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Weapon Attachments[message #39348] Tue, 18 April 2006 01:42 Go to next message
Druigey

 
Messages:6
Registered:April 2006
Location: Twin Cities
Well, I've finally gotten to a point where I have the aluminum rods, steel tubes, springs, quick glue and duct tape.

I've apparently failed to absorb the trick for merging the items. I'd read it as combining the quick glue and duct tape with the aluminum rod and expected the procedure to be the same as adding a scope to a rifle. However the boxes are greyed out. Where did I screw up?

Also, most of the rods I have are around 75%. Are these repairable by an NPC mechanic? My merc repairmen don't seem to be able to fix them?

Or, does it matter? Will a 75% rod adversely effect accuracy or will it just not achieve the maximum range improvement?

Thanks!
Re: Weapon Attachments[message #39349] Tue, 18 April 2006 01:55 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
Nono, you are mistaken.

A) Rods and springs cannot be repaired. Don't bother. These two can be combined (no matter how damaged) by any merc, to produce "rod&spring" which is a permanent attachment that can be applied to most if not all firearms (by mercs with good mech skill, otherwise you risk damaging the weapon!). This attachment reduces firing AP costs by a certain amount (one eightth, I believe, rounded down).

B) Duct tape, Glue and a Steel Rod makes an extended barrel attachment, which can be fitted to most if not all weapons as well. This makes the weapon have a longer range, meaning that it is more accurate on the whole. This is not the same as sniper scopes - scopes give a +10% chance-to-hit for every 1 AP you spend on aiming the weapon, while extenders give a bonus which is based on range-to-target, thus it is unrelated to how many APs you spend. Extenders that get worn with use have greater chance of falling off mid-shot, which makes the shot miss entirely, and separates the extender from the gun.

Both Rod&Spring and Extenders can be repaired by anyone with mechanics skill just like repairing anything else. They get automatically repaired if they are either in your inventory or already installed on a weapon in your inventory. Extenders that fell off must be refitted to re-apply their bonus to the weapon.


Re: Weapon Attachments[message #39350] Tue, 18 April 2006 02:10 Go to previous messageGo to next message
Khor1255

 
Messages:1828
Registered:August 2003
Location: Pleasantville, NJ
There is a sequence to the merge process. You can add a spring to a rod but not a rod to a spring (or is it the other way around?) and tape and glue must be added to the steel tube before you attach it. After you add the tape and glue to the tube (in the correct order or the boxes will remain greyed out), the item will then read Gun Barrel Extender. Then it is ready to attach to your weapon.

As Headrock said, make sure you keep that weapon in a good state of repair or the extender may fall off.
Re: Weapon Attachments[message #39351] Tue, 18 April 2006 05:23 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
I think it is rod to spring, and not the other way. Dunno about the extenders they're both so unrealistic and so unreliable. I like my weapons shooting straight for longer time, than shooting accurately for a shoter time then getting screwed up.


Re: Weapon Attachments[message #39352] Wed, 19 April 2006 04:33 Go to previous messageGo to next message
LegacyOfApathy

 
Messages:101
Registered:September 2004

I save up all my barrel extenders for the short range weapons, a barrel extender would do buggar all for an RPK or C-7.


Although it may be unrealistic, I found out not so long ago that a 'super shotgun' A shotgun with a sniper scope, rod and spring, laser sight, and barrel extender is pretty much the best weapon in the game (except for areas where enemies hide behind rocks and trees. Thus, its still mostly useful in Cities and tunnels.

Before my old computer died, I made it all the way to the outskirts of Meduna with Kitty, the shotgun and stealth expert.

It does great damage to elites too (aim for the chest). And after the enemy runs out of breath or faints, you can keep shooting them.


By far the most important weapon attachment in my opinion, is the sniper scope. For me, its the diffrence between getting 90% headshots, or not hitting at all.


I attached the tape to the steel tube, and then the quick glue.


Don't worry about the attachment parts, once you put them together an make a rod and spring or barrel extender, than you can repair them.

