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Mike's weapon[message #96747] Wed, 31 March 2004 21:15 Go to next message
abradley is currently offline abradley

 
Messages:225
Registered:December 2001
Ran into Mike last night and he was easy!

RudeDog took him out with one shot to the head and a followup burst from his Scoped M4A1...no problem!

BUt what suprised me was Mike's weapon, in JA2 it was the G11 that most swore by. But the Mod Squad has given him the SA 80 IW whose dur. and rep. are -3 and -5 respectively.

I checked out it's specs at http://www.army.mod.uk/equipment/pw/pw_sa80.htm

Where it sez:
"Both weapons have been modified in light of operational experience, and had a major mid-life update in 2002, which resulted in the SA80A2 series - the most reliable weapons of their type in the world.

One new Under slung Grenade Launcher (UGL), designed to be mounted beneath the barrel of the IW, will be issued to each fire team, replacing the Rifle Grenade General Service (RGGS) and 51mm mortar

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Sergeant 1st Class
Re: Mike's weapon[message #96748] Thu, 01 April 2004 02:40 Go to previous messageGo to next message
ShoNuff is currently offline ShoNuff

 
Messages:18
Registered:September 2003
Location: Atlanta, GA
The SA80 makes a very nice weapon in the hands of any auto weapons merc, though keeping stocked with 5.56 ammo can be a pain in early to mid part of game.

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Private
Re: Mike's weapon[message #96749] Thu, 01 April 2004 04:31 Go to previous messageGo to next message
xenophon is currently offline xenophon

 
Messages:74
Registered:March 2003
Location: Glos UK
Yep I agree shonuff. My Imp carries the SA80. An excellent long range weapon with integral scope that also has a good burst capability. Availablity of 5.56 mm is a problem, so I also make sure he has a Bizon as back-up.

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Corporal
Re: Mike's weapon[message #96750] Thu, 01 April 2004 04:35 Go to previous messageGo to next message
xenophon is currently offline xenophon

 
Messages:74
Registered:March 2003
Location: Glos UK
Sorry - should have said that the poor durability and repair is fairly accurate too. The SA80 doesn't like extreme weather conditions, so it is a little unreliable in the artic and in the desert. Being quite complex in its make, it is also difficult to repair.

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Corporal
Re: Mike's weapon[message #96751] Thu, 01 April 2004 07:38 Go to previous messageGo to next message
ShoNuff is currently offline ShoNuff

 
Messages:18
Registered:September 2003
Location: Atlanta, GA
all good points, Xeno. I made the tactical error of giving the SA80 I took off Mike to Morgan, who proceeded to psycho burst through his one mag of ammo in a few turns and he had no backup weapon. Whoops.

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Private
Re: Mike's weapon[message #96752] Thu, 01 April 2004 11:40 Go to previous messageGo to next message
alice_spacelab is currently offline alice_spacelab

 
Messages:93
Registered:March 2004
Location: Scotland, UK
So carry a spare box of ammo Smile

All through the top half of the map and down to Rudesa I used 5.56 HP to support 3 M4/M4A1s including one in the hands of a psycho. No trouble picking up enough from Bobby Rays. After that AP is no trouble to get hold of.

If you don't mind a little cheating, ammo that comes out of a SAW weighs nothing. Same for the only RPD I've found.

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Corporal 1st Class
Re: Mike's weapon[message #96753] Thu, 01 April 2004 16:08 Go to previous messageGo to next message
jan175 is currently offline jan175

 
Messages:111
Registered:October 2001
Location: S'pore (formerly Hobart, ...

My current psycho merc with an automatic weapon is Razor and I have him equipped with a AK-107. There's lots of the ammo lying around so I neednt worry, plus he carries 4 mags with him. I am adversed to having a psycho merc use a 5.56mm weapon, even though I ve been stockpiling 5.56mm ammo and have quite a bit, I don't want to waste it this way. I'm presently training Maddog to bring his marksmanship up with a Vepr before I issue him an automatic weapon Smile

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Sergeant
Re: Mike's weapon[message #96754] Fri, 02 April 2004 04:49 Go to previous messageGo to next message
alice_spacelab is currently offline alice_spacelab

 
Messages:93
Registered:March 2004
Location: Scotland, UK
Yeah, but you can't silence an AK-107 and a Bizon doesn't have the range.

So far I've never run out of 5.56 either at base camp or when out clearing, and I have plenty stockpiled.

What about the Abakan for Maddog? Decentish range, plentiful ammo and can't get through a clip in 4 shots.

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Corporal 1st Class
Re: Mike's weapon[message #96755] Tue, 13 April 2004 06:31 Go to previous messageGo to next message
Dagger is currently offline Dagger

 
Messages:58
Registered:January 2003
Location: Brazil
The MP-5 is better than the Bizon for the psycho purpose. Its low burst penalty makes more bullets reach the target. Its low burst pen conpensates the fact that you can atach an elcan riflescope on a Bizon. It also fires more rounds than the bizon. So, it's a better killer !

