Jagged Alliance 3

Jagged Alliance 3

Rato's Gameplay Balance and Overhaul 3
822 Comments
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.
Barleyman 7 Jul @ 7:52am 
Aiming rules are confusing to me. Sometimes you can add AP for follow-up shots, sometimes you can't. Description or discussion doesn't really explain what's going on here?
Zacarías Satrústegui 4 May @ 11:32am 
@cloudo I think they are for the most part, but if you try to get explosives of any class into the common bag, you won´t be able to do it. Looks like it they are not recognized by Tactical Gear II.
cloudo 29 Apr @ 10:02pm 
Im using all the Ratos mods......are these mods compatible with Revised Tactical Gear II ?
[POE // DVG-98] 23 Apr @ 10:59am 
Which mod in the collection turns off weapons being available in Bobby Rays or in the GC Militia Shop?
Zacarías Satrústegui 19 Apr @ 12:00pm 
I know that there is a Rato´s specific mod for explosives, but is this mod affecting the use of explosive somehow?
Zacarías Satrústegui 19 Apr @ 6:16am 
I don´t think it is exactly awareness. What I want is that they keep in combat mode after my mercs engage them. I want they to perform in battle like an actual combat unit and not individual soldiers.
Elenhil 19 Apr @ 4:38am 
What you're talking about is awareness distance. Enemies over long distances who don't hear the gunshots or see the firefight remain non-alerted. You can ramp up their awareness distance (say goodbye to stealth) in mod settings.
Zacarías Satrústegui 19 Apr @ 4:05am 
Cool. I have one request: when you stop the fight against a group of enemies the remaining ones in other part of the map act like therr is no combat taking place instead of getting ready to combat the mercs around. Could this be fixed?
Elenhil 19 Apr @ 2:55am 
It sure does!
Zacarías Satrústegui 19 Apr @ 2:27am 
Does PINNED DOWN work with this mod?
Swords 5 Apr @ 1:19pm 
Also working for me, no issues. Definitely try restarting the game after enabling the mod. And again after you change any settings in mod options.
Rikimaru 5 Apr @ 1:02am 
it works with latest. im playing it
that happened to me when I first started playing the game.
i just googled it
closed app and restarted i think fixed it for me
BearEssentials 4 Apr @ 7:00pm 
Looks like I can't start a new game at all, with the latest patch. The loading screen never ends. If I remove this mod from the mod list it works again.
rato  [author] 28 Mar @ 9:05am 
sorry ppl for not answering, I am starting in a new job so I have little energy/time right now. But I will come back at some point and fix the bugs/implement the suggestions when its possible
Chance Callahan 27 Mar @ 3:45am 
@Rikimaru
Yes, I had that shotgun issue once with Larry and an AA-12
Rikimaru 26 Mar @ 7:28am 
Me too. Setting up ambush too, so I can have my snipers cover a certain target when the stealth gets busted.

Unrelated, has anyone had an issue with shotguns sometimes taking the AP, but not taking the shot at all?

I've had it just a couple times in my playthrough but it's an 'oh wtf' moment when I exit cover to finish an enemy with a shotgun and it doesn't do anything. Happens randomly when I try take a shot after moving without any aiming.
Chance Callahan 26 Mar @ 2:43am 
@Elenhil
I use it to get into shooting stance even if I don't have enough AP to fire. Next round my merc is already in shooting stance and I have all AP available to aim and shoot.
Elenhil 23 Mar @ 5:04am 
@Chance Callahan, what makes you use the action that often? I myself find it extremely situational, what with it processing automatically on any first shot after moving and all.
Chance Callahan 23 Mar @ 4:57am 
As a quality of life thing, would it be possible to have the "prepare weapon" skill on a specific hotkey, instead of 2 or 3 depending on the gun and attachments? Since I use it very often I would like to bind it to a mouse key
Player One 18 Mar @ 4:30am 
Hi. Thank you for you effort! You did a great job. Is it possible to make going stealth during battle harder (e.g. should not be seen by enemy for couple turns) or add an option to completely disable going stealth in battle. I find going stealth again and again gives an unfair advantage cause AI not using stealth at all, but can't stop myself from abusing it.
Chance Callahan 15 Mar @ 9:11pm 
You're the man/rat!
rato  [author] 15 Mar @ 3:53pm 
stationary MG bug should be fixed now

The RK magazine's bug is related to Revised Mags, but I have a fix. Not sure why its not working there. Try disabling the mods, then re-enabling them again (enabling tog patch after Rev Mags)
Rikimaru 15 Mar @ 7:34am 
@Chance Callahan

