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Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #28931] Thu, 23 March 2006 20:44 Go to next message
chanman is currently offline chanman

 
Messages:47
Registered:August 2001
Location: Delta, BC, Canada
I've just started playing JA2 (AGAIN!) and just picked up a spate of machine guns (3 RPKs 1 Minimi, 1 HK 21) and was wondering how you guys used the machine guns.

Benefits: large burst, lower burst penalty (I think - I may have tweaked the weapons data), long range.

Drawbacks: high draw cost, heavy, have to use rifle magazines in original JA2.

Except for the C7 however, my rifles either don't have the burst capacity (AUG, AK's, FAL, G3 are all 3 round burst) or don't have the range (Commando, AKSU-74, FAMAS).

I'm thinking of replacing long-ranged rifles with the machine guns, and giving a short rifle/SMG for CQB


Which brings us up to the next point - for close-in fighting, do you use pistols, machine pistols, SMGs (MP5k/MAC-10) or short assualt rifles (FAMAS/Commando/MP53/AKSU-74). I'm gradually leaning towards the rifles because their ammo shows up a lot more often than 9mm/.45 - and I need the AP ability that the rifle calibres give me later on.

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Corporal
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #28932] Fri, 24 March 2006 00:51 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1815
Registered:August 2003
Location: Pleasantville, NJ
Because of the way the game is currently set up I think the assault rifle is the best tool for every job. This is not; however, the way it should be. Of course pistols and smgs should be better at close quarters but because the ammount of aps required to get a shot off from a pistol is usually much greater than that of a rifle in any situation the possible benefit of having a pistol is nonexistant.
I'm hoping the draw cost number can be expanded on in the 1.13 mod so we can represent the superior speed of pistols in close quarters and illustrate the advantage someone who is already aimed in a general direction would have over someone who has to turn and aim.

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Sergeant Major
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #28933] Fri, 24 March 2006 09:06 Go to previous messageGo to next message
the scorpion

 
Messages:1833
Registered:September 2004
Location: CH
vanilla ja2 a very good combination is RPK-74 and AKSU-74, however the latter only performs well in short distances where all the 4 bullets of a burst can hit

these two guns also share the ammo so you need less logistics. maybe use them with an auto weapons guy like Ice oder buzz

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Sergeant Major
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #28934] Fri, 24 March 2006 10:30 Go to previous messageGo to next message
Gunsgg is currently offline Gunsgg

 
Messages:57
Registered:September 2004
A tricked out machine gun with a psycho like buzz, laying prone, can be a HUGE help in the initial stages of a daylight assault. Get your machine gunner in position, paired with a good sniper, and fire a shot into the air just to let them know you are there. After the smoke clears, send your assault team forward to clean up the stragglers.

I usually just use a team of six. Upon entering battle, I put my machine gunner and sniper into Squad two, leaving my four assault specialist in squad one. I try to have three in my assault team armed with c-7's, and one with a pair of silenced Mac-10's(usually my IMP, ambitextrous NO).

At night, I set up a perimeter defence, and send my IMP solo to clean out the entire sector.

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Corporal
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #28935] Fri, 24 March 2006 12:09 Go to previous messageGo to next message
chanman is currently offline chanman

 
Messages:47
Registered:August 2001
Location: Delta, BC, Canada
my IMP has night ops (expert) and UV goggles. and marksmanship of 98.

I normally just wander around until I find someone, shoot them, and start picking off the enemy from rooftops or in a clearing. If he needs help, I'll use a breaklight for the rest of the mercs.

I have found a use for pistols, but not SMGs - I've stopped using my MP5k's and MAC-10s in favor of the FAMAS and Commando. The pistols still have a lower draw cost so they keep their role as emergency weapons.

My main mercs are kitted out with AUGs for long distance shooting and FAMAS/Commandos for short range. Ivan and Igor use the RPK/AKSU combination, but there's a gap where the RPK takes too many APs and the AKSU is out of range.

I'm wondeirng if I should replace the AUGs with Minimis though. (Although the C7 seems to render both a little redundent.)

That said, it'd be really nice to have a 'draw' feature to get your MGs and sniper rifles ready without firing a shot first.

