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Mod Details
Weapons
- Rebalanced weapons : adjusted all values like coolness, deadliness, accuracy, range, AP to ready costs, etc.
- No guns with zero or negative accuracy. How can you be PENALIZED for spending more AP aiming ?
- Increased range for pistols, mostly +2.
- Lowered Burst/Auto penalties, and decreased the Foregrip/Grippod bonuses.
- Shotguns are much more faster. Example : SPAS-15, 4AP to draw, 21AP to fire.
- Increased the "MaxDistForMessyDeath" for all weapons. More fallbacks/slow falls from roof now.
- Created new (real, except the VIS-37) weapons, by renaming and rechambering default 1.13 weapons.
Example : MP-445 (.40SW) --> OTs-27 "Berdysh" (9x18mm), CZ-75B (.40SW) --> CZ 82 (9x18mm), MP-446 (9x19mm) --> OTs-33 "Pernach" (9x18mm).
- All sniper rifles (rather DMRs in this mod) have a default scope attached. Now, even a Mosin-Nagant is a nightmare ! (the PEM scope is a slightly better PSO-1)
- The GP-30 Obuvka and RGM Kastet grenades launchers can fire now VOG-25 Stun, Tear Gas, Mustard gas and Illumination 40mm grenades.
- MG : (PKM/Pecheneg) these are "ground only" versions. They have huge ready and reload AP costs, but they can fire several short bursts per turn. They should only be fired in prone position (built-in heavy bipod). They also can't take ANY attachment. Don't let these "horrible" stats deceive you : their suppression power is outstanding, and you can (and will) kill even out of sight range. If you don't use HAM and its suppression, forget about them !!!
Attachments
- Removed Rod and Spring and Barrel Extender for all guns.
- Only scope 2x, PSO-7 Combo (scope 2x + Kobra) and PSO-1 allowed on SKS and AR.
- Reflex Sight only for pistols/SMGs. For quick AR, use a scope 2x + Kobra, or a PSO-7 Combo.
- Folding stock : removed the -1 Hit penalty and the AP reduction bonus. It just reduces weapon size now.
- Scopes : less powerful.
PSO-1 : AimBonus 11 10 Day/BrightVisionRangeBonus 40 20 NightVision 20 10
PSO-2 : AimBonus 17 15 Day/BrightVisionRangeBonus 70 40 NightVision 35 20 (ex PSO-3)
PSO-3 : AimBonus 17 Day/BrightVisionRangeBonus 70 60 NightVision 35 30 (ex Sniper Scope)
- A lot of other changes, too numerous to list. Examples : removed the GP-30 for the AKMSU, Foregrip for the Saiga 12K/Pecheneg, added scope 2x for lot of AR.
Misc
- Reversed the stats for the 2 binoculars : the 'Quality Binoculars' now provides the best vision range bonus.
- Reduced size of : Molotov cocktails (repairable now), Bizon mags, RPK-74 mags, First Aid Kit, 9x18mm Mag 20 (so they can fit Holsters/Holsters Rigs)
- Reduced the weight of : 75-rounds drums, RPK-74 mags.
- Increased weapons and misc drop rates for enemy/militia.
Laser Sight coolness 7-->5 BestLaserRange 90 130
LAM-200 coolness 9-->6 BestLaserRange 100 170
LAM-350 coolness 7-->8 BestLaserRange 300 220 +NightVisionRangeBonus 20
- Removed 5.45x39mm RPK-74 Mag AP and 7.62x54R Box AP : why use AP for MGs when you have Tracer ammo ?
Armour
- Removed Twaron, Zylon, SWAT, EOD armour.
- Reduced the weight and AP penalties for most armours.
- Increased Dyneema Helmet coverage : 70%-->80%.
Explosives
- Increased "startradius" values for Tear gas and Smoke grenades.
- Increased duration for Tear gas, Mustard gas and Smoke grenades/shells.
Bobby Ray
- Removed used grenades/explosives/RPGs.
