Jagged Alliance 3

Jagged Alliance 3

TrueLife Weapons Revision
39 Comments
CocaineCowboy69 5 Jan, 2024 @ 4:18pm 
any chance for an update that'd change the weird vanilla caliber choices? for example, dragunov should use 7.62x51mm NATO as that's the closest to real thing in vanilla, ak-74 should use 5.56 since thats way closer to 5.45 - (and ak101 exists in real life, same with dragunov clones in 7.62x51mm/.308) etc.
Echo 23 Nov, 2023 @ 10:45am 
The AA-12 also has me wondering whether it needs revisiting. According to what I can find online it has a max effective range of 100m with up to 200 possible if using fragmentation ammo.
Echo 23 Nov, 2023 @ 10:41am 
Looking at some the changes in-game, it seems interesting. I'll have to play around a bit to see how it feels.

One remark is that the sniper rifles actually outrange the mortar with these changes. Not sure what model was used exactly as a base, but the L16 seems to range up to 5600m, depending on projectile type. The MGL seems to be effective up to 400m (40 based on conversion) as opposed to the 45 value set in-game.

Can't speak for the damage of the above, but might be you want to look into explosive weapons as well for this rebalancing.
BlackWater821 14 Oct, 2023 @ 11:31pm 
Some unique weapons feel kind of obsolete now since the dmg and range not on par when compare to tweaked weapons..
aviator64  [author] 7 Oct, 2023 @ 7:29pm 
@Ugotit
I am glad you are enjoying it. There are a lot of good mods out there.
Ugotit 7 Oct, 2023 @ 7:10pm 
I set up a game with all of the same mods as you plus a few extra ones and I am enjoying it. Thanks for your recommendations. In addition to Hector Sanchez I like all the Merc's by Otherguy. Quality.
Ugotit 6 Oct, 2023 @ 4:16pm 
Appreciate you taking the time to go into detail like that. Thanks bro.
aviator64  [author] 6 Oct, 2023 @ 9:24am 
Mods continued:
-Custom Setting by Tobias
-Crafting to Squad Bag by SleepForever
-Audaki's UI Enhancements
-Audaki's Training Overhaul
aviator64  [author] 6 Oct, 2023 @ 9:22am 
Here is a list of the current mods I am running:
-My three mods (only running one IMP using Vik)
-Mods for custom Mercs based on Jack and Jill of the IMP INsertion Team
-Tool Bag by Timmeh
-Remove Padding and Plate Armor by Acredo
-New Merc Sabrina Drake by Haemimont
-Merc: Hector Sanchez by Otherguy
-Legion Variety Pack by xxx_420_Bad_boy
-Icreased Damage Automatic Fire by Hoshi
-HQ Icon by Revan
-Darker Nights-Nightops Fix by Ice-Design
aviator64  [author] 6 Oct, 2023 @ 9:10am 
@Ugotit
Thank you for your comments. I have run the Tons of Guns mod and it is an impressive and ever growing work. The one negative is it does not incorporate the added weapons into the drops and loot (which would be a very large task).

