
这是一份武器模组指南。其中还包含弹药参考以及关于特性和小队组成的详细说明,但重点在于模组以及各枪械的最佳搭配方案。 大多数枪械可以通过改装适应多种角色,但实际上,对于雇佣兵的最优(或次优)build,几乎总有一把最适合的枪械。即使某些枪械拥有完全相同的配件槽,它们能兼容的模组也可能不同。部分枪械具有极高的暴击率或瞄准加成,或者在灵活性等方面存在惩罚,这会导致无法自由移动。 本指南内容较长,我们直接进入正题。如果你有兴趣提供反馈,请先通读完整指南,至少阅读文本部分,即使不看每一把枪械和模组类别也可以。关于特性 在决定初始雇佣哪些佣兵时,你主要需要查看他们天赋和特性的默认配置。有些新兵在游戏初期表现不错,但之后会逐渐失去作用。大多数老兵在整个游戏过程中都很实用。精英和传奇佣兵价格昂贵,且他们的build缺乏自定义空间。因此,对于非娱乐性玩法(例如单人潜行),我们通常会选择具备以下条件的新兵和老兵: 2-3个有用特性,且尽可能减少重复 理想情况下,天赋能在游戏过程中不断增强(意味着其用途增加,而非减少) 在某一技能上具备专长(领导力、枪法、医疗、机械、爆破) 如果您只是来获取模组相关技巧,请跳至武器部分,无需关注此内容。

A well-built team doesn't give a darn about being outnumbered and surrounded in an ambush. Unofficial trait tier list Top tier Negotiator, Scoundrel, Psycho and Teaching: You'll generally want just one of each in your main squad. Your I.M.P. merc will probably do best with either Negotiator or Psycho. It's okay to have multiple scoundrels, especially in case of Fox, for the free weapon swap, but generally not the other two personality traits. Teaching is not a proper personality trait, but it's to be treated exactly same otherwise, since it doesn't stack. CQC Training, Auto Weapons and Heavy Weapons: No merc in roster has two of these, so if you'd like, you can make a very effective automatic gunner I.M.P. merc out of two of these. Throwing: Get this trait with moderate explosives skill and enjoy the carnage. Works for both throwing knives (including Blood's Flying Daggers) and thrown explosives. Let's you build your I.M.P. for explosives with reduced strength. Mr. Fixit: The only reason Steroid is viable in comparison to Kalyna. If Livewire didn't have this, she'd be more balanced. Base line Ambidextrous, Martial Arts: These traits bring a decent amount of use out of their respective weaponry. The former is essential on Tex and on many builds for Fox and Vicki, and the latter is for making any use of Dr. Q's talent as well as helping Blood's survival in close quarters. Stealthy: Universally effective for stealth kills, but far from essential. Mercs with this trait seem to get sneaky kinds of performance tasks more often, and it's usually not too difficult to fulfill them. Optimist: I'm not sure if this trait can stack, but I have a feeling it might do that. It's most useful in early game when you may not yet have (reliable) morale proc from Inspiring Strike or a highly competent leader in your squad(s). In case I'm not wrong and it does stack, it is also rather useful in late game when bringing along multiple squads to same engagement and tougher opponents. Spiritual: It's nothing to scoff at for the mercs who have it, though it's hard to gauge how effective the trait is in practice. Below average Hand-to-Hand: Just shoot them before they get close. Some mercs who don't have this should, so I feel like this trait has something of identity crisis. Night Ops: It's okay for mid range assault rifle users, but not anyone else. NVGs, flares and chemlights, and thermal scopes and tactical devices are usable by almost everyone. It's basically a band-aid for mercs who lack access to light sources. Loner: Only useful for soloing, but at least there's no negative effects. Claustrophobic: In most cases this is a minor hindrance. You can always leave the merc with this negative trait outside the underground sector, but there are couple of places where it's not really an option. The negative effect persists for quite long time though. Approximately half of the late game Legion squads have tamed hyenas and there's a lot of marsh tiles with hidden crocs. Black hole tier Zoophobic and Pessimist: Only MD, Red have these, and they suck. In late game you probably have enough morale boosts available to negate them, but they are still very bad because they are unpredictable, unlike Claustrophobic. Rehabilitated Larry also has Pessimist but at that point morale shouldn't really be an issue anymore. Old Dog: You can't select this during I.M.P. profiling for obvious reasons. The XP boost can help bring latecomers from recruit tier up to speed, but for your main squad the bonus is not very useful. It prevents making comprehensive use of Fauda and Len, which is a huge shame in my opinion. I have a strong desire to remove it from them both by use of mods. Not an issue for Gus. Important mercs As stated above, you need mercs to wield your weapons, and you probably want good soldiers. Let's go over a few quickly. A more proper documentation on weaponry mentioned here will follow in subsequent sections. Again, if you're here just for modding tips, you don't need to read through this. Institute for Mercenary Profiling My recommendation for your custom I.M.P. mercenary is a leader, which means maximizing your leadership. It's going to be very handy early on in raising militia and team morale throughout the game, and it's also required for many dialogue checks. You could just as well build a specialist, but with the shortage of economical and well-built leader mercs on the roster as well as abundance of marksmen, I advice against it. You can also get very useful traits like combination of CQC Training and Auto Weapons or Stealthy which are not available from the A.I.M. roster. A.I.M. recruits Barry Unger That's a name you'll be hearing a lot... but hopefully not here. This section will be the only one where the man himself is mentioned in this guide. No words can do justice for his ability with explosions, at any rate, so I'll say just this: He's the most reliable explosives expert. Fidel is anything but reliable. Talents of Larry and Red pale in comparison to Barry's Boutique Explosives, and their default builds are not very good either. It's a sad fact of life... or perhaps there is a God after all and he favors the virtuous. Taking Barry along sooner rather than later will also get you plenty of parts by defusing explosives, all the while not singeing your fingers, but you could also try defusing landmines with someone of average explosives skill early on. Just remember to get prone first and stop before you drop. But as soon as you can get your hands on a shotgun, you should bring Barry along. Free movement from both grenade throws and shotgun attacks is a key feature in surviving tough situations. Leili "Livewire" Idrisi I don't blame Livewire for being