I've just checked myWeapons. txt and found my tweaks - I lowered the damage of the MAC-10 and upped that of the Thompson to reflect that there should be no way the long barrel of the Thompson has the same range/damage as the MAC-10.

G3 and FN-FAL have their range upped to 42/45 to reflect the performance of the 7.62 NATO an the MP53/G41 have the damage/range adjusted closer to their contemporaries.

Even then, I'm about to abandon the use of 7.62 NATO. Just not enough ammo for my tastes.

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Corporal
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #28936] Fri, 24 March 2006 21:21 Go to previous messageGo to next message
DaCheetah is currently offline DaCheetah

 
Messages:73
Registered:March 2004
Location: New Mexico... Cleaner Tha...
I remember having a similiar philosophy to the scorpion, except with 5.56. I used a Minimi/C3 and FAMAS combo. In UC my autoweapons used an M4A1 throught the entire game without a problem. 1.13 I only outfitted my NO spotters with BOTH G36E's (tweaked to carry the C-Mag adapter) and P90's. Of course, using the FiveseveN as a side arm it allows for a relatively easy ammo compromise. The problem I found was resupply of ammo, 5.7 is rare to find and a pain to resupply through BR. An alternative was the MP5N with the CMAG, no real need for carrying extra ammo.

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Corporal
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #28937] Thu, 30 March 2006 19:09 Go to previous messageGo to next message
AZAZEL is currently offline AZAZEL

 
Messages:750
Registered:February 2004
Quote:
Originally posted by Khor1255:
Because of the way the game is currently set up I think the assault rifle is the best tool for every job. This is not; however, the way it should be.
Well,I'm pretty sure in my squads (in game and IRL)I'd replace every LMG with assault rifles(their performance in precision and range nowadays is comparable)making the LMGs usable only for the robot and attacheable to vehicles. Once I even replaced,for personal use, in a 1.12 the RPK,Minimi and G21 with FN2000,G36E and C7ft.
Seriously, just having people carry those monsters and THE AMMO horrifies me!

Strategic area covering/sweeping and cover fire just doesn't seem to me to work in the JA2 environment(time turns).

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First Sergeant
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #28938] Mon, 03 April 2006 21:06 Go to previous messageGo to next message
DaCheetah is currently offline DaCheetah

 
Messages:73
Registered:March 2004
Location: New Mexico... Cleaner Tha...
However... 1.13 really lets the LMG shine, the MINIMI with 200 shots lays down some pretty decent supressing fire.

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Corporal
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #28939] Mon, 03 April 2006 22:46 Go to previous messageGo to next message
Ash is currently offline Ash

 
Messages:34
Registered:August 2005
Location: the Netherlands
I dunno about you guys, but certain people are exceptionally good with a LMG. Ivan and Buzz are particulairly good with 'em. The auto + heavy bonus really helps with the LMG, as does Buzz's psycho bonus.

But for most people I'd just stick with a rifle. I play 1.07 btw...

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Private 1st Class
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #28940] Wed, 05 April 2006 14:59 Go to previous messageGo to next message
CCKeane is currently offline CCKeane

 
Messages:98
Registered:September 2004
Location: Hoboken/Long Island
I actually prefer the single shot rifles. Even when I get an assault or machine gun, I just fire off a single shot. I find auto fire to be too unpredicable for my taste. Or maybe I just can't use it effectively.

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Corporal 1st Class
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #28941] Wed, 05 April 2006 18:12 Go to previous messageGo to next message
Headrock

