Home » SIRTECH CLASSICS » Jagged Alliance 2 » The A.I.M. Library » Best Gun ingame.Oppinions please :)
Re: Best Gun ingame.Oppinions please :)[message #27709]
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Mon, 26 April 2004 19:03
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AZAZEL |
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Messages:750
Registered:February 2004 |
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FN P90! I see nobody else agrees with me on the P90.Who the hell said it was a pistol, anyway? Just put an extender on, rod&spring, laser sight and SILENCER! The range is 32, ap.5. Plant 8-10 bullets with a pair of them in a rushing red/grey shirt at night. Never had to use burst. The firepower is enormous: 30+30=60 per double shot.Biggest of the game,man!And silent!
It's a gun for specialists, ideal for an ambidextrous guy. Firing more you get to 100 in MRK faster.
The FN Minimi is the greatest gun for an auto-weapons specialist:6 rounds burst, 12 bullets in an unlucky opponent.
The FN-FAL only plants a maximum of 9 (3.3)In my experience there's often not enough to kill a fully armored elite. Frigging try it on you with coated armor(118)!Neat damage: -40!
It's a gun for non-specialists, only relatively powerfull, the 4 ap when equipped with a rod&spring recommands it for shooting 6 times at a red skirt coming from the same spot you've shot another opponent. ALL THE FN ROCK! OK?
They are only beaten by the auto rocket rifle in power: one burst fire finishes a tank when loaded with HEAP ammo! Used it while defending the queen's garden, hidden after the entrance from the south in the labirinth. Goes like this: 25 points.Done;interrupt a sucker-headshot from 4 squares: -111; done-another interrupt: head blows; still have 10 points, 9 of which are used for another headshot,this time in turning.
And don't forget the AKM's fastest repairing and greatest reliability, doubled by great sound and 4 action points.
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Re: Best Gun ingame.Oppinions please :)[message #27711]
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Sun, 02 May 2004 07:31
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Akbar Al-Ruianed |
Messages:2
Registered:May 2004 |
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RPK-74, good ammo and with a skilled atuo-weapons merc you can really slice through enemies at the later stages in the game, good weight also, try it with raven
laser, talon, sniper,
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Civilian
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Re: Best Gun ingame.Oppinions please :)[message #27712]
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Wed, 05 May 2004 17:35
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AZAZEL |
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Messages:750
Registered:February 2004 |
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About the FNP90... BLAH! It can be counted as a pistol. Not good. At all. [/QB][/QUOTE]
If you want to make an idea about that weapon's capabilities, watch STARGATE! There's nothing exagerated there about "la P quatre-vingt-dix". Now, I have no idea if it actually has teflon bullets as standard, but range 32 and damage 30+30 in the game,for only 5ap, make this my favorite.
The best combination of weapons in a team is:
1)ambidextrous: 2X FN P 90(laser,silencer,rod&spring,extender)
2)auto weapons: FN-Minimi(laser,sniper,rod&spring,bipod) + FA-MAS(extender,rod&spring,laser,sniper)
3)pointman: FN-FAL(sniper,laser,rod&spring,extender)
4)heavy weapons: Auto Rocket Rifle, 2 loaded mortars
My standerd team carries those things. The fifth man is always the expert lockpicker(Dynamo or Maddog),he has the SKS(sniper,laser,rod&spring,extender)The sixth is the expert pitcher(FAL with underslung), tones of minigrenades.
Guess the best weapon is this team.
Or... the QUICKSAVE!
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Re: Best Gun ingame.Oppinions please :)[message #27713]
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Thu, 13 May 2004 02:42
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AZAZEL |
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Messages:750
Registered:February 2004 |
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Quote:Originally posted by DaCheetah:
Ohh, ok... in that case... it was a sad, sad day when I gave up my MP53 and AKSU's for the longer range of the AR. Can anyone tell me why the hell you would take the Steyr over the C-7 or FNFAL??? Try this one: psychos in your team. The short burst of this beautiful looking baby, and the large magasine, plus the range and reliability make this a great choice for Maddog and Dynamo. The penalty for the 3 bullets burst is smaller, enough for it to be effective, and their psycho erruption does't leave the gun "feeling light". The FAL has smaller mag and range, the C7 has a long burst, so the Steyr should make the ideal choice.
