Jagged Alliance 3

Jagged Alliance 3

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Rato's Gameplay Balance and Overhaul 3
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5.353 MB
16 Aug, 2023 @ 4:02pm
15 Mar @ 3:51pm
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Rato's Gameplay Balance and Overhaul 3

In 1 collection by rato
Mods to go with Rato's Gameplay Balance and Overhaul
17 items
Description
Rato's Balance and Overhaul:

Big thanks to playtesters for giving valuable feedback:
  • mousetrapreplica[TSC] - who has been playtesting this mod since almost the beginning
  • Starbuck
  • Caladan
  • Player One
  • infiniteMotion
  • redparadize
  • KreNich
  • c2crtw
  • and many others

Also Toni and MantisClaw, gun experts from Discord

If you want to buy me a coffee you can do so here: https://www.buymeacoffee.com/rato_modder




This mod aims to provide a balanced but very challenging experience, improving depth of gameplay, increasing lethality and incorporating some realistic mechanics. Auto fire modes have full bullet damage, and single shots have more chance of critical hit.

Please use a fresh savegame with this mod, so that the components will have their proper effects and to avoid bugs.

It is also recommended to not use an Ironman mode save


It also very important to exit the game completely after selecting all desired mods, and opening it again, to prevent bugs.


Compatibility patches:

  • NEW - Compatible with Revised Mags II

    With ToG. Add Tons of Guns
    https://steamproxy.com/sharedfiles/filedetails/?id=3101203757

    If you have ToG and ToC loaded, this mod will use some custom visuals for the added scopes. Recommended

    Compatible with Descriptive CTH




    Penalties can be customized in mod options

    Gun overhaul overview:

    • Aiming Rework: Mercs with low Hand-Eye Coordination (Dex + Marks) will get less benefits from aim bonus.

    • Shooting Stance: you need to spend AP to shoulder your weapon to aim. This will create an angle where you can shoot more accurately. If you aim outsde the angle, you must spend AP to rotate. Unaimed shots now have Hipfire penalty. 1 aim level shots have Snapshot penalty. Component weight or barrel length can reduce shooting angle. Inspired by Wax's mod.

    • Weapons have rotation angles based on real life weight and barrel length.

    • New mechanics and components permit you to make your weapon into a hybrid: rip the stock off your rifle to make it deadly and fast at close range - like a SMG -, or mount a sniper scope and heavy barrel to have precise single headshots at a distance.

    • Correct magazine and expanded magazine sizes.

    • Weapon calibers are realistic, so two weapons with the same caliber will have very similar damage. There is room for variations depending on the class of the weapon or other aspects.

    • Penetration depends on the caliber.

    • Weapons classes were changed to dominate a specific range and have a specific function.

    Ammo Overhaul:
    • 5.45 rounds now have tumbling effect, which increase critical chance
    • 5.56 rounds have fragmentation effect, which increase critical damage
    • AP rounds now have decreased critical damage and increased recoil
    • Match rounds have increased aim, range, and Critical Scaling
    • Tracer rounds apply Marked, Revealed and are easier to compensate recoil
    • HP rounds now have increased critical damage (instead of chance)

    Gun Stats Info:

    • Recoil penalty determines how much accuracy degradation your burst attacks will suffer. It also influences the persistant recoil for single shots in a turn.

    • Hipfire penalty determines the penalty when you shoot with 0 aim levels.

    • Snapshot penalty determines the easiness of rapidly aquiring new targets. Will apply a penalty when shooting with less than 3 aim levels. If you are attacking the same target as your last attack, this penalty is negated. It is also important for Overwatch and Mobile attacks accuracy.
    For these stats, the lower, the better.

    New systems based on attributes

    New multishot systems

    Full damage in all forms of Automatic Fire

  • New recoil system :

    CTH is decreased shot by shot.

    Scales with Strength and Marksmanship, different scaling for calibers. All calibers have a Recoil Breakpoint in Str: if you are below this str level the penalties will be even higher per point. It also represents a flat component of the recoil, so the higher the breakpoint, the higher will be the overall penalty to hit.

    Only the first bullet will benefit from Aiming bonus.

  • Autofire: shoots 10 bullets, has fixed AP cost, can be aimed once.

  • MG burst rework : Shoots 6 bullets. Strength has more impact on determining accuracy of the MG.

  • Run and Gun reworked: lethal at close range, has big accuracy penalty at distance. The move range depends on agility and bulk of the weapon

  • Pindown reworked: now it is called Snipe. Grants an attack with maximum aim levels, extra critical chance, reduced penalty to hit body parts and that bypasses low cover. Synergic with scoped weapons that have increased max aim levels.

