BTW: parts are very easy to gather - once you capture the fort on the river (east of flea market), get 2 cheap merks to stay there and constantly train militia. Almost all attacks get through there and you get sooo much loot from there.
@@sionbarzad5371 Not that much - save scumming to save your militia may be gamey, but just having a militia on position to control main river isn't. And once they are wiped out (after about 4 attacks) you may consider either coming back repeatedly with main group to train more or have a separate training team nearby.
@@jankodes197 You most likely never played that game, cause even with only two cheap mercs and militia, it is easy to hold that isle, since they never send more then 10 guys, mostly six with hyeanas, that really don't count. Putting those mercs on top of the tower seals the deal and also, they never send troops that shortly one after another, you always got enough time to train them milita-guys anew.
For the scopes I used 3 types of scopes based on marksmanship - if it was lower, I used sniper x10 (or x5 if x10 wasn't available). Once they trained a bit (above cca 85) I switched to prism scopes (high crit on 3 aims or 2 aims with UV dot). Finally when I put UV dot on all my guns I used chips for thermal scopes.
Well there are some universal guns - I found only one G36 assault rifle (fast only 5 AP for shot, high damage and 36 modded range), but a lot of Galil guns (same range, but 6 AP for shot). These can all be equipped with UV dot, suppressor, all scopes and heavy stock. It can be as dangerous as a sniper - bipod for accuracy and 2 aims (one free aim from UV dot) gives you bonus from stock and crit from scope, but at the same time usable without aiming at close range for 5 AP.
1 tip. machine gun is must have in heavy fights. RPK is good, esp. when you can buy ammo for it in Fleetown. HK21 is if not the best, but good, uses sniper rifles rounds, as i remember. 2 tip. In Fleetown's market you can buy random skill book every week. 3 tip. i vote for the best AR FN-FAL, best sniper rifle as PSG or M42(??). 4 tip. x10 scope is worth only if you have high agility character, as for 4th aiming level you dont have free AP. 5 tip. In stealth operations if you kill enemy and other one would get suspicious when found dead body, you can just leave him out of sight, and combat would not start. You can return and kill him
Couple of things to add: One thing I found useful about SMG's - they use 9mm ammo type that is much more common. While assault rifles and machineguns chew through rare ammo pretty fast. Another good thing about smgs - they have run'n'shoot shot, so they are excellent in a mobile fight. Assault rifles I find mediocre, but many of them have underslung grenade launcher - so they add aoe to non explosive experts. And for pistols and Uzi's - they can be dual wielded - that increases their damage up close.
I use a machine gun with Raven(unique overwatch perk, starts with 94 Marksmanship). She is an absolute powerhouse with it. Set her up and open combat with a Barry Grenade 6 guys eliminated is nothing unusual. Livewire is nice if you have intel, so you know beforehand where to set up your opening.
Yeah, man. The game kind of implies Raven to be a sniper but with her overwatch marking perk and auto-fire training, she's indeed an absolute unit with LMGs. To bad you can't train her to have the heavy weapons expert perk. IIRC in Jagged 2 mercs could unlock such perks through extensive use of the related weapons. Has anyone found out if that's at all possible in JA3? I'm guessing no.
An odd rifle I quite like is the ol' winchester carbine. Quite precise, can be modded with a silencer and shortened down so it's cheaper to shoot. I use it on slower guys, like steroid and red. Something like g36 could definitely fill that role too, but i like winchester as it uses .44 magnum ammo, which I have an abundance of, and is quite powerful.
Yeah I love the Winchester too I love guns that give you the most bag for your buck and turning a single .44 into 100 plus damage with a close range headshot is amazing efficiency.
I actually use it in every Squad with Long Barrel and acog, so you can shoot twice per round 1safe Headshot 1 safe bodyshot or head for 75%. Eaz Low Budget Sniper and so powerful!