 
Messages:1757
Registered:March 2006
Location: Jerusalem
I agree with CCkeane.
An aimed shot to the head will most often than not bring those suckers down, especially with AP ammo. If you get HP ammo for the first half of the map, it works wonders on almost everybody too.
No need for ambidextrity or autoweapons.
Personally I don't like burst mode anyway. I mean, sometimes you have to use it (against armored enemies, mostly, or against a group that's bunched up in front of you) but it's just a waste of bullets when you consider that a headshot only costs one bullet, and sometimes ammo in this game can suddenly run out, which sucks bigtime!
In Urban Chaos, the M4A1 has the same range as your vision (without goggles) which makes it the best silenced weapon in the game - I've completely stopped doing night missions, now I just do the same tactics as night missions but in daylight to make use of the gun's long range. The enemy never knows I'm coming, they drop silently one by one. Headshots one after the other before they even notice you're there.
If your merc has high marksmanship, you can start dropping your extra aiming points and conserve them for interrupts on anyone coming to investigate that last "thud". Wink
Maybe I just stink at setting up a "fire and let 'em come" formation - when I do that in later sectors, they can swamp me like crazy and get my men all shot up. And again, the waste of bullets is disturbing. And of course, in some sectors alerting the enemy to your presence is a big no-no (Ja2 Vanilla's ALMA training base comes to mind) and even if the alarm doesn't cause damage, it does make some enemies dig down behind a door where they can interrupt your level-9 mercs like they were rookies. In Vanilla JA2, I used to end up with steyrs for everybody, going in a group and doing headshots only, and there was hell to pay in saves and loads as a result of the noisy modus operandi.

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Sergeant Major

Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #28942] Wed, 05 April 2006 18:22 Go to previous messageGo to next message
Harper is currently offline Harper

 
Messages:149
Registered:June 2003
Location: Germany
I always ended up with C-7 for mercs with the "Automatic Weapon" trait and the FN-FAL for mercs without it. Modified, these weapons can burst 3x per combat phase; something the LMGs can't.

And for some reason I liked the G-11 a lot as well Smile

I found burst fire btw. always to be astonishingly accurate; you should play around a little bit with it to make up your mind.

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Sergeant
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #28943] Wed, 05 April 2006 19:26 Go to previous messageGo to next message
the scorpion

 
Messages:1833
Registered:September 2004
Location: CH
depends on how suitable your char and your gun are for autofire

Ivan or Buzz + RPK 74 --> use autofire (i know that the burst penalty for the rpk74 is smaller so technically, your benefit would be higher if bursting with HK21 or M-14 for instance)

Other characters like reaper or Linx + Fn Fal --> Aimed headshots

autofire becomes important IMO once enemies wear spectra helmets. because then, they can take lots of headshots. But usually one burst to the legs from RPK74 sent them down

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Sergeant Major
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #28944] Wed, 19 April 2006 11:40 Go to previous messageGo to next message
chanman is currently offline chanman

 
Messages:47
Registered:August 2001
Location: Delta, BC, Canada
I just checked the myweapons.txt - the LMGs defintely have lower burst penalties, and a long range to boot. For set-piece battles, they're wonderful. Less so if you have to keep moving, but they are definitely the best way for mid-ability mercs to put a lot of lead in a target, or take down armoured troops outside reliable rifle burst range.

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Corporal
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #28945] Wed, 19 April 2006 20:32 Go to previous messageGo to next message
DaCheetah is currently offline DaCheetah

 
Messages:73
Registered:March 2004
Location: New Mexico... Cleaner Tha...
I've never aimed a burst at the legs... my bursts usually come as suppression or desperation (i.e extreme or very close ranges), but i'll give it a shot. I normally use aimed shots because ammo is a pain to scrounge for some weapons... But by the end of the game 5.56 ammo is literally everywhere, so it doesn't really matter. The problem I've had with burst fire is the occasions when you absolutely must have a hit... and you burst and never hit. Of course, its a real pain in the ass when you do a full aimed shot and still miss...

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Corporal
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #28946] Thu, 20 April 2006 17:42 Go to previous messageGo to next message
chanman is currently offline chanman

 
Messages:47
Registered:August 2001
Location: Delta, BC, Canada
I've never aimed a burst at the legs, just torsos and heads. I mentioned armoured troops because spectra and treated spectra lets you shrug off one or two hits, but multiple hits rapidly do lots of damage.

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Corporal
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #189893] Mon, 30 June 2008 19:18 Go to previous messageGo to next message
gm0411 is currently offline gm0411

 
Messages:12
Registered:May 2008
I got all excited by my first LMG and kitted out Fidel to be what I considered a walking tank. Pinning down opponants with full auto was fun for a while but actually hitting something was a bloody lottery at times, and after a couple of firefights he became the poor man of the group, used for nothing more than to watch the backs of my dragonov and m21 snipers.