And even though I usually like to hire Trevor to put my guns together (used speck in JA1). You can still do it with Gasket or a 85 mechanical merc. Just that they will be more likely to damage the gun while forcing the parts into it... Have them repair the thing after the parts are attached, and It'll be as good as new.


And Yes. Barrel extenders are usually a no no on guns with burst fire, or ones that already have long ranges (30's and 40's)

I repair my guns after every battle ^^ I'm obsessive compulsive and love having everything in perfect condition.
Re: Weapon Attachments[message #39353] Wed, 19 April 2006 05:26 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
Quote:

And even though I usually like to hire Trevor to put my guns together (used speck in JA1).
LOL I'm the same on both! Haha. Except when Ivan's soloing the entire game Wink


Re: Weapon Attachments[message #39354] Wed, 19 April 2006 06:27 Go to previous messageGo to next message
Khor1255

 
Messages:1828
Registered:August 2003
Location: Pleasantville, NJ
Yeah, Gasket for the beginning of the game, Trevor when you can afford him. Do you guys also notice Trevor shooting below his ability numbers? I mean, his Marksmanship isn't terrible and his Dexterity is awesome yet he has trouble with easy targets routinely.

Weird.
Re: Weapon Attachments[message #39355] Wed, 19 April 2006 11:38 Go to previous messageGo to next message
chanman

 
Messages:47
Registered:August 2001
Location: Delta, BC, Canada
I've noticed that with Magic actually - Ivan, Shadow, and Igor have lower abilities and routinely make shots that Magic seems to mess up a lot. And it's almost like he's got some kind of autoweapons penalty no one else has too.
Re: Weapon Attachments[message #39356] Wed, 19 April 2006 16:32 Go to previous messageGo to next message
Drake

 
Messages:19
Registered:January 2006
Location: Baltimore
I was wondering if Strength and Level could have some role in this; although that wouldn't explain Magic: he starts as a 92 in Strength, at 5th level. Trevor's a 79/1st lvl.. He definitely does not do that well with automatic weapons, but can be a lethal sniper once he gains levels. I've never used Magic; I can't imagine a reason for crafting a non-stat-based shooting penalty for certain characters unless their Morale was in the dumps. :trooper:
Re: Weapon Attachments[message #39357] Thu, 20 April 2006 04:19 Go to previous messageGo to next message
LegacyOfApathy

 
Messages:101
Registered:September 2004

I normally gave Trevor a sniper rifle in whatever game I was playing with him in too.

I think Level makes a huge diffrence in pretty much everything. I know for sure it counts a great deal towards detecting and disarming land mines. I got Dr.Q up to 70 explosives in SOG'69 mostly from finding them without the aid of a lucky charm.

I can't be sure about this, but I think that how well certain characters do depends on who uses them. I know I sure couldn't find any use for Fox or MD XD. Except to test out weapons and body armor on.
Re: Weapon Attachments[message #39358] Thu, 20 April 2006 05:01 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
Heh, I stick with Ivan. He's always useful, and always willing. Smile


Re: Weapon Attachments[message #39359] Thu, 20 April 2006 05:27 Go to previous messageGo to next message
Khor1255

 
Messages:1828
Registered:August 2003
Location: Pleasantville, NJ
Because I use Steroid almost routinely Russians are out of the question. This really blows because I like how crappy Igor starts and how much potential he has. These are my favorite type characters.
Re: Weapon Attachments[message #39360] Thu, 20 April 2006 05:41 Go to previous message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
LOL I don't trust those, unless they're FREE. Very Happy Usually I get very far in the game with Ira and Dimitri (or counterparts from UC), their stats don't hit the sky, but they turn useful at some point.

Usually though, Ivan is enough to blaze through the game either with the IMP or entirely alone (I have yet to do solo in Expert, I still have to drag along the rebel mercs for fire support Sad ). If I get more mercs, they'll always be from the top tiers, Trevor and Static are pretty much the lowest-end mercs I take, with Scope, Lynx and Shadow being highest-end. I'm a sucker for headshots. Smile

P.S. I don't know if this was the same in vanilla JA2, but in Urban Chaos when Trevor got to level 9, he already cost 90k per two-weeks, while Ivan was a measly 65k at level 10! What the Fudge!


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