Thank you for sharing. I suggest you do a video about scouting and how to weaken outposts before attacking them. The little red dots in the sector sat view which explain what to do before your assault.
Take Famas assault rifle it has reduced ap per shot, attach a mod that gives u x3 aim if shooting before moving and another mod that makes target marked at 3x aim. And what u get is two burst shots with 3x aim on a marked target, absolutely destroys ur enemies especially if u let Ice use this weapon. His ap is enough to do this trick and his passive goes real good with that!
Yeah but there's more than a few guns that can get down to that ap cost by giving it a shorter barrel. I think the only benefit of the FAMAS so far in my games is it uses a different type of ammo. So I have one as an alt.
Noice vids bro. Theres also shock ammo and the different shotgun ammo, saltshot, buckshot, sabot, breaching rounds. I think i forgot one or two as well...
prism scope is really powerful mid to late game when merc has good marksmanship. it saves you 3 ap on your first head shot. allowing you to make another head or body shot. 10x scope is good at early stages.
One of the best and broken weapons in the game, in my opinion is a unique rifle Confidante which fires for only 4 AP and have 40+ damage, which is insane. So, if you found one (and you can do it quite early) and give it to Ivan for example, he can single-handedly shoot up to 6-7 guys per turn. The problem with machine guns, at least in unmodded vanilla game, is that you won't have enough bullet to feed their hunger consistently. Usually, you have something in the range of 500-800 bullets of single caliber, if you gather everything. And for machine gun that's just 50-80 shots, not to mention probably your rifles will be using those bullet types as well.
I've read from several players by now that they save up their Gunpowder exclusively for Machinegun Ammo Crafting. I guess the limited ammo is a balancing mechanism from the devs.
Yeah Confidante is great, poor Luke XD. I don't think there is a problem with machine guns, cause you don't really need to use them aside from very big battles. For me it's pretty balanced, otherwise the game would be too easy even on the hardest difficulty.
Best weapon type for long range: Sniper rifle (1 merc gets 1 kill per turn) Best weapon type for mid range: Sniper rifle (1 merc gets 1 kill per turn, without good explosives, you can't compete with that; also, only one bullet per kill and sometimes even 2 kills per turn with a high dex/agi merc) Best weapon type for short range: trick question, enemies are virtually never in short range because you can so easily kill them before they get there, but even if they are, your fully aimed sniper rifle will kill one per turn which only high level shotguns in the hands of someone with 2-3 related perks can really beat Conclusion: 5 snipers, 1 explo-expert with a shotgun and the game is super easy, even on MI. Keep in mind that there is a mod that shows percentage chances to hit. This of course is cheating, but it shows you how incredibly overpowered sniper rifles truly are when you compare hit chances at all distances. It also shows that fumble chance with explosives is mostly negligible.
Well, if you just wanna win it works fine. I think just it becomes very boring very quickly. The game is forgiving enough to take all matter of different approaches. I'm happy this method exists, but it surely is not the only way to play the game. I find it honestly quite monotonous to give everybody on my team Sniper Guns, the whole dynamics and engagement of the game break for me and it just becomes a stale type of game. But luckily, everybody can play the way he/she wants to, so that's none of my business. But yeah, right now Snipers are absolutely nuts and that's mostly because of the massive stupidity of the AI. But that's nothing new in games like these. I'm just kinda sad that this even works in highest difficulty levels. But whatever, the game is fun and it stays fun even if you cheese yourself through the fights like this. You have a lot of options to make the game easy enough to win it without going completely nuts and I appreciate that. But I'd really be happy to hear more about how cool things people did with literally all the other weapons. Instead everybody talks about Snipers all day long. Anyways, just wanted to point out that the most optimal choice is not necessarily the most fun one. Really depends on your character. I run one Sniper per squad always but not more than that and for me that's the most fun. But that's for me - you guys go all sniper if this tickles your fancy ^^
Mercs are weapons too. Always arrive to combat with your team in stealth (H). Fox in stealth with a silenced rifle, open combat with 2 ded ennemies, per her personly perk. Barry-grenades (tm) get 2 badguys garanty. Igor has grit agogo, wich make him a tank. Ice start with a perk wich negate the first hit.
