Jagged Alliance 3

Jagged Alliance 3

Rato's Gameplay Balance and Overhaul 3
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Update: 18 Dec, 2023 @ 6:33am
by rato

3.34

patched to 1.4

Balance:

Changed logic to Hipfire penalty: Longer weapons and barrels now decrease hipfire penalty
Added a new, separated Snapshot penalty; will follow the old logic, short weapons will have it decreased
Snapshot penalty will now apply to attacks with 2 aim level, reduced by 75%
Bullpup reduce snapshot penalty
Snapshot default penalty is now -30
No stock now only affects snapshot

PB range reduced to 6
there is now a second band of range called Close Range (roughly double pb range +1) in which the bonus from PB range will gradually fade away. Negative PB bonus will not apply at close range

Handguns have the same aim reduction as weapons with no stock, tweaked aim values of some
Increased the Aim of many weapons, small tweaks


Martial Arts Perk: no longer grant bonus accuracy for melee attacks. Now it will make Unarmed attacks have bonus damage based on dexterity. Defense is left as it is (will also work like vanilla for hyenas :P)

Blood now has CQC Training instead of Martial arts.

Added a hook that will change his perk in running games on combat start. (you will need to go to sattelite view for it to properly update on the merc info browser)


Increased max AP for all units in 1. This can be customized in the mod options

Added Sniper Scope x4 to PSG
All precision rifles had their aim increased by 1

Tweaked OW cth bonus

Tweaks to run and gun, should be more effective at close range

Decreased STR recoil breakpoint for pistol rounds, increased a bit for intermediate cartdriges

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Scope Overhaul:

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6x Sniper Scope now increase max aim actions by 2
PSO now increases aim actions by 1, crit is now increased by 10%
Bonus from Sniper Scope x6, x4 and PSO is now a per aim bonus. based on weapon accuracy
Bonus from Henzoldt scope to hit body parts reduced


This leads this scope class to have the max ceiling in aim accuracy, but need to spend a lot of actions to achieve it (due to max aim actions). They are also more efficient with weapons that already have high aim, and have low efficiency with low aim weapons. Will also work better with sharpshooter perk (if you can use that many aim actions.)

x2 Scopes:

They all grant a +2 aim
Increased prism scope crit per aim to 6%
Increase G36 scopes bonus crit to 20%
Increased WideScope bonus to Opportunity attack to 12%
ACOG scope now grants a bonus on first aim level, based on weapon accuracy
ACOG and WideScope now also reduces snapshot penalty by 10%

x1.5
Aug scope grants 3 aim bonus

The base increase in aim make them the most generic, they have some advantages even with low aim attacks and also with full aim attacks.


Reflex Sights

All RS increase aim accuracy by 3%
They now also further increase aim accuracy when in close range (about 13 tiles), Compact Reflex Sight has more bonus
Assalto Reflex sight bonus crit is now 10%
Smaller reflex sights now increase shooting angle by 10%, and the larger ones by 20%
They reduce snapshot penalty (25% for small ones and 15% for larger ones)


This class has big bonus when in close range, also are more efficient with weapons with low aim accuracy, as they have a flat bonus. They are also be a bit better for snapshots. The accuracy ceiling is not that high, but they are the ones that least need to spend AP to get their bonus.

Improved IronSight aim bonus is now 3%
################################

Decreased PB range modifier by 1
Increased snipers PB range modifier by 1

run and gun and mobile shot temporarily will default to an increased vesrion of snapshot penalty instead of hipfire

Light long barrels decrease aim by 1

Added Jagger Meister Barrels to Tex revolver

Increased base move ap for mobile attacks in 1


Increased AKSU and AK74 recoil sligthly, increased AK74 damage by 1


Soon:
Barrel rework
Run and gun changes

Update: 10 Dec, 2023 @ 5:40pm
by rato

3.33

Balance:

Grunty attack now has 1 aim level and bonus 10 accuracy

##########################################################
Changes to Move AP from Mobile Shot, Run And Gun, and similar:

Now its calculated based on the Attacker Agility. The Stance AP of the weapon equiped will have a subtracting effect on the value. So rifles or SMGs with heavy stocks will move less than pistols or SMGs with light or no stocks. Less agile mercs will move less

