Home » PLAYER'S HQ 1.13 » v1.13 Combat/Weapon Academy » "Best of the Best" - 1.13 Weapon Comparison Guide
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #203815]
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Thu, 11 December 2008 14:05
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cougar |
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Messages:254
Registered:March 2000 |
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There's a ton of weapons that have an unique caliber but they actually fill a specific role unlike the KAC.
Just off the top of my head:
Steyr ACR. Interesting caliber and weapon, and a light weapon with an incredible range.
VSSK Vychlop. Subsonic antimaterial sniper rifle.
Metalstorm. Unique weapon and ammunition.
UDAR. Funny "shotgun" pistol, close defense.
Barrett M82a2. UB weapon (right?).
.38 Special. Let's not forget this, standard vanilla weapon.
I really think each of those weapons actually add something to the game that wouldn't be possible without a new caliber.
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Master Sergeant
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #203890]
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Fri, 12 December 2008 09:52
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FalconArrow |
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Messages:6
Registered:February 2008 |
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I'm cool with those caliber conversion kits. (Unfortunately, I am not aware of any pictures of said conversion kits.) Can the PDR-C and PDR-D both be in this as well? As for the Magpul PDR... how good is it compared to a suppressed carbine? Considering that that's essentially what it is, a "subcompact" bullpup carbine.
By the way, I want to thank whoever statted the MP7A1; it's a wonderful sidearm. When I had my five-person team of an I.M.P., Ira, Hamous, Shank, and Reaper assault northwestern Alma (H13), it allowed Reaper to simply off-hand his HK417, draw his MP7A1 and immediately end the enemy soldier right next the door that Reaper had just entered. It seems that with the MP7A1 he makes an ideal "first through the door" point man for the stack.
P.S. What slots can hold a suppressed MP7A1?
P.P.S. For future reference, my characters exclusively use aimed semiautomatic fire, throwing knives (light and heavy) or melee knives.
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Private
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #203968]
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Sat, 13 December 2008 15:23
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deadpoet |
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Messages:9
Registered:November 2008 |
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In my experience an MP holster can't hold a suppressed MP7 because it's too long, so you'll have to stick it in the weapon slot or backpack etc. I love the MP7 as well, it's almost as fast as the FN Five Seven and is a great secondary weapon. If you use it with AET ammo it really cleans house.
AET ammo is interesting as it is basically the only thing that makes SMGs and machine pistols viable in the end game.
I do wonder about the in-game range of the FN P90, in my opinion it's far too much when you compare it to the MP7 which uses a similar type of ammo.
BTW has anyone else found that it's almost not worth using bolt-action sniper rifles? The only bolt-action I use is the DSR-1, other than that I always equip my mercs with the M21 EBR because it is pretty much superior to all other rifles. The XM-8 Sharpshooter variant with 10x scope and Match ammo is also fun, but it lacks the required hitting power at long ranges.
[Updated on: Sat, 13 December 2008 15:25] by Moderator Report message to a moderator
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Private
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #203971]
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Sat, 13 December 2008 17:01
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Thor |
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Messages:423
Registered:February 2007 Location: Belgium |
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I prefer the Knight SR-25 - light, silent, quick, and with the right ammo also deadly...
780m and with a scope 40 Dmg...
Because it is so light I can combine it with with a Sig 542 and a glock 18 with AET for close range...
With good armour and good equipment that comes to 40-50.000 dollars, I know but in retail you'll manage with 30-40.000. Hell of a merc, though.
With the glock 18 AET I had the experience of killing 8 guys in 2 turns in a night-opp open field battle.... (with match sight, silencer, reflex sight, and lam-200). Also light, quick, silent, and deadly, I guess, for close range.
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Master Sergeant
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #209730]
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Thu, 05 March 2009 07:45
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usrbid |
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Messages:1506
Registered:December 2008 |
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Hi olivier, The Aimpoint Projector gives you a 25 to hit bonus at a range of 400 feet and also has a 10% AP reduction. The Aimpoint Projector is somewhat of a combination of a Rifle LAM (20 to hit at 300 ft.) and a Reflex Sight (20% AP reduction). I have an overview summary of the attachments here if you are interested: http://jaggedalliance2.pbwiki.com/Weapon-Attachments?mode=print.
The Battle Scope only gives 15% to the to hit calculation per AP you spend, and it only allows you to spend 4 AP for aiming (for assault rifles). A Sniper Scope gives 20% and allows to spend (I believe) up to 8 AP on aiming. So there is a huge difference between the two scopes and weapon types (G3 Vs sniper rifle) based on the APs you can spend.
When you spend extra AP on aiming the following things contribute to your to hit calculation: 1. weapon accuracy, 2. bipod bonus (when prone, 10%), 3. scope bonus, 4. laser bonus (modified by best laser range), 5. marksmanship, 6. level (and there may be more).