MGs are such brutal weapons. I keep them in inventory for emergencies when vastly outnumbered, they are just human lawnmowers. I can't wait for a bobby rays mod to get more ammo. Or the ability to scrap ammo for powder bc ammo rarity is ludicrous unless you only run single shot high dmg weaps.
Stelathy Trait + Martial Trait + Untraceable Perk + Ambusher Perk + Assassination Perk + Knife + Supressed SMG/AR = Profit Sure, therifles are nice but SMGs and ARs are just the absolute overkill with the setup above Even only needs 3 level ups to get there with the IMP xD
You grossly underestimated submachine guns and run and gun. You fire 3 bursts while in the process of moving for 7ap. With advanced compensator you fire 4 shot bursts. Run and gun can take out multiple opponents at once in the hands of a good marksman.
I don't think you waste parts if you fail to attach a mod - you just loose some condition. (You may loose some parts, but the important items are safe - no wasting of chips, lens and rails).
For machine guns I would say that the biggest problem, especially in the early game, is the amount of ammo they use. On my first play through I ended up using almost all of the ammo that the MG42 uses which left other mercs dry. It's a bit of a trap imho, since crafting more ammo requires an explosive expert, quite a lot of time and spare parts.
Well the early stages of the game are easily doable without heavy weapon. I think the key to machine guns is to understand which fights are the ones to bring the big gun to. Cause like you already pointed out, the lack of ammo is the balancing mechanic. Crafting the fitting ammo is a good way, some Towns also sell ammo if you're lucky. I always try to do something else useful in the time while stuff is being crafted like, training mercs for example =)
You need a crew mate with skills in MECH (the higher the best) - that way i believe you have much higher chances to retrieve upgrade parts from modded weapons
Thanks very much i honesty tought i need a station or something to mod my wepons und therefore played with unmodded wepons until after the Biff mission...
Just grab 5 sniper rifles, put suppressors and game becomes a chore as you kill-move-loot-kill-move-loot-kill-move-loot. They have to buff other stuff and nerf sniping by preventing snipers for taking 2/3 overwatch shots and have a penalty up close.
Well I don't see any need to nerf Snipers - it's a Single Player game so whatever. I do agree though that some weapons could use some extra love. Cause I'd love if all the weapons had some nice stuff going on for themselves like the sniper guns do.
I'd say there already is a penalty for sniper rifles if you try to shoot them up close...I don't think I ever hit an M24 shot on an enemy that was closer than 3 tiles. Always had to switch to my secondary. Other than that I can confirm. I have 6 Mercs, 4 with dedicated snipers, 1 with a modded M14...and it's really a breeze.
@@cameronsabin8950 So you're saying that a character with 85 dex, 85 agi, 85 marksmanship who costs effectively nothing at all isn't worth it? The only non-legendary mercs that can compete in combat prowess are Raven and Ice - but you know what they don't have? The 85 leadership and 85 wisdom of your IMP that means you can easily improve your other mercs via training and learn incredibly fast yourself. A merc with IMP stats would otherwise coast around 12k per 7 days whereas the IMP merc costs 7k for the entire 100+ day campaign.
@@DrZaius3141 Min/Max yeah you can make IMP's better then AIM in the chosen stats you desire, but not min/maxing and see how they match up, and the fact that IMP doesn't allow the Talent perk slot which is huge difference also Just a different play style. Never liked IMP's even in the earlier releases back iin the day.
auto fire in this game is huge joke except when it comes to machineguns like doing 2 damage per bullet with full auto is dunny i like FAL becouse it can do damage 4x15
I get that they needed to balance the damage from full auto fire but the fact that ammunition is limited (except for your opponents who have unlimited ammo and can go wild with full auto every round) should be restriction enough without needing to nerf the damage.
