Jagged Alliance 3

Jagged Alliance 3

Rato's Gameplay Balance and Overhaul 3
larsencm2003 30 Oct, 2023 @ 10:35am
Difference between different AR
I think I can now formulate what I wish were better in the mod.
I find that with all kind of atrachements and modifications different ARs look amd feel absolutely the sane.
FN-FAL, Gallil - can't distinguish between them.
AUG, Famas - sane thinng.
AR, M16, AK-74 - can't tell what's different.
And I am not sure how to solve this problem.
Maybe limiting the modufications to very specific types for different guns? Not sure.
The same can actually be said about the sniper rifles. SVD, PSG1 - can't fistinguish.
Winchester and M82 are completely useless (one has very low range and damage and the other one has too high of a requirement ro set up).
Also I am past 2/3 of the game and I never encountered AKSU
In general I find smgs being completely useless - why bother if you can put a short light barrel on Famas or AUG and get the same result with better accurace and damage?

Vy tge way, I am still struggling to understand how the auto weapon and heavy weapon perks work with this mod. Dies heavy weapon perk allows for better recoil with MGs? I think it should.
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rato  [developer] 30 Oct, 2023 @ 1:44pm 
Hey, thanks for the feedback again, I will try to answer some of the things you commented:

FN-FAL vs Galil: the galil has 3x times the Critical Scaling of the fal, while the fal has 6 more range
Aug and Famas are a bit similar, but the AUG has access to barrel mods, advanced compensator plus a special scope, which gives it high Aim accuracy

AR, M16, AK74. Starting with AK74, high crit (15% base + 30% scaling), costs more ap than the 5.56 ones and has a bit more damage. AR15 has high crit scaling (30%) while the m16 has slight more damage and aim. the 5.56 weapons in general have also better critical damage due to fragmentation rounds


Winchester. TBH, its an old, lever action gun, which shoots pistol rounds. I think it has to kinda be bad, just be a early game alternative. It has a big base crit (25%) which means even low level mercs can crit with it. You can upgrade it to 7.62x54r for a big boost in damage while keeping the crit chance. M82, it is supposed to be cumbersome, it is a big, .50 weapon.


SMGs have lower stance ap cost, wider shooting angle, bonus damage against flanked targets, and Run and Gun action. (im not sure this is enough tho, they are kinda weak in vanilla as well).

Im not sure about AKSU, i have not touched loot drops

In general, i think its realistic that weapons have slight variations instead of big ones.

With all this said, I have a big balance patch in the works, and will be keeping your suggestions in mind. Maybe I just need to accentuate a bit the differences intended for the weapons.


The base game doesnt have many mechanical variation for making weapons different. I try to introduce new ones: recoil, stance ap, hipfire, critical damage. But it is still kinda hard once i chose that calibers should have the same base damage

Again, thanks for the feedback
Last edited by rato; 30 Oct, 2023 @ 1:46pm
rato  [developer] 30 Oct, 2023 @ 1:48pm 
Auto weapons decrease recoil penalty in 15%
I will see if i can introduce a modifier for the Heavy Weapons as well
larsencm2003 30 Oct, 2023 @ 2:24pm 
I suggest removing the barrell and stock mods from the battle rifles. Leave the biood or vertical grip and a few sights. Gallil should also have an ability to be rebarreled for 5.56
Same for AR and M16 since Colt Commando is in the game. M16 should also be able to get a launcher.
AK family should have veey few mods. With AKSU in the game no need to change barrels and stock - that is AKSU .
AUG was developed as a highly moddable weapon and should have the most modifications.
My two cents. I did not see the option to rebarell Winchester to 7.62. I guess I kissed it.
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