As far as me editing those weapons to fit with my mod, I am reluctant to edit another persons mod. I don't want to disrespect their work in any way.
Ugotit 5 Oct, 2023 @ 4:27pm 
Oh also, I read earlier in your posts you are a gun nut so that made me curious about which mods you are using for the game?
Ugotit 5 Oct, 2023 @ 4:24pm 
I know this is probably a lot of work but I feel like it's worth asking if you will rework the guns in the mod tons of guns also so that the ranges etc feel right alongside your mod. I really like both mods. Just asking, I do appreciate the work you've already put into this mod and I am currently using it.
aviator64  [author] 4 Oct, 2023 @ 2:48pm 
I changed the Winchester 1892 back to an 1894. I discovered that after Winchester discontinued the 1892 model (which was designed for pistol cartridges and has a shorter action) they offered the 1894 (which is a medium action) in pistol calibers to include the 44 magnum. You can still purchase an 1892 rifle today ( although made by manufactures other than Winchester) thanks to Cowboy Action Shooting which has created a market for period firearms.
aviator64  [author] 4 Oct, 2023 @ 2:35pm 
It works with new patch.
Cornflower 4 Oct, 2023 @ 1:34pm 
It works fine for me.
Jazz_45 4 Oct, 2023 @ 12:29pm 
Has this been tested with the recent 1.2 patch?
aviator64  [author] 3 Oct, 2023 @ 8:00am 
I didn't tweak any of the unique weapons
BlackWater821 3 Oct, 2023 @ 1:26am 
Do you tweak unique weapons as well ?
aviator64  [author] 1 Oct, 2023 @ 10:20pm 
It can be added or removed at anytime. You just have the temporary issue of overloaded guns which is resolved as soon as you burn off the excess rounds.
BlackWater821 1 Oct, 2023 @ 10:09pm 
Sorry, don't know it require a new games. Thought it should be working on the fly. Thanks for clarify )))
aviator64  [author] 1 Oct, 2023 @ 9:17pm 
@Method Man
I don't know how this interacts with Tons of Guns. If there are no conflicts you would end up with two groups of guns (new ones added by tons of guns and the existing gun that are revised by this mod) that are scaled (damage and range) differently.
Night Stalker 1 Oct, 2023 @ 7:29pm 
This looks great!
Is this compatible with the Tons of guns mod?
aviator64  [author] 1 Oct, 2023 @ 11:14am 
@BlackWater821
Was that activated mid-game? If so any gun will be at the ammo count that it was before the mod was turned on which may exceed the new mag capacity.
BlackWater821 30 Sep, 2023 @ 11:38pm 
Not really an issues, just minor immersion breaking since all the newly generated weapons magazine capacity doesn't reflect to mods changed until you manually emptied mag and reload it.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3044035386
aviator64  [author] 30 Sep, 2023 @ 8:07pm 
Just upload an update. Increased critical chance and damage for the Winchester 1892. This should make the rifle a more viable and interesting option. Not too out of line for a slow, but heavy, large diameter projectile.
aviator64  [author] 30 Sep, 2023 @ 5:55pm 
Thank you
Óðinn 30 Sep, 2023 @ 5:40pm 
I'm watching development of this mod with great interest. Keep up the good work.
aviator64  [author] 30 Sep, 2023 @ 11:49am 
Just uploaded an update that changes the M-14 back to the full-auto version.
aviator64  [author] 30 Sep, 2023 @ 11:48am 
@Cornflower
The decimal damage is from the Increased Damage Automatic Fire mod. It's a great mod and really makes the Assault Rifle relevant. Without it, I end up using sniper rifles as my main weapon and ignore ARs.
Cornflower 30 Sep, 2023 @ 8:36am 
OK, I've tested this for quite a while now. I like it. It felt very intuitive and I completely forgot about the mod after a while. I'm gonna keep it. It's good.
Only thing that feels strange is when damage points are 28.48 or something, but no biggie.
aviator64  [author] 30 Sep, 2023 @ 8:32am 
@Cornflower
Thanks for the comments. I am retired Army Aviation. 300 meters with iron sites is a long shoot which were the farthest targets during qualification with an M-16 or M-4. Optics change the game quite a bit extending the effective range of the 5.56 platform out to about 600 meters (with the right ammo). Beyond that, the terminal ballistics are significantly degraded and the bullet goes subsonic around 800 which introduces some instability.
aviator64  [author] 30 Sep, 2023 @ 8:14am 
@BlackWater821
Magazine capacity has been change to reflect the standard magazine capacity of the actual weapon. For example, the Browning HiPower mag capacity is 13 rounds (which was huge for a pistol when it was introduced). The standard Uzi mag is 32 rounds. M14 and FAL standard mags are 20 rounds while the Galil uses a 25 round mag. Small details, but important for suspension of disbelief of a gun nut like me.
Cornflower 30 Sep, 2023 @ 1:08am 
Part 1:
Interesting take on range and damage. I will try this out.
It's been a few years since I was in the Air Force and used military weaponry. Since I live in Sweden, those weapons are not available (mostly) for civilians.
Anyway, some experiences from using military weaponry.
The old AK-4 assault rifle was effective up to 300 m, with a sniper scope 800 m. It also could kill you through a wall. I heard of an experiment where they hung 8 (dead) pigs in a row and shot the AK-4. It passed through 5 of those pigs.
The old m/45 SMG is supposedly effective up to 250 m, but the saying was that if you had the winter coat on, you wouldn't be injured over 100 m.
Cornflower 30 Sep, 2023 @ 1:08am 
Part 2:
I once used a mounted machinegun (m/36) to shoot at a 300 m range. The cardbord figurine (lovingly known as "russian") was mounted on a wooden post, maybe 4x2 cm. I could actually shoot at the post, breaking it, so that the figurine fell without being hit.
That being said, I think your ranges are correct. I also agree with the 1=10 for gaming purposes. If you should go for 1=1, then you would have to scroll very very far away to use a Barrett... It would be realistic but neither suspenseful nor playable. Since the purpose of the game is to be fun and playable I think 1=10 works well.
But, I'll test it and see.
BlackWater821 29 Sep, 2023 @ 11:35pm 
Seems like weapons magazine was modified as well.. any chance some info about what was edited when compare to the vanilla statistic ? Thank you
aviator64  [author] 29 Sep, 2023 @ 7:30pm 
Included link for "Increased Damage Automatic Fire Mod" in description above
aviator64  [author] 29 Sep, 2023 @ 6:54pm 
To give you some information on actual weapons ranges:

-The max effective range for real world shotguns is 35-45 meters for buckshot, about 100 meters for rifled slugs and 150 for sabot rounds.

-Assault Rifles are effective to about 350-500 meters.

-Sniper Rifles max effective range is around 800 meters for most rifles.

-Pistols are good to about 50 meters with 100 meters at the extreme. Beyond that it is hard to hit the target, and terminal ballistics have deteriorated significantly.
aviator64  [author] 29 Sep, 2023 @ 6:54pm 
@Óðinn
Thank you for your comment.

Using a scale of 1=1m would result in weapons ranges that would greatly exceed map dimensions. The ratio I used results in weapons ranges of approximately double for Assault Rifles and Sniper Rifles compared to the vanilla game. Ranges for pistols and shotguns are a little less than vanilla. There is a degree of compression in the scaling of game maps and this has to be accounted for in scaling weapons distance. A 1=1m scaling would result in Assault Rifles with a range of 350-500. In the vanilla game those weapons have a range of around 24-30.
Óðinn 29 Sep, 2023 @ 5:03pm 
With the greatest respect, how did you come up with the scale of 1 tile = 10m ?

An door is always shown as one tile, so they're 10m wide? Most real doors are around 1m wide. A merc occupies 1 tile standing & almost 2 lying down. Humans are typically up to 2m in height. Cars would be like +40m long by your scale

Since we are shown in a couple of missions that 1 turn = 10sec & mercs have about 10-20 action points, does that mean mercs can move 100-200m in 10secs?

It's pretty clear just by looking at the maps that the real life scale is close to 1 tile = 1m

I appreciate this is just a game and sometimes there must be some abstraction, but it seems logical to base the scale on something close to reality. I humbly suggest you revise your scale (& therefore also vision distance). Guns will then start to be "TrueLife", with realistic ranges.

Just being able to see & shoot farther shouldn't break anything. It will just make for more tactical game play & better immersion.