Seriously, the burst/auto damage reduction makes zero sense. With the forced ammo scarcity only MGs male sense to burst, and then only in emergencies. Burst/auto balance should be from the acc penalty, not reduced dmg
BTW: ammo is super cheap to craft. I used only 7.62 mm NATO on all my guns and never had a problem. The other types of ammo are also pretty cheap to craft - it just takes normal ammo and some parts. I have never used any special ammo other than AP and that only after (SPOILER): Adonis betrays you.
So? I really don't see the big thing there. Singleplayer games - everybody can play how he/she likes to. Stay judgmental as much as you want, it's just the way it works.
You can also combine pipe bomb with wire cutters and you get gunpowder. Good for crafting ammo, there are always pipe bombs lying around
Nice, I had no clue! =)
BTW: parts are very easy to gather - once you capture the fort on the river (east of flea market), get 2 cheap merks to stay there and constantly train militia. Almost all attacks get through there and you get sooo much loot from there.
gamey tho
@@sionbarzad5371 Not that much - save scumming to save your militia may be gamey, but just having a militia on position to control main river isn't. And once they are wiped out (after about 4 attacks) you may consider either coming back repeatedly with main group to train more or have a separate training team nearby.
@@sionbarzad5371nothing gamey about it. Training militia and controlling the region is the entire purpose of your mission.
Great tip, I may do this on the Port to the west too, to intercept diamond runs from the mine on the top west
@@jankodes197 You most likely never played that game, cause even with only two cheap mercs and militia, it is easy to hold that isle, since they never send more then 10 guys, mostly six with hyeanas, that really don't count. Putting those mercs on top of the tower seals the deal and also, they never send troops that shortly one after another, you always got enough time to train them milita-guys anew.
For the scopes I used 3 types of scopes based on marksmanship - if it was lower, I used sniper x10 (or x5 if x10 wasn't available). Once they trained a bit (above cca 85) I switched to prism scopes (high crit on 3 aims or 2 aims with UV dot). Finally when I put UV dot on all my guns I used chips for thermal scopes.
for fog fights, UV scope is must have, as it prevents grazed hits
Can't believe how many videos it took to watch until subscribing. Theses videos have massively improved my competence with JA3
Well there are some universal guns - I found only one G36 assault rifle (fast only 5 AP for shot, high damage and 36 modded range), but a lot of Galil guns (same range, but 6 AP for shot). These can all be equipped with UV dot, suppressor, all scopes and heavy stock. It can be as dangerous as a sniper - bipod for accuracy and 2 aims (one free aim from UV dot) gives you bonus from stock and crit from scope, but at the same time usable without aiming at close range for 5 AP.
Mid game weapons. At start only rifles get job done.
1 tip. machine gun is must have in heavy fights. RPK is good, esp. when you can buy ammo for it in Fleetown. HK21 is if not the best, but good, uses sniper rifles rounds, as i remember. 2 tip. In Fleetown's market you can buy random skill book every week. 3 tip. i vote for the best AR FN-FAL, best sniper rifle as PSG or M42(??). 4 tip. x10 scope is worth only if you have high agility character, as for 4th aiming level you dont have free AP. 5 tip. In stealth operations if you kill enemy and other one would get suspicious when found dead body, you can just leave him out of sight, and combat would not start. You can return and kill him
Couple of things to add: One thing I found useful about SMG's - they use 9mm ammo type that is much more common. While assault rifles and machineguns chew through rare ammo pretty fast. Another good thing about smgs - they have run'n'shoot shot, so they are excellent in a mobile fight. Assault rifles I find mediocre, but many of them have underslung grenade launcher - so they add aoe to non explosive experts. And for pistols and Uzi's - they can be dual wielded - that increases their damage up close.
Thanks for those, the weapon system of this game is much deeper than it looks like at the first glance ^^
9mm standard ammo is not armor piercing.