  • Shotgun Pellets: Shotguns will fire individual pellets, each ballistically simulated. Added Slug shots as well.

    Other changes:

  • Dual Fire rework: Max aim = 1, AP cost reduced. Dexterity reduces penalty. Higher penalty at distance.

  • Low Cover effect is increased.

  • Sight Radius is increased.

  • Shot Crit bonus: firearms have critical bonus chance that scales with Dexterity+Marksmanship. The effect is based on aim level. Single shot have significant more scaling.

  • Targeted shot bonus reworked: Applies when fully aimed. Scales with Composure (compost of Marksmanship and Wisdom). Snipers have better scaling. Single shot has better scaling.

  • Melee range shooting penalty: long barrels make it harder to hit at melee range, while short ones make it easier.

    Scope and component overhaul
    What really makes a sniper weapon? A precision scope.

    Scopes now give a high range bonus. They come in 5 magnification scales. The higher magnification scopes now give a penalty when shooting at close range. The penalty is proportional to the bonus range, and get progressively higher the closer you are to the target.


    Stealth overhaul:

    Suppressors no longer completely silence your gun, they cut the noise radius by half. To effectively sneak, you need to use Subsonic ammo now, a type of bullet designed to travel slowly and be less loud.

    It's harder to do a stealth kill on aware opponents.

    Enemy detection range is increased.


    Optional Addons (Recommended):

    https://steamproxy.com/sharedfiles/filedetails/?id=3028029624 Wounding Overhaul

    https://steamproxy.com/sharedfiles/filedetails/?id=3253652174 NEW Explosives Overhaul 2.0

    https://steamproxy.com/sharedfiles/filedetails/?id=3087514348 Cash economy customizer



    Version: 3.58-12574
Popular Discussions View All (23)
202
26 May @ 12:59am
Feedback
mousetrapreplica[TSC]
40
30 Dec, 2023 @ 10:45am
GBO+ToG playthrough impressions
Caladan
24
31 Oct, 2023 @ 4:50am
Couple of questions..
gribelo
827 Comments
rato  [author] 29 Nov @ 6:45am 
I deleted a comment by mistake, elenhil was saying that the shotgun bug is known one, but no fix in the works for now.
Peterowsky 16 Nov @ 12:34pm 
Also it appears that sometimes when I try to fire a shotgun, I use the AP but no shot is taken at all.
Peterowsky 16 Nov @ 11:26am 
I'm having a hard time on Commando difficulty, with opponents having really high AP it seems (comparing to mine). Is the mod meant to be balanced for First Blood?
rato  [author] 13 Nov @ 4:19pm 
@SumFatGai, that is intended. It was changed when I unified all the .44 into .44 magnum, to prevent ammo item bloat. the Peacemaker is balanced around other stuff, like low aiming, single action mechanism, recoil etc
SumFatGai 5 Nov @ 10:38pm 
JA3_commonlib was recently updated, and when using this mod (I've disabled all other mods and slowly checked), at least one of the weapons seems to have changed. The basic Peacemaker handgun now has stats of a rifle with 26 dmg, even mentions requiring 71 STR to handle.

Appreciate if it could be addressed, else this mod seems unusable.
Rubezagel 8 Oct @ 4:40am 
Don't think it matters much with real sniper rifles, you'll only get one aimed shot per turn anyways, and I think I think recoil resets on a new turn, can't remember.
If you need repositioning it'll definitely reset, but you probably won't be able to take an aimed shot.

Recoil matters most for auto weapons or for lighter marksman rifles where you want to take 2-3 shots with little aim. Cause the recoil raises the aim AP cost.
Obviously same thing for shotguns you'd want too shoot twice, or for handguns like a desert eagle, a low STR mercenary will have a hard time with follow up shots. Better go for a silenced 9mm or a light SMG for them.
Elenhil 29 Sep @ 1:16pm 
I didn't notice the penalty to be such a huge thing.
doman18 29 Sep @ 12:49pm 
And second thing: arent those STR requirements bit too high? I mean even legendary snipers like Scope or Sidney cant shoot from Dragunov (81 STR req) without penalty.
doman18 29 Sep @ 11:35am 
How much bipods mitigate recoil? I mean is there any chance that my beloved sniper - Fox - returns to this role with this mod? Or there is just now way for her to handle sniper rifles without significant recoil penalties with her STR56?
KreNich 8 Jul @ 2:29am 
The anount of extra AP you can add to shots depends heavily on Dexterity if I remember correctly and some weather conditions. In heavy rain the max extra AP is very limited.