Usually, I give them a modified SKS, but I just changed my mind about uncontrolled trigger-happy guys - only in the game.
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Re: Best Gun ingame.Oppinions please :)[message #27715]
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Thu, 01 July 2004 06:27
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fosty |
Messages:3
Registered:June 2004 Location: Canada |
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For my night ops folks, i use a CAWS (w/slugs) with r&s and extender, which makes heads crack like pop rocks.
my AW specialists also use the FA-MAS: the range isn't a problem at night, and after r&s the burst is 5 bullets for 7 (i think) AP. holy crap.
of course, mercs without AW get the trusted FN-FAL.
still, i just can't get rid of my dart gun and combat knife. combat knifes are awesome- against sleeping baddies.
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Civilian
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Re: Best Gun ingame.Oppinions please :)[message #27721]
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Fri, 13 August 2004 01:09
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AZAZEL |
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Messages:750
Registered:February 2004 |
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Let's say I like a weapon to be fast firing,accurate,silent if possible and light.Not spread lead all over the place,or make a terrifying noise.
Even if it has one of the best damages of the game and is rather "good looking",plus it takes A LOT of energy,the CAWS is used by my teams only in the night,at close range(indoors),and only modified.But then again,that might be the way I play...Gave up putting a duckbill on it,and using it as a support(cover fire) weapon, a long time ago.
Great weapon,though.
Putting 3 bullets in a redskirt per turn with a Beretta or Colt 45(extender,laser scope,silencer) works better for me.
Your mercs never have wounded any team mate with a shotgun,trying to finish an ennemy he/she has knifed?
And no,I have not received the disk.Nothing yet.Getting worried...
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Re: Best Gun ingame.Oppinions please :)[message #27723]
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Fri, 13 August 2004 03:58
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fosty |
Messages:3
Registered:June 2004 Location: Canada |
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Yeah, I'm all about the CAWS, too. It rocks when you stick an extender and r/s on it. its really good for night ops (when you're okay with waking everybody up, that is) and urban combat. makes heads pop like zits. sweet. :bandit:
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Civilian
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Re: Best Gun ingame.Oppinions please :)[message #27725]
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Tue, 05 October 2004 07:02
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LegacyOfApathy |
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Messages:101
Registered:September 2004 |
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OMG Azazel, you were sooo right about the P90's
I was thinking "sure, they probably kick butt", but I had no idea that they were THAT deadly.
I shot the enemies in the torso. It does an average damage of 35 for the first bullet, and 75 for the second bullet, when you weild two at once. Don't ask me how it calculates the damage.
I was using Dr. Q and Bull to test these weapons. Both are at level 6, 85+ marksmanship, and they're wearing UV goggles. The P90's were fully modified, and I was attacking at nighttime. The enemies never saw or heard them coming.
MD and Stephan had FN-FALs. Ivan and Igor had CAWs. They were just sitting there. Dr. Q and Bull were doing all of the work.
Because of you, Azazel, I'm not as intrested in the .38 Special anymore.
The Auto Rocket Rifle (with HEAP ammo) is also lovely, in its own way. If you shoot an enemy in the chest at close range, you'll get to see a nice animation. This gun leaves really large exit wounds. And burst fire is great for overkill.
I haven't tested the ARR weapon on Tanks yet, but I plan to soon.
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Sergeant
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Re: Best Gun ingame.Oppinions please :)[message #27727]
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Tue, 05 October 2004 17:55
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AZAZEL |
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Messages:750
Registered:February 2004 |
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Dunno if that has been said this before,but if I had to choose just one weapon for the whole length of the game,for the entire team,that would certainly be the FA-MAS,not the FAL.Gets the job done,even at long range.Visual range limited,in the game.Range 35 is enough,even for 3 bullets to the head,at range 30.Great marksman required,though.Oh,and also good mechanic(s).
