Home » JAGGED ALLIANCE 3 » JA3 Combat/Weapon Academy » A JA3 weapons summary (Weapons that work and weapons that don't)
A JA3 weapons summary[message #365425]
|
Sun, 16 July 2023 13:31
|
|
Shanga |
|
Messages:3479
Registered:January 2000 Location: Danubia |
|
|
Pistols
They are supposed to be the ideal sidearm but dont work. Game dumps you vs AKs and Gehwhr 98 snipers from day one. Burst fire seems to be quite accurate. You puny pistol will be outgunned hard. All they're good for so far is to scrap and get pipes to upgrade the range of your rifle.
SMGs
Here I am on the fence because I would love to use them and they're definitely a better choice for a side arm than a pistol. Also Uzi and the MPs use the widely available 9mm ammo. But the game has hardly any penalty for CQB for long weapons (I can headshot an enemy with a sniper a tile away, why would I switch to a smg and do 9-11 dmg?)
Rifles
You get loads of Gewehr 98s, a damn fine rifle. Toggle SpoilerOn the starter island, in the sector with the cave, there's a mass grave with loads of rifles; you get a small morale drop for looting them, but there's enough to go around for a full squad . Kit it out and becomes a valid sniper rifles until mid game. Only issue is the ammo (7.62 NATO), but you'll soon find Winchester 1894s that work with .44 and are equally good. The game drops a lot of M24 fully kitted sniper rifles on you rather soon and only then you can say they become obsolete.
Shotguns
So far found only two, a handcrafted single shot one and a most common double barrel. If CQB had worked (meaning the AI wouldn't desperately try to keep fight at extreme ranges most of the time, even some shouting to "keep your distance") then shotguns would be vicious against groups. The double barrel option to dump both shots makes it so far the best finisher in CQB so it's a good sidearm. Its only downside is that you can't perform "run and gun" or "move and shoot" special actions with it.
LMGs
Again, game dumps one on your right from day one, when you are sent to recover an MG42 from the cave.
Toggle SpoilerNot sure what the penalty is for NOT giving it back to the dude who sent you to retrieve it, but I couldn't care less.
The fact that you can set it up in an automatic, multiple shot overwatch, it is life saving against hordes of incoming enemies. It has an OP accuracy for burst too. Only downside, burns ammo damn fast. Same with the RPK-74, equally good, burns ammo fast (I keep both and switch according to ammo supply). Also must note that it needs to be fire from prone so an clear fov is a must or you'll shoot your cover.
ARs
The most common is the AK-47, insanely good for start weapon. Can be kitted to be silent too. Its only major downside is that if you use it as single weapon to save ammo it's no fun and AP is way too high to count vs AIs that keep using bursts against you. Other ARs are pretty rare (found a Galil, M14s and a FN-FAL) but they suffer from a severe lack of NATO ammo (5.56 in particular). It is the squad weapon of choice whether you like it or not.
Melee
You have a machetter and some knives. But without a plan and go and with a 360 view angle stealth is very hard with melee. So unless you want an extra hard challenge, you'll end up scraping them. Too bad. Same goes for unarmed punches, it is a nice thing it's an option, but you won't win a fight vs an AK dude. I did notice there are some crazy pumped up melee AIs that once they get in close range with a knife they do like 50 dmg, in a sort of a berserk mode. Good for them - I reloaded and blasted their heads off before they even made a step.
[Updated on: Sun, 16 July 2023 13:50] Report message to a moderator
|
|
|
|
Re: A JA3 weapons summary[message #365427 is a reply to message #365425]
|
Sun, 16 July 2023 13:49
|
|
Shanga |
|
Messages:3479
Registered:January 2000 Location: Danubia |
|
|
A word on attachment system
It's a lot of fun to kit out your favorite weapon. Definitely a + over the standard JA2 system. You can alter the stock, the magazine, the aim/scope, change the barrel, handguards, bipod, underslung attachments, side attachments and silencers/flash hiders. Of course, weapon specific. Older weapons have a limited set of mods, new stuff can be customized to your heart's content.
Only gripe I have is that removing an attachments, even a simple one such as a scope, destroys it. Seems like all are superglued in place. You get back a tiny amount of parts too, which sucks.
What about ammo
Without Bobby Rays, you have only a handful of sources. One is buying from the atrociously bad trader NPCs who offer you one random item at huge prices. Another is finding a crafting sector and using you explosive guy to make ammo from Operations (like training militia action, but only available in certain sectors). With 1 gunpowder you can make 30 bullets. Other more advanced ones require scrap parts or grenades. So don't wasted your light sticks before you check the recipes.
[Updated on: Sun, 16 July 2023 13:55] Report message to a moderator
|
|
|
|
Re: A JA3 weapons summary[message #365450 is a reply to message #365427]
|
Mon, 17 July 2023 12:56
|
|
AndrewCC |
Messages:2
Registered:July 2023 |
|
|
I don't like this game's weapons at all.
I started on the "veteran" difficulty, and it seems to play more like a Fallout game when it comes to loot: ammo is scarce, some is very hard/expensive to craft (you need 30 parts to craft 30 5.56 bullets, you get 10 parts from scrapping an 100% condition AK47), and you barely get any loot, be it weapons or ammo from killing groups of enemies 2-3x the size of your group.
Weapons have that thing I very much dislike, where burst and full auto do garbage damage/bullet, f.e: AK47 does 24dmg/single shot, 3x10dmg for burst shots, and like 10x4dmg for full auto, so burst and full auto are nearly useless, when you can try for a headshot and hope for a crit instead. Burst is very innacurate when your guys do it, I have never, in 15 battles, hit with more than 1 bullet out of a 3 round burst, even point blank. Full auto is a joke and only usefull to supress enemies (-4AP) at the cost of 10 bullets and your mercs full turn, you will do no damage, and can't even kill a single enemy point blank.
For example, I had 2 snipers: Kalyna and my IMP, and they had, each, 10x as many kills as the rest of my 6 man squad combined. I finally caved in and gave Fox (!!) a Gewher98 so she can actually be usefull. Steroid and Grizzly with AK-47s had barely any kills. Grenades are pretty good for destroying cover, but do barely any damage, about as much as a singleshot bullet from AK. Barry has a special kind of shaped charge grenade only he can craft, that is insanely powerfull, doing 60-70 damage in a cone away from him, I killed a group of 8 guys in a single throw with one of those by surprising them.
Weapon mods are horibly implemented, they are stat upgrades to the weapons, not individual items, so you can't take attachemens like scopes and bipods off a looted weapon to put on your squad's guns, even between the exact same weapon type.
I'll wait for mods to maybe fix it, but I ain't holding much hope.
Report message to a moderator
|
Civilian
|
|
|
|
|
|
|
|
|
Goto Forum:
Current Time: Sun Dec 08 08:31:47 GMT+2 2024
Total time taken to generate the page: 0.01119 seconds
|