf it. Just make it more niche. Dex should decrease penalty. And no aiming down sniper Scopes while using it
yeah im all for that, would definitely make more sense that way.

another random suggestion, the "light stock" looks pretty weird on the g36. id probably just remove it, i think maybe weapons with folding stocks should just have a slight aim bonus penalty, but give the "shoot and free move" ability, to represent the fact the stock can be either folded or unfolded. obviously the ability to fold/unfold the stock at will would be idea but currently i believe its impossible to do that mid combat with weapon modifications. im just trying to think of a stop gap solution that would work
Óðinn 12 Sep, 2023 @ 6:18pm 
I'd really like to see a change to aiming such that Dex becomes the base for "instinctive shooting" accuracy, and Marksmanship for skill with aimed shots. Overall, this would probably reduce the number of hits being scored.

I believe it is currently the other way around, as it stands Marksmanship determines instinctive accuracy and Dex is used for aiming, which doesn't make sense as aiming is a practised skill and quickly pointing your gun at something is a hand-eye coordination thing.

In my current play through, nobody ever seems to empty a magazine in any gun fight (they are over too quickly), so tactical reloading or weapon swaps are pretty much redundant. Also, suppressive fire with Pinned Down mod works great with this mod, but it is still too easy to hit enemies. Making shooting harder should make suppressive fire more relevant.
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