As a base value, one handed weapons have 1 more ap movement, while rifles have 1 less

Minimum FreeMove ap = 5

The movement AP is now displayed on the action description

Heavy stock no longer reduces the number of attacks of the run and gun action

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Swapping to weapons now has variable cost:

Unarmed, One handed melee = 0 ap
Pistols 1 ap (but will be free if not dual wielded)
MAC11 and Uzi, MP5K = 1 ap
Other melee = 2ap
SMGS = 2ap
Rifles, Precision Rifles, MGs, Shotguns = 3 ap
Heavy Weapons = 4 ap
M82 = 4 ap

##########################################################



############################# CLASSIFIED ################# FOR MOUSETRAPREPLICA EYES ONLY ################################################################################

Vertical Grips now reduce aim accuracy while prone

#########################################END OF CLASSIFIED PORTION##################




Vertical Grip can be removed from AUG now
Fixed Veritcal grip on RPK74


##########################################################
Tactical grip has been reworked: it will now be a more close quarters oriented version of Vertical Grip
It reduces Recoil penalty less efficiently than V Grip, but reduces Hipfire penalty more efficiently
Instead of aim bonus, it has a 2% increase in PB range bonus
It also has the prone aiming penalty
No longer reduces swap cost
##########################################################


SMGs now will receive half the free move back after attacking, like pistols

Patched the golden gun





Benelli and AA12 attack ap now 3, auto4 4ap and double barrel 5ap
Increased Benelli and Auto5 reload ap in 1
Tweaked cone damage falloff
Increased shotgun base hipfire penalty by 15%
Increased AA12 stance ap by 1, hipfire penalty increased by 10%
Benellli damage reduced to 26 (i think it was a typo that it was 36 :P)

Galil, decreased crit scaling by 10%, sligthly increased recoil
AK74 increased aim by 1, damage by 1, range by 2, slightly decreased hipfire and recoil penalties

Added Light and Heavy barrel to AK74 and AK47
Added Improved Ironsight to almost all weapons

Reduced M14 recoil penalty a bit

SVD hipfire penalty back to default, decreased range by 2

Update: 6 Dec, 2023 @ 10:24pm
by rato

3.32

Balance:

Ammo:
5.45 and 5.56 rounds now have native medium penetration
Their AP rounds tho will only increase it to Heavy, instead of super heavy
Their AP rounds critical damage reduction will be smaller
Decreased 5.45 tumbling critical chance to +10%

Blood Knives get 3% bonus damage per level he has

Increased Str Recoil breakpoint on all calibers
Increased Pistols Recoil multiplier
Sligthly decreased SMG recoil multiplier
Decreased Dragunov Hipfire penalty by 20%
PSO-1 Scope changes -> It will now grant bonus aim accuracy (+6) and bonus critical chance (+9%) if attack has 2 or more aim levels
Sligthly increased aim acc bonus from Sniper Scopes 4x and 6x
Sligthly decreased aim acc bonus from Improved IronSight

Tweaked aim values on all weapons. PIstols will have less


FNFAL: decreased aim, increased Hipfire penalty, Decreased Shooting Angle sligthly, Decreased PB accuracy sligthly, tweaked reliability, decreased range
Anaconda: has 1 more damage
M14: has more recoil

FAMAS: decreaser recoil a bit, increased PB modifier a bit, decreased aim bonus, decreased Stance Ap
AK47: Hipfire Penalty decreasedand sligthly increased its PB range modifier

M82: has less crit scaling, but has 10+ damage
RPK: fixed reload cost not being increased as default

PSG: increased stance cost to 5, decreased attack cost to 2, increased hipfire penalty, decreased PB range accuracy, increased aim
Dragunov: Decreased attack cost to 2, decreased hipfire penalty, increased aim
m24: increased aim

Tweaked weapon rarity in bobby rays, tweaked some prices

Sligthly decreased in OW angle improvement from RS and Compact RS


BugFixes:
FIxed Auto5 Barrel not granting magazine expansion
Fixed enemies from Tactical Enemy using burst shot with SKS and other semi autos (properly this time)