overpowered. I blame overpopulation. Early on she'll contribute most to your fights indirectly by revealing enemy positions and with her high mechanical skill, ensuring your hard-won parts won't go to waste and helping your gear stay in its original shape and function. Other than that there shouldn't be much more to say about Livewire. Wallhack wins games and brings the most out of thermal scopes. Only alternatives in the recruit tier are Kalyna and Steroid, and while they both have their uses, I'm not really interested in comparing them all. This isn't a clickbait "Jagged Alliance 3 Best Mercenaries" type of guide, and it's completely okay to choose your favorite mechanic out of the three. They all can put mods on guns, highest mechanical skill being preferable. Cynthia "Fox" Guzzman Probably the first and last medic you'll be looking at. 8) Fox has good stats and traits, but the surprise effect of Striking Looks is of unreliable use. She clashes with some other mercs, but also has her "buddies" like Wolf. Fox is a decent doctor and shooter, and her maxed dexterity opens up a bit more stealth options right from the start of the game. You don't need a master of medicine like MD or Dr. Q at the beginning, and since Thor and Q may be out of your budget for early game, might as well go with the best looking one! But she's not as essential as her stats and some community opinions might lead you to believe. When she's not aiming for stealth kills with a suppressed rifle, she's good for overwatching with dual handguns. Kalyna Sokolova She's mostly here just so I can say that hiring her just for her rifle isn't worth it. Her traits are some of the least effective, and her talent is a bit situational. Fortunately she has good skills (not stats though), and can assist in early game militia training and maintenance. She's probably a solid choice if you don't get a leader from I.M.P., but personally I'd avoid doing that. She's a moderately useful hire at mid-point of the game thanks to her initial skills, but depending on your income you could hire more useful people. Vicky and Magic are obviously more capable of soldiers and field mechanics, but why pay 30 grand a week for someone to clean gun barrels? She still doesn't have anything on Livewire at any point in the game, but that's not really her fault. A.I.M. veterans Thor Kaufman If you passed on the recruit docs, that means you're probably already bringing your aura closer to Thor. His talent is great, though it does bring some extra inventory management to the game. You'll probably want to take some strength training with idle mercs for more carry space when possible. Thor himself is also phenomenal trainer for health and spiritual well-being, and along with Livewire, is probably one of the more talkative mercs on roster. His only downside is the cost. Also, speaking of Livewire again, her talent and Thor's have some good synergy. After all, it makes a big difference whether you boost your HP with some Grit before or after HP is already depleted and your character has suffered wounds. As such, Thor's medicines can save a lot of time and medicine when used timely. His only downside is that, just like with Fox, he's not a top doc like MD or Dr. Q are, so you'll probably want to let Thor have all the medicine magazines you find. Otherwise you'll have to bring one of the walking and talking abbreviations to assist you with late game medical checks. Keith "Blood" Hanson A fighter for refined tastes. Although he does have his infinite supply of throwing knives (undoubtedly provided by that bandanna of his), he also has good throwing arm, high stats and skills and pretty cheap price tag to boot. No matter what kind of stew you're simmering your mercs in, it's really hard to not find a place for some Blood in it, mostly thanks to free movement and ridiculously high damage of the Thing, but any sharpened machete will do as well. Make sure you grab True Strike – it affects thrown knives too.

Not everyone needs a gun. Peter "Wolf" Sanderson Wolf and Fox make up an ideal fireteam and training duo, if not conversation, with Fox opening combat and Wolf backing her up with whatever works best in given situation. His talent is pretty useful and he's the most capable all-rounder in general, but his lack of traits means he'll stay in that role and cause him to become eventually eclipsed by more powerful mercs like Meltdown while on the field. Just like Blood, with Wolf's well-rounded skills, he makes for an ideal assault rifle user, thanks to adequate explosives ability. Anyway, you can do perfectly fine without Sanders and Guzzman. They are non-essential mercs despite everything. But if you don't bring either of them or the likes of Buns along, it's even more imperative that you bring other time-savers like Livewire and a high leadership I.M.P. in your first squad. Norma "Meltdown" Jessop Hurricane Norma is unironically your most stable and effective overwatch gunner as well as Psycho personality. She lacks the trait for Auto Weapons, but her talent and other traits make up for it, so long as you can manage your ammunition. Raven is also a decent choice for automatic overwatch, but I prefer Meltdown's talent for both explosions and gunnery alike as well as her cheaper price tag and creative coercion in dialogue checks. It's either her or Nails since Fidel is so moody. Ammunition reference Let's talk a little bit about ammunition and crafting before we get started on guns. The most important thing is that there's a lot of ammunition in the game. Much more than you'll ever need. Sometimes it's merely not in your squad inventory, or you have "wrong" type of ammo. But here's the good part: All bullets can kill. If you run out of 7.62 NATO and have excess of 9 mm, it just means you have been overusing powerful ammunition (something that even real world military forces think is an overkill in many places) and not using resources you have abundance of. Throughout the game, you'll largely progress from WW2 weapons to modern firearms as well as from civilian and hunting firearms to mil spec and special forces weapons. 12-Gauge Buckshot: Bread and butter shells for shotguns. 12-Gauge Sabot: Long range and narrow cone, good for short barrels. 