Comparing the G3 with an M24: The G3 only allows you to spend 4 APs on aming, it has an accuracy of 5%, the Battle Scope gives 15%, the Aimpoint Projector gives 25% (at 40 tiles), this gives a total of 45% times 4 AP, so this gives you 180.
(Please remember that this number is part of a larger calculation, depnding on your MRK, LVL, range to target, obstructions between you and the target, you may not get 99%.)
While an M24 is slow, it has a 7 AP reload, it has the following stats: accuracy of 12%, the Sniper Scope gives 20%, the Insight LAM gives 10% (at 10 tiles), this gives a total of 42%. However you can spend 8 AP, giving you a total of 336.
If you are using a bipod prone you get an additional 80% with the M24 while the G3 gives you only 40%.
You will see the difference when you use a soldier with a low marksmanship (and low level), like Gasket for example, he will be able to hit the torso of an enemy at 99% at 30 tiles, while he won't get all the way up to 99% with the G3 (even using gun barrel extender, match ammo, and aimpoint projector).
Hope this helps.
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #213920]
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Thu, 23 April 2009 14:11
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Shadooow |
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Messages:109
Registered:April 2009 Location: Czech Republic |
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Hi Headrock, thank you for the topic it's excellent reading, however it wasn't so usefull to me.
First thing is now Im playing with latest single click installer so there is EDB and 100AP which changes a lot.
Second thing is however fact that as it is now, anything what matter is range.
With sniper rifle or LRAR, if I aim, I can see enemies far half map from me. Thats totally imbalanced as enemy can't see me even if he aim. So my tactic in every sector was, get into strategist advantage position, get all my 6 sniper lay and aim and start shoot. Enemies just running to you and try to spot you. Well they could never get near to me to spot me, and only then other enemies could fire from their sniper rifles. Even in woods, almost everyhere was some place where was possible to make sniper party. In locations near Meduna, I needed 2 sniper team, as that elites stand up more then 1 headshot. But it worked there too.
I always chosen my rifles by range, so those with high strenght had except sniper rifle first FN FAL then on your recommendation SIG and GALIL. That was sufficient for every battle I went, even to night ones. With FN FAL, I needed only 2 shots to kill enemy, so when it did big noise, I had no problems to shoot any enemy that come for me.
Basically, later in the game I never had usage for pistols, smg or carbines. IMO thats not good and somewhere is wrong, guess it's not in me though .
I agree that Surf Zone or Magpul are good weapons, but they are useable only in night events or when you defending small room where you wait for enemy. LRAR however was sufficient with these events too, and they success in cases that enemy crossed sniper lines and spotted me from side where my snipers didnt aim. There Pistol, SMG, Carbine wasnt help me at all.
Also I agree with your opinion for heavy MG, they are useless and I found usage for them only in insane difficulty at night.
One more point from me for sniper rifles. I gave half of my team bolt-action sniper rifles and second half semiautomatic sniper rifles. All of them had their markantship skill very high 95-100. And I'll tell you that accuracy bonus is useless, both merc hitting same way. If I spent all aiming, it was 99% hit, if I didn't they often missed, but event mercs with bolt-action snipers...
So my conclusion is that you can fire only one clear hit shot each round, however if you have bolt-action rifle, first round, you can fire (if you rechamber there you will spent all bonus AP to second round which will get same result), second round you have to rechamber, so 18 AP left you, and thats enough for one shot, so third round you cant aim all APs or you cant shoot, just rechamber and wait. Semiautomatic however can shoot one clear shot even every third round.
So in the end of the game, only bolt-action I used was Erma for again, range and KSVK (that damage is worth it).
EDIT: which makes also ambidexterous speciality useless.
PS. I always thought heavy weapons are especially machine guns, maybe that would help them. I see no reason why speciality heavy weapons give bonus to mortars and rocket launchers...
[Updated on: Thu, 23 April 2009 14:16] by Moderator Report message to a moderator
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Sergeant
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #213928]
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Thu, 23 April 2009 14:47
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cougar |
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Messages:254
Registered:March 2000 |
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ShaDoOoWPS. I always thought heavy weapons are especially machine guns, maybe that would help them. I see no reason why speciality heavy weapons give bonus to mortars and rocket launchers...
Just guessing here, but it could be because they ARE heavy weapons. Machine guns get enough bonus from autoweapons, especially if the wielder is an expert. They are also much more useful now with HAM suppression.
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Master Sergeant
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #213937]
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Thu, 23 April 2009 16:02
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Starwalker |
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Messages:759
Registered:October 2005 Location: Hannover, Germany |
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ShaDoOoWOne more point from me for sniper rifles. I gave half of my team bolt-action sniper rifles and second half semiautomatic sniper rifles. All of them had their markantship skill very high 95-100. And I'll tell you that accuracy bonus is useless, both merc hitting same way. If I spent all aiming, it was 99% hit, if I didn't they often missed, but event mercs with bolt-action snipers...
