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The Mongoose's "Best Weapons" of SOG '69[message #77661]
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Tue, 30 September 2003 16:46
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Stealth Mongoose |
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Messages:24
Registered:July 2003 |
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Well, been playing this mod for quite a bit, so I figured I'd post all of the more desirable weaponry and how to get them.
[NOTE: Sometimes I may refer to "jumping" an opponent to get a weapon earlier than when you're supposed to in a game. By "jumping" a foe, it requires four mercs against one singled-out enemy. One merc tosses a stun grenade, while another hits the victim with a tear-gas grenade to follow up, keeping them from regaining their energy. Another merc runs up and begins punching the victim, keeping them down in case they have a gasmask, while a Thief (usually Taylor) keeps trying to yank the gun out of the victim's hand (hold control, then put the hand over an enemy to steal).]
Unarmed/Melee Weaponry:
1. Ka-Bar knife:
Found in just about any Firebase, early on in the game. Small, takes up 1 tiny inventory slot, and when used in junction with an extremely stealthy character, it's possible to do 75-95 damage if you can land a sneak-attack from behind on an unwary VC. A perfect balance between damage and AP-cost, as it's more powerful than a combat knife, but less bulky and faster than the full-fledged machete. But if hacking apart victims like a serial-killer with your trusty machete's what you like, go for it.
**** 4/5 stars.
2. Crowbar:
Can be found around Tay Nihn and other Firebases. A bit bulky, but is more than versatile as it functions as both a beat-down tool as well as a crude lockpick. Use it to pry open doors, crates, or cause foes to count their teeth on one hand. Its only downfall is its large size, and a large inventory slot could be better used housing a medkit or a back-up rifle/SMG, especially if you've already got a lockpick specialist in your ranks.
*** 3/5 stars.
3. Bull:
Hired from AIM. Yes, this fat bastard is the most effective melee weapon in the game. When pumped up with enough C-Rat II's and equipped with a pair of knuckle-dusters, Bull becomes a humanoid juggernaut, pummeling Asian guerillas like Charles Barkley on PCP. He is an Ass-Kicking Machine, with a V8 engine.
***** 5/5 stars.
Handguns:
1. Colt Python .357 magnum revolver:
Can be found in Tay Nihn, and some mercs will have them from Day 1 in their inventory when hired. The biggest, meanest sonofabitch of pistols, the Python makes up for its weight and bulky Large inventory-slot size by being the only handgun capable of mounting a scope, as well as being silencer-compatable. Its only flaws are its size and its low, six-shot ammo capacity. However, it's still the most powerful handgun in the mod, and is quite versatile. When set up with a barrel extention, silencer, and scope, makes for a decent substitute for the Des Lisles silent carbine... only you can wield two of'em at once. =D
**** 4/5 stars. (-1 star for being so damn big)
2. Soviet Tokarev handgun:
Found off of plenty of dead-ass VC guerillas, as well as various villages. Ammo for it is plentiful as 7.62x28mm is pretty common to find on dead VC, plus it can be equipped with the Recoil Buffer. Its only downfall is its small ammo capacity of 8 shots per magazine. While a decent sidearm, there are plenty of better handguns to use, but this one has to be one of the better VC/NVA issues.
*** 3/5 stars
3. Makarov 9mm pistol:
Also found on dead VC as well as enemy equipment caches, the Makarov suffers from the same low-capacity 8 round clip as the Tokarev, only the Makarov has the fastest firing rate of any pistol (3 APs to fire), which is its only saving grace as it's relatively weak when compared to other 9mm pistols such as the FN/Browning Hi-Power. However, with a decent Marksmanship skill at close range, you can clear all 8 of those underpowered rounds into a foe's head in one Interrupt. =P
*** 3/5 stars (too weak for later in the game)
4. Colt 1911A1 .45ACP semi-automatic:
A legend amungst handguns, the 1911 has a hefty damage combined with a relatively quick rate of fire. Silencer compatible, and even though it only has 7 rounds of .45ACP death to deal per clip, it's capable of using the .45 Auto Colt rounds you'll find in An Loc, which are some of the only Armor-Piercing slugs you'll find in this mod.
**** 4/5 stars
5. Vz-61 Skorpion .32ACP Machine-Pistol:
Too small to fall under the category of a full-fledged SMG, you'll find these on dead VC/NVA troops from time to time. It's the only handgun with burst-fire capabilities in the mod, is capable of being equipped with a Recoil Buffer as well as a silencer, and can use the .32ACP +P+ slugs later on in the game, making it ideal for ripping holes through VC armor at close range. Definitely a keeper.