12-Gauge Breacher: Best used in adverse visibility and with long barrels and chokes. 12-Gauge Saltshot: Good for firing when repositioning since it inflicts inaccuracy on targets. .44 Standard: Bread and butter .44 rounds for handguns and Winchester 1894. .44 Armor Piercing: Probably best saved for the Winchester in late game. .44 Match: For aiming, so don't waste this during overwatch. .44 Shock: Reduced range, but high crit. Good ammo to make if you have gunpowder. .44 Hollow Point: Good ammo to use for overwatch builds. .50 Standard: These rounds are only for Desert Eagle and the rare and elusive M82. .50 Slap: Rare and somewhat expensive, but much more effective than standard. .50 Frag: It's a good round in adverse conditions since you'll inflict burning even on grazes. .50 Explosive: Useful to secure close range kills on softer targets with the Desert Eagle. 5.56 mm Standard: Standard mil spec cartridge, most notably used on the Minimi machine gun. 5.56 mm AP: Most useful when single firing on assault rifles with light penetration. 5.56 Hollow Point: Lack of penetration is negligible downside on the Minimi. 5.56 Tracer: Useful for exposing targets for your other automatic gunners. Teamplay cartridge. 7.62 mm Standard: Aged but effective design. Used by most snipers and many automatics. 7.62 mm Match: Best on AK-74 and builds focused on aiming, naturally. 7.62 mm AP: Best on FN FAL single fire and when aiming. Usually overpenetration with AK-74. 7.62 mm Hollow Point: For crit and overwatch builds, and Run and Gun on soft targets. 7.62 mm Tracer: Same as its smaller 5.56 cousin. Use the WP version with the SMG AK-SU. 9 mm Standard: The most common ammo type. You should never be afraid of spending it. 9 mm Armor Piercing: Spend your crafting time on this, if you have the parts. It's very useful. 9 mm Subsonic: Useful on your flankers to avoid detection by unengaged enemies. 9 mm Match: Best used for stealth kills. 9 mm Shock: Good for overwatch and crit builds. No armor penetration is negligible penalty here. 9 mm Tracer: Can help your flankers expose opponents to your midliners. Flare cartridge: Cheap to use and craft. A decent light source but not usable underground. Mortar Gas Cartridge: For war crimes. The most powerful mortar shell. Mortar Cartridge: Explosive kind, but strangely low damage. Can punch holes in structures. Mortar Smoke Cartridge: It's useful in places, particularly when your backline has thermal scopes. HE Rocket: Used by RPG-7. Seemingly perfect accuracy outside of mishaps. Watch the backblast. 40 mm Flashbangs: Inflicts tiredness on epicenter, and suppressed in full radius. 40 mm HE: Inflictes bleeding on epicenter, and damage in full radius. On crafting This section is about crafting ammunition and explosives. You can craft munitions in locations with repair shop. Sectors with repair shop are usually marked by a small wrench icon on the satellite map, and you can simply check the operations menu to confirm it. The primary components needed for crafting are gunpowder and parts. You can manufacture almost every type of standard ammunition out of those, but you can also modify existing ammunition by spending only one or the other of the aforementioned components, which is often more economical, especially early on. Ammo crafting list You can make any ammunition yourself, provided you have components or standard version of the ammo. I'm not going to go through all of them here, so I'll give a handful of pointers for a priority list of sorts. 12-gauge: You cannot make variants out of standard buckshot, but making standard buckshot is pretty cheap for parts cost. You can make a whopping 40 shells with just 5 parts and 1 gunpowder. Special ammo for 12-gauge is fairly common, so you probably don't need to make any yourself. You can get a lot of performance out of many shotguns simply by modifying them for extra range or wider spread. .44: Most guns using this lack penetration, so there's virtually no downside in using HP ammo when it's desirable. You should never make .44 Shock rounds because it's almost entirely inferior to .44 HP. But this ammo should also be plentiful enough that you rarely need to make any. .50: Since this is only used by .50 Desert Eagle and the M82, you'll rarely need to make any yourself. The special versions of these rounds use weird alternatives like stick grenades and molotov cocktails, and those are almost always better spent for their intended function rather than crafting. 5.56: These guns are bullet-hungry, and the standard version is expensive, using 1 part for each round, so that's often not worthwhile. HP rounds will take 2 gunpowder, while negating their light armor penetration. So there's not much point in crafting any 5.56 even if you're desperate to have some. It's just not worth it with the other options on table. 7.62 NATO: For some reason 30 rounds of 7.62 only takes 10 parts and 1 gunpowder. It's also only 10 parts for the armor piercing variant, so crafting these is pretty economical, especially when used on sniper rifles. 9 mm: Personally I think this is the most interesting category because the added effects provided by special 9 mm rounds generally have no drawbacks in comparison to standard cartridge, and recipes are pretty cheap. As with .44 rounds, 9 mm HP has no drawback compared to standard, and 9 mm AP can bring a lot of potential out of small guns towards late game. Explosives crafting list As with small arms ammunition, you can make most explosives used in the game yourself out of basic materials. Flashbang: It's not bad by itself, but your gunpowder and crafting time is probably spent on something a bit more lethal. Stick Grenade and Grenade: They take the same amount of parts, but the pineapple grenade takes 2 gunpowder. You get more value for material spent with stick grenades, but more damage per AP from hand grenades. Grenade also has half greater radius, so overall I'd say it's better to invest on bigger bombs than more bombs. Molotov Cocktail: It's a funny incendiary, but you don't really get to use them for their intended purposes, so in the game it's just a bad anti-infantry firebomb. Fun to use for free, but pointless to