I just saw someone wrote a discussion post about the MG bug on this mod page and the mod author said they're on it. :cta_emo1: thanks for calling it out :steamthumbsup: I'll stay away from the MGs until it's updated
Chance Callahan 15 Mar @ 5:53am 
Also, the Rk-62 3d model (when modify) has its magazine the wrong way around.
Chance Callahan 15 Mar @ 5:08am 
All the fixed machine guns seem to have a range of only 1m or so?! Any idea what caused this? It happened recently. I do not use "Smart Overwatch" mod.
Rikimaru 12 Mar @ 9:16pm 
Could it be base game or this mod thats causing vehicles to go on fire and explode after just one or two hits? I feel like they're super volatile
Lucjan  [author] 12 Mar @ 4:35am 
Yes and no, for this mod to work every weapon has to be configired for GBO, BCE adds some weapons.

I am not sure if BCE changes anything about weapons other then prices.

There are parts of BCE that should work.

As far as l know, all this is unexplored by creators of both mods so noone relly knows if mods from both series work together.

GBO is disabling all not-configured weapons from appearing in shop but if BCE spawned them in boxes then you might still find them.
Chance Callahan 12 Mar @ 4:09am 
This is one of my favourite mods. For my second playthrough I want to use the BCE mods. Is this mod compatible with BCE?
Rikimaru 6 Mar @ 9:03pm 
42 crit, Livewire's head explodes in front of you and your merc adventure kicks off with being covered in liquid math equations, welcome Ernie Village bucko :coolvanguard:
alrumpel 6 Mar @ 12:48am 
just a quick stop to say thanks for your great work!
rato  [author] 28 Feb @ 3:44am 
@nquiro Sorry, the mod is no longer compatble with smart overwatch
nquiro 27 Feb @ 8:58pm 
My friend

Using the mods
1 Smart overwatch
2 Rato's Gameplay Balance and Overhaul 3
3 Rato's AI Overhaul - RATOAI - v 1.10

For mod "Rato's Gameplay Balance and Overhaul 3"

code properties : "SOURCE_shooting_stance_overwatch_function_n_attacks"

The function waits for the value of the weapon and does not activate the mod. What it does is send the following line of error message:

print("RATMOD - overwatch calc n attacks, attk cost is less than zero:", atk_cost, "...")

The error causes that when we want to activate the Overwatch mode it does not allow it because the value you send is 0 as the maximum attack

PS: if you save the file without modifying it, it finishes loading so please take this into account when modifying it

thanks for your time
rato  [author] 20 Feb @ 2:18am 
@c2crtw

I have fixed the issues you have reported.
I can confirm that the buckshot burst is creating additional pellets each shot and they do damage. The floating text may, sometimes, not add all up when it is displaiying the damage.

I also set the AA12 pellet spread a little high so that it is not too much strong. But I will test it more.
rato  [author] 20 Feb @ 2:17am 
@rubezagel, indeed, they both reduce recoil by 10%

This reduction affects the "main" recoil value, from which the CTH loss per shot, the CTH malus from persistant recoil and the Increase in Aim Cost are all derived from.

The AutoWeapons perks though will only have effect when you are using multishot attacks (automatic fire)
c2crtw 19 Feb @ 6:50pm 
The shotgun rework is great!

Some comments:

Overwatch is trickier since shotgun cones can only be set with the max range and shots are often triggered at max range where the CTH is really low (and there's no guaranteed partial damage as in vanilla). Allowing shotgun overwatch cones to be set at shorter ranges, like with other guns, would help a lot.

I can't tell what's going on with burst fire for the AA-12 (and presumably Ma Baxter's gun), but either it's not firing 3x the number of pellets or a much higher proportion of them are missing. In any case, the damage output is lower than I expected. I also wasn't able to free aim with slug shot in the AA-12. (Slug shot free aim works with other shotguns and other types of ammo can be free-aimed with the AA-12.)

Slug shot may be a bit underpowered since it's all-or-nothing damage-wise and it doesn't have enough penetration or crit against better-armored mid/late-game enemies. Maybe you could add a status effect like knocked down?
c2crtw 19 Feb @ 5:55pm 
Ver. 3.58b

M16A2 Quick Expanded Mag
Glock 17 Ergonomic Expanded Mag

...are still decreasing shooting angle
c2crtw 17 Feb @ 10:07am 
That's great that you already solved the potential dual wielding issue. Thank you for that information.