If there was a higher AP penalty for anyone hitting the ground from suppression fire then it might be worth it, or if there was a way to dictate his arc of fire to increase the chance of hitting multiple opponants.

Also, where is the love for the QBZs? I find they make an excellent secondary weapon for my snipers.

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Private
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #194741] Sun, 24 August 2008 05:54 Go to previous messageGo to next message
Kensuke is currently offline Kensuke

 
Messages:40
Registered:May 2007
I like to use SMGs (9mm) as much as possible because of the low weight and lower draw time, but there are times (long range shooting) where a rifle sure comes in handy. I prefer to use sneaky
tactics and take out my enemies is small groups rather than just go charging in. That means stealth and night battles as much as possible.

As for LMGs, they are awesome for area suppression if things go to hell. Have one of your guys lie prone where he has a good field of fire (have the bipod attachment) and go to town. Though you only need a max of one per squad.

- John

[Updated on: Wed, 03 September 2008 09:16] by Moderator

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Corporal
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #195038] Wed, 27 August 2008 14:05 Go to previous messageGo to next message
Arquebus is currently offline Arquebus

 
Messages:68
Registered:June 2008
Location: Oslo Norway
I'd say you need one per fireteam, aka 4 man groups.
2 fireteams on assault and a heavy\ admin fireteam in support will save most days and nigths for you.

on topic.

Lmg can easily lay down 20 bullets each round, sometimes alot more. they also has a LOT more ammo 200 shots before you have to reload is a big advantage.

Assaultrifles are flexible. they can be smgs lmgs gls and sniperrifles. but they need attachments to get to that role and that leaves out options you could use on other things like lasers and scopes.

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Corporal
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #195060] Wed, 27 August 2008 21:00 Go to previous messageGo to next message
funk is currently offline funk

 
Messages:45
Registered:March 2008
as an assault rifle can be like Arquebus said flexible thay can work as sniper at 30-40/50 for 7.62 NATO and when you go in doors/unground the the speed bust fire and fast semi auto help to keep them with the team.

but a good merc with a ak or a uzi can take down 3-4 men a turn if he's in the right spot.

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Corporal
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #195097] Thu, 28 August 2008 06:28 Go to previous messageGo to next message
Kensuke is currently offline Kensuke

 
Messages:40
Registered:May 2007
Arquebus
I'd say you need one per fireteam, aka 4 man groups.
2 fireteams on assault and a heavy\ admin fireteam in support will save most days and nigths for you.

on topic.

Lmg can easily lay down 20 bullets each round, sometimes alot more. they also has a LOT more ammo 200 shots before you have to reload is a big advantage.


I was referring to JA2 only. If you go with the full six man "squad" you should need only one LMG per squad. Exception: You're defending a site, in which case in might be good to ditch the SMGs and ARs in favor of more LMGs, mortars, and sniper rifles than you might normally have.

Also, the ammo thing is good. You can take further advantage of it by having the LMGs fire the same ammo as your ARs.

- John

[Updated on: Thu, 28 August 2008 06:28] by Moderator

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Corporal
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #195151] Thu, 28 August 2008 19:14 Go to previous messageGo to next message
SpaceViking is currently offline SpaceViking

 
Messages:751
Registered:January 2004
Location: Rochester, Minnesota, USA
After umpteen games I've settled on the following composition for a 6 man team:

1 heavy weapons guy. Start with grenade launchers as they become available and settle with commando mortar (plus the VOG-25 launcher if they are strong enough for both). Some lightweight secondary weapon that they can afford to carry.
1 medic. It takes a while to get most of the medics good enough to properly use a sniper rifle but it's worth it. It keeps them a bit back from the battle, too.
1 mechanic. They get thrown into the thick of things with...
3 grunts. I outfit them with the best armor plus one longrange assault rifle (I almost always settle on the M-14+EBR when I can get them) and one silenced SMG (various as the game goes on and ammo is available) or silenced rifle.

Where's my sniper or LMG guy? They play the part of medic or mechanic or I develop the medic or mechanic into one. I actually haven't bothered with LMGs for a while. Too heavy for those who are good with them (like Buzz).

