JA Fallout updated

Odin

Carbon Dated and Proud
Admin
Claw-UA informed us that the Fallout: Raiders Menace (Jagged Alliance Fallout mod) have been updated, here's some bits that Claw-UA told us:<blockquote>The main word about the guns in this mod is lots of them, of course we have granades & explosives too.There are 125 guns that are common, others are unique.

We are now working on serveral other weapons, more hand to hand weapons (knifes, knuckledusters, clubs and axes).

Weapon types.
Now (almost final) we have 14 weapon classes.

1. Pistols&one-handed SMG.
2. Revolvers.
3. Two-handed SMG.
4. Shotguns.
5. Short(ed) and sawn-off shotguns.
6. Rifles.
7. Assault rifles\automatic rifles.
8. Sniper rifles.
9. Machine-guns.
10. Heavy weapons.
11. Energy weapons.
12. Exotic.
13. Cold weapons.
14. Throwing weapons.</blockquote>Right, that's too many guns for my taste but...
Link: Fallout Raider Menace
 
what the heck is with all the guns?

isnt that VERY non-falloutish???

I hate that... and cant there be an english translation for this site? that would be cool
 
A lot of guns isn't so non-Falloutish as it is the guns themselves.

I mean, really, an Enfield? C'mon.

Also, the elongated barrel on that .45 is really bugging the crap out of me. :(
 
Bradylama said:
A lot of guns isn't so non-Falloutish as it is the guns themselves.

I mean, really, an Enfield? C'mon.

Also, the elongated barrel on that .45 is really bugging the crap out of me. :(

Well well it might be very non-falloutish but very Jagged alliance (tons of weapons that is). I think the whole idea of the mod is to bring fallout style gameplay to JA universe.. Then again my russian sucks so can't really tell.

Still I would recommend all fallout fans to get a hold of Jagged Alliance 2 copy and check the game.
 
Odin said:
Claw-UA informed us that the Fallout: Raiders Menace (Jagged Alliance Fallout mod) have been updated, here's some bits that Claw-UA told us:<blockquote>The main word about the guns in this mod is lots of them, of course we have granades & explosives too.There are 125 guns that are common, others are unique.

We are now working on serveral other weapons, more hand to hand weapons (knifes, knuckledusters, clubs and axes).

Weapon types.
Now (almost final) we have 14 weapon classes.

1. Pistols&one-handed SMG.
2. Revolvers.
3. Two-handed SMG.
4. Shotguns.
5. Short(ed) and sawn-off shotguns.
6. Rifles.
7. Assault rifles\automatic rifles.
8. Sniper rifles.
9. Machine-guns.
10. Heavy weapons.
11. Energy weapons.
12. Exotic.
13. Cold weapons.
14. Throwing weapons.</blockquote>Right, that's too many guns for my taste but...
Link: Fallout Raider Menace
Full post :
*****************************************************
Update of project "Fallout: Raiders Menace"
http://ja2.org/index.php?p=27
A main words about weapons in this project is - LOTS of weapons.
And granades&explosives in addition.
125 guns are common.
Other - unique.
Yes.
We make unique weapon sets for all mercenaries and NPC.
Of course, unique not means good combat characteristic.

Now we working on combat system to make useful (really useful) various kinds of knifes, knuckledusters, clubs and axes.

Weapon types.
Now (almost final) we have 14 weapon classes.

1. Pistols&one-handed SMG.
2. Revolvers.
3. Two-handed SMG.
4. Shotguns.
5. Short(ed) and sawn-off shotguns.
6. Rifles.
7. Assault rifles\automatic rifles.
8. Sniper rifles.
9. Machine-guns.
10. Heavy weapons.
11. Energy weapons.
12. Exotic.
13. Cold weapons.
14. Throwing weapons.
http://ja2.org/images/jafall/guns_prev2.jpg

Weapon geographic.
On scenario most common guns in postnuclear world are shotguns and sawn-off. Another very popular weapons are revolvers.
City dwellers prefer small guns with high firerate - like SMG. Poorest people use self-made guns.
Gangs and military units have more serious weapons.

About dwellers.
In this dangerous world one can survive only with something to meet it.
Only last beggars are unarmed.
Think before trying to take sweets from child - he can just can throw grenades in yours back.

About russian weapons.

You know, mod we making mod about postnuclear Texas. Yes, we make AK - chinese, romanian or "russian military AK" - it’s your decision. Except АК there are two more russian guns, and couple NPC armed with not bad "made in russia" guns.

