Jagged Alliance 3

Jagged Alliance 3

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Pinned Down
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12 aout 2023 à 13h57
25 aout 2024 à 13h37
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Pinned Down

Description
This mod introduces a suppression system, which is reflected in 5 new combat effects. While a counter tracks the suppression for each unit in the background, your units and opponents can acquire the following statuses:

  • Shot At
  • Under Fire
  • Under Heavy Fire
  • Suppressed
  • Pinned down

The higher the status, the fewer APs are available to your characters in the next round and, in the case of interrupts, also in this round. In addition, units run the risk of panicking or going berserk.

However, not every enemy and Merc reacts exactly the same to fire, but depending on experience or psychological constitution, have a certain resilience to suppression. Also, someone in good protective gear feels safer in a hail of bullets than someone in jeans and a t-shirt.

If the suppression is too much or too little for you, you will find two sliders in the mod options to influence it.

I recommend to set the suppression multiplier in the mod options to 200% to get a realistic suppression simulation.

The whole thing was tested with the vanilla version of the game, but it should also run with mods that don’t change the vanilla character property “Suppressed”.

Mods can also easily override the suppression values of weapon types and combat actions.

If you find that the balance still needs to be tweaked, or you stumble upon a bug, please let me know.

Known Issues

Sometimes it can happen that someone who appears a little further away also receives suppression. This happens when a bullet hits quite far from the shot and the unit is nearby. This would be avoidable, but the game has to calculate quite a lot for this mod and it is rather the exception.

Thanks to everyone on the JA3 Modding Discord. Especially to audaki_ra and Tobias for their help.



Version: 5.01-1282
Discussions populaires Tout voir (2)
3
23 oct. 2023 à 7h13
Good mod! Bunch of questions..
gribelo
0
9 déc. 2023 à 16h25
I am getting this error in the logs, IDK if it actually breaks anything
Lucjan
88 commentaires
Gladius Victorius 15 janv. à 16h38 
Think i fix it have change all Settings to 100% and now all get Pinned down right.Not sure why but if i set only the enemy to 100% it dont Work i must change even general NPCs to 100% to see my Mercs that Pinnes down the Enemy.Maybe a Mod conflict so the mod dont understand ho is the Enemy and count all as Normal NPC?Im Using Mods that change the Enemys and the Number possible it conflict then
permanent666  [créateur] 14 janv. à 12h56 
@Gladius Did you change the percentage modifiers?
Gladius Victorius 1 janv. à 13h21 
Not sure if it right but i have many Times that Surpression dont work on Enemys i can shoot how much i want on them they dont get any status much more the soldiers in late Game.If my Militia shoot on them the status change come fast up but not when my Merc shoot on them.And on the other side side if Soldiers shoot on my Militia they near instant Pinned down even if they dont get hit.And then another thing i notice is when my Militia Pinned down an Enemy or any other state when my Merc shoot on the same Target it reset the state to normal always mean if the Enemy is Under Heavy Fire as exemple it turn after the Shoot to nothing same as he was never shoot
alfn86 4 nov. 2024 à 13h22 
Just passing by to say your mod is awesome!
There is no gameplay for me without it!
I enjoy your mod so much that I made it mandatory for my own mod!
Really man, yout mod is simple yet very effective in adding more complexity to the strategy without being pedantic/overcomplicating
Wonderful mod!
=D
EliteForceQc 18 juin 2024 à 9h29 
Flashbang only apply the first stage of the status list (shot at). They apply tired but no supression.
Monir 29 avr. 2024 à 6h04 
I'm playing with Rato's GBO and TACTICAL AI and I strongly suggest to tune Pinned Down with 200-150-150 chances in the settings to reach the last stages of suppression.

You will barely go beyond the "Shot at" stage with vanilla settings even with a full squad doing full auto on a foo.

@ permanent666 : I would like to report that groin shots don't do anything with this mod. In vanilla they apply the Suppressed status which is a -4 AP until next turn. With this mod it looks like it counts as a regular shot.
rakovskymaybe 15 avr. 2024 à 7h12 
@permanent666 thanks, I turned the suppression up to 200% and that feels right to me.
permanent666  [créateur] 14 avr. 2024 à 9h55 
@rakovskymaybe. There is a suppression meter in the background and every shot counts toward this suppresiionmeter. If it reaches a certain threshold you will get the coresponding status effect and the APs will be removed instantly. So at the beginning of the turn the suppression meter will get down again and if there is remaining suppression the status will be set accordingly. I already got reports that suppression is not strong enough. Please use the mod options for now to increase it as I do not have time to test it at the moment.
rakovskymaybe 14 avr. 2024 à 8h28 
Actually no, using Pinned Down along with Rato's Overhaul and Tactical AI, only "Shot At" appears and seems to have an effect, although the icon goes away before the start of the turn. Otherwise none of the other suppressive effects activate. Also the autofire option on automatic weapons says it applies suppressed, which the tooltip describes as a "0 AP" penalty.

Using Pinned Down alone, the effect does not seem to trigger at all but I have not tested that deeply. I thought even pistol shots were supposed to apply the first level.
rakovskymaybe 13 avr. 2024 à 18h01 
I seem to be having the same issue as p6kocka. The status effect activates but the icon does not appear. Good mod otherwise though.