Jagged Alliance 3

Jagged Alliance 3

Full Damage Automatic Fire
33 Comments
d_oms 5 Dec, 2023 @ 2:21pm 
It looks like you can run a method from the attacker class directly passed to the GetDamageModifications function:

local t_Damage = attacker:GetBaseDamage(weapon)

This way you don't encounter rounding issues with weapons such as Uzi (15 base) versus MP5 (16 base) when multiplying from the original effective damage on Auto/Burst (i.e. 3 base / 8 base respectively)
Night Stalker 21 Oct, 2023 @ 3:45pm 
Please update :spycon:
混分少女软软 20 Oct, 2023 @ 12:46am 
Malfunctioned with 1.20 version. The "Increased Multishot Damage"mod on nexus still works can replace it.
Mookiguy 25 Sep, 2023 @ 1:58pm 
Any mods this mod not work with?
Stray952 8 Sep, 2023 @ 10:26am 
Anyone know if this still works with the update
Daddy Kon 21 Aug, 2023 @ 9:41pm 
@Exel. I don't understand. About one out of 3 burst rounds miss for me and 1/3 of machine gun fire misses. I wish I had your problem, lol.
Exel 21 Aug, 2023 @ 8:12am 
This would be great if each round in the burst also had a separate hit chance (like in JA2), so you wouldn't expect the full burst to hit except at very close range.

As it is auto fire is too accurate at long range, and I feel the devs made the damage reduction to compensate this.
Stray952 20 Aug, 2023 @ 8:58am 
Great mod author. Anyone know of another mod I can use to lessen the accuracy of full-auto bursts?
Raivshard 19 Aug, 2023 @ 11:40am 
This only touches the damage, right? Accuracy should retain vanilla reductions in burst mode due to recoil
sylvan 14 Aug, 2023 @ 11:43am 
I was playing this with the Mario gunfire rework on MI and the enemies are DEADLY, couldn't make it out of Ernie without losing mercs.... I love it, +1
tadleszcz 10 Aug, 2023 @ 8:58am 
Wait, so automatic rifles are apparently bad? When I played on commando I made sure nearly everyone had one, as they appeared the most flexible in hands of 90+ aim mercs. I thought they were well balanced.
Ghost 8 Aug, 2023 @ 3:55am 
Just wondering how can we modify run and gun shoot times?
gigglephysix 31 Jul, 2023 @ 5:52am 
Good. Can't wait to try it out. Real weapons are not 'balanced' - they just make fucking bullet holes with the power level determined by ammo.

Has to solely be used with drop everything mod though, you'll need the scrap, you'll need the ammo, you'll need the armour (and to discover how many enemies are 24/7 covered in ablative ceramics when you could not get a complete set of flak gear, start developing dignity and stop roleplaying a hobo clinging to property rights) and you will need the level of guns the enemy is fielding.
Helmet Hair 27 Jul, 2023 @ 3:38am 
This is how the game should have been from the start. Very deadly damage. The only problem is the somewhat suicidal AI. They keep running into mg fire and what not.
View The Phenom 25 Jul, 2023 @ 6:25am 
While this is an interesting idea, I think you need to clearly mention that enemies will benefit from this mod as well. Most users like to focus on how automatic fire is "bad" for their mercs, but nobody points out that full damage would make enemies significantly more dangerous by default.

When you're facing multiple enemies with automatic weapons and unlimited ammo, your mercs will take way more damage as a result. The default values were probably made with that in mind, as opposed to encouraging a rifle/single fire heavy play-style.
niksa83 24 Jul, 2023 @ 3:54pm 
This sure is brutal, but my god does this make the game much more intensive and as a bonus assault rifles and SMG's are finally worthwhile to use.
Tomoko 24 Jul, 2023 @ 5:02am 
it does. wait till you meet enemies with Assault rifles going full auto on your mercs.

As smol warning, this mod also increase difficulty by ALOT. especially if you activate the option that kills your mercs when downed. a single burst can kill your mercs, armor or no armor.
Dad Smith 20 Jul, 2023 @ 7:06pm 
This mod does not work
OneManArmy 19 Jul, 2023 @ 11:04am 
I imagine how good to make a drain stamina effect by hitting the armor from a close distance with a high-caliber weapon.
With the possibility of knocking out the enemy or adding a panic effect.
The same adds to grenades, an exhausting effect.
Hi-power explosives such as dynamite and C4 could get enemies unconscious in an explosion radius.
Also, add bleeding effects for all bullet hits, as it should be.
Like Mercenary, Doctor Qu effect when he attacks mele enemy could be unconscious.
FAT WANZER 19 Jul, 2023 @ 5:04am 
tried it,it's too much on the refugee camp fight lol most of em use AR.
Will 18 Jul, 2023 @ 7:08pm 
its crazy that thee K98 our performs the m15, famas, and ak47 at literally every game stage and engagement, and heaven forbid you get an m24 or anything better.
Will 18 Jul, 2023 @ 7:07pm 
this is how it should have been, the base game favors bolt action rifles like they werent replaced the moment automatics came around
Dre G Writer 18 Jul, 2023 @ 1:58pm 
" This is not intended or expected to be well-balanced. For all I know this is likely to annihilate the game's intended power curve."

That's why im here, lol
Kly 18 Jul, 2023 @ 12:44pm 
Hi, I love this idea. I'm trying to change the CTH for burst/auto to be lower than vanilla in an attempt to try to balance the higher damage. Do you know what the id is for cth in mod_data?
RedParadize 18 Jul, 2023 @ 11:42am 
after further investigation, it do work but the increased damage is only displayed on the firing tooltip and not on the weapon itself.
RedParadize 18 Jul, 2023 @ 10:38am 
Somehow both this version and the other one do not work for me. I tested both of them alone with all other mods off.
1916rust 18 Jul, 2023 @ 6:33am 
please change rang of wepons.. 24 for rifle it's a joke :)
this change will make game harder <3
MikeWazowski 18 Jul, 2023 @ 5:53am 
I actually love this. as others said it makes it not Just strong for us the player. But now the Machine guns and enemy with AR and SMG are deadly ASF!
posthum 18 Jul, 2023 @ 5:43am 
Love this, gunfights should be deadly.
Hoshi  [author] 18 Jul, 2023 @ 5:23am 
@doubleDizz: Yes, it should affect all attacks in any situation, including enemy shots and overwatch.

@Low Moral Fibre: I have barely looked into tooltips yet, but a first glance seems to indicate it'd be a bit of a pain as worst case I'd have to adjust every weapon individually. I'll keep investigating it, though.
Low Moral Fibre 18 Jul, 2023 @ 5:18am 
Just got instakilled at Ernie Village from an AK full auto - way better than the default as you have to actually play carefully.

The weapons still show the default half damage in the inventory screen is that just a text description? Is that a pain to update?
doubleDizz 18 Jul, 2023 @ 5:07am 
does this also affect enemy AI damage output? Cos that would make the game a heckuva lot more dangerous
Hot Single In Your Area 18 Jul, 2023 @ 4:35am 
mod rules