Did they all need the same amount of aiming, or did the bolt-action users reach maximum earlier (less aiming clicks)?
BTW, pistols are still useful inside buildings, unless you use those large-caliber handcannons.
Sniping has already been nerfed a bit by giving an aiming penalty to those mercs that have low marksmanship and/or low level, but nerfing the guns themselves would turn them into the crap they are surely not.
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #213939]
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Thu, 23 April 2009 16:12
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Shadooow |
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Messages:109
Registered:April 2009 Location: Czech Republic |
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Quote:
Did they all need the same amount of aiming, or did the bolt-action users reach maximum earlier (less aiming clicks)? I meant that they all need to aim maximum possible clicks, but never notice if boltaction need lesser clicks, try to check it.
Quote:BTW, pistols are still useful inside buildings, unless you use those large-caliber handcannons. Well IMO not . I get same result from FN FAL with Reflex Sight, with Pistol i needed many shots, and IF target was elite and heavy armored and pistol didn't hurt him so much, I lost interrupt and he thrown stun grenade and game was over. With LRAR two non aimed shot to head was sufficient, and that cost almost same as with pistol.
BTW Im not so far in game with new game with 100AP so that could be changed. These are my conclusions from latest stable build from wiki.
[Updated on: Thu, 23 April 2009 16:13] by Moderator Report message to a moderator
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Sergeant
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #213941]
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Thu, 23 April 2009 16:17
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Starwalker |
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Messages:759
Registered:October 2005 Location: Hannover, Germany |
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ShaDoOoWQuote:BTW, pistols are still useful inside buildings, unless you use those large-caliber handcannons. Well IMO not . I get same result from FN FAL with Reflex Sight, with Pistol i needed many shots, and IF target was elite and heavy armored and pistol didn't hurt him so much, I lost interrupt and he throw stun grenade and game over. With LRAR two non aimed shot to head was sufficient, and that cost almost same as with pistol.
BTW Im not so far in game with new game with 100AP so that could be changed. These are my conclusions from latest stable build from wiki.
Pistols cost (almost) nothing to ready, whereas other guns cost more to ready the longer and heavier they are. And AET ammo should do quite some damage to armored enemies. I admit that pistols in the late game are only good when loaded with AET or SAP/XAP ammo, if available for that handgun. A laser and a reflex sight are a must on a pistol.
I had situations where 2 shots from a pistol could do what a single shot from a longgun could not, due to pistols being much faster.
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #214287]
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Mon, 27 April 2009 08:35
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adamsun |
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Messages:175
Registered:January 2002 Location: MA, USA |
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Hi, Headrock, it is very helpful. Thanks!!!
I am playing version 2445(100AP). I am a night operation guy, therefore Rifle-LAM-Flashlight Combo(Best laser range 30 and Night vision range modifier +2) is one of the must-to-have attachments. It really make the difference in night, saves a lot of AP with sure hits.
I will try EBR stock(as mentioned in your study), but if it adds 5.7lb weight to M21, then it is not practical. I will buy or capture Knight SR-25 to replace M21. It also means Knight SR-25 is better than M21, at least to me.
I am also replacing Valmet M82 with Tavor TAR 21, SIG SG55, FN FAL OSW... due to this attachment.
To me, any 5.56mm or 7.62x51mm weapon that cannot have Rifle-LAM-Flashlight Combo will not be accepted.
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Staff Sergeant
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #214306]
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Mon, 27 April 2009 16:18
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cougar |
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Messages:254
Registered:March 2000 |
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Mauser
at a close second comes the M21EBR with a barrel extension. allthough i deem barrel extenders unrealistic for rifles, the M21EBR with extender and match ammo makes for adamn fine and fast DMR with battle scope/reflex sight combo.
Why put a barrel extender on it if you are going to cripple the range with a battle scope? Wouldn't it make more sense to put on a suppressor, bipod or a laser module of some kind (so it can be more effective at close range)?
Maybe the item mod changed the range (or effectiveness of the battle scope) but if I remember correctly the range of the M21 is something in the neighborhood of 70-75, if you add match ammo and extender that will go up to nearly 100. Unless the item changed range of either the M21 or the scope how is that increase helpful to you?
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Master Sergeant
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #214388]
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Tue, 28 April 2009 01:41
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adamsun |
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Messages:175
Registered:January 2002 Location: MA, USA |
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Hi, Kaerar, thanks for the tips. :wave2:
I will check them out one by one.
I also downloaded HAM3.1, hope this one has new JA2.exe too.
I was 7 days in 2445 version and now is 1 day in HAM3.1 version.
I guess it will take some time to collect all the good weapons.
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Staff Sergeant
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