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Re: Best Gun ingame.Oppinions please :)[message #27730]
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Wed, 06 October 2004 16:25
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Bane |
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Messages:201
Registered:May 2000 Location: Vancouver, BC, Canada |
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Well, both the C-7 and the FN-FAL were adopted by the Canadian military and Sir-Tech, which developed this game, is a Canadian company. Just a bit of developer bias I suspect.
Similarily, WF was developed by a russian so I suppose that he followed precedent and beefed up his national weapons a bit. Still, in WF the russian weapons are not totally dominant. The AN94 is awesome but is limited in number. The RPK is great but suffers at long range because it cannot mount a scope. The AK74 is excellent and particularly fast when equipped with a collimator but it's burst is rather small. The silent sniper weapons (VAL and VSS) are unparallelled but like the AN94, are limited in number.
My troops are mainly equipped with M4 and G36. When I find them, I will use the AN94, the VSS and the VAL but so far, I only have a single VSS. For LMGs, I split between RPKs and Minimi. Later on, if the elites prove too heavily armoured, I might replace the Minimi with HK21s.
I also use a lot of german weapons. The above mentioned G36 of course but also a number of silenced SMGs. The UMP, the MP5A3 and the MP7. I use far more german weapons than russian....
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Sergeant 1st Class
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Re: Best Gun ingame.Oppinions please :)[message #27732]
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Thu, 07 October 2004 01:11
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LegacyOfApathy |
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Messages:101
Registered:September 2004 |
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I'm sure that every soldier and wannnabe gunslinger in the world wished that they had infinite ammo.
5.56 Ammo seems very common, compared to other types of ammo. Many types of rifles use it. So, if you want a mighty weapon that you can find a lot of ammo for, the FAMAS and C-7 are very useful.
I can definitely understand the bias. I mean, who wouldn't wanna show their countries weapons\soldiers looking sexy and kicking butt?
How can you tell which weapon is "best"? Highest damage? Most "useful"? How well it penetrates armor?
The LAW seems to have the highest single shot damage. If you shot it into a group of 20 enemy soldiers, it would kill or severely wound at least half of them. Of course, that'll never happen .
All shotguns seem to bypass armor. The hicks hurt me no matter how well protected I am. However, shotguns seem to make a poor general use weapon.
Did anyone think that the Barret in UB is a bit "overpowered". In the daytime, one shot kills an enemy from all the way across the sector. I stopped using it because I was feeling sorry for the enemies. I mean, I wasn't even giving them a chance!
I do like the VAL Silent Sniper rifle, however.
Crowbars and Machetes can be super deadly. But, you would need a H2H or Knifing expert in order to use them well, perferably an IMP character. You would have to be close to the enemy, but its worth it.
I enjoy close range combat the most. The closer, the better.
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Sergeant
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Re: Best Gun ingame.Oppinions please :)[message #27733]
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Thu, 07 October 2004 06:47
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Bane |
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Messages:201
Registered:May 2000 Location: Vancouver, BC, Canada |
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Quote:Originally posted by LegacyOfApathy:
If you shot it into a group of 20 enemy soldiers, it would kill or severely wound at least half of them. Of course, that'll never happen .
Why not? I've gotten 20 crepitus in one place. I've also gotten 15+ bloodcats packed together.
For the Crepitus, use elixor to make yourself invisible to them, then shoot one and run away. All the crepitus in the area will congregate on the position where you took the shot. While most sectors of the underground lair will yield only a dozen crepitus at most, the final sector (containing the queen) has around 20 mobile crepitus.