spend resources on. Mortar cartridges: For some reason there's two recipes for smoke rounds, it may be a mistake on the devs' part. There's no point in spending either C4 or TNT for that however. But the war crime cartridges may be of interest to you. It's up to personal preferences... Pipe Bomb: Most of the time you're probably looking at getting gunpowder out of this rather than putting it into pipe bombs. You can use wire cutters to dismantle them. It's difficult to use them on the field effectively, so what you can do instead is to use them on someone like Larry in auto-resolved battles. Just make sure the bombs are equipped, and toggle "Use ordnance" option on. It'll greatly affect the outcome of auto-resolved engagements. So overall it's not a bad explosive when used right, and not merely a source for gunpowder. Smoke Grenade: They have some use, and there's a few underground battles where I'd consider even crafting them. But as with flashbangs, most of the time you're shopping for something more destructive. Tear Gas: Very useful on a melee merc like Blood, just bring a gas mask and remember that bullets passing through both smoke and tear gas will become grazing hits unless aimed with thermal or using 12-gauge breacher. It's the best less-than-lethal explosive you can make. 40 mm grenades: The flashbangs are pointless to craft, but the HE 40 mm are not. This is where you get the most value out of C4. Most assault rifles can be equipped with grenade launchers, and their range and power is huge. You're effectively multiplying the value of your C4 by five. Most folks seem to not be aware of this, otherwise I think they'd respect assault rifles much more. The bottom line of explosives resources is that you are almost always better off spending TNT and C4 on throwables or launchables (and gunpowder for bullets) rather than using any of them with any detonators. The only exception is PETN which you cannot put to same use, so go ahead and put that PETN in all your detonators (timed detonators is probably the most reliable of the three). There's also couple of urban locations where a timed C4 can be useful in making an alternate entrance or breach. Modding basics You need parts for modding, repairing and crafting. Besides mercs, bullets and money, they are your most important resource. Modifying guns can really change the way you play and there's always a chance that a modification will fail, wasting some parts. This is why Livewire and to a lesser extent Vicki are highly recommended mercs, but you can make any modification with any merc that has adequate mechanics. I wouldn't recommend attempts of modding when nobody in the location has 60-70 mechanical. Failed modification will also deplete condition of the item, meaning your mechanic will have to spend time and parts for repairs. Dismantling equipment and looting are your sources for new parts. They are technically a renewable resource so long as a single enemy outpost remains standing. In addition to parts, there are three special components for firearms, and two for combat blades, and two components for modifying personal protective equipment. Components for firearms are applying in the modification view, while components for blades and protection are applied by "Combine" action when right-clicking for the context menu. Steel Pipes: Used for modification of barrels and launchers and incorporating suppressors. Pipes are fairly common and frequently salvaged from dismantled guns. Lenses: Used for creation and installation of non-electrical scopes and sights. Chips: Used for creation electronics, like advanced optics and side rail aim assists. Balanced weight: Bonus for aiming and longer throw distance. Better for knives than machete. Blade sharpener: Increases damage by 50%. Best on machete. Weave padding: Boosts damage resistance of equipment by 10%. Ceramic plates: Doubles damage reduction. The modification is removed after 4 hits. Unique items and certain protective equipment like gas masks and camo armor cannot be modified at all. Handguns Easy to carry and use accurately Good power but low penetration Large overwatch radius All firearms that can be carried and used with just one hand, like revolvers and machine pistols. Handguns that exist in the game are chambered for 9 mm and .44 cartridges, with Desert Eagle having a modification to use .50 rounds. Their special ability is Mobile Shot which allows the merc to reposition before firing once with their gun. The notable feature here is the 7 tile movement with just 5 AP, so it's a very effective means of moving in close combat for flanking or just for repositioning purposes. It's also a fairly accurate shot for only 5 AP. Cannot be used without a target. Handguns don't have too many modding options. Revolvers can't be equipped with suppressors. Browning Hi-Power (9 mm) Default handgun for most mercs. It deals good damage for its cartridge but that's about it. Some mercs (at least Blood) arrive with a suppressed Browning. Peacemaker (.44) Old-fashioned revolver. Long barrels are usually desirable, and they make for good weapons for overwatch in early game.

这不是伯莱塔。 伯莱塔92F(9毫米) 我发现有网站称伯莱塔是“最佳”手枪……它确实不错,尤其适合暴击流build,但称不上“最佳”。 弹匣 只有扩容弹匣这一个选项。如果你的佣兵有机会杀手技能,就用它。 瞄准镜 只有紧凑型反射瞄准镜。你的芯片可能有更好的用途。双持时,瞄准镜的加成似乎由主手武器提供。 侧面配件 枪管可以提供更高的瞄准加成和最多20点射程,所以战术装置是个不错的选择。反正你携带9毫米手枪可能就是为了潜行任务吧?双持带有不同侧面配件的手枪应该能同时提供两种效果。 枪管 只有加长枪管。 枪口 使用消音器。格洛克18(9毫米) 如果你已经改装了乌兹冲锋枪,就不需要为了这把枪而换掉它们,但格洛克有一些略有不同的可用选项。默认是4连发点射模式,但也可以通过移动射击功能切换为单发射击。 弹匣 扩展容量很不错,因为这是一把连发副武器。而且如果你口袋里已经装了更大的武器,还需要给副武器 reload 吗? 瞄准镜 高级反射瞄准镜是最佳选择,但需要消耗芯片。 侧面配件 由于射程有限,手枪上的战术灯效果不太好。暴击流build使用红点瞄准镜,其他情况则使用紫外线瞄准镜。 枪口 如果主武器已安装消音器,就使用补偿器。否则使用消音器。 柯尔特蟒蛇(.44口径) 一把现代左轮手枪。对于主武器带消音器的佣兵来说,它是一把实用的副武器,尤其适合那些拥有“无赖”特质的佣兵;凭借其轻微的穿透能力,它也可作为“狐狸”或“融毁”的可靠主武器。 “水蟒”与“和平缔造者”在改装方面的唯一区别是:“水蟒”拥有完整的瞄具安装空间,同时还能在武器顶部安装紫外线瞄准点或红点瞄准镜等侧面附件。因此,这次终于有了一个拥有海量选择的改装槽位,具体如何选择完全取决于使用它的佣兵类型。无论是守望、暴击还是瞄准,都有很多选项,尤其是在双持“水蟒”时。

沙漠之鹰(.44口径,可改装为.50口径) 它默认是.44口径,但实际上你可能更想使用.50口径的弹药,因为M82是最稀有的武器。即便是.50口径版本也能安装消音器,所以这是威力最大的手枪,尽管可能不太经济。 弹匣 两种口径的弹匣容量均为15发。真不知道15发.50口径子弹是怎么装进去的,但只要能用就行。 瞄准镜 使用改进型机械瞄准镜或完整的反射瞄准镜。不建议在这里安装芯片。 侧面配件 紫外线瞄准点配合移动射击效果很好,能让你的.50口径子弹更精准命中,但红点瞄准镜能让更经济的.44口径发挥出更高伤害。详见下文。 枪管 这里是弹药转换的关键部件。如果你有M82,那么使用加长枪管可能会更好。否则,.50 BMG枪管是消耗你那堆.50弹药的唯一途径,所以就选它吧。 枪口 这里只有消音器可选。如果你喜欢沙漠之鹰的枪声,也可以选择不装。无论带不带消音器都能正常使用,所以这取决于你。 冲锋枪 弹药广泛可用 每回合潜在伤害较高,但精准度和穿透力较低 守望范围不错,但受限于低精准度 冲锋枪是需要完整武器套件才能装备的自动卡宾枪。游戏中的冲锋枪使用常见的9毫米弹药,而AK-SU则使用7.62 WP弹药。