Update: 3 Dec, 2023 @ 2:04pm
by rato

3.31a

Balance:
Overwatch now has a bonus or penalty CTH based on the attacker reflex: from -5 to +15
Aim bonus for overwatch is reduced by half ------------Will make OW overral acc less dependant on weapon aim bonus and more on reflex

Increased Winchester Aim, range, decreased hipfire penalty, PB chance to hit
Confidante now has bonus Stealth Kill Chance

Winchester conversion to 7.62x54R increased damage from 4 to 7. Will increase aim by 2. Is now considered a long barrel, decreased cost to 30 parts. Increased OW angle reduction


Off the Hip Grizzly max aim level = 1 (experimental)
Decreased flat recoil penalty for Off the Hip

Update: 3 Dec, 2023 @ 11:01am
by rato

3.31

Balance:
Added UV dot and Laser dot as scope selection for the RPK and minimi
changed the way hipfire penalty apply to AI autofire

Increased glock 18 autofire AP by 1
Glock 18 autofire will now shoot 8 bullets as intended

Added special G36 selective 2 shot burst - ap = 3 , reduced recoil by 30%, has increased critical chance per aim
The recoil reductions of selective fire will now correctly apply to run and gun

Improved hipfire reduction for no stock
Fixed extended heavy barrel not granting aim bonus

Minimum attribute scaling for aim/targeted starts at 50 now

Bugfixes:
fixed a bug that was giving AI a LOT more recoil reduction than intended
fixed a bug with Tactical AI where it was using burst fire action on semi auto weapons (i am still investigating this actually)
some improvements on mod option selection

Update: 2 Dec, 2023 @ 4:23pm
by rato

3.30a
Balance:
changed AI handicap in recoil. It should be a bit worse for the AI now
the pb range recoil reduction is 10% now
AN94 burst fire recoil is dramatically reduced

Rescaled hipfire penalties, handguns should have less penalty while all the other weapons were sligthly increased

Changed some reliability values

Minimum Aim/targeted Scaling will start at 40. Overall will lead to smoother progression and acc will be a little better for low stats mercs

Bugfixes:
Fixed Blood Hundred Knives not removing shooting stance
Fixed another bug related to Hundred Knives

Update: 30 Nov, 2023 @ 7:17pm
by rato

3.30


Support for TOG compatibility patch


Balance:


Made the AI Handicap be more dependant on the AI level. Should smooth the early game a tiny bit

Increased MG and Autofire Flat Penalty

Default Aware visibility range = 38
Default Unaware visibility range = 18

Default Min Aim Scaling = 10
Default Min Targeting Scaling = 10

Added options to control Nigh Sight reduction and Night Detection reduction. default = -40 for both
The idea is making Sneaking efficient at night, but very hard at day. Please experiment with it

Decreased aiming bonus from Crouching or being Prone

MG Setup snapshot penalty reduction now is 15%
sligthly increased non single shot scale factor for targeted body parts (except with ZF scope)
Increased No Stock recoil penalty
Decreased all shotguns AP cost
Increased Benelli range

Glock18 now has autofire (8bullets)
Increased glock18 recoil penalty

Decreased Heavy Stock recoil improvement a little bit

Decreased Winchester base critical
Decreased Winchester hipfire penalty
Increased M14 recoil penalty

Increased AR15 aim to 4
Tweaked scope penalties. x2 scopes should be more effective at closer/mid ranges

Sligthly decreased scope effect on shooting angle

Light Stock now reduces weapon aim by 20% instead of reducing base aim accuracy, similar to how No Stock works. Please reapply the component

Changed the rounding logic for aiming for more precise calculations

Decreased Range of most weapons on high end, to make them more dependant on scopes

Slightly increased SMGs and Pistols recoil

Increased Tactical Device stealth kill chance per aim from 2% to 4%

Changed the modification difficulty/cost of some components

Decreased Winchester AP cost by 1
No longer has base critical chance
Critical Scaling = 30%
No longer is a sniper



Decreased a little Crit Bonus on aim based on attribute for single shots



Magsize:
Changed RPK74 default magazine model, so it can be more in line with its fine and quick mag models. Increase mag size to 45. Increased reload ap by 1. Drum mag now holds 75.
m16 and m4 commando now have Expanded Quick Mag in place of Quick mag: expands magazine and decrease reload ap (by 1 instead of 2). Also further decreases shooting angle
Drum mags further reduce shooting angle and have hipfire penalty increase


changed coding to mag size. now every mag will be individual component
The shooting angle reduction of the Expanded Mag components will be proportional to the added mag size.