9mm doesnot get enough dmg for being effectiv.
I use a machine gun with Raven(unique overwatch perk, starts with 94 Marksmanship). She is an absolute powerhouse with it. Set her up and open combat with a Barry Grenade 6 guys eliminated is nothing unusual. Livewire is nice if you have intel, so you know beforehand where to set up your opening.
Yeah, man. The game kind of implies Raven to be a sniper but with her overwatch marking perk and auto-fire training, she's indeed an absolute unit with LMGs. To bad you can't train her to have the heavy weapons expert perk. IIRC in Jagged 2 mercs could unlock such perks through extensive use of the related weapons. Has anyone found out if that's at all possible in JA3? I'm guessing no.
An odd rifle I quite like is the ol' winchester carbine. Quite precise, can be modded with a silencer and shortened down so it's cheaper to shoot. I use it on slower guys, like steroid and red. Something like g36 could definitely fill that role too, but i like winchester as it uses .44 magnum ammo, which I have an abundance of, and is quite powerful.
Yeah I love the Winchester too I love guns that give you the most bag for your buck and turning a single .44 into 100 plus damage with a close range headshot is amazing efficiency.
I actually use it in every Squad with Long Barrel and acog, so you can shoot twice per round 1safe Headshot 1 safe bodyshot or head for 75%. Eaz Low Budget Sniper and so powerful!
I remember going low on ammo because of majority of my mercs use the same type. winchester is a lifesaver.
Thank you for sharing.
I suggest you do a video about scouting and how to weaken outposts before attacking them. The little red dots in the sector sat view which explain what to do before your assault.
Take Famas assault rifle it has reduced ap per shot, attach a mod that gives u x3 aim if shooting before moving and another mod that makes target marked at 3x aim. And what u get is two burst shots with 3x aim on a marked target, absolutely destroys ur enemies especially if u let Ice use this weapon. His ap is enough to do this trick and his passive goes real good with that!
Yeah but there's more than a few guns that can get down to that ap cost by giving it a shorter barrel.
I think the only benefit of the FAMAS so far in my games is it uses a different type of ammo.
So I have one as an alt.
@@Antisocialnerd2 I agree. famas ok at early game but completely clobbered by mid game.
Noice vids bro. Theres also shock ammo and the different shotgun ammo, saltshot, buckshot, sabot, breaching rounds. I think i forgot one or two as well...
Vicky with her special perk and fully modded MG or AR is a killing machine on OW mode (she gets +7 dmg per bullet so far)
prism scope is really powerful mid to late game when merc has good marksmanship. it saves you 3 ap on your first head shot. allowing you to make another head or body shot. 10x scope is good at early stages.
One of the best and broken weapons in the game, in my opinion is a unique rifle Confidante which fires for only 4 AP and have 40+ damage, which is insane. So, if you found one (and you can do it quite early) and give it to Ivan for example, he can single-handedly shoot up to 6-7 guys per turn.
The problem with machine guns, at least in unmodded vanilla game, is that you won't have enough bullet to feed their hunger consistently. Usually, you have something in the range of 500-800 bullets of single caliber, if you gather everything. And for machine gun that's just 50-80 shots, not to mention probably your rifles will be using those bullet types as well.
I've read from several players by now that they save up their Gunpowder exclusively for Machinegun Ammo Crafting. I guess the limited ammo is a balancing mechanism from the devs.
Yeah Confidante is great, poor Luke XD.
I don't think there is a problem with machine guns, cause you don't really need to use them aside from very big battles. For me it's pretty balanced, otherwise the game would be too easy even on the hardest difficulty.