即使是非穿甲子弹也能摧毁部分装甲。 冲锋枪的特殊攻击是“移动射击”的强化版——“边跑边射”。使用该技能的角色将消耗7点行动点前进最多7格,并使用冲锋枪进行三次连射。它不如手枪版精准,但具有更高的潜在伤害和效果,尤其是与“致命警告”等专长配合使用时。即使命中多次,即使没有穿甲弹,也能摧毁装甲,为后续攻击创造机会。 MP40(9毫米) 这是军团偏爱的冲锋枪,原因我不得而知。正是这种枪,让没人害怕他们的侦察兵。乌兹冲锋枪(9毫米) 只要拥有足够高的射击技能和一些特性,它在近距离战斗中会非常有效,支持最基本的改装,并且可以单手使用!作为一款早期游戏武器非常不错。格洛克18的作用类似,射程较短但机动性更高。 弹匣 默认容量为30发,因此通常不需要扩展弹匣。这取决于你的使用方式。 瞄准镜 令人惊讶的是,它可以安装全尺寸的反射式瞄准镜,这使其在警戒模式下非常强大。 侧面配件 对于大多数冲锋枪来说,紫外线红点是完美的选择。 枪管 加长渐速膛线枪管价格昂贵,但物有所值,尤其是考虑到这是一款单手武器。 枪口 两种选项都可以使用。

MP5K(9毫米) 如果能单手使用就好了,可惜不行。但如果你想要一把AP消耗更低的MP5,这就是你的选择,因为标准版没有短枪管。与全尺寸版本不同,MP5K还提供UV红点瞄准镜选项,这使得原版设计中省略该功能更像是一个疏忽。 你可以为它改装守望者配件,因为大多数冲锋枪使用者都想要自由移动,而使用快速棱镜瞄准镜进行即时瞄准时,自由移动就浪费了;但你也可以在更坦克化的build中搭配重型护甲和快速棱镜瞄准镜。如果你已经有一把改装过的MP5,就不需要再考虑这把了,反之亦然。 MP5(9毫米) 经典但实用。凭借改装件和廉价的AP弹药制作,在整个游戏中都非常有效。枪托 对于《幽浮:未知敌人》中专注于守望技能的佣兵build,或者你只想边跑边射而不是精确瞄准,无枪托(Stock)是可行的。但如果这是你的佣兵射程最远的武器,那么选择重型枪托(Heavy Stock)。 弹匣 如果你有其他武器可用,可以选择大容量弹匣。否则,安装快速弹匣(Quick Mag)。 瞄准镜 冲锋枪(SMGs)其实不太需要热成像瞄准镜。你需要根据自由移动的可能性、暴击加成、瞄准加成、守望效果等因素来决定。 配件 不知为何,MP5没有紫外线红点(UV Dot)可用,这非常可惜。这可能是整个武器最糟糕的地方。幸运的是,作为冲锋枪,它有足够不错的射程,如果你专注于潜行,尤其是在白天,可以使用战术装置(Tactical Device)。 枪管 只能选择加长枪管(Extended Barrel)。没有理由不安装它。枪口 这完全取决于你的选择。如果这是你的副武器,你可能会想要消音器,这样你的主武器就可以保持火力压制。 AK-SU(7.62 WP) 唯一使用7.62 WP弹药且基础具备轻型装甲穿透能力的冲锋枪。因此,它在游戏的所有阶段都非常有用。不要使用HP弹药,因为这会失去装甲穿透能力。 弹匣 你会想要扩容人体工学弹匣或快速弹匣。容量增加50%,加上轻型装甲穿透能力,这两种选择都是可行的。 瞄准镜 六种瞄准镜都可用,这非常棒,但它是一把近距离武器。我会使用全尺寸反射瞄准镜,因为许多类似武器都没有这个选项,而且它还兼容UV红点。护手 应尽可能安装垂直握把,尤其是在已安装UV瞄准点的情况下。 枪口 已安装枪口制退器,这能让奔跑射击的威力尤其显著。

Commando (5.56) This is it. And SMG that can equip grenade launcher and every single item that running and gunning requires. Stock There's only Light Stock available option. I'd use it since most of the time you should be in position for overwatch after Run and Gun, at least if you have enough AP, which you should. Overwatch mods and R&G compliment each other. Magazine Anything except the regular expanded mag should do. You may not be swapping ammo with this as often as with MP5, but Quick Mag is always a safe bet. Sights Finally, we have AR-15 family weapon that can fit the full-sized Reflex Sight, so we'll definitely go with that. Handguard Here's the big choice you need to make. This is the only SMG that can fit grenade launcher, but it also benefits from Vertical Grip's aiming bonus immensely with UV Dot. When you can install the side assist, replace launcher with grip. Side As mentioned above, UV Dot is the best option, hands down. Muzzle You can and should get the Recoil Booster to increase burst fire (including R&G) damage bonus from +50% to +100%. It's great. Assault rifles 1 Highly modifiable and flexible Good power and accuracy but low economy Average overwatch characteristics, which is often not desirable Assault rifles are automatic rifles that fit between SMGs and full-sized rifles. Assault rifles have no special ability, but all of them are highly customizable and versatile in combat. They can fire 5.56, 7.62 NATO and 7.62 WP rounds as well as 40 mm grenades when modified with the underbarrel launcher. Common mods If you can fit a bipod or underslung grenade launcher on the gun, you should do so, if you have the parts. If you need to chose between the two, grenade launcher is best unless you already have 2 grenadiers in your squad. AK-47 (7.62 WP) Without it, a game just doesn't feel complete, right? Stock There's only Light Stock option, but you probably don't want to compromise your aiming bonuses at the stage where this weapon is most useful, and you probably don't have full overwatch builds on your mercs anyway. But if you don't like aiming, you could use it, at least if you have bipod installed. Sights Limited options. You probably don't want to spend chips or even lenses here, but you do you. Magazine Quick Mag makes it easier to swap ammo types. Expanded is not needed. Handguard There's only the Vertical Grip option, and it's okay to use. It's not compatible with grenade launcher, but you probably don't have 40 mm grenades when using this anyway. Side Not really worth spending chips or parts here, and there's no UV option anyway. Muzzle All options are viable. Damage, precision or stealth – the choice is yours. M14 (7.62 NATO) M14 could be a marksman rifle, but it's categorized as assault rifle in the game. Unfortunately it's the worst gun in its class as far as modding goes and you should never invest on it. Get the unique variant instead. FAMAS (5.56) I guess some players pick this up in early game, but it's not actually a good gun. I wouldn't spend parts or components to modify it, at least. FN FAL (7.62 NATO) The high maintenance mentioned in weapon features is a negligible drawback, but it might have some effect in overwatch use. Plenty of mod slots, but it's not the best AR for any particular build. Stock ARs aren't really good for overwatch so not need to nerf aiming just for that. Use Heavy Stock. Magazine I have never had a gun jammed in this game, but there's no much cause for extended mags on FAL either. So use Fine-tuned Mag. Sights If you're going to install Red Dot, you probably want Quick Prism Scope. Otherwise it's kinda up to the merc build you're using this on. Side Use Red Dot unless your merc has some overwatch perks you make use of. Probably not worth the chip use at any rate. Barrel You've got different options here. Heavy Barrel for high ammo economy, long barrel for good all-rounder gun, and short barrel for close quarters aiming bonuses. Pick one that suits your fighting style. Muzzle It's a long range weapon and you can reliably secure stealth kills with it, so I'd use Suppressor. Galil (7.62 NATO) Almost the same as FN FAL, with some key modding differences. It's only marginally better for crit builds so if you have a fully modded FAL, you don't need to replace it for this. Stock This gun has limited sights and no bipod so overwatch is out of question. Go with Heavy Stock. Magazine It's easier to swap ammo types with a Quick Mag. Sights You've only got four choices, but Prism Scope is ideal for crit builds. Underslung Can't fit both bipod and grenade launcher here, so grenade launcher it is. Side Galil already