Home » SIRTECH CLASSICS » Jagged Alliance 2 » Jagged Alliance 2 General » Weapon Attachments
| Weapon Attachments[message #39348]
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Tue, 18 April 2006 01:42
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Druigey |
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Messages:6
Registered:April 2006 Location: Twin Cities |
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Well, I've finally gotten to a point where I have the aluminum rods, steel tubes, springs, quick glue and duct tape.
I've apparently failed to absorb the trick for merging the items. I'd read it as combining the quick glue and duct tape with the aluminum rod and expected the procedure to be the same as adding a scope to a rifle. However the boxes are greyed out. Where did I screw up?
Also, most of the rods I have are around 75%. Are these repairable by an NPC mechanic? My merc repairmen don't seem to be able to fix them?
Or, does it matter? Will a 75% rod adversely effect accuracy or will it just not achieve the maximum range improvement?
Thanks!
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Private
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| Re: Weapon Attachments[message #39349]
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Tue, 18 April 2006 01:55 
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| Headrock |
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Messages:1757
Registered:March 2006 Location: Jerusalem |
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Nono, you are mistaken.
A) Rods and springs cannot be repaired. Don't bother. These two can be combined (no matter how damaged) by any merc, to produce "rod&spring" which is a permanent attachment that can be applied to most if not all firearms (by mercs with good mech skill, otherwise you risk damaging the weapon!). This attachment reduces firing AP costs by a certain amount (one eightth, I believe, rounded down).
B) Duct tape, Glue and a Steel Rod makes an extended barrel attachment, which can be fitted to most if not all weapons as well. This makes the weapon have a longer range, meaning that it is more accurate on the whole. This is not the same as sniper scopes - scopes give a +10% chance-to-hit for every 1 AP you spend on aiming the weapon, while extenders give a bonus which is based on range-to-target, thus it is unrelated to how many APs you spend. Extenders that get worn with use have greater chance of falling off mid-shot, which makes the shot miss entirely, and separates the extender from the gun.
Both Rod&Spring and Extenders can be repaired by anyone with mechanics skill just like repairing anything else. They get automatically repaired if they are either in your inventory or already installed on a weapon in your inventory. Extenders that fell off must be refitted to re-apply their bonus to the weapon.
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| Re: Weapon Attachments[message #39352]
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Wed, 19 April 2006 04:33 
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LegacyOfApathy |
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Messages:101
Registered:September 2004 |
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I save up all my barrel extenders for the short range weapons, a barrel extender would do buggar all for an RPK or C-7.
Although it may be unrealistic, I found out not so long ago that a 'super shotgun' A shotgun with a sniper scope, rod and spring, laser sight, and barrel extender is pretty much the best weapon in the game (except for areas where enemies hide behind rocks and trees. Thus, its still mostly useful in Cities and tunnels.
Before my old computer died, I made it all the way to the outskirts of Meduna with Kitty, the shotgun and stealth expert.
It does great damage to elites too (aim for the chest). And after the enemy runs out of breath or faints, you can keep shooting them.
By far the most important weapon attachment in my opinion, is the sniper scope. For me, its the diffrence between getting 90% headshots, or not hitting at all.
I attached the tape to the steel tube, and then the quick glue.
Don't worry about the attachment parts, once you put them together an make a rod and spring or barrel extender, than you can repair them.
And even though I usually like to hire Trevor to put my guns together (used speck in JA1). You can still do it with Gasket or a 85 mechanical merc. Just that they will be more likely to damage the gun while forcing the parts into it... Have them repair the thing after the parts are attached, and It'll be as good as new.
And Yes. Barrel extenders are usually a no no on guns with burst fire, or ones that already have long ranges (30's and 40's)
I repair my guns after every battle ^^ I'm obsessive compulsive and love having everything in perfect condition.
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Sergeant
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| Re: Weapon Attachments[message #39360]
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Thu, 20 April 2006 05:41
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| Headrock |
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Messages:1757
Registered:March 2006 Location: Jerusalem |
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LOL I don't trust those, unless they're FREE. Usually I get very far in the game with Ira and Dimitri (or counterparts from UC), their stats don't hit the sky, but they turn useful at some point.
Usually though, Ivan is enough to blaze through the game either with the IMP or entirely alone (I have yet to do solo in Expert, I still have to drag along the rebel mercs for fire support ). If I get more mercs, they'll always be from the top tiers, Trevor and Static are pretty much the lowest-end mercs I take, with Scope, Lynx and Shadow being highest-end. I'm a sucker for headshots.
P.S. I don't know if this was the same in vanilla JA2, but in Urban Chaos when Trevor got to level 9, he already cost 90k per two-weeks, while Ivan was a measly 65k at level 10! What the Fudge!
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