For the Bloodcats, invade their lair and make your way to a position where they cannot touch you (find a location with a tree or rock to the NSEW but not diagonals). Fire a shot from just outside this position, then move back in. The 'cats will collect right in front of you and you can punch them to death without getting attacked in return.
Enemy troops share similar AI to these creatures. Fire a shot then run away and all nearby troops who are mobile will congregate on that spot. Mind you, enemy troop AI is a bit more complex it seems and after awhile, many of the troops who came will return to their patrol route, but they will do so in big clumps. In certain sectors (Balime shop sector for instance), they will wander within a small area. I know I've gotten up to a dozen enemy troops at a time using this method...I don't recall for sure if I've had 20 or more, but I don't see why it would not be possible.
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Sergeant 1st Class
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Re: Best Gun ingame.Oppinions please :)[message #27735]
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Thu, 07 October 2004 19:55
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LegacyOfApathy |
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Messages:101
Registered:September 2004 |
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With the C-7 or FN-FAL, your squad of mercinaries could invade any sector during the daytime, kill all of the enemy soldiers, and likely not even get hurt.
It may not be subtle, it may not be pretty, but it definitely gets the job done . Those two weapons seem to work well all the time.
Does anyone think using those weapons are "unfair"? Well, normally you'd have to hunt down the weapons and attachments, and find ammo for it yourself. So, I guess not.
UB lets you buy the best weapons in the game, if you have the cash.
You can still do close quarters fighting during the daytime. Have an enemy spot your character running into or behind a building, and they will often follow you. I used this a lot when I arrived at Omerta in JA2.
"Surrender, and your life(s) will be spared"
NO!
*IMP runs into the bathroom and closes the door*
Enemy opens the door...
I shoot him in the face, when he's dead, I close the door again.
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Sergeant
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Re: Best Gun ingame.Oppinions please :)[message #27738]
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Fri, 08 October 2004 19:53
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Bane |
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Messages:201
Registered:May 2000 Location: Vancouver, BC, Canada |
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On the plus side, wearing out your weapons like that will give your mechanics lots of opportunity to increase their skills
Seriously, I mainly attack at night which means I usually only hit 1 or 2 sectors per night. Only when I attack a town do I attack more than that. So during the day, I rest up and repair my weapons. As a result, my weapons are always near 100%, even those that use a lot of burst fire.
The barrel extender thing is a definite problem, but on a C-7 or FN-FAL, a bipod is generally a better choice since these weapons have quite high range to begin with. The exception is the C-7s and FAMAS used by my point troops. These guys seldom go prone so the barrel extender is better option. To compensate for this, I often have another merc in the support team with the exact same weapon. After a couple of firefights, I simply trade weapons.
My support troops generally use single shots. One to the torso then one to the head and for that, I use the FN-FAL and C7 (for weaker mercs or those burdened with heavy weapons). Only the pointmen use burst fire a lot. So ammunition is generally not a problem unless you are in the early game.
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Sergeant 1st Class
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Re: Best Gun ingame.Oppinions please :)[message #27740]
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Mon, 11 October 2004 01:52
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DNA from the Lowlands |
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Messages:337
Registered:July 2003 |
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LOL at LegacyOfApathy's "I stopped using it because I was feeling sorry for the enemies."
Back to best gun, it does depend which guns are available. (duh) And alot on who's holding it, mercs-specialties (and traits) influence performance.
My way:
-A.W.specialists get a low-ap/high-rounds-burst weapon, so they can point'n'squeeze the 1st shot (not always; sometimes it get really busy in the field) after the 1st shot they switch to autofire and let 'em have it. (so that's MP5K's, later MACs and p'haps P90's, Commandos, FA-Masses, all type's of LMG's and the Russian-rifles)
-Marks(wo)men get the same, though the rounds/burst weighs less in deciding here.(they mainly take the Rusky-gear, FN-Fals, A.W. get the high-round/burst guns)
-Non-gunners take high-damage/high-range guns and snipe from safe spot or wait for interupts. (Dragunov, FN-Fals, CAWS)
-Still I carry some MAC10's because at times the ammo-situation demands that my A.W.-specialist switch to .45caliber.