Also, the MP-5 is better for night purpose becaue it's more silent than the Bizon. The MP-5 has a better ammo storage capacity than the Bizon because you can store 3 clips of 30 bullets (90shots) on a sigle merc slot while you can store only a one clip x 66 rounds of Bizon ammo.

The Bizon is only better than the MP-5 if you want to single-shot your enemies. But, SMGs are definitely not the more apropriated single-shot guns we have ! Assault rifles and sniper stuff do that even with silent capability.

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Corporal
Re: Mike's weapon[message #96756] Tue, 13 April 2004 09:27 Go to previous messageGo to next message
alice_spacelab is currently offline alice_spacelab

 
Messages:93
Registered:March 2004
Location: Scotland, UK
Quote:
Dagger wrote:
Also, the MP-5 is better for night purpose becaue it's more silent than the Bizon.
I've never managed to figure out what exactly a silencer/suppressor does. How do you tell that the MP-5 is quieter?

As for ammo, yes, if everyone carries spare ammo in a small slot then the MP-5 is more effiecient. But if you carry one 66 or two 66 round magazines to support 5 or 6 Bizons then you only use one or two slots. I've never got through more than about 30 or so rounds for a singe merc in a single combat, so spare ammo isn't essential for everyone. With an MP-5 I'd want everyone to have spare ammo hence more slots. Guess it depends on playing style - number of Mercs with silent weapons, length of sorties etc.

Also, I've never found that many MP-5s early on whereas Bizons are reasonably plentiful. And by midgame I'm looking for my A-squad to have silenced M4/M4A1s which have more range. With several M4/M4A1s I find I can stay quiet longer just because I can get in-range headshots much more often, and a burst a close range kills almost every time.

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Corporal 1st Class
Re: Mike's weapon[message #96757] Wed, 14 April 2004 01:29 Go to previous messageGo to next message
Dagger is currently offline Dagger

 
Messages:58
Registered:January 2003
Location: Brazil
I agree with you that M4s are all aspect better than MP5s/Bizons. It's also perfect when you say that it depends on each player game style (I like to order each merc to carry his own spare ammo). For sure, Bizons come by earlier in the game. -We agree a lot ! :cheers:

Maybe we should discuss 2 points:

One point is: a single Bizon/MP5 shot will not kill. A Bizon/MP5 burst could kill, but only a MP5 burt lands every bullet on target, while a Bizon burst will not hit every bullet. So, the burst-kill probability of the MP5 is better than the Bizon.

Another point is: Sound level. Have you ever seen the Ltd_Hans table of weapons/armor stats (I can't find it anymore. Bearpit, have you deleted it?) ? It says that a MP5 is less noisy than a Bizon. So, with a supressor (it supress noise and fire coming outside the barrel, so the shot keeps at shadow, so you can not be interrupted while shooting) attached I presume a MP5 is better for silent operations.

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Corporal
Re: Mike's weapon[message #96758] Wed, 14 April 2004 01:37 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Dagger,
the initial Ltd_Hans topic is here .

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Master Sergeant
Re: Mike's weapon[message #96759] Wed, 14 April 2004 01:39 Go to previous messageGo to next message
Dagger is currently offline Dagger

 
Messages:58
Registered:January 2003
Location: Brazil
@HailEris,

I've found it !

http://home.t-online.de/home/hansalexander/UC_firearms_list_v1.1.htm

@Bearpit,

Sorry, I din't find it at the first time :whoknows:
Maybe, too much work. My brain must be all burst by now !

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Corporal
Re: Mike's weapon[message #96760] Thu, 15 April 2004 22:04 Go to previous messageGo to next message
Boomer is currently offline Boomer

 
Messages:114
Registered:February 2004
Location: In the heart of Transilva...
Quote:
Originally posted by HailEris:
As for ammo, yes, if everyone carries spare ammo in a small slot then the MP-5 is more effiecient. But if you carry one 66 or two 66 round magazines to support 5 or 6 Bizons then you only use one or two slots.
2 Bizon magazines means 132 bullets. In a big slot a merc can carry 2 Bizon magazines or 6 MP-5 magazines. So it's 132 bullets for Bizon vs 180 bullets for MP-5 in a big slot, and 66 bullets for Bizon vs 90 bullets for MP-5 in a small slot.
So it seems that the MP-5 is more efficient even looked at from this point of view. No wonder it's a weapon that ism't droped by enemies early in the game (if you don't kill Claudia's guards in the first week, that is).