Exotic.
There are very different weapons here. Just surprise category.
All untraditional means to make corpses.
Starting from nailgun and ending with mutant`s 40mm shotgun.
Led Cha Weights? No. Its for throwing weapons.
But harpoon and underwater pistol - it’s from here.

More information - closer to release.

Once more SORRY for my weak translation.
P.S. Besides, all guns on picture - except four last are real.

Claw-UA
Claw-UA@yandex.ru
 
Is the "cold weapons" cold steel or something freaky like a Mr. Freeze ray?

EDIT: Just say you answer this in another thread. Cold Steel types, gotcha.

Is there going to be a flame thrower? That was always a fun item for parties.
 
I see nothing unfalloutish in such guns variety. Even if there will be many guns with exact stats and ammo so what ? Here is a room for esthetics for the player. It's like choosing skin and hair color. It would cool to be followed by npc reactions ... something like "ah camrade, I see you like good old kalashnikovs eh ? I guess I might like you" but I don't expect THAT much.

Anyways I just hope that weapon selection s not MAIN attraction of the mod ;)
 
I've already lost interest.
The second row features that hideous 9mm Colt SMG, a Spectre (a double action SMG that entered production in '83, some european police make limited use of it).Then on the third row it gets worse.. the last two being the Steyr ACR (a prototype flechette rifle made for the American Militaries ACR program back in the late 80's early 90's http://world.guns.ru/assault/as56-e.htm ) and a Sig 550. Both of those fit the setting as well (and maybe even worse) as the damn AUG in Fo:T.
 
Frog said:
I see nothing unfalloutish in such guns variety. Even if there will be many guns with exact stats and ammo so what ? Here is a room for esthetics for the player. It's like choosing skin and hair color. It would cool to be followed by npc reactions ... something like "ah camrade, I see you like good old kalashnikovs eh ? I guess I might like you" but I don't expect THAT much.

Anyways I just hope that weapon selection s not MAIN attraction of the mod ;)
I believe you may be missing the point, even though I agree to a point. Fallout shouldn't have so many rare, advanced, real world weapons. Fallout2 and FOT, would piss me off occasionally, when I would find a real life weapon, that would have absolutely NO chance of surviving throught the years. Especially wiht all the use it would have seen. For example, an HK-P90 will, at best, last 50,000 rounds over ten years, before the internal workings become almost useless, and jam up all the time, along with losing accuracy due to barrel wear.

I remember the weapons in Fallout 1, the hunting rifle, and assault rifle (no real life names for either) looked salvaged, and repaired with whatever was handy. That's the weapons, and the world I like to see in Fallout, and I think a ot of people agree.
 
Fallout Type weapons

I agree on that. Even things like the HK G11E seemed to be pushing it I thought. The hunting rifle is right on the mark. If Fallout wasn't set in the US, you would expect AK-47's to be pretty common I think.

I love JA2, and when an English version of this comes out I'm ready to try it.
 
Dove said:
Fallout2 and FOT, would piss me off occasionally, when I would find a real life weapon, that would have absolutely NO chance of surviving throught the years. Especially wiht all the use it would have seen. For example, an HK-P90 will, at best, last 50,000 rounds over ten years, before the internal workings become almost useless, and jam up all the time, along with losing accuracy due to barrel wear.

Keep in mind that at least some of these weapons have been under lock in locations such as SAD, so they weren't subject to normal use. Mint condition weaponry could have been salvaged from locations such as SAD or The Glow.

Still, the desert and the traders should only see old, salvaged rifles, Fallout-like.
 
That's true. It's not that every weapon existing out there is in use 24/7. Some of them could propably never see battle. And there is always chance of repairing weapon by replacing used parts with new ones, taken from other destroyed weapons.

It might be good idea to make more neat guns quite rare ( obviusly ) but also make repairs dependent of replace parts that would be as rare. In JA2 there items can be reparable or can be imposible to repair. This could reflect keeping gun in good shape by conserving it but also reflect usage of inreperable but replecable parts like barrel ( or others, I'm not a gun design expert realy ).
 
This had better be kick-ass, as I am looking forward to it. I will threaten you with many useless, whinging posts that go nowhere, but still manage to trail on endlessly, with unreadable punctuation and sorely in need of a full stop or three, making you wish my keyboard would just break into a thousand pieces, before the inevitable destruction of your last brain cell as you attempt to read such a horribly written sentence and are discovered by a loved one, comatose, in a pool of your own drool, lying across your desk. You have been warned.

Looking forward to this. :)
 
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