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Master Sergeant
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Re: Best Gun ingame.Oppinions please :)[message #27741]
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Mon, 11 October 2004 08:21
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LegacyOfApathy |
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Messages:101
Registered:September 2004 |
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I really like the effects of the Tranqualizer Darts. It ignores armor, and it knocks the badguy out for 10 turns (I hit the enemy with two darts at once, so I don't know what the normal duration is).
However, I really dislike the Dart Gun itself. It has an okay range for a pistol, but it cannot accept any attachments, and it only holds one round. It costs 5 AP to reload one gun, and 10 AP to reload two at once.
And ammo for it tends to run out pretty fast.
I find it a lot more convient to use a hand to hand IMP to beat up the enemy.
Besides, we normally fight to kill in this game. Its not like we can take prisoners. And there aren't any missions where the objective is to avoid killing anyone.
That would be nice. Knocking out the enemy, stealing their equipment, and using handcuffs, rope, cable to bind them.
Off topic. I think that Metal Gear Solid 2 had a PSG-1 that could shoot tranqualizer rounds. That sounds like a really creative idea. You would be able to silently knock someone out from far away.
If this idea gets implemented, I hope the rifle will be able to hold at least 5 tranq rounds, so that I don't have to reload every time I shoot.
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Sergeant
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Re: Best Gun ingame.Oppinions please :)[message #27742]
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Mon, 11 October 2004 08:42
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-CHAZZ- |
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Messages:83
Registered:August 2003 Location: Croatia, Europe |
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In my humble oppinion, there is no such thing as the best 'all-rounder' weapon in JA2.So:
1.Close-range: 2xMAC-10,(laser+silencer).2xP-90 would be better, but it is not an viable option for me, because i play only the Expert 8000+enemies mod, and, when you need to clear like 3-4 sectors per night with up to 60 mixed-troops in each one, just one weapon setup won't cut it, you need an backup gun of the same type if possible(weapon condition deteriorates after some thousand fired shots hehe). p-90 ammo is also hard to get. MAC-10 ammo is also rare, but baddies drop it every now and then.
2. Long range: fully modded FN-FAL. My mercs with 95+ dex and 100 MRK can fire it at 4AP/shot and hit the mark in 19 cases from 20 (night time combat, the only type of combat i am able to win with 60 enemies in sector
3.Automatic weapon:fully modded C-7 in Raven's hands. She is amazing with that weapon.The only thing that bugs me is the eh.. burst bug, so i can use burst only on crouched/prone enemies. On my old System, i was able to patch/upgrade my JA2 game and sucessfully install the burst-bug patch. Not in my new system,unable to patch(CTD all the time, plus some assorted bitchin from my XP-Home). God, i miss the good old Blue Screen Of Death
If i am really forced to chose ONE in-game weapon as the best one, well, then it would be the Mortar. Gus and the Mortar, makes the war a boring ting.
Chazz.
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Corporal 1st Class
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Re: Best Gun ingame.Oppinions please :)[message #27744]
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Mon, 18 October 2004 01:44
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-CHAZZ- |
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Messages:83
Registered:August 2003 Location: Croatia, Europe |
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The Steyr AUG is an excellent weapon. Since it has an 3-bullet burst, cant be compared to the C-7, but can be compared to the FN-FAL.
So, the FAL has less AP's needed to fire:FAL: 5.3, AUG:6.9.
Damage: FAL:32, AUG: 30.
Repair time:FAL-110, AUG-120 (FAL is easier to reapir), important just in the situation when you have only ONE with the rod/spring (bolt replacement), otherwise forget that if you have like 12 of them.
The AUG has better durability though, 18 shots/1% condition lost compared to 15 of the FAL.
Plus, the AUG has range of 500 compared to the range of 425 of the FAL.
The AUG is also lighter,3.6KG instead of the 4.3kg of the FAL.
