Jagged Alliance 2: Tips and Secrets

Home » Gaming Tactics » Jagged Alliance 2: Tips and Secrets
March 24, 2020
12 minutes
150

By Jonny Gamer

Jagged Alliance 2: Tips and Secrets

FILE 1: RANGE OF WEAPONS
/ GUN RANGES /
And there was an evening in the Valley of Questions. A small group of bewildered Jagged Alliance 2 players wandered along the road, clicks of their disputes and complaints skyrocketing. Among them were those who declared the complete uselessness of sniper rifles, and those who asked what the gun’s range means and what does Out of range mean in general. And there were many disputes and assumptions, but confusion reigned over everything, for no one knew the answer.
And then on the ridge above them appeared the figure of a man standing against the background of the setting sun. And he said: “Hear now! I heard your cries, I walked for a long time from Sir-Tech Mountain, and on these clay tablets I brought you the Truth! “

Table 1: Out of Reach
/ Out Of Range /
The first question is simple: what does gun’s range / mean??
This is a really simple question, but the answer is just as simple. When you order one of your yardsticks to shoot at Jagged Alliance 2, the calculation of the hit probability is based on accuracy, weapon condition, whether he just fired or just shoots himself behind his back, jumping up and chanting “Stars and Stripes”. In general, you get the idea. Further, despite the fact that the calculation of the hit probability also depends on all other factors, but if the distance to the target exceeds the range of the weapon, the probability calculated as a result is halved.

Table 2: Accuracy
/ Accuracy /
Okay, you say, I have an MP5K submachine gun and a Steyr AUG assault rifle, and I need to hit the enemy within 18 tiles. The target is within the range of both barrels, so does it matter which one to use?
The answer is undoubtedly! AUG will give you a better chance of getting hit. In addition to the “out of range” penalty, there is an additional penalty based on the gun’s range and calculated according to the formula below. If the result is less than 0, the penalty is discarded.
(Distance-To-Target x 3 – Maximum-Range-Barrel) /1.7
(Current Range x 3 – Gun’s Maximum Range) / 1.7
At a distance of 18, this formula gives the following result:
MP5K: (18 x 3 – 20) / 1.7 = 20
AUG: (18 x 3 – 50) / 1.7 = 2
So MP5K gives -20% hit chance, AUG gives -2%! I know what to choose!
To broaden your perspective, here are some of the range penalties for range 26:
WEAPON / GUN TYPE /
DISTANCE / RANGE / PENALTY / PENALTY /
Glock 18 * 12 -38%
MP5K * 20 -34%
G41 30 -28%
Steyr AUG 50 -16%
M24 80 0%
* The probability of hitting these barrels is also halved. the distance to the target exceeds their range.

Table 3: And that’s it?
/ Is that all? /
I’ve heard that a telescopic sight lowers “distance penalties”; does this mean that it makes no sense to install an optical sight on a sniper rifle?
Of course not. I didn’t say the “dispersal penalty” is the ONLY distance-dependent penalty, did I?

Table 4: Sniper Rifles
/ Sniper rifles /
Are sniper rifles really that good at JA2??
The answer to this question is right in front of you!

FILE 2: WEAPON ACCESSORIES
/ GUN ATTACHMENTS /
Distance Visibility Penalty
/ Range Penalties Due To Sight /
This is an additional penalty to the hit probability, based on the “sight range” / between the shooter and the target and not depending on what weapon the shooter is using.
During the day, this penalty is 2% to the probability of hitting for each square of the visual distance over 5. That is, if you fire a shot at a distance of 25 squares in the daylight, then the penalty of the visual distance is (20-5) x2% = 40%.
Visual distance penalties when shooting in the head and legs are equal to an additional -3% and -1%, respectively, for each square.
At night, the visual distance is calculated differently. And, since the radius of your maximum night visibility zone will be half the daytime, then in calculating the visual distance penalty at night, each cell is counted as two.