Added a script that will correctly assign the correct mag component on the fly

Bugfixes:
fixed BuckShot Burst having less ap cost than it should
fixed m16 handguard icon
changed M82 standing penalty name from "Bipod" to "Standing M82"
Fixed Marked not displaying CTH modifier
Fixed Bandage action not removing shooting stance
Fixed a case where shooting stance angle would be bugged at combat start


Other:
Changed the name of the" Assault Rifle" weapon category to "Rifle"; changed the name of the "Rifle" weapon category (snipers) to "Precision Rifle". Cosmetic change only
Improved HE icon

Update: 30 Nov, 2023 @ 3:17pm
by rato

3.30


Support for TOG compatibility patch


Balance:



Made the AI Handicap be more dependant on the AI level. Should smooth the early game a tiny bit

Increased MG and Autofire Flat Penalty

Default Aware visibility range = 38
Default Unaware visibility range = 18

Default Min Aim Scaling = 10
Default Min Targeting Scaling = 10

Added options to control Nigh Sight reduction and Night Detection reduction. default = -40 for both
The idea is making Sneaking efficient at night, but very hard at day. Please experiment with it

Decreased aiming bonus from Crouching or being Prone

MG Setup snapshot penalty reduction now is 15%
sligthly increased non single shot scale factor for targeted body parts (except with ZF scope)
Increased No Stock recoil penalty
Decreased all shotguns AP cost
Increased Benelli range

Glock18 now has autofire (8bullets)
Increased glock18 recoil penalty

Decreased Heavy Stock recoil improvement a little bit

Decreased Winchester base critical
Decreased Winchester hipfire penalty
Increased M14 recoil penalty

Tweaked scope penalties. x2 scopes should be more effective at closer/mid ranges

Sligthly decreased scope effect on shooting angle

Light Stock now reduces weapon aim by 20% instead of reducing base aim accuracy, similar to how No Stock works. Please reapply the component

Changed the rounding logic for aiming for more precise calculations

Decreased Range of most weapons on high end, to make them more dependant on scopes

Slightly increased SMGs and Pistols recoil

Increased Tactical Device stealth kill chance per aim from 2% to 4%

Changed the modification difficulty/cost of some components

Decreased Winchester AP cost by 1
No longer has base critical chance
Critical Scaling = 30%
No longer is a sniper



Decreased a little Crit Bonus on aim based on attribute for single shots



Magsize:
Changed RPK74 default magazine model, so it can be more in line with its fine and quick mag models. Increase mag size to 45. Increased reload ap by 1. Drum mag now holds 75.
m16 and m4 commando now have Expanded Quick Mag in place of Quick mag: expands magazine and decrease reload ap (by 1 instead of 2). Also further decreases shooting angle
Drum mags further reduce shooting angle and have hipfire penalty increase


changed coding to mag size. now every mag will be individual component
The shooting angle reduction of the Expanded Mag components will be proportional to the added mag size.

Added a script that will correctly assign the correct mag component on the fly

Bugfixes:
fixed BuckShot Burst having less ap cost than it should
fixed m16 handguard icon
changed M82 standing penalty name from "Bipod" to "Standing M82"
Fixed Marked not displaying CTH modifier
Fixed Bandage action not removing shooting stance
Fixed a case where shooting stance angle would be bugged at combat start


Other:
Changed the name of the" Assault Rifle" weapon category to "Rifle"; changed the name of the "Rifle" weapon category (snipers) to "Precision Rifle". Cosmetic change only
Improved HE icon

Update: 22 Nov, 2023 @ 2:27pm
by rato

3.29b


small typo fix

Update: 22 Nov, 2023 @ 8:49am
by rato

3.29b


updated barret m82 expanded mag size
fixed targeted mod options

added option for aware sight radius