If i must chose one long range, fast firing, great damage 5.56 weapon, i always pick the C7.If it must be 7.62 weapon, then its the FAL.
The LSW's are a diferent thing, i now prefer the HK-21 over the Minimi and the RPK. Had slightly better results on auto-weapon mercs like Raven and, lately Reaper.
I think the AP need and the better damage prevents me from using the AUG instead of the FAL/C-7.
Chazz.
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Corporal 1st Class
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Re: Best Gun ingame.Oppinions please :)[message #27745]
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Mon, 18 October 2004 08:12
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Bane |
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Messages:201
Registered:May 2000 Location: Vancouver, BC, Canada |
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The range modifier is equal to:
modifier = (maxgunrange - (actualrange * 3))/17
So if an enemy is 20 tiles away (normal battle range), the modifier for a FN-FAL would be
(42-20*3)/17 = -1.06%
Whereas the Steyr would be:
(50 - 20*3)/17 = -0.59%
Roughly half a percent difference.
If we are firing at a longer range, like 35:
(42 - 35*3)/17 = -3.71%
(50 - 35*3)/17 = -3.23%
Again, about half a percent difference.
Actually, the difference will always be 0.471% for any range up to 42. After that, the FN will have an additional penalty for firing beyond maximum range.
Similarily, the C-7 will be about 0.588% less accurate than the Steyr at any range 40 or less.
This accuracy difference is hardly significant...less than a single point of MRK for instance. So with that in mind, I would pick the C7 or the FNFAL over the Steyr in most circumstances.
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Sergeant 1st Class
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Re: Best Gun ingame.Oppinions please :)[message #27746]
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Tue, 19 October 2004 03:09
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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best multi-purpose Gun (due to stats)is
Fn Fal. Rod and Spring are wasted on Fn fal, cuz i wont use it for Burst (rod and spring will give 2 AP advantage for burst, only one for single shot), short burst and high BP
When enemies will have better Armor, it will be partially replaced by the RPK-74 with Rod and Spring (for Bursts)
C7 ist somewhere in between of this two guns, i rarely use it
Hk21 is too heavy and has a small clip compared to RPK-74.
Only Ivan can use it to optimized effect.
m-14 is too trashy. High damage value is okay, but unreliable, shoter range than Fn Fal oder C-7, small mag size, needs a auto-weapons guy and psycho to be used effectively.
Fa-mas is very strong when u have a good mechanic in the team. I only use limited numbers of it, dont like collecting barrell extenders and attach every now and then
Aug can be used quite some time in the game as a Sniper replacement. barrel extender and Bipod attached, only 2 Points less damage than M24 and with barrell extender 60 Range...
nightops: Mac-11. P90 better of course
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Sergeant Major
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Re: Best Gun ingame.Oppinions please :)[message #27747]
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Tue, 19 October 2004 06:22
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Bane |
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Messages:201
Registered:May 2000 Location: Vancouver, BC, Canada |
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Oops....I just realized that the ranges in the code refer to range units, not tiles. So since a tile is 10 range units, all chances are increased by a factor of 10.
This means that a Steyr will be 4.71% more accurate than a FN-FAL and 5.88% more accurate than a C-7. Much more significant than I previously calculated...
OTOH, this modifier only applies if it is negative (ie. it is only a penalty, not a bonus), so there is a minimum range where this penalty does not apply. For the FN-FAL, this is range 14 while for the Steyr, it's range 16. So at range 14 or less, both the FN-FAL and Steyr have exactly the same chance to hit.
Similarily, adding a barrel extender to a Steyr will reduce its penalty by 5.88% from range 16 onwards. Adding it to a range 25 FAMAS will reduce its penalty from range 8 onwards. In addition, it will reduce the chances of firing outside of max range (which REALLY reduces your chance to hit...). Therefore, barrel extenders have more effect when attached to short range weapons than long range weapons.
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Sergeant 1st Class
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