***** 5/5 stars.
Submachine-Guns:
1. Thompson M1A1 .45ACP submachine-gun:
Probably the best US-issue SMG you can acquire, it's most commonly found in Firebases as early as Tay Ninh. It's silencer-compatable, and can use the .45 Auto Plus slugs later on in the game, making it a very handy Stealth-Kill weapon for night-ops even up as far as An Loc. The only thing that kept the Carl Gustaf M45 ("Swedish K") from surpassing it was the .45 Auto Colt rounds, which can shred through body armor. The "Swedish-K" sports the same silencer-compatability, a slightly better rate-of-fire, and a higher ammo capacity, but the Thompson has a much longer shelf-life due to the armor-piercing rounds it can use.
***** 5/5 stars.
2. French MAT-49 converted 7.62x28mm SMG:
Originally a French weapon, the VC make good use of these until you kill them and pry the MAT-49's from their cold, dead little fingers. The MAT-49 sports most of the same perks as the Thompson, only it can use a Recoil Buffer, has a larger magazine, and a better rate of fire. It also seems to deal a bit more damage than Spooky's Carl-Gustaf M45 "Swedish-K", making it more desirable than both of the top USMC/Army issue submachine-guns. Combine this with the fact that it's fed from the easy-to-scavenge 7.62x28mm slugs, you'll seldom run dry on ammo in the field, and doesn't require constant trips back to a Firebase to stock up on .45ACP or 9x19mm Parabellum rounds. Last but not least, it's also a one-handed weapon, allowing the use of two at the same time, which is another edge it has over the other two-handed SMGs available in the mod.
****** 5/5 stars
(all of the advantages, but none of the weaknesses of the other SMGs. Definitely a must-have.)
Single-Shot Rifles and Carbines
1. Enfield L42A1 7.62mm NATO bolt-action:
Can be found typically around the An Loc stage of the game. My personally-preferred sniper rifle for this mod, the Enfield sports the same 10-round magazine as the SVD Dragunov, but has a faster rate of fire and just "feels" better in my opinion. In reality, though, it'd be the other way around... the Dragunov should be faster-firing, as it was a semi-auto battle rifle, and the Enfield was a bolt-action, but let's not get into that. The L42A1, when equipped with a bipod, scope, barrel extender, and a rod & spring, makes for one of the best sniper rifles for this mod. Will deal massive damage and accurate headshots from extremely long distances, making it a must-have for your squad's designated sniper.
***** 5/5 stars.
2. SVD Dragunov 7.62x39mm precision rifle:
Typical to find in An Loc or the jungles surrounding it, you'll most likely have to wax a few VC before you come across one. However, you can speed up the process a bit by "jumping" NVA Elite before you get to An Loc. Slightly slower rate of fire than the Enfield, but has the benefit of using the same 7.62x39mm Soviet ammo that the AK47 and Chicom-56 uses, making it easier to scavenge for ammo in the field, and not requiring trips back to the Firebase to replenish magazines. It also haves a tad more range and damage than the Enfield, but at the expense of speed, but that's nothing a Rod&Spring can't fix.
Just as good as the Enfield, if not slightly better in some aspects. Tied for "Best Sniper Rifle" with the L42A1 Enfield rifle, so it's really a matter of personal preference when choosing what long-distance headpopper to outfit your snipers with.
***** 5/5 stars.
3. Des Lisles .45ACP Silenced Carbine (Quest Weapon):
In order to acquire this, you'll first have to get the Intel Report from a fallen Firebase, and return it to the NPCs who issued your SOG team that mission (don't want to get to detailed, or it'll be spoily). The NPC rewards you with a Weapons Requisition Form, which can then be given to the Quartermaster in Tay Ninh to get this weapon. All in all, the Des Lisles isn't that great of a weapon. It may be silent, but it's also lacking range and is fed from a relatively small 8-round magazine of .45ACP. Its saving grace, however, is the ability to use the Auto Colt rounds later in the game. But with that logic, it'd be better just to use a silenced Thompson, as you'd still have burst-fire abilities. But if your squad's local assassin is in need of that oh-so exotic silent weapon, the Des Lisles would be fun to play around with for a while.
*** 3/5 stars
4. M1 Garand .30-06 combat rifle:
A blast from the past, this .30-06 battle rifle may suffer from being heavy and a small magazine, but it'll also be the very first sniper-rifle substitute you'll acquire early in the game. Longer distances and better power than the SMGs and pistols you'll tote in the beginning of the game, it's a pretty decent weapon and you'll find it as early as Tay Nihn. Ditch it as soon as you come across something better.
*** 3/5 stars.
5. French FRF-1 7.5mm bolt-action rifle:
Lord, do I hate this thing. The first "real" sniper rifle you'll acquire, it's a slight upgrade from the Garand, however, the 7.5mm ammo can be hard to scavenge at times, and this rifle's accuracy can fluxuate between dead-on and missing by 6-10 feet from your mark. Definitely not worth keeping, so save your attachments for the Enfield L42A1's and Soviet Dragunovs.