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Sergeant
Re: Mike's weapon[message #96761] Fri, 16 April 2004 06:11 Go to previous messageGo to next message
Elethiomel is currently offline Elethiomel
Messages:1
Registered:April 2004
Location: Norway
Honestly, people. You seem to be forgetting the most important place you keep bullets... in the weapon!

Imagine a merc using 1 small slot to carry extra ammo. The number of bullets that merc can fire before running completely dry is:

MP5: 30 + 3x30 = 120

Bizon: 66 + 66 = 132

So in this case, the bizon has more bullets available. But when you start using larger slots/more slots, the MP5 wins out. So it depends on how many slots you want to dedicate to ammo.

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Civilian
Re: Mike's weapon[message #96762] Sat, 17 April 2004 01:58 Go to previous messageGo to next message
Boomer is currently offline Boomer

 
Messages:114
Registered:February 2004
Location: In the heart of Transilva...
It wins out even when you count the capacity of a small slot AND the guns accuracy. MP5 is the gun that rules in the north of Danubia. You stumble upon ammo for it almost in every sector, it has a higher chance that the Bizon to score a critical hit (almost 2 out of 3 hit are critical with an MP5, for the Bizon the rate seems to be 2 out of 5) and it is deadly accurate in range and even ot of the naximum efficiency range. Until last night I always sold to Tony the ones I found, never tried it. But then, reading the controversy I decided to give it a try I and was amazed of it's capabilities. I previously used Bizons a lot, and I can tell that even with a scope attached the Bizon is not that accurate as an MP5 without a laser sight attached to it. Just try it and you will see what I mean. As for the bursts, in the northen regions of Danubia is the weapon of choice for my IMP, who is Autoweapons and Nightops plus Psycho. A mean lean killing machine when equiped with an MP5, regardless it fire it shor by shot or in bursts.
*****SPOILER*****
And you can get a hold of an MP5 as early as day 2, around 03.00 hours, if you attack the "gas runners" in sector A12 and steal them weapons (there are only 3 of them, so it's easy to steal all the 3 weapons if you use the stun grenades, the tear gas grenades and the gas mask you found Atremo in sector A10). One of them is equiped with a CAR-15, another with a MP5 and the chick I dunno, got carried away and just beat her to death without stealing her weapon! Very Happy

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Sergeant
Re: Mike's weapon[message #96763] Sat, 17 April 2004 05:03 Go to previous messageGo to next message
Dagger is currently offline Dagger

 
Messages:58
Registered:January 2003
Location: Brazil
It

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Corporal
Re: Mike's weapon[message #96764] Sat, 17 April 2004 10:18 Go to previous messageGo to next message
alice_spacelab is currently offline alice_spacelab

 
Messages:93
Registered:March 2004
Location: Scotland, UK
Will definitely give the MP-5 a go next game. Too late this time as I seem to have sold them all Smile and haven't found one closing in on Adrian,

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Corporal 1st Class
Re: Mike's weapon[message #96765] Sun, 18 April 2004 03:34 Go to previous messageGo to next message
Boomer is currently offline Boomer

 
Messages:114
Registered:February 2004
Location: In the heart of Transilva...
@HailEris
You won't regret it. I avoided the weapon until now because of the prejudices I had against the MP53 from the original JA2. With that, even Ivan had a hard time trying to hit something. But it's definately the best weapon for the northern part of Danubia. I will try it in the central and southern parts to, but I don't expect much from it with the heavy armored enemies in that regions.
*****SPOILER*****
UPDATE
The "gas runner" chick has an MP5 also, so one can obtain 2 MP5s and an nother CAR-15 (with an additional .223 clip) from the three civilians in that area. From now on, on every new game my routine will be this: help militia clearing A-9 sector, clear sector A-10, stock up with teargas grenades and an gas mask if possible (the later is randomized), then go to sector A-11, clear it from enemies, stock up with more stun grenades and then onward to sector A-12. The "gas runners" are on the western side of the river, near the crates. Best tactic to ambush them is to enter the map in the most northern region, crouch and sneak with your team to the northern edge of the map, then to the east just near the river bank and than advance with them slowly to the south until they spot the civilians. Try to avoid the civilians spoting your mercs, than throw 3-4 stun grenades on their position. When their "stamina" is wated, run with your mercs and beat them to keep them down, steal their weapons and then waste them the way you want. In those crates there must be 4 up to 8 gas canisters and an ALICE backpack. Not a bad loot for day 2 at 02 or 03 hours!