Gadgets
/ Attachments /
Sniper scope
/ Sniper scope /
The sniper scope reduces the sight distance by 20% for each point spent on additional aiming before firing. A sniper scope is a must if you want to shoot holes in enemy heads from afar!
Laser sight
/ Laser sight /
The laser sight (LTS) provides a constant increase to the hit probability of 20%. The Rocket Rifle also has this property because LCC is built into it initially.
Bipod
/ Bipods /
Bipod provide + 10% increase in hit chance when prone.
Muffler
/ Silencer /
Remember that a faulty muffler does not completely damp the sound of a shot.
Platypus
/ Duckbill /
The shot fired from the shotgun with the platypus attached is scattered only in the horizontal plane. However, at close distances, the difference may not be noticed..
Underbarrel Grenade Launcher “Talon” (Claw)
/ Talon Grenade Launcher /
To use the Talon under-barrel grenade launcher, install it on your rifle and load it by connecting the grenade in the same way.
The owner of the rifle with the Talon attached is capable of firing single shots, bursts (in the case of an automatic rifle) and an underbarrel grenade launcher. Switching between fire modes is carried out by cyclically pressing the letter “b” or a special button on the mercenary’s inventory panel.
Let’s say you have installed “Talon” on an S-7 assault rifle and the mercenary is ready to conduct single fire. Press “b” once and your mercenary is ready to fire in bursts, press “b” one more time and he is ready to fire a 40mm grenade.
Barrel Extension
/ Gun Barrel Extender /
A 100% serviceable barrel extension increases the range by 10 cells. However, when reinforced with glue and tape, it wears out with every shot; with a long absence of repairs, it can fall off with a 30% penalty to the shot fired at that moment.
Rod And Spring
/ Rod And Spring /
The rod and spring (“replacement bolt replacement”) lowers the AP cost of the shot by about 1/6. Fractional result is rounded down and a shot, which usually cost 10 MP, will now cost 8. Proportionally reduced in AP and the cost of automatic fire (usually by 1 MP); at the same time, the cost of the queue cannot be lower than 3 OD.
{It seems that the author, having made a reservation, confused the shooting modes; single shot usually – at 1AP, turn – at 2AP – ML}
Malfunction Effect
/ The Effects Of Damage /
In most cases, using a faulty device simply diminishes the positive effect of its use. However, a heavily damaged laser target will provide you with an additional penalty to the hit probability, because misaligned laser sight makes aiming difficult!

FILE 3: SKILLS
/ TRAITS /
As a rule, skills have two grades – Basic and Expert. An expert degree in a skill has a double effect compared to a basic degree. In some skills, an expert degree is in principle unattainable … Further, similar skills are marked with a [*]
Lockpicks, Electronics (*)
/ Lockpicking, Electronics (*) /
Both of these skills are in addition to the Mechanic skill. Mercenaries with the skill of working with lockpicks are 25% more successful at picking locks. Electronics skill does not add to the likelihood of success; on the contrary, mercenaries who do NOT have it are penalized by half the chance of success when performing any tasks related to electronics (opening tricky locks, connecting remote detonators, combining some items).
Hand-to-Hand Combat, Martial Arts
/ Hand-to-hand, Martial Arts /
Mercenaries with these skills have an advantage in unarmed fights.
For a melee expert, the chance to hit the enemy or evade his blow increases by 15%; damage done to the enemy – by 45%.
The martial artist gains a 30% increase in damage dealt and chances of hitting or dodging. He is also slightly better at dodging a knife strike, but using brass knuckles will not give him additional benefits. Also, in his arsenal there is a special blow “mill” / windmill /, used to finish off a weakened enemy and causing him double damage.
Knives
/ Knifing /
The knife-specializing mercenary is an expert in melee weapons and is 30% more successful in striking or parrying a blow (avoiding hand-to-hand injury) with a knife.
Throws
/ Throwing /
Mercenaries with this skill throw weapons or objects 12% further and more accurately.
Heavy weaponry
/ Heavy Weapons /
Heavy weapons skill provides 15% more accurate shooting from mortars, grenade launchers and PTG / LAW /.
Automatic Weapons
/ Auto Weapons /
Mercenaries experienced with automatic weapons receive half the penalty to the probability of success when firing in burst (for an expert – four times less). The mentioned penalty to hit varies from 5 to 11% for each bullet in the queue, starting with the second (for example, a queue of three bullets can be penalized as follows: 0%, 8% and 16%).
“Double-dealing” [*]
/ Ambidextrous [*] /
Mercenaries who are equally fluent in their right and left hands do not receive the standard 20% penalty when firing “Macedonian” – with two pistols or submachine guns / SMG / at the same time.
Shooting from the roof
/ On-roof to-hit bonus /
For some expert snipers, it makes sense to set aside positions on the roofs of buildings, because in this case, they fire 15% more accurately.
Night Operations
/ Nightops /
The Night Operations skill improves all the mercenary’s actions on the battlefield under cover of darkness. At this time, each skill level increases by 1 the radius of sight and hearing of the mercenary and his ability to intercept the move (varies from 1 to 10).
Stealth
/ Stealthy /
Stealth skill increases the chance of sneaking silently by 25%.
Training
/ Teaching /
Mercenaries with teaching experience train city militias and other mercenaries 30% more successfully.
Disguise
/ Camouflaged [*] /
Only “Shadow” has mastered the art of camouflage to such an extent that his stock of camouflage equipment is practically inexhaustible. However, do not expect that he will share with you!