** 2/5 stars
6. L1A1 semi-auto 7.62 NATO battle rifle:
Found typically around the later missions as well as the beginning of An Loc. A strange weapon, the L1A1 is actually the British variant of the FN-FAL, but was capable of firing full-auto. In the mod, however, the L1A1 is single-shot only, making it a tad strange the use, especially since by the time you get one, most of your squad is equipped with assault rifles. It does, however, function as a decent alternative to the SKS, and can be pretty fun to use if you like challenging yourself.
*** 3/5 stars.
7. Hunting Crossbow:
Found on dead VC later on in the game, the crossbow's not actually a rifle, but it's still a single-shot weapon. The only good thing about this weapon is its damage: it's more powerful than both the Enfield and the Dragunov, but its range is horrible and you have to reload after every shot. Couple this with the fact it has the same "user ID" script as the Rocket Rifle, and the weapon seems worse and worse. Good for small groups of VC patrols or to use just for fun, but as an actual field weapon, you'd be better off with a SMG or a pistol.
* 1/5 stars (Just listed it here because it's fun to use sometimes, and its damage is outright vicious.)
Assault Rifles:
1. Chicom-56 & AK-47, 7.62x39mm Soviet assault rifles:
Listed as one because they're essentially almost the same weapon. Found in middle sections of the mod, typically from weapons caches or dead VC, and enemies drop them left and right in the An Loc part of the game. It is possible to jump an opponent for one before that, though. There's two primary differences between the AK and the Chicom: AK has slightly better range and damage than the Chicom, but the AK is also slower, while the Chicom sacrifices a bit of range and damage for its incredible rate of fire. Both use the 7.62x39mm Soviet rounds, and both are very reliable, efficient killing tools for your mercs. While they can't use the M203 launcher attachment, they can still attach a Recoil Buffer, making them even more accurate. Modify these things as soon as you get the parts. Rod&Springs, recoil buffers, etc. will make these weapons even more formidable in combat.
***** 5/5 stars.
2. M16A1 5.56mm NATO assault rifle:
I really, really, disliked using this weapon. Decent rate of fire and damage, but the degrade rate on the M16A1 made it them in so much need of repair that it became a hassle. This weapon's only good point is that it can mount the M203, giving you access to a wide assortment of 40mm shells to hit your foes with. (Although the M203 didn't exist in Vietnam. =P)
**** 4/5 stars.
LMGs: (Light Machine-Gun)
1. Stoner Mark-63 belt-fed 5.56mm NATO support weapon:
A quest item, you have to return an NPC's favorite lighter to them in order to achieve the Stoner. This weapon is a monster, and is by far the best LMG you'll get in the game. Sports a hefty 100-round ammo load, decent range and damage, and a good rate of fire (that gets even better once you put a Rod&Spring into it). It's also the only LMG capable of accepting a scope attachment, other than the RPK. A bit of a hassle to obtain, but extremely worth it. Probably the best LMG in the game.
***** 5/5 stars.
2. RPK 7.62x39mm Soviet light machine-gun:
A heavy, jacked-up AK47 converted into a machine-gun, you won't obtain the RPK until later on in the game, around An Loc and just before. Fed from your basic AK magazine of 7.62x39mm, and scope-compatable, it's a pretty functional weapon that deals out its fair share of destruction. Some of them you'll find with 100 rounds loaded, but will go back to using 30-round magazines after that 100-round payload is depleted, so make sure you don't accidentally unload the RPK when you find it. =P My biggest gripe about this gun is its low ammo capacity, but it's still a good choice for your machine-gunners who aren't manning the Stoner Mk-63, as ammo for it is plentiful and it's scope-friendly.
**** 4/5 stars.
3. Bren Gun 7.62mm NATO light machinegun:
A British LMG that somehow fell into VC hands, the Bren's a powerful weapon with a bit more range than the RPK but lacks the ability to add a scope. But since a machinegunner's supposed to Spray & Pray and not snipe, it's not too much of a problem for me. Uses 30-round magazines of 7.62mm NATO, which is plentiful in most firebases. Another good choice for your machine-gunners, as it's quite accurate and lights up enemy VC like hot-cakes when properly maintained. Add a recoil-buffer and a rod&spring for even more kills.
**** 4/5 stars.
4. M60 belt-fed 7.62mm machinegun:
Boy, does this thing suck, but it's also the LMG your squad will tote for the entire beginning of the game. Ruiz has one in his inventory in Tay Nihn. Though it has good range and boasts a hefty 50 rounds per belt of 7.62mm reload, it's highly inaccurate over long distances and is prone to jams and a fast weapon-decay rate. But, it's better than nothing, and it can be quite deadly at medium range with high enough Marksmanship skill. Save your attachments for the RPKs/Brens and the Stoner.
