The Anaconda is a sleeper that makes the Deagle look like a joke. The range difference between 20 and 12 is huge. A lot of assault rifles sit comfortable around 20 range.
Anaconda is a decent gun, but Desert Eagle has quite a bit more damage (24 -> 30 is 25% more), a decent 18 range with the barrel, and much more ammo. You can also mount both a scope and a tactical device, which is nice.
The range on the Anaconda means you can fit a short barrel and load up shock ammo and end up back at 12 range, but with bleeding, exposed, higher crit chance and 3AP per shot. Absolutely nasty backup piece, and devastating when used for dual-wielding.
Slap the narrow gauge and long barrel on the Auto 5 and you suddenly have a shotgun, with a low AP cost that can rival the range of Assault rifles and completely deny enemies the benefits of cover due to applying the exposed when hit. It is a really powerful tool like this and I encourage everyone to try it out :) imho this makes the auto 5 the best shotgun for long range, while the aa12 is hands-down the best shotgun for close range.
I actually swear on the short-barrel M1014 for a close-range, fast-moving glass cannon shotgunner. 4AP with a UV Dot is just great. Nails is basically born for this shit. You load up those Breacher rounds because you want to be at point blank anyway, sprint in (perhaps after a prep turn with Take Cover) and then you just blast fools right in the face, get Inspired and have his unique activated for it and then you go ham with your next 3 shots before running back into cover and loading the empty tube again. Besides his starting perks, you add Breach and Clear and Leapfrogging for massive free move, Flanker for extra damage and perhaps Lightning reflexes as a life insurance.
The AA12 looks great at first. I was so excited to find it. Fully modded and with my shotgun merc I was very disapointed. It never delivered the promised damage and my M1014 outshined it in any way. Wasting 3 bullets for 3x6 damage on a "miss" from 1 tile away is total bs. And when you hit it is total overkill, while the M1014 does the job just as well. At least that is my experience.
I appreciate your weapon guide videos. My 2 cents on the topic: the Peacemaker's 20 range is nothing to scoff at and since I haven't found Anaconda yet it is a great weapon when you don't have enough action points to fire the main gun or for cases when you throw a grenade with one hand and still want to have a weapon in the other hand to follow up, without having to spend 1 AP to switch to main weapon.
Getting Vicky or Meltdown with twin Glock 18's will spit out 8 bullets per attack. That's pretty nasty. Also, it means you can mix your ammo types. You can have hollow points in one gun and armour piercing in the other. Oh and you missed that the compensator on the Glock doesn't do the usual "bla bla bla on subsequent attacks" but rather increases crit chance with the level of the merc using it... meaning that with a high level merc, you'll be critting *a lot* of those 8 shots :)
@@Ic0nGaming how game is counting Vicki damage bonus for fully modified guns on burst and auto fire?does +7 damage gets reduced when u use burst and automatic fire?
IMHO Glock is best short range "overwatch" gun when used correctly. Keep overwatch cone small so it benefit from close range (4 tiles) and watch. Fox, Vicky and Meltdown can use 2 guns each. You can buy already modified Glock with expensive reflex sight in Fleatown market. Mod it with advanced compensator that give crit chance based on owners level and uv dot and You end up with gun that have damage close or equal to assault rifles and very high base crit chance. No zombie, hyena or brutes with insane running range will get close. Availability is not a problem and no other decent gun uses 9mm ammo. Its not "do everything" gun. If You want to stealth use melee, for ranges 4-24 use assault rifles or marksman rifles.
@@-drey in general, how long is the campaign? I don’t think That’s something I’ve seen any review/overview mention yet. It could be slipping my mind though.
All this you can see when you get the guns, what i would have liked to see why you would want to even use a handgun, if you have other guns. Doesnt look like handguns have something like a close range bonus, or other guns have a short range penalty. Or mercs to have a bonus using pistols or something like that.
There's perks which specifically increase your damage when you are close to your enemies, which work really nicely with handguns. Also since they have low AP costs all over the board and high accuracy in close range they are excellent for crit builds as well. You can also dual wield for extra damage and shoot while moving. There's a lot going on for these. If you wanna check out why handguns can be awesome try out Tex or Vicki with fully modded Handguns =)
I generally agree. Without a specific dual wield merc/build, an smg is generally better for close range/move&shoot situations. Exception being for an explosives guy who you want to be able to hold a grenade at the ready; your other hand option is either a pistol or the Uzi. Really wish they'd have made the MP5K a one hander like the Uzi, because its certainly plausible to use it one-handed.
@@jonathanbourke305it's really not. Using any SMG in full auto is just going to spray bullets everywhere. Although it's less ridiculous to use an MP5K one handed than an Uzi, since an Uzi weighs 8 lbs. That's more than an AR haha
@@Carnefice Agreed, but "plausible," not efficient. JA3 isn't really a milsim (like JA2 1.13 is), so I figure its well within the wheelhouse of the base "action movie" style JA3 has.
