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Shotguns![message #232524] Fri, 04 September 2009 02:36 Go to next message
hal900x is currently offline hal900x

 
Messages:64
Registered:August 2009
Shotguns, shotguns, shotguns. They sound fun, but is there any point? When I played vanilla JA2, they were useful for lousy marksmen. Give 'em some buckshot, and that big shot pattern might actually wing something. Gasket always had one handy...fit the character, right? Now I'm playing 1.13, and I'm wondering if they exist for any reason besides novelty. For one, the shot pattern looks smaller on my MP133 than I remember coming out of whatever shotty I had in vanilla. This is comparing apples to apples: no duckbill on either. Are there different sized buckshot spreads in JA 1.l13, based on which gun? If there are, then fine. I might get a shorty or sawed off and really do some crowd control. And I'm assuming there is only one grain of buckshot in this game, not counting lock-buster. The other thing I'm curious about is whether dual-action shotguns act differently, or are just mentioned in the description for porn purposes. Great, I can switch from pump action to semi...but no way to do that in-game, right? Is this supposed to affect a gun's stat somewhere?

Based on accuracy, AP cost and shot pattern in 1.13, right now it looks to me like an accurate high-velocity SMG in the hands of a noob merc beats any shotgun hands-down. Which is a shame.

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Corporal
Re: Shotguns![message #232534] Fri, 04 September 2009 08:34 Go to previous messageGo to next message
Watchman is currently offline Watchman

 
Messages:101
Registered:August 2008
Location: Philippines
The latest version of 1.13 SVN has zilpin's spreadpatterns mod which makes shotguns way more useful. It basically allows for different shot patterns and concentrations. You'll have to buy shotgun chokes from Bobby Ray's to get the most mileage. They're three chokes, basic choke which improves the shotguns overall range, the rifled choke which extends SG slug range and damage, and the modified choke which makes flechette and buckshot concentrate on the body part you're aiming at hence you'll be doing very high damage (I did 289 once) and a slight range increase.

If you install the latest SVN, the spreadpattern should already be there, just for a couple of days for the chokes to show up in BR's

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Sergeant
Re: Shotguns![message #232535] Fri, 04 September 2009 08:53 Go to previous messageGo to next message
hal900x is currently offline hal900x

 
Messages:64
Registered:August 2009
That's definitely very cool. I'm not up to the latest SVN as I need to support a stable release of HAM, but I look forward to it. Although, not much help with my "noob merc" application. All 3 of those chokes would be of use to a decent marksmen. Chokes narrow spread patterns, I'm wanting the exact opposite Wink

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Corporal
Re: Shotguns![message #232536] Fri, 04 September 2009 09:10 Go to previous messageGo to next message
Watchman is currently offline Watchman

 
Messages:101
Registered:August 2008
Location: Philippines
You're better off giving the freshy mercs an AS or LMG anyway, since you're using HAM, if you have the HAM suppression on, spray at the enemy does you some good. Keeps them from maximizing their APs to hurt you.

Quote:
I'm wanting the exact opposite ;\)

I *think* the spreadpattern mod supports that but there's no item for that so I'm not too sure.

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Sergeant
Re: Shotguns![message #232539] Fri, 04 September 2009 10:28 Go to previous messageGo to next message
hal900x is currently offline hal900x

 
Messages:64
Registered:August 2009
It would depend whether the mod requires an attachment for the effect or not. A larger spreadpattern would be associated with something like the guns I mentioned above, such as a sawed-off or shorty barrel shotgun. Hopefully this can be implemented, what fun Smile

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Corporal
Re: Shotguns![message #232551] Fri, 04 September 2009 12:31 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:758
Registered:October 2005
Location: Hannover, Germany
Hal900x
All 3 of those chokes would be of use to a decent marksmen. Chokes narrow spread patterns, I'm wanting the exact opposite Wink

Well, take the rifled choke that is meant for slugs, and use it with buckshot. There will not be any more spread than that... Wink

EDIT: the sawed-off and the Shorty do not take chokes, and they have their very own spreadpattern.
And not all shotguns can take all chokes, some can take only two models.

[Updated on: Fri, 04 September 2009 12:32] by Moderator

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First Sergeant

Re: Shotguns![message #232572] Fri, 04 September 2009 20:59 Go to previous messageGo to next message
hal900x is currently offline hal900x

 
Messages:64
Registered:August 2009
Starwalker
EDIT: the sawed-off and the Shorty do not take chokes, and they have their very own spreadpattern.


So that's part of standard 1.13, or this recently integrated mod?

Can anyone answer my question about dual-action?

Edit: I tested with a few standard shotguns in 1.13. The spreadpattern is like 1/10th the size of vanilla JA2. Completely defeats the point of using them in the original game. Realistic, maybe. Not really sure about that...these spreadpatterns are small.

[Updated on: Fri, 04 September 2009 21:06] by Moderator

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Corporal
Re: Shotguns![message #232643] Sun, 06 September 2009 11:41 Go to previous messageGo to next message
hal900x is currently offline hal900x

 
Messages:64
Registered:August 2009
I've been seeing redshirts and militia firing something with the huge, classic spread pattern from pre-1.13 vanilla. I can't figure out what it is though...nobody mouses as a shotgun, nor is a shotgun ever left over on the battlefield, even though drop all is turned on. WTF?

Could this be a rifle that fires a cloud of flechettes?

[Updated on: Sun, 06 September 2009 12:57] by Moderator

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Corporal
Re: Shotguns![message #232662] Sun, 06 September 2009 18:38 Go to previous message
Starwalker is currently offline Starwalker

 
Messages:758
Registered:October 2005
Location: Hannover, Germany
Hal900x
Starwalker
EDIT: the sawed-off and the Shorty do not take chokes, and they have their very own spreadpattern.


So that's part of standard 1.13, or this recently integrated mod?

That's part of the recent SVN-version.

Hal900x
Can anyone answer my question about dual-action?

Dual-action shotguns are automatic-only in 1.13. The purpose of having pump-action for loads that do not automatically cycle the shotgun's action is neglected due to not having any loads that ar simulated that way.

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First Sergeant

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