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Sergeant
Re: Mike's weapon[message #96766] Sat, 24 April 2004 01:40 Go to previous messageGo to next message
CoffeeJunkie is currently offline CoffeeJunkie

 
Messages:12
Registered:April 2004
Location: Suomi Finland PRKL
MP5 with all possible attachments is definetely worth using. In fact, I refuse to use any other weapon in the game for night-ops (so far, haven't completed UC). Right now I'm playing a single merc game (IMP, of course, nightops-autoweap.) and I can easily dispatch 20 hostiles during night-time (with UV goggles) without breaking a sweat. BTW, laser scopes seem pretty scarce in UC. I've strolled through 20-30 sectors and found 2 so far... but I only need one Very Happy

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Private
Re: Mike's weapon[message #96767] Sat, 24 April 2004 19:36 Go to previous messageGo to next message
Boomer is currently offline Boomer

 
Messages:114
Registered:February 2004
Location: In the heart of Transilva...
When you restart the game, after you get a hold on an MP-5 from A-12 sector, go straight to the harbor in C-11 and you will find there a laser sight in the first 2 or 3 days.

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Sergeant
Re: Mike's weapon[message #96768] Sun, 25 April 2004 04:22 Go to previous messageGo to next message
xenophon is currently offline xenophon

 
Messages:74
Registered:March 2003
Location: Glos UK
Quote:
Originally posted by CoffeeJunkie:
BTW, laser scopes seem pretty scarce in UC. Very Happy
There's plenty out there. I have a full compliment of 18 mercs and everyone has a laser scope. It often pays to explore out in the countryside, particulary the gunrunning depots.

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Corporal
Re: Mike's weapon[message #96769] Sun, 25 April 2004 23:23 Go to previous messageGo to next message
abradley is currently offline abradley

 
Messages:225
Registered:December 2001
But the MP 5 only accepts the laser, the bizon accepts the ElCan plus laser.

I am a Bizon user, all my troops not having M4A1s are equiped with a Silenced/ElCaned/Lasered Bizon-2 w/o spare ammo. Don't need it because I use it as a backup weapon. One ping shot and a burst normally puts them down.

Haven't checked the Excell chart but everything else sez they're about the same.

PS my main gun is the Dragunov. Tried the SA 80s but two heavy!

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Sergeant 1st Class
Re: Mike's weapon[message #96770] Sat, 05 March 2005 13:28 Go to previous messageGo to next message
brandon is currently offline brandon

 
Messages:37
Registered:February 2005
The site says, that the SA80 is the most reliable weapon "of its type".

The accuracy of this is questionable at best, but you gotta take it in context.

The SA80 is a bullpup rifle (the mag well is behind the grip, as opposed to being in front of the grip), allowing for a longer barrel length, greater maneuverability, etc.

Bullpups are notorious for unreliability.

I wouldn't say the SA80 is much better / as good as some of the other bullpups out there though.

IMI's Tavor is a sweet bullpup, as is Steyr's AUG.

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Private 1st Class
Re: Mike's weapon[message #96771] Sat, 05 March 2005 23:16 Go to previous messageGo to next message
ramfall is currently offline ramfall

 
Messages:405
Registered:January 2001
Location: JAmodsquad, Helsingborg, ...
Quote:
Originally posted by abradley:
/.../
BUt what suprised me was Mike's weapon, in JA2 it was the G11 that most swore by. But the Mod Squad has given him the SA 80 IW whose dur. and rep. are -3 and -5 respectively.
/.../
But why the SA 80 IW for Mike? :confused:
Well, technical reasons really... The removal of the fingerprint ID and the smoketrail from the rocketrifles made it possible to add new weapons to the game. The problem was that the maps where already done, so there where two ways to do that without messing with the maps: merchants and NPC inventory. And I did both. Originally Mike had the LMG version of the SA 80, but then i found a glitch in the fingerprint ID removal - it worked okey when the player was the first one using the weapon (formerly known as rocketrifle) but if a NPC used it first it would still have a fingerprint ID, that rendered the weapon useless!

So, I replaced it with the SA 80 IW (that wasn't equipped with fingerprint ID) and still a very rare weapon. During my trials there were problems getting the merchants that sold the SA 80 -family weapons to appear, so to make sure that at least one of them appeared I gave Mike one.
Well, that's why, really!
:ramfall:

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Master Sergeant
Re: Mike's weapon[message #96772] Sun, 06 March 2005 02:38 Go to previous messageGo to next message
DNA from the Lowlands is currently offline DNA from the Lowlands

 
Messages:337
Registered:July 2003
@ HailEris at http://www.howstuffworks.com they'll explain how a silencer works in full detail.
While you're there don't miss the 'How Machine Guns Work'-link at the bottom. Smile

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Master Sergeant
Re: Mike's weapon[message #96773] Sat, 12 March 2005 12:58 Go to previous message
alice_spacelab is currently offline alice_spacelab

 
Messages:93
Registered:March 2004
Location: Scotland, UK
@DNA from the Lowlands - cheers. How Machine Guns Work was well worth a read.
:ok:

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Corporal 1st Class
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