FILE 4: HOW IT ALL WORKS
/ PUTTING IT ALL TOGETHER /
Now we will look at specific examples of the basic calculations of the hit probability.
Example 1:
From a distance of 15 squares in the daytime Archer / Scope / shoots from Glock 17, spending 3 additional AP on aiming.

Arrow Accuracy: +99
4 AP per scope +40
Visibility penalty for 15 tiles -20 (-2% to hit for each tile beyond 5)
Dispersion at a distance of 15 tiles (weapon range = 12) -19 (13-15 * 3) / 1.7
Sum 100
Penalty for shooting for exceeding the range of weapons / 2
Total: 50

Example 2:
Now let the Strelka fire a burst from the MP5K at the same target (the range of the weapon is sufficient, but there is no way to aim).

Arrow Accuracy: +99
Visibility penalty for 15 squares -20
Dispersion at a distance of 15 tiles (weapon range = 20) -14 (20-15 * 3) / 1.7
Sum (Probability for 1st bullet) 65
Probability for 2nd bullet (-8 * 1) 58
Probability for 3rd bullet (-8 * 2) 50
Probability for 4th bullet (-8 * 3) 42
Probability for 5th bullet (-8 * 4) 34

Example 3:
During the day, without aiming, the Arrow shoots from the SVD (with optics and LCC) at the head of the enemy standing at a distance of 26 cells.

Arrow Accuracy: +99
Dispersion at a distance of 26 tiles -1 (75-26 * 3) /1.7
Visibility penalty for 26 cells -42
Headshot (-3% for each square of visual distance, x26) -72
LCU +20
Total: 4

Example 4:
On the next turn, the shooter tries again, spending 3 MPs on aiming. Thanks to these 3 glasses, the telescopic sight reduces the visual distance of a given shot by 60% (from 26 to 10).

Arrow Accuracy: +99
Aim x 3 +30
Repeated shot at the same target +10
Dispersion at a distance of 26 tiles -1 (75-26 * 3) /1.7
Visibility penalty for 26 squares -10
Headshot (-3% for each square of visual distance, x10) -30
LCU +20
Total: 118 (maximum = 99)

FILE 5: Question / Answer
/ Q & A /
What are the additional penalties when shooting a seated enemy versus shooting a standing one? How about this with a lying enemy?
When shooting at a crouching enemy, you receive up to an additional 20% penalty and up to 40% when shooting at a lying target. This penalty is equal to 0 at a distance not exceeding 5 cells and increases by 3% for each cell, starting from 6th until it reaches the maximum value. Thus, at a distance of 10 cells, the additional penalty for shooting at a crouched or lying enemy is 15%. At a distance of 15 cells, the penalty for hitting a crouched enemy already reaches a maximum value of 20%, and the penalty for hitting a lying enemy is 30%.
Does the condition of the weapon affect the quality of fire??
If the marksman’s accuracy exceeds the state of his weapon, then the base chance of success is reduced by half the difference between these two values. Those. if Sydney (with 92 accuracy) shoots from a broken Colt. 45 at state 60, its calculated accuracy will be (92 + 60) / 2 i.e. 76.
Does hitting a mercenary affect the quality of his shooting?
Definitely. Firstly, there is a hidden “shock” parameter in the game, each point of which means a 5% penalty for a “shocked” character. The shock value when injured is equal to the sum: 1/10 of the loss of health plus 1/20 of the loss of breath. For example, a shot that reduces health by 10 and breath by 20 generates 2 shock points. The shock comes naturally: its value is halved with each move.
Of course, each hit reduces the health and breathing values ​​of the wounded. Loss of breath can reduce the chance of a successful shot by up to 50% (if there is no breath left at all … although, of course, in this case, loss of consciousness follows!). This penalty, in turn, is reduced by the wounded’s agility value. The character with maximum agility (100) will receive a 10% less penalty.
(Surely a clause instead of “will receive a 10% fine”, see below, about the health penalty – ML)
Received wounds can reduce the chance of a successful shot by up to 66%, but this penalty is partially offset by the experience of the mercenary (a 9th-level character will receive only 20% of this penalty). Bandaged wounds give half the penalty compared to open wounds.
Is the jamming of the weapon related to its state?
Yes! Generally speaking, weapons with a status of at least 80 should never go crazy. Each point of deterioration increases the chance of jamming. Also, this probability increases when firing in automatic mode.
Why do you need a player (Walkman)?
Dress him up on a mercenary, and instead of the footsteps of a creeping enemy, he will hear wonderful music …

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