- Weapons descriptions : only the bare minimum now, coolness, barrel length, action. I'm fed up with cousin Lester jokes and hijacked airliners.
- Increased quantities for ammo/grenades/misc stuff like tool kits.
LBE
- More carrying capacity for backpacks. Examples :
ARUC : added 2 AR mags, MALICE3 : added a General Large slot.
- Improved some vests. Examples :
TT Assault Vest : removed 1 AR mag, added 1 grenade, 1 Medium general pocket.
LRAK Vest : removed the 2 canteens, added 2 AR Mags, 2 Grenades, +10% camo
- Increased Pockets capacity :
Increased AR mag capacity : 2-->3, Grenade 1-->3 small grenades (Stun, Mini, Mk2) -->2 for Smoke/Tear/Mustard, Rifle Grenade 1-->2.
AI Items choices
- Removed Pistol Suppressor, Rod and Spring, GunBarrel Extender, GP-30 GL, Folding Stock, Retractable stock, Trigger Group and AR Suppressor for the AI ; added Grippod. Since the AI is limited to only two attachments, it helps them a lot. Instead of having useless and ridiculous things like Folding Stocks, GP-30s and AR Suppressors on their weapons, they will have Lasers/Scopes/Reflex Sights/Kobras much more often.
- Removed Mini and Smoke grenades. Enemies/Militia using Smoke does not make sense, and I hate when they can throw Minis grenades way farther than even my Expert throwers.
MercStartingGear
Changed a lot of gears. Example : Fox starts with a Medkit, Blood with 3 throwing knives.
- Gave Charlie 7.62x39 mags. instead of 5.45x39 mags.
Sci-Fi
The following items are tagged Sci-fi : NVG IV, Mustard gas grenades/shells, VOG-25P Jumping grenades, 7.62x25 Cold ammo, Dart gun and Darts. If you really want to get them without the pukazoids, select Sci-fi for your new game, and turn the Crepitus OFF in the JA2_Options.ini.
Weapons
- Rebalanced weapons : adjusted all values like coolness, deadliness, accuracy, range, AP to ready costs, etc.
- No guns with zero or negative accuracy. How can you be PENALIZED for spending more AP aiming ?
- Increased range for pistols, mostly +2.
- Lowered Burst/Auto penalties, and decreased the Foregrip/Grippod bonuses.
- Shotguns are much more faster. Example : SPAS-15, 4AP to draw, 21AP to fire.
- Increased the "MaxDistForMessyDeath" for all weapons. More fallbacks/slow falls from roof now.
- Created new (real, except the VIS-37) weapons, by renaming and rechambering default 1.13 weapons.
Example : MP-445 (.40SW) --> OTs-27 "Berdysh" (9x18mm), CZ-75B (.40SW) --> CZ 82 (9x18mm), MP-446 (9x19mm) --> OTs-33 "Pernach" (9x18mm).
- All sniper rifles (rather DMRs in this mod) have a default scope attached. Now, even a Mosin-Nagant is a nightmare ! (the PEM scope is a slightly better PSO-1)
- The GP-30 Obuvka and RGM Kastet grenades launchers can fire now VOG-25 Stun, Tear Gas, Mustard gas and Illumination 40mm grenades.
- MG : (PKM/Pecheneg) these are "ground only" versions. They have huge ready and reload AP costs, but they can fire several short bursts per turn. They should only be fired in prone position (built-in heavy bipod). They also can't take ANY attachment. Don't let these "horrible" stats deceive you : their suppression power is outstanding, and you can (and will) kill even out of sight range. If you don't use HAM and its suppression, forget about them !!!
Attachments
- Removed Rod and Spring and Barrel Extender for all guns.
- Only scope 2x, PSO-7 Combo (scope 2x + Kobra) and PSO-1 allowed on SKS and AR.
- Reflex Sight only for pistols/SMGs. For quick AR, use a scope 2x + Kobra, or a PSO-7 Combo.