** 2/5 stars.
Heavy Weapons
1. M203 40mm underslung grenade-launcher:
I'm not quite sure why this is in the game, as the M203 wasn't in the Vietnam war, and all US grenadiers carried the M79 break-action grenade launcher (which has a much better range and accuracy than the M203). However, not to be a stickler, the M203 still makes for an extremely handy tool in this mod. I found one in the beginning of the game, around Tay Ninh, and it can be mounted onto both the M16A1 and the CAR-15 carbine. Its 40mm grenades come in five flavors:
Flare, Smoke, Stun, Explosive/Frag, & Smoke.
All of which are extremely useful, making this the most versatile out of all of the heavy weapons. It can be used to illuminate a treeline, stun/kill a group of people, smoke-screen a room, and tear-gas the local villagers. Have at least two of these in your squad.
***** 5/5 stars.
2. RPG-7 Soviet personal rocket-launcher:
Found around An Loc and just before, but is possible to jump some enemies to get one before that part of the game. A remarkably devastating weapon with two major flaws: For one, it functions like a grenade-launcher would, lobbing its explosive in an arc to a target, making it possible to accidentally lose a rocket if it lands in water, or have it bank off a tree or rock and have your shot fall short. Its second flaw is that the PGF-7 anti-tank rockets it uses are ****ing HUGE. One large inventory space for a single shot makes it very bulky and cumbersome to carry around. However, if you can look past these flaws, the RPG-7 lays down some excessively large explosions that will **** someone's whole world up. Since the VC have'em too, the world getting ass-invaded just might be yours if you're not careful.
*** 3/5 stars (a pain to carry its ammo)
... well, if you're still here, I hope you enjoyed reading this. Take it easy, folks.
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Private 1st Class
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Re: The Mongoose's "Best Weapons" of SOG '69[message #77663]
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Wed, 01 October 2003 00:34
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Stealth Mongoose |
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Messages:24
Registered:July 2003 |
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Actually, the Stoner has some of the best shot-grouping with my machinegunner, mainly because I use an imported game with an Auto-Weapons Expert + Psychotic Personality IMP with a high focus on Marksmanship and Dexterity. Even though a merc going psycho can be a bit of a hassle, when manning an LMG it's nothing but an advantage: Auto-Weapons Expert perk greatly reduces the burst-fire penalty, and when gone psycho, the burst has a bonus to accuracy. At medium range, you can land almost all shots in a burst into an opponent, doing anywhere from 80-140 damage.
And yeah, I forgot the MAS pistol. Didn't use it too much, as I stuck with the Colt 1911A1 and the Skorpion Vz.61 for sidearms.
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Private 1st Class
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Re: The Mongoose's "Best Weapons" of SOG '69[message #77670]
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Wed, 01 October 2003 23:51
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Heart |
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Messages:39
Registered:July 2003 Location: Bear's Pit (well, not all... |
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Oh yeah, and the FRF-1 is still a poor choice for later on in the game. Why would you attach a bunch of add-ons to it when you can put those same attachments on an SVD or Enfield to create a sniper rifle three times as good as the FRF-1?
[/QUOTE]Well, you can't put Recoil Buffer to Enfield and you can't find too many Dragunovs...[/QB][/QUOTE]
Yeah, the recoil buffer, the ammo supply and - I like the challenge to beat them with their own means... including sticking to lower level weaponry longer than you had to. I had Thor with a Colt1911A1 (silencer, barrel extension) and a FRF-1 and Tex with 2 Pythons (silencers, scopes)and an FRF and they did really well. Also, I only used one or two of the 40mm launchers and used molotovs and RPG-7s as much as I could. Kind of anti-guerilla flair. Well, just my two euro cents.
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Private 1st Class
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Re: The Mongoose's "Best Weapons" of SOG '69[message #77671]
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Tue, 21 October 2003 11:02
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wyoming |
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Messages:14
Registered:August 2002 Location: Montreal, Quebec |
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Quote:Originally posted by Stealth Mongoose:
Heavy Weapons
1. M203 40mm underslung grenade-launcher:
I'm not quite sure why this is in the game, as the M203 wasn't in the Vietnam war, and all US grenadiers carried the M79 break-action grenade launcher (which has a much better range and accuracy than the M203). However, not to be a stickler, the M203 still makes for an extremely handy tool in this mod. Actually, the M203 was developed late in the Vietnam War (c. 1967, I believe) to replace the M79. During the early stages of the war, M79 users were often dedicated grenadiers with no backup infantry weapon other than a pistol. (I suppose grunts found it too cumbersome to tote around both an M79 and an M16, not to mention the ammo for both weapons). Their lack of direct firepower required squadmates to guard them closely, imposing tactical constraints on the squad as a whole.
The M203 was thus conceived to give grenadiers the ability to defend themselves, and become backup riflemen as occasion called for. I guess movies about the Vietnam War don't depict the use of this weapon because it was employed toward war's end.
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