Toward the end I tend to collapse all my teams and work them together. One team of all grunts. One team of snipers plus a few people to guard them (usually the medics). And one team of the mortar guys. Having 3 or 4 commando mortars available can swing almost any battle in your favor if you can keep them supplied with shells.

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First Sergeant

Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #195200] Fri, 29 August 2008 10:15 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:758
Registered:October 2005
Location: Hannover, Germany
SpaceViking
Having 3 or 4 commando mortars available can swing almost any battle in your favor if you can keep them supplied with shells.

Just give them a TIMS-set full of shells, but be sure to drop the backpack once they are in a firing position (even Grizzly gets some problems with that many shells Wink ).

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First Sergeant

Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #195477] Sun, 31 August 2008 16:57 Go to previous messageGo to next message
systemfehler

 
Messages:117
Registered:September 2007
Location: Hanover, Germany
SpaceViking
I actually haven't bothered with LMGs for a while. Too heavy for those who are good with them (like Buzz).

Yeah, I try to avoid putting LMGs in the hand of non-autoweapon experts. In the right hands though, they can be pretty deadly. In 1.13, I had Buzz equipped with an Ares M4 Shrike, it's pretty lightweighted and can single shoot, so it works fine as an assault rilfe if needed to. It only has a capacity of 100 rounds and fires 5.56, but that's lighter anyway and in full auto doesn't make such a difference. Two C-Mags into one saw pouch and off you go. I absolutely fell in love with that combination, and so did Buzz.
I also used Grizzly to shell the enemy and when out of shells, to pin them down with LMG fire. He's strong enough to carry both mortar and LMG.
But yes, one per squad usually is enough. If used right, they can be great and I'd rather get rid of my sniper or mortar guy than of my LMG guy (though that's because autofire is more fun to me). I usually set him up the way he is flanking the enemies rushing my main assault squad. If they come running, a bunch of standing enemies is easy to hit and if they go prone afterwards or because they're surpressd from the front, it's easy to hit them from the side. And there's nothing better to cover your retreat than heavy fire.

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Sergeant
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #195803] Wed, 03 September 2008 09:22 Go to previous messageGo to next message
Kensuke is currently offline Kensuke

 
Messages:40
Registered:May 2007
Something else I just figured out is that LMGs are a good excuse to burn up one or more of the ammo calibers you don't use. For instance, if your riflemen use 5.56x45, then you can go back and pick up all the 7.62x39 and give your LMG guy an RPK or RPD. You're doing area supression, so it doesn't have to be accurate long ranged fire.

- John

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Corporal
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #196274] Fri, 12 September 2008 03:03 Go to previous messageGo to next message
goodman528 is currently offline goodman528

 
Messages:11
Registered:September 2008
I'm currently using 2 LMGs in my primary 6 man squad: M4 Shriek for Buzz, and G36 RAS (LMG edition) for Henning. Both can load a 100 round C mag without an extra attachment, which means I can fit out both with [ACOG 4x combo scope; Flashlight LAM; Grippod; Rod and spring (in the near future)], that just makes them awesome, absolutely awesome. If your merc is uninjured, you can spray 3 or 4 enemy soldiers every single turn, as long as they are there for you to shoot. Even when injured Buzz can still manage 2 bursts a turn. Though I'm unsure whether they are classified as proper LMGs.

AN-94 and RPK-74 is also a good combo, but they can't have the awesome attachments. And both have high draw cost.

Assult rifles are not the be all and end all. If you have plenty of money and shop at Bobby Rays, you'll find some good SMGs are more effective for night missions or stealth. MPD and MP5 variations comes to mind, but basically anything that can load both AET and cold ammo is excellent. At night, you don't need range beyond ~20 tiles.

I've not used many short rifles, I think HK 416 12" and Commando might work because you can attach picany rail attachments to them, but not on most SMGs.

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Private
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #196340] Sat, 13 September 2008 19:43 Go to previous messageGo to next message
boggiboggwursdt is currently offline boggiboggwursdt

 
Messages:36
Registered:March 2008
I prefer SMGs for close combat, or assaultrifles as allround-weapons. I think lmgs are just too heavy, and there's a huge demand on ammo, which you have to carry around with you. So I think the best compromise between weight and deadlyness are assaultrifles, or smgs for snipers or for night-ops.