- Folding stock : removed the -1 Hit penalty and the AP reduction bonus. It just reduces weapon size now.
- Scopes : less powerful.
PSO-1 : AimBonus 11 10 Day/BrightVisionRangeBonus 40 20 NightVision 20 10
PSO-2 : AimBonus 17 15 Day/BrightVisionRangeBonus 70 40 NightVision 35 20 (ex PSO-3)
PSO-3 : AimBonus 17 Day/BrightVisionRangeBonus 70 60 NightVision 35 30 (ex Sniper Scope)
- A lot of other changes, too numerous to list. Examples : removed the GP-30 for the AKMSU, Foregrip for the Saiga 12K/Pecheneg, added scope 2x for lot of AR.
Misc
- Reversed the stats for the 2 binoculars : the 'Quality Binoculars' now provides the best vision range bonus.
- Reduced size of : Molotov cocktails (repairable now), Bizon mags, RPK-74 mags, First Aid Kit, 9x18mm Mag 20 (so they can fit Holsters/Holsters Rigs)
- Reduced the weight of : 75-rounds drums, RPK-74 mags.
- Increased weapons and misc drop rates for enemy/militia.
Laser Sight coolness 7-->5 BestLaserRange 90 130
LAM-200 coolness 9-->6 BestLaserRange 100 170
LAM-350 coolness 7-->8 BestLaserRange 300 220 +NightVisionRangeBonus 20
- Removed 5.45x39mm RPK-74 Mag AP and 7.62x54R Box AP : why use AP for MGs when you have Tracer ammo ?
Armour
- Removed Twaron, Zylon, SWAT, EOD armour.
- Reduced the weight and AP penalties for most armours.
- Increased Dyneema Helmet coverage : 70%-->80%.
Explosives
- Increased "startradius" values for Tear gas and Smoke grenades.
- Increased duration for Tear gas, Mustard gas and Smoke grenades/shells.
Bobby Ray
- Removed used grenades/explosives/RPGs.
- Weapons descriptions : only the bare minimum now, coolness, barrel length, action. I'm fed up with cousin Lester jokes and hijacked airliners.
- Increased quantities for ammo/grenades/misc stuff like tool kits.
LBE
- More carrying capacity for backpacks. Examples :
ARUC : added 2 AR mags, MALICE3 : added a General Large slot.
- Improved some vests. Examples :
TT Assault Vest : removed 1 AR mag, added 1 grenade, 1 Medium general pocket.
LRAK Vest : removed the 2 canteens, added 2 AR Mags, 2 Grenades, +10% camo
- Increased Pockets capacity :
Increased AR mag capacity : 2-->3, Grenade 1-->3 small grenades (Stun, Mini, Mk2) -->2 for Smoke/Tear/Mustard, Rifle Grenade 1-->2.
AI Items choices
- Removed Pistol Suppressor, Rod and Spring, GunBarrel Extender, GP-30 GL, Folding Stock, Retractable stock, Trigger Group and AR Suppressor for the AI ; added Grippod. Since the AI is limited to only two attachments, it helps them a lot. Instead of having useless and ridiculous things like Folding Stocks, GP-30s and AR Suppressors on their weapons, they will have Lasers/Scopes/Reflex Sights/Kobras much more often.
- Removed Mini and Smoke grenades. Enemies/Militia using Smoke does not make sense, and I hate when they can throw Minis grenades way farther than even my Expert throwers.
MercStartingGear
Changed a lot of gears. Example : Fox starts with a Medkit, Blood with 3 throwing knives.
- Gave Charlie 7.62x39 mags. instead of 5.45x39 mags.
Sci-Fi
The following items are tagged Sci-fi : NVG IV, Mustard gas grenades/shells, VOG-25P Jumping grenades, 7.62x25 Cold ammo, Dart gun and Darts. If you really want to get them without the pukazoids, select Sci-fi for your new game, and turn the Crepitus OFF in the JA2_Options.ini.
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