has good crit chance so you should put UV Dot here. Barrel You can use either option, but Short Barrel makes it easier to reap benefits from aiming to fuel crits. Muzzle You can use Compensator if you're short on steel pipes, but the Suppressor compliments crit builds best. AR-15 (5.56) The "civilian" variant of the semi-automatic rifle family that works best with crit builds. It has some "unique" modifications, which are not that effective in practice. Stock Heavy Stock is installed by default and that's all you should need. Sights By the time you get this, you should have enough lenses to spend. The gun has high crit chance so we should bolster that further with the Prism Scope. There's no full reflex sight so this is not an ideal weapon for overwatch in my eyes. Mercs with Deadly Aim can use Sniper Scope x5 to bump their critical chance slightly higher. Magazine Quick Mag is available, so we'll go with that. Underslung Grenade launcher is available, so we'll go with that. Side All four options are available. If you are swimming in chips, you can install aim assist of your choice. Barrel Extended Gain-Twist Barrel provides reliability and 25% more range. The short barrel reduces AP cost even further, potentially enabling a crit galore with Suppressor. But since there are other AR-15 family rifles, and carbines, available, I'd recommend the long range option here. Assault rifles 2 M16A2 (5.56) The iconic 5.56 rifle from 'Murica. It's fairly effective all-rounder weapon. Compared to AR-15 it has no extra crit and limited modded range, but much higher aiming bonus. Stock Unlike the AR-15, this rifle cannot be modifed for auto-firing. It only has Light Stock option, which may be useful if you feel like you don't need the very high base aiming bonus as much. However... Sights There's still no full reflex sight option, so you can't modify it to overwatch as well as some other weapons. Prism Scope or Quick Prism Scope should bring most out of this gun, but you could also make use of Thermal Scope since you'll almost always want to aim fully anyway and it doesn't hurt to have some other gunners than your snipers have it available as well. Magazine Quick Mag is there for fast ammo swaps and grenade reloads. Side If you do use the light stock, take UV Dot for more accurate overwatch and general aim bonus. Muzzle Compensator is already installed by default. Use Suppressor if desired. AK-74 (7.62 WP) Medium armor penetration is this gun's main appeal. As such, it's one of the most powerful weapons in the game. Comes with Heavy Stock and Fune-Tuned Mag by default. Stock This gun is not really built for overwatch for reasons discussed below, so no changes needed here. Sights Although full-sized Reflex Sight is available here, it's not worth installing. Any other option will do, especially Thermal Scope so you can really benefit from medium penetration in all conditions. Magazine For once, there's no real benefit in swapping ammunition, so we can go with Ergonomic Expanded Mag whenever you feel like it. Underslung It's bipod or grenade launcher, so we choose the grenade launcher, unless you already have two grenadiers in your squad already. Side The UV option is missing, and that sucks. Tactical Device might be of value with this penetration, but crits with 30 base damage single shots may also appeal to you, if you have enough AP or Quick Prism Scope for aiming, so Red Dot is viable option too. Muzzle Recoil Booster lets you make most out of the plentiful ammunition.

G36(5.56毫米) 这是一款在任何射程下都表现稳定的武器,默认配件也很不错。虽然稀有,但与经过适当改装的其他5.56毫米武器相比,并没有那么出色。 枪托 由于默认配备棱镜瞄准镜,建议安装重型枪托。折叠枪托会与快速弹匣冲突,因此在更换前需提前考虑。 弹匣 不知为何,标志性的C型弹鼓仅能将弹容量提升至45发。希望在未来的某次更新中,它能被 buff 至现实中的100发容量。在此之前,你应该使用快速弹匣。 瞄准镜 默认的棱镜瞄准镜建议保留。由于没有两脚架选项,尽管有效射程不错,但搭配热成像瞄准镜进行远距离使用并不理想。 下挂 毫无疑问,榴弹发射器是最佳选择。 侧面配件 紫外线红点能让G36在监视任务中的表现比其他一些5.56毫米武器略好。56种武器,并通过瞄准加成提供额外效果,但没有两脚架选项,因此需要一名熟练的枪手来操作它。 枪管 从技术上讲,这把枪在安装加长枪管前是G36K。经过此改装后,枪支的射程提升至令人印象深刻的36(名字里就有,不是吗),可与大多数狙击步枪相媲美。 枪口 默认的补偿器相当不错,但消音器对同一目标能提供更高的暴击率。通常值得切换,但不必急于更换。榴弹发射器的优先级更高。 AUG 射手射程;有。同时配备榴弹发射器和两脚架;有。高瞄准加成和低行动点消耗;有有。集成瞄准镜、补偿器和握把;有有有。弹匣 快速弹匣是最佳选择,因为它配备了榴弹发射器和轻度穿透力。 瞄准镜 再次强调,没有全反射瞄准镜,这意味着这把枪不适合进行守望任务。由于改装后射程较远且具备其他特性,热成像瞄准镜可能是最佳选择。 配件 还是没有紫外线辅助功能。不过,我们可以将红点瞄准镜与热成像瞄准镜配合使用,并利用较低的行动点消耗来获得必定暴击。这虽然不错,但确实需要芯片。不过你也可以使用战术装置来保持隐蔽。 枪管 现在请注意:带 bipod(脚架)的加长枪管实际上能提供最高的瞄准加成,而不是渐进缠距版本。在这里出错会让你损失大量零件和精准度。 枪口 如果你想保持火力全开,这里无需任何改动。通过标记获得的必定暴击效果使得【抑制器】的暴击加成不再必要。但有时,尝试保持安静会更有乐趣。 步枪 - 威力强大,在任何射程都能保持精准 - 高AP消耗下拥有出色的弹药经济性 - 狭窄但精准的警戒范围,配合【压制】技能效果更佳 步枪类别包括温彻斯特1894等猎枪,以及德拉贡诺夫、M24等狙击步枪。它们使用.44、7.62北约和WP弹药,M82则使用.50口径子弹。

Pin Down is sometimes pretty stupid, but it almost always works. Rifles' special ability is Pin Down. The user will consume all their AP for an overwatch-like ability, which applies marked debuff on the target. After the end of enemies' movement, the character will fire a shot at the target if they are still within line of sight. Common mods If a rifle can accept bipod or suppressor, they should be applied, since there's no downside to either. These two are not listed for each weapon separately unless necessary. Gewehr 98 (7.62 NATO) The first full-sized rifle most players get their hands on. It's a solid performer and can carry through the game, but there are many much better options available that you may just as well save your parts on them instead. Winchester 1894 (.44)The best and only hunting rifle in the game. It packs a punch on crits but no penetration. Barrels Long range is always preferable for rifles, and the accuracy gain from Extended Barrel is also relevant. Sights Since this is a non-penetrating crit weapon, you should use Prism Scope, or Sniper Scope x10 when in use by a merc with Deadly Aim. Muzzle There's only Improvised Suppressor option. Dragunov (7.62 WP) The only 7.62 WP sniper rifle in the game. Its main appeal over early NATO rifles is that it's not cumbersome. Its low damage means you'll need to target weak spots, maybe while using hollow point ammo. Stock Since this rifle has decreased bonus from aiming, you could use it for overwatch with Light Stock, but... Sights ...you probably don't want to spend your chips on sights for overwatch build. Sniper Scope x10 is an upgrade over the default one so you if you have lenses, might as well go with