On a separate point, I'm on 3.58 now, but re: the 3.54 update to expanded magazines and shooting angle -- I've come across some cases where they are still reducing shooting angle:

AK-47, Dragunov, M24, Desert Eagle, Beretta 92F, M16A2 (both the expanded mag and expanded quick mag)

And among ToG weapons:

Micro Uzi, Papovka, HK53 (only the expanded mag, the drum mag is ok)

Also, the Type 56's expanded mag is labeled PAP M59. Both are SKS variants, of course, so maybe it could be called an SKS mag if all of them use the same game asset.

I'm still early in my new playthrough, so I still haven't come across many of the weapons yet, but these are the ones I've noticed so far.
Rubezagel 17 Feb @ 7:06am 
love the saviour perk change! On the topic of perks, could you explain how "auto fire" and "recoil management" work in the context of your mod? Looking at the code they both seem to affect recoil, does that apply to the CTH and aim cost penalties like a compensator or high strength would?
Always found those perks weird and unintuitive in vanilla, the autofire/burst implementation as whole didn't make a lot of sense.

Can't wait to try out the new shotguns, sounds amazing! And seems my complaint about enemies dropping sniper rifles with flashlights should be solved (or at least solvable) as well. Thanks a lot for your work, new changes to look forward to almost every day!
rato  [author] 16 Feb @ 11:11pm 
@c2crtw I actually have some logic to prevent vertical grips to grant Aim and Recoil reduction when you are dual wielding!

That doesnt apply to Stocks. But stocks will greatly increase the dual-wield penalty.
c2crtw 16 Feb @ 3:30pm 
Suggestion re: SMG stocks and vertical grips when dual wielded

GBO's mod effects for stocks and vertical grips make much more sense than in the vanilla game, but they don't quite fit the admittedly narrow niche case of dual wielding SMGs.

If possible, I think it would make sense to treat the SMGs as always having no stocks and no vertical grips when dual wielded, even if these mods are equipped or when folding stocks are unfolded. They really wouldn't help with managing recoil, for example, when held in the way they are when dual wielded.

Of course, dual wielding isn't a realistic thing in general, but this action movie trope is a well-established part of the JA series and an important ability for a few mercs.
Chance Callahan 12 Feb @ 3:54am 
@Rato That's it. Thanks!
rato  [author] 11 Feb @ 10:03am 
@chance Callahan If you are using smart overwatch the compatibility us currently broken
Chance Callahan 11 Feb @ 3:58am 
I have a problem with "Overwatch". A lot of my mercs can't overwatch. the tooltip window says "Max attacks: 0". Is that related to the weapon or some skills? My sniper can't overwatch with the sniper rifle, but can do with a revolver.

@Rubezagel Suppressors don't decrease bullet velocity. They catch the gasses and noise from the end of the barrel. A rifle with a suppressor is still loud because of the supersonic crack. Only a suppressor with sub-sonic ammo makes the gun significant quieter but sub-sonic ammo has a lot less range and heavier projectile. It also makes the gun harder to aim because the bullet trajectory is a lot less flat.
That is why in real life it does not make much sense to silence rifle calibers. The suppressor hides the flash and it is a bit more comfortable for the shooter, but you also risk burning the suppressor when shooting in quick succession.
Pistol calibers are a lot easier to silence, since they either are already sub-sonic or just above.
rato  [author] 6 Feb @ 11:51pm 
Indeed there is a bug with the 22mm grenade and enemies being able to shoot. It may be a little tricky to solve, as AI constantly reload, even the Grenade Launcher sub weapons. But its mostly a visual thing.

The weapon components are randomly chosen by CUAE mod logic.

Its true, the UV dot would require NV to make sense. I thought about changing it a while ago, but it was a bit too complex to implement

I agree the flashlights are very bad implemented in vanilla. When possible I will try to fix it

I think its fair a little reliability decrease to suppressors
Rubezagel 6 Feb @ 5:33am 
Also agree that it would be great to have side attachment functionality be tied to shooting stance. Possibly flashlights could blind at short ranges? I think that is one of the main reasons they are used IRL.

Don't know too much about those side attachment types and their real life counterparts, but I suspect the current implementation and labeling (mostly vanilla?) is quite unrealistic. Some would have to be used with night vision to have an effect, and I am not sure if they would help with accuracy at sniping ranges. Gameplay is obviously more important than realism but I don't think those attachments should be a straight upgrade for every weapon in every situation.

Somehow connected to that - not sure which mod controls that, but attachments on AI weapons are often a bit random. Why would you put a flashlight on a sniper rifle? I also saw enemies/allies with rifle grenades attached to the barrel (on a PAP M59 for example) , but shooting bullets.