Best weapon type for long range: Sniper rifle (1 merc gets 1 kill per turn)
Best weapon type for mid range: Sniper rifle (1 merc gets 1 kill per turn, without good explosives, you can't compete with that; also, only one bullet per kill and sometimes even 2 kills per turn with a high dex/agi merc)
Best weapon type for short range: trick question, enemies are virtually never in short range because you can so easily kill them before they get there, but even if they are, your fully aimed sniper rifle will kill one per turn which only high level shotguns in the hands of someone with 2-3 related perks can really beat
Conclusion: 5 snipers, 1 explo-expert with a shotgun and the game is super easy, even on MI.
Keep in mind that there is a mod that shows percentage chances to hit. This of course is cheating, but it shows you how incredibly overpowered sniper rifles truly are when you compare hit chances at all distances. It also shows that fumble chance with explosives is mostly negligible.
Well, if you just wanna win it works fine. I think just it becomes very boring very quickly. The game is forgiving enough to take all matter of different approaches. I'm happy this method exists, but it surely is not the only way to play the game. I find it honestly quite monotonous to give everybody on my team Sniper Guns, the whole dynamics and engagement of the game break for me and it just becomes a stale type of game.
But luckily, everybody can play the way he/she wants to, so that's none of my business. But yeah, right now Snipers are absolutely nuts and that's mostly because of the massive stupidity of the AI. But that's nothing new in games like these. I'm just kinda sad that this even works in highest difficulty levels. But whatever, the game is fun and it stays fun even if you cheese yourself through the fights like this.
You have a lot of options to make the game easy enough to win it without going completely nuts and I appreciate that. But I'd really be happy to hear more about how cool things people did with literally all the other weapons. Instead everybody talks about Snipers all day long.
Anyways, just wanted to point out that the most optimal choice is not necessarily the most fun one. Really depends on your character. I run one Sniper per squad always but not more than that and for me that's the most fun. But that's for me - you guys go all sniper if this tickles your fancy ^^
I didn't know Christoph Waltz had a gaming channel.
Can you detach a scope, tripod, silincer, etc. and put it into another weapon?
Good silenced sniper rifle plus explosives are almost OP in the game. Accurate, deadly, and saving a lot of ammo, which is always on the lower side.
Mercs are weapons too.
Always arrive to combat with your team in stealth (H).
Fox in stealth with a silenced rifle, open combat with 2 ded ennemies, per her personly perk.
Barry-grenades (tm) get 2 badguys garanty. Igor has grit agogo, wich make him a tank.
Ice start with a perk wich negate the first hit.
Hey, do we have to equip the weapon to the mechanic in the team when modifying or it does not matter as long as we have a good mechanic in the team ?
No need to equip, the modifications always get applied by the highest skill value in the squad.
MGs are such brutal weapons. I keep them in inventory for emergencies when vastly outnumbered, they are just human lawnmowers. I can't wait for a bobby rays mod to get more ammo. Or the ability to scrap ammo for powder bc ammo rarity is ludicrous unless you only run single shot high dmg weaps.
Stelathy Trait + Martial Trait + Untraceable Perk + Ambusher Perk + Assassination Perk + Knife + Supressed SMG/AR = Profit
Sure, therifles are nice but SMGs and ARs are just the absolute overkill with the setup above
Even only needs 3 level ups to get there with the IMP xD
You grossly underestimated submachine guns and run and gun. You fire 3 bursts while in the process of moving for 7ap. With advanced compensator you fire 4 shot bursts. Run and gun can take out multiple opponents at once in the hands of a good marksman.
I don't think you waste parts if you fail to attach a mod - you just loose some condition. (You may loose some parts, but the important items are safe - no wasting of chips, lens and rails).
A failed mod job loses parts and condition.
For machine guns I would say that the biggest problem, especially in the early game, is the amount of ammo they use. On my first play through I ended up using almost all of the ammo that the MG42 uses which left other mercs dry. It's a bit of a trap imho, since crafting more ammo requires an explosive expert, quite a lot of time and spare parts.
Well the early stages of the game are easily doable without heavy weapon. I think the key to machine guns is to understand which fights are the ones to bring the big gun to. Cause like you already pointed out, the lack of ammo is the balancing mechanic.