that, or with the Quick Prism Scope. Magazine It already has 10 rounds in magazine, so no reason to nerf reload AP cost. Muzzle Compensator might be useful with Quick Prism Scope, but the Suppressor greatly reduces the noise signature. M24 (7.62 NATO)An ubiquitous but cumbersome sniper rifle. It will last through the game if you don't care about free movement. Stock You "can" use Light Stock once you have installed the Bipod and Expanded Magazine (especially useful with Opportunistic Killer), but you don't have to. Heavy Stock is nice. Magazine I actually forgot the options here and I have no means of checking them anymore. If you use OK, you have automatic reloads, and there should be little need for ammo swapping while M24 retains best effectiveness. Sights As usual, Thermal Scope is the best option. It's worth the chip use unless you have PSG1. Side UV Dot is an option for overwatch-focused configurations, but I'd say the chips for PSG1. PSG1 (7.62 NATO) It's as close to Excalibur of rifles as you can get. Compared to M24, it's not cumbersome and has high critical chance. Stock Only Heavy Stock is available, and it should be used. Magazine There's Ergonomic Extended Magazine to double the capacity without AP cost increase. Quick mags would be better but we'll take it. Sights As usual, Thermal Scope is the best option, but if you don't have a chip at hand, use Prism Scope or Sniper Scope x10 with Deadly Aim. Side For Deadly Aim users UV Dot is ideal. Muzzle Suppressor can provide even more crit. M82 (.50) An anti-materiel sniper rifle and likely the rarest weapon in the game. It has high AP cost to use and is cumbersome, so it doesn't really feel like much of an upgrade over PSG1. But it has higher penetration and range, and Pin Down can be used with leftover AP. The M82 is probably at its best in overwatch role, and both overwatch and PD on this work especially well with Killzone. Magazine The larger mag will only give you three more rounds. I don't think it's worth it. Sights Using Thermal Scope negates grazing and accuracy penalties, so go with that. Muzzle The gun's humongous AP cost coupled with high damage means that you likely won't benefit from bonuses on subsequent attacks. Thus Suppressor provides most utility. Shotguns Hits targets in a cone, low AP costs Usually short range, not very modifiable Overwatch is effective, but short-ranged, and can cause accidents All shotguns use the 12-gauge shells exclusively. They come in large variety, from double-barreled hunting shotgun to the fully automatic AA-12. Shotguns have no special ability, but they will always inflict half damage on all targets within their cone of fire, even on a "miss", as well as applying exposed and bleeding. Double-barreled shotgun A valuable early weapon for mercs with Breach and Clear and Opportunistic Killer perks. It can be modified for long or short range, but has only capacity for two rounds. Auto-5 Modding for long range makes this the game's longest range shotgun, so it has a lot of use. Barrels Long Barrel High Cap is best all-round mod, but thanks to good base range, Short Barrel has its uses too, at least in early game, and especially with sabot rounds and Breach and Clear. Muzzle Full Choke is usually the best with any configuration, but Compensator is also useful if you can have the AP for it without compromising your positioning. You can also use Duckbill Choke if you're feeling particularly destructive tonight. M1014 Short range, but high power. Good for those who know what they are doing and those who want most damage out of their shells. Sights This is the most interesting slot, since it can fit Sniper Scope x5 and even thermal. I have a hard time recommending sniper scope on a shotgun, even if extra aim would be great on this... Fortunately you can install Prism Scope too. Side UV Dot should be best, as usual, since this has better aiming bonus than most shotguns, and conserving aiming AP means more for positioning for close range takedowns. Barrel There's only Shortened Barrel option. It will only reduce range from 12 to 10, which brings it just a bit shorter than AA-12's maximum. As I said above, it's good if you know what you're doing, and if you have free movement to use. Make sure you grab the muzzle mod with this. Muzzle Compensator only. It's not mandatory if you only do hit-and-run shots to expose targets, but for that kind of play the Auto-5 is better anyway, so you probably want this modification as well. AA-12 An automatic shotgun that can deal a lot of damage per turn with Buckshot Burst, but at reduced economy and accuracy, so you need to manage your 12-gauge reserves and your positioning. It's quite powerful even in default configuration. Magazine You can use the Buckshot Burst ability five times with just the default mag. As such, I don't think there's much use for the big drum. Sights There's reflex sights and quick prism. With shotguns you usually want to make use of the free movement from Breach and Clear. Reflex Sight only improves overwatch, but it's the best option should you choose to invest a chip on this slot. Side Free aim level from UV Dot is ideal for virtually any situation. Barrel This this desperately needs extra range so take it. Muzzle Since it's a close range weapon, Suppressor can help avoid being detected by additional enemies on the sector. But it's your choice. Shotguns can deal immense damage with direct hits so the accuracy provided by Compensator can result in higher damage output. Machine guns Needs to be set up before effective firing Chews through ammo reserves and enemy bodies Setting up provides overwatch, whether you want it or not JA3 is one of the few games in which I've seen do machine guns done quite right. You probably want at least one such gunner on each of your (full) squads. There's a decent amount of variety with them too, and they use 5.56 and 7.62 NATO and WP rounds. Machine guns can be fired from the hip, but only Grizzly can do so with good accuracy when using his talent. Still, a merc with Auto Weapons and CQC Training is entirely capable of devastating hapless enemies from close range even without setting the gun up. The large number of impacts will also shred enemy armor.