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Private 1st Class
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #196394] Mon, 15 September 2008 03:59 Go to previous messageGo to next message
Kensuke is currently offline Kensuke

 
Messages:40
Registered:May 2007
goodman528

Assult rifles are not the be all and end all.


I couldn't agree more. Smile

Quote:

If you have plenty of money and shop at Bobby Rays, you'll find some good SMGs are more effective for night missions or stealth. MPD and MP5 variations comes to mind, but basically anything that can load both AET and cold ammo is excellent.


You don't need cold ammo with SMGs. I don't think there is even cold ammo coded for them. They're very silent with regular ammo. AET is awesome if you can find it, but since I try to keep purchases from BRs down to a minimum I don't use it very much. I'd go with either FMJ or AP. Glasser and JHP are nice early in the game but then become obsolete.

As far as weapons, the best I've found are the FAMAE Silencia, the MP5SD, the MP5K or Skorpion (both for ambi with silencers attached), and the AEK-919 "Kashtan" (underrated 9x18mm SMG with low AP cost).

If you're feeling more exotic and ammo isn't a problem you can go with the SR-2 "Veresk" in 9x21, or the MP7 or P90 (for ambi with silcencers).

For spraying a ungodly amount of bullets all over the place the MAC-10/11 or Micro Uzi are hard to beat.

Quote:

I've not used many short rifles, I think HK 416 12" and Commando might work because you can attach picany rail attachments to them, but not on most SMGs.


For night and CQB, all you need is a reflex sight, a LAM 200, a silencer, and maybe a folding stock/forgrip depending on the weapon. Save the scopes for the riflemen.

- John

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Corporal
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #196424] Mon, 15 September 2008 17:39 Go to previous messageGo to next message
deknegt is currently offline deknegt

 
Messages:140
Registered:June 2007
Location: Doetinchem, Netherlands
MAC-10/11 Really?
wont it be a very expensive deal when i silence them and use AET ammo Smile

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Sergeant
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #196598] Thu, 18 September 2008 23:37 Go to previous messageGo to next message
goodman528 is currently offline goodman528

 
Messages:11
Registered:September 2008
Kensuke

Quote:

....Bobby Rays.... cold ammo...


You don't need cold ammo with SMGs. I don't think there is even cold ammo coded for them. They're very silent with regular ammo. AET is awesome if you can find it, but since I try to keep purchases from BRs down to a minimum I don't use it very much. I'd go with either FMJ or AP. Glasser and JHP are nice early in the game but then become obsolete.

As far as weapons, the best I've found are the FAMAE Silencia, the MP5SD, the MP5K or Skorpion (both for ambi with silencers attached), and the AEK-919 "Kashtan" (underrated 9x18mm SMG with low AP cost).

If you're feeling more exotic and ammo isn't a problem you can go with the SR-2 "Veresk" in 9x21, or the MP7 or P90 (for ambi with silcencers).

For spraying a ungodly amount of bullets all over the place the MAC-10/11 or Micro Uzi are hard to beat.

Quote:

...short rifles... ...picany rail attachments....


For night and CQB, all you need is a reflex sight, a LAM 200, a silencer, and maybe a folding stock/forgrip depending on the weapon. Save the scopes for the riflemen.

- John


I don't know the exact game data on silencing SMGs, but I've had a couple of missions of using AET ammo where because it's either not as silent, or because it shot through the enemy and hit the wall behind, they pulled the alarm on me. I'm a fan of the MP5 series because they all use 9x19mm, it's an old habit from my last game where I had little money and didn't use BR much, so had to use whatever I can find.

In my current game I've given myself $1million at the start, so basically as long as I stay away from thermobaric and mortars, I have unlimited money. I'm finding 2 silenced HK UCP (4.6mm AET) for ambi mercs; MP5SD (9x19mm) for the stealth specialists; Metal Storm instead of a Machine Gun and silenced MP7 (4.6mm) for everyone else; is a good combo at night, though I'm playing less stealth and more spray and pray, the silencers are really used as muzzle flash suppressors. Another thing, How about a stealth team with only crossbows and throwing weapons? That'd be quite cool.