Crafting the fitting ammo is a good way, some Towns also sell ammo if you're lucky. I always try to do something else useful in the time while stuff is being crafted like, training mercs for example =)
WOW Thanks for this Tips really nice video colleague gaming youtuber , i subscribed keep up good work 💞👌😊👍
Can you do some X-Com 2 Guides as well?
where we can find fnfall ?, i only got dragunov
are gun upgrades transferable or refundable?
You need a crew mate with skills in MECH (the higher the best) - that way i believe you have much higher chances to retrieve upgrade parts from modded weapons
Thanks very much i honesty tought i need a station or something to mod my wepons und therefore played with unmodded wepons until after the Biff mission...
Shit happens ^^ Glad that this video helped mate =)
Nice 10 Tips & Tricks!
Nice voice man!
Just grab 5 sniper rifles, put suppressors and game becomes a chore as you kill-move-loot-kill-move-loot-kill-move-loot. They have to buff other stuff and nerf sniping by preventing snipers for taking 2/3 overwatch shots and have a penalty up close.
Well I don't see any need to nerf Snipers - it's a Single Player game so whatever. I do agree though that some weapons could use some extra love. Cause I'd love if all the weapons had some nice stuff going on for themselves like the sniper guns do.
I'd say there already is a penalty for sniper rifles if you try to shoot them up close...I don't think I ever hit an M24 shot on an enemy that was closer than 3 tiles. Always had to switch to my secondary. Other than that I can confirm. I have 6 Mercs, 4 with dedicated snipers, 1 with a modded M14...and it's really a breeze.
You miss tracer ammo, and different type of 12ga fro shotgun
Did you not create your own Merc ?
Nah, addicted to the mercs and their voice lines. IMP merc is just one merc less I can pick :D
IMP Mercs are way weaker than all other Mercs you can hire.
@@cameronsabin8950 eh far from it,you tailor them to what fits you
@@cameronsabin8950 So you're saying that a character with 85 dex, 85 agi, 85 marksmanship who costs effectively nothing at all isn't worth it? The only non-legendary mercs that can compete in combat prowess are Raven and Ice - but you know what they don't have? The 85 leadership and 85 wisdom of your IMP that means you can easily improve your other mercs via training and learn incredibly fast yourself. A merc with IMP stats would otherwise coast around 12k per 7 days whereas the IMP merc costs 7k for the entire 100+ day campaign.
@@DrZaius3141 Min/Max yeah you can make IMP's better then AIM in the chosen stats you desire, but not min/maxing and see how they match up, and the fact that IMP doesn't allow the Talent perk slot which is huge difference also Just a different play style. Never liked IMP's even in the earlier releases back iin the day.
Smg not doing as much damage as handguns. Kinda stupid if they use the smae ammo
auto fire in this game is huge joke except when it comes to machineguns
like doing 2 damage per bullet with full auto is dunny
i like FAL becouse it can do damage 4x15
Yup, I agree. I rarely bother using Auto-Fire cause of it's low dmg output.
I get that they needed to balance the damage from full auto fire but the fact that ammunition is limited (except for your opponents who have unlimited ammo and can go wild with full auto every round) should be restriction enough without needing to nerf the damage.
Seriously, the burst/auto damage reduction makes zero sense. With the forced ammo scarcity only MGs male sense to burst, and then only in emergencies. Burst/auto balance should be from the acc penalty, not reduced dmg
BTW: ammo is super cheap to craft. I used only 7.62 mm NATO on all my guns and never had a problem. The other types of ammo are also pretty cheap to craft - it just takes normal ammo and some parts.
I have never used any special ammo other than AP and that only after (SPOILER):
Adonis betrays you.
If the gun jam reload the save kkkkkkk 😅
So? I really don't see the big thing there. Singleplayer games - everybody can play how he/she likes to. Stay judgmental as much as you want, it's just the way it works.