像这样设置你的守望状态,子弹就不会打在门框上(右侧)。 架设机枪会创建一个守望区域,该区域可以通过单独的操作进行调整。你可以在结束回合前精准射击,真正利用守望状态。因此,机枪通常倾向于基于守望的配置,但它们威力强大且足够精准,几乎任何雇佣兵都能使用,只要他们的基础技能如枪法不是太差。 由于机枪需要卧姿架设射击,所以脚架配件对所有机枪都非常重要。 MG42(7.62北约弹) 极具影响力的MG42无法改装。它在游戏初期有一定用处,但大多数时候它们充当弹药补给箱。军团枪手喜欢腰射使用它,导致射击精度低得离谱。 RPK-74(7.62 WP) 唯一的WP机枪,属于卡拉什尼科夫系列的变种。由于使用常见且有效的弹药,并且武器本身不笨重,因此在整个游戏中都很好用。 弹匣 扩展弹鼓最适合警戒,但你可能会想要快速弹匣,以便更容易切换弹药类型。 瞄准镜 全尺寸反射瞄准镜能让你在自动警戒时发挥最大作用。拥有重武器特质的佣兵由于攻击成本降低,可以更好地使用其他光学瞄准镜。 护木 垂直握把是唯一的选择,除非零件短缺,否则没有理由不使用它。首先获取 bipod 更为重要。枪管 我从未遇到过枪支卡壳的情况,所以无论是否安装渐速膛线枪管,都只是零件是否配备的问题。 枪口 在守望状态下,你应该使用后座助推器,但也可以根据佣兵的技能水平,选择装备消音器并将枪支作为 stealth weapon(潜行武器)使用。将机枪设置为守望状态会结束潜行,因此你需要一名重型武器佣兵来尽可能无缝地切换。

HK 21(7.62 NATO) 强大、精准且为德国制造,具备你对自动枪械的所有期望。拥有多达8个改装槽位,准备好迎接它的威力吧。 枪托:仅可安装重型枪托,务必装配。 弹匣:应安装扩展弹匣,因为你需要【机会主义杀手】技能。 瞄具:反射式瞄具,以便在进行7.62 NATO弹药的长连射时最大化精准度。 下挂:垂直握把,它与UV红点有着极佳的协同效果。 侧面:UV红点,原因同上。 枪管:扩展等齐膛线枪管是唯一合适的选择。 枪口:我们无需消耗过多弹药,选择补偿器或默认的消焰器即可。 Minimi(5.56) 这是唯一不笨重的机枪,因此要为你的机枪手妥善配置。它是发射5.56弹药的最佳武器之一。 枪托:仅可安装重型枪托,务必装配。弹匣 你的机枪手应当装备【机会主义杀手】技能,因此【扩展弹匣】是你需要的配件。 瞄准镜 这挺机枪拥有极广的警戒范围,所以你可以选择任意瞄准镜,包括能提供通用精度加成的【改良机械瞄具】。 枪管 我打赌有些疯狂的家伙给灰熊装上了米尼米的短枪管,所以你想怎么折腾都行,哈哈。只要确保枪管里有“渐速膛线”就行。 重武器 - 具备高破坏力和远程作战能力 - 维护成本高、行动点消耗大、弹药费用高昂 - 无法进行警戒、无法改装、容易发生故障 重武器无法改装,因此这部分内容较短,主要作为参考。所有重武器都很笨重,因此除非有必要,否则不要将它们放在你的常用武器栏中,除非你准备开火,或者反正也无法利用自由移动。 RPG-7(高爆火箭弹) 这是RPG-7,火箭筒。现实中它是无制导的,但在《铁血联盟3》中却能精准命中。在它向你开火前赶紧卧倒。 迫击炮(迫击炮弹) 挺有趣的,但威力并没有应有的那么大,除非是用来进行战争犯罪。和RPG-7一样,你可能会在更多战斗中被它攻击,而不是使用它,有趣的是,在炮弹落地前你都不知道敌人用的是什么类型的炮弹。所以赶紧离开爆炸范围,或者先戴上防毒面具然后卧倒。MGL(40毫米榴弹发射器) MGL的使用场景非常小众,因为在极少数战斗中才需要发射超过一枚高爆或闪光手榴弹,而且如果想要发射更多,武器很可能会出现状态劣化和故障。它也不能像迫击炮那样发射毒气弹或烟雾弹,因此在战术减益方面的作用较小。一些军队士兵会使用它,但他们似乎只使用闪光手榴弹,所以即使落入敌人手中也没什么大不了的。

有时候仅仅一发子弹是不够的,所以不要只依赖步枪。你会错过很多东西的。 我现在已经完成了《铁血联盟3》的两轮游玩,第一次是普通难度,然后是铁人模式,所以短期内我可能不会再玩这款游戏了,但如果机枪或其他方面有重大改动,我会在需要时尝试更新相关内容。再见!
2026-02-16 01:00:17 发布在
Jagged Alliance 3
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