With short rifles like HK 416 10" (12" doesn't exit, my mistake) and commando, you can attach the ultimate combo of attachments: [Reflex sight; 7x Scope; Flashlight LAM; Grippod], both the 7x scope and the flashlight gives you a much bigger night operation bonus than just a LAM 200. Even if you want a faster gun and drop the Reflex sight and 7x scop for an ACOG combo, then put a rod and sping or folding stock in the now empty slot, you'd still have a much better aiming and night bonus. And you can load 5.56 match ammo to increase your range to ~37 tiles. So I'm now thinking short rifles are very over powered compared to SMGs if you are not concerned with stealth or realism. I quite like a touch of realism, so I'm sticking to SMGs for the time being.

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Private
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #196643] Fri, 19 September 2008 10:48 Go to previous messageGo to next message
boggiboggwursdt is currently offline boggiboggwursdt

 
Messages:36
Registered:March 2008
I like the low weight of the SMGs and their ammo... And as you said, nothing can beat the MP5's for me, too. Just some nostalgic touch, as I use them in every game you can find them - no matter what kind of genre it is.

And about crossbows; there was another thread here somewhere in the 1.13-section, which dealed with this...

EDIT: Here's the link for the crossbows-thread: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=191202&page=1#Post191202

[Updated on: Fri, 19 September 2008 10:59] by Moderator

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Private 1st Class
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #196648] Fri, 19 September 2008 11:55 Go to previous messageGo to next message
DNA from the Lowlands is currently offline DNA from the Lowlands

 
Messages:337
Registered:July 2003
Found out that you can attach a barrel-extender to several 12-gauges.
Most shotguns will go from 15-20(depending on BS or slug ammo) to 25-30, turning them into a short rifle with 38 damage.
Spas-12 / Serbu Super Mini Shorty, these are my candidates for that.

Oh I was also very happy to see the Colt 203PI fit underneath several MP5s.
But it's .. hard Smile to decide on attaching a C-mag adapter now.

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Master Sergeant
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #196675] Fri, 19 September 2008 17:39 Go to previous messageGo to next message
deknegt is currently offline deknegt

 
Messages:140
Registered:June 2007
Location: Doetinchem, Netherlands
i just found a true night ops love Smile

i found the Cx8 storm somehwhere after a battle, attached silencer, laser, and 4x scope on it and it was mad effective. it gave me hits 99.5% of the time and it gave me 1 shot kills almost anytime, and if i didnt i killed with the 2nd bullet. it is silenced very good i didnt have any occasions where other people heard me Smile. and the best thing of all is it uses 9mm bullets so i can always find ammo Smile i reccomend the gun to anyone who wants to have a DM in a night ops team because you will love it!

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Sergeant
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #196677] Fri, 19 September 2008 17:59 Go to previous messageGo to next message
DNA from the Lowlands is currently offline DNA from the Lowlands

 
Messages:337
Registered:July 2003
Beretta Cx4 Storm.
Took me a while to find it online, that's a really nice looking gun.
I didn't know it was in ... I have to update, again Smile

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Master Sergeant
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #196678] Fri, 19 September 2008 18:25 Go to previous messageGo to next message
deknegt is currently offline deknegt

 
Messages:140
Registered:June 2007
Location: Doetinchem, Netherlands
and fyi it uses a pistol silencer. Smile

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Sergeant
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #196894] Mon, 22 September 2008 06:14 Go to previous messageGo to next message
FelixDrake is currently offline FelixDrake

 
Messages:33
Registered:September 2008
Uses for bursts and the guns to do it with(non 1.13 of course):
silenced:Mac-10, APreduced,laser scope, silencer, APammo
psycho without autoweapons(main merc with double night ops for example), RPK-74 (low burst penalty)
EVERY OTHER BURST SITUATION:APreduced,laser scope,bipod,(maybe barrel extended) C-7

