Jagged Alliance 3

Jagged Alliance 3

Rato's Gameplay Balance and Overhaul 3
c2crtw 30 Dec, 2024 @ 10:35am
5.56 has medium armor penetration?
First of all, thank you for this great mod. It's become mandatory for me. I only wish that I had discovered it sooner.

One of the many things I like about your mod is that it associates armor penetration with the cartridge rather than the weapon. In the vanilla game, it didn't make much sense that the AK-74 was basically the only weapon with medium penetration (other than the M82 and Gold Fever).

However, I do have a question about why 5.56 has medium penetration. I can understand why 7.62 NATO was given medium penetration, but I'm having a harder time understanding why that is also the case for 5.56, especially when 7.62 WP retained light penetration.

With both 5.56 and 7.62 NATO being able to penetrate Kevlar armor, there's less to differentiate them. 7.62 NATO has higher damage, of course, but at the cost of higher recoil (another feature of your mod that I really like) and lower magazine capacities.

At first glance, it would seem like intermediate cartridges like 5.56 (and including 5.45x39mm from various mods) would have light penetration while full-power rifle cartridges like 7.62 NATO (and including 7.62x54mmR) would have medium penetration.

Perhaps this was a balancing decision based on one of the many armor mods? (I haven't used any of them yet.)

Or perhaps it's because the armor penetrating ammunition type can't make critical hits (another interesting feature)? Even though 5.56 (and 5.45) in your mod have interesting critical hit characteristics, I still think that it would be an acceptable trade-off to lose that capability in order to use armor penetrating ammunition to defeat medium armor. And many mid/late-game enemies still have unarmored body parts, so there's that option if you want to try for critical hits with standard or hollow point ammunition.
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rato  [developer] 31 Dec, 2024 @ 11:45am 
Hi!I actually had the idea of making the modern calibers superior (they seem to be underestimated in games, just because they are "smaller"). The way I found the best to do that was keeping the damage (stopping power) of the fatter cals higher, but having downsides like extra recoil. Also, upon doing some research, I found that the modern calibers are actually good at penetration, due to being small, fast and "pointy" (the 5.56 was designed to pierce steel helmets).


Another characteristic is that while normal rounds for 5.56 and 5.45 have medium pen, their AP rounds only increase their penetration by one category, instead of two like all other calibers.

Truth be told, I would like to have a more granular approach to penetration property. The 5 categories of the base game are a little restrictive. Maybe some day I will overhaul that.

In any case, thank you for your inputs! And have a good new year!
c2crtw 1 Jan @ 7:12am 
I see. Thank you for the explanation. And Happy New Year to you, too!

This certainly fits with the general theme of your mod with its higher lethality from no burst fire damage reduction, guns freaking hurt, etc.

It does mean that Medium armor is much less effective in the mid/late-game going up against better-armed enemies. That's probably pretty accurate for late-1990s era body armor, though. But I'll definitely have to adjust my tactics (maybe use smoke grenades more?) and consider using cumbersome Heavy armor for more mercs.

On a related note, I added a comment regarding 5.7x28mm ammo to the comments for your Tons of Guns compatibility patch mod.
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