If you want a burst to get mileage, here are some things to remember.
1)make the shot with someone with psycho/autoweapons. Heavy weapons skill only gives bonuses to LAW, Grenade launchers, and mortars according to JA website spoilers.
2)a 5 round burst isn't as much better than a 3 round as you may think, especially with a pyscho with on autoweapons skill. First 3 shots are often what does the head splattering. I had oodles of fun doing 3 shot bursts with my laser scoped AK-74. (my favorite gun when it was that or an aksu).
Guns I have found work REALLY well for the time you get them:mp5k,mac-10,ak-74,steyr-aug,c-7,RPK-74.
3)ALMOST all guns have the same burst penalty. IIRC Exceptions are some of the really bad ones like thompson,type-85(high penalty). Low penalty are minimini and RPK-74, no penalty, mike's gun.
A PSYCHO should have a 3 shot burst gun or an RPK-74. An autoweapons expert should have a 5 shot burst gun ... or an RPK-74 >Smile
4)Scopes do NOT help bursts (Except, I THINK if you aim and your merc goes psycho, they get the AIM bonus on the BURST). Laser scopes(+20), lying prone(+20), and a bipod(+10) gives you a total of +50% to hit. That's more than the burst penalty.

Hope this gives some insight into how to burst, when to burst, with whom and with what to burst.

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Private 1st Class
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #196895] Mon, 22 September 2008 06:23 Go to previous messageGo to next message
FelixDrake is currently offline FelixDrake

 
Messages:33
Registered:September 2008
Oh, and if the official info and game stats are vaguely accurate, the AP reducer reduces a 9ap burst and a 10ap burst down to the same 8ap base. IF this is accurate, this makes the C-7 basically, your gun of choice unless you need the reduced autofire penalty of the minimini or (better) RPK-74 (which I think has a SLIGHTLY lower burst penalty iirc from poring over weapons stats lists). Since I would never put a rod and spring into an AKSU-74 before my single shot guns anyway, by the time I get c-7s, the rods and springs go in and they become the go to gun for both bursts and single shots.
IIRC, the FA-MAS is also slightly nastier than the AKSU-74 for low AP burst damage or range.

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Private 1st Class
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #196896] Mon, 22 September 2008 06:31 Go to previous messageGo to next message
FelixDrake is currently offline FelixDrake

 
Messages:33
Registered:September 2008
Oh yes, that's the other thing. Someone comes around a corner. He has to die and he's wearing camo, which means he's probably wearing good armor. You got your interrupt because of the place you were, but that can end easily... how do you stop him? 2 options
1)5 shot point blank burst to the head... tends to kill with AP ammo, don't care what yer wearin' and in a lot less AP than taking single shots.
2)5 shot point blank burst to the legs. He will be knocked down and someone you can afford to nobly sacrifice will grab his (probably something like a c-7,p90,fn-fal, or something else sick and fun). A burst to either of these places tends to induce enough AP loss that he doesn't interrupt your interrupt, grab a knife and slit you open (or burst YOU point blank to the face).

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Private 1st Class
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #196897] Mon, 22 September 2008 06:36 Go to previous messageGo to next message
FelixDrake is currently offline FelixDrake

 
Messages:33
Registered:September 2008
DNA from the Lowlands
Found out that you can attach a barrel-extender to several 12-gauges.
Most shotguns will go from 15-20(depending on BS or slug ammo) to 25-30, turning them into a short rifle with 38 damage.

Chest shots from shotguns also tend to take out a lot of endurance from the target. Wouldn't rely on them ALONE to knock someone out, but great followup for a stun grenade, or good to use before someone runs in and roughs them up.

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Private 1st Class
Re: Short Rifles vs. SMGs, Assualt Rifles vs. LMGs[message #197164] Wed, 24 September 2008 14:43 Go to previous messageGo to previous message
DNA from the Lowlands is currently offline DNA from the Lowlands

 
Messages:337
Registered:July 2003
From Items.xml, there's several guns (with a forgrip) that get a burst-/auto-bonus.

Beretta 93R / HK MP5K / AUG-A2 get
5
5

FN P90
5
5
20

Famas has a built-in bipod.

There was a thing about more accuracy on followup-shots (or a penalty on the first shot),
ingame at times it's cheaper to take one 'potshot' and then switch to burst (avoiding the penalty).




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Master Sergeant
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