AA12 is a monster - but for me it didn’t drop till end game and I took on the Major. At near point blank it just chewed through any type of enemy, elite, armor didn’t matter
I'd use the Cheat Menu Mod for that. Here goes the Link: steamcommunity.com/sharedfiles/filedetails/?id=3004602034 You can just add the weapon into your inventory with it.
Ok looking over the list there are no Pump-Action Shotguns in the game just Break Action (Double Barrel), Semi-Auto (Auto-5, and M1014), or Full-Auto models (AA-12) That seems like a very odd choice by the developers.
Yeah I'm suprised there aren't at least a few .45 ACP, and .357 handguns. I think there are basically as many handguns in this as in Deadly Games just some different models. I'm waiting to see the Submachine Gun video but from what I've seen there isn't much variety there, and many of them are actually Assault Carbines instead of being Submachine Guns
For the 'hi-power' gun, where you say you can silence it and "also put a compensator" on it, this is not true. It's either silencer OR compoensator, not both.
I meant not also in a meaning of both at once, but also in the meaning that you could do this either way. I do see where this sentence went wrong though :D
Pistols are about close-range, low-AP cost, mobile attackers. Pistols can be dual-wielded, they can also leave your opposite hand free for grenades (for your high-demolitions person). Pistols also tend to accept critical building fairly well due to high amounts of shots and generally good crit chances. Finally, pistol ammo tends to be very common and not used by your other major weapon categories (SMGs also use pistol ammo, but besides them nothing else uses 9mm or .44".).
Well I am happy that there is a way to actually cheese through the game easily. It's awesome for everybody who "wants to win" and whoever wants to experiment around and enjoy the tactical simulation part of the game will at some point try out other guns. Are they less effective than Snipers and MGs? Absolutely. But that doesn't mean it's not fun to play the combats from a different angle. At least for me it works perfectly fine. And I am super happy that people who are not like me have an easy way out to enjoy the games story and vibrant world without having to be angry about the game being too hard. It's a good thing inbetween imho. It's a single player game and everybody can decide for him or herself how much cheese they want in their playthrough ^^
who needs handguns? and even shotguns are kind of meh...just deal half their damage if you want to damage all enemies in your cone (free aim)..single target they are ok, i played 100h and never seen an anaconda or desert eagle drop (3 playthroughs) or AA12
im so bummed out with this game when i found out about level scaling (either time based or stat based), i stopped playing until this gets a mod to fix that.
So you can’t remove the stock from the double barrel and there isn’t a pump action? Terrible game, not worth anyone’s time. Wait, did you just say you can do a stealth shotgun build? I take it back, 10/10 game of the year!
The Anaconda is a sleeper that makes the Deagle look like a joke. The range difference between 20 and 12 is huge. A lot of assault rifles sit comfortable around 20 range.
Anaconda is a decent gun, but Desert Eagle has quite a bit more damage (24 -> 30 is 25% more), a decent 18 range with the barrel, and much more ammo. You can also mount both a scope and a tactical device, which is nice.
The range on the Anaconda means you can fit a short barrel and load up shock ammo and end up back at 12 range, but with bleeding, exposed, higher crit chance and 3AP per shot. Absolutely nasty backup piece, and devastating when used for dual-wielding.
Slap the narrow gauge and long barrel on the Auto 5 and you suddenly have a shotgun, with a low AP cost that can rival the range of Assault rifles and completely deny enemies the benefits of cover due to applying the exposed when hit. It is a really powerful tool like this and I encourage everyone to try it out :) imho this makes the auto 5 the best shotgun for long range, while the aa12 is hands-down the best shotgun for close range.
I actually swear on the short-barrel M1014 for a close-range, fast-moving glass cannon shotgunner. 4AP with a UV Dot is just great. Nails is basically born for this shit.
You load up those Breacher rounds because you want to be at point blank anyway, sprint in (perhaps after a prep turn with Take Cover) and then you just blast fools right in the face, get Inspired and have his unique activated for it and then you go ham with your next 3 shots before running back into cover and loading the empty tube again. Besides his starting perks, you add Breach and Clear and Leapfrogging for massive free move, Flanker for extra damage and perhaps Lightning reflexes as a life insurance.
thanks...because i feel addicted to guides and planning 🧐
hopefully i start to play it sometime before my head falls off.
Haha, I have still to complete a run. I'm stuck with Guide Making and exploring the mechanics of the game :D
@@Ic0nGaming
but thinking about such a game is probably almost half of the fun
AA12 drops from Jackhammer in the "Good Place" 100% drop on my 3 runs
I love it When Fox carries dual Glock, Its quite OP!
The AA12 looks great at first. I was so excited to find it. Fully modded and with my shotgun merc I was very disapointed. It never delivered the promised damage and my M1014 outshined it in any way. Wasting 3 bullets for 3x6 damage on a "miss" from 1 tile away is total bs. And when you hit it is total overkill, while the M1014 does the job just as well. At least that is my experience.
I do wish they add .357 and .45ACP which are present in every earlier JA.
I appreciate your weapon guide videos. My 2 cents on the topic: the Peacemaker's 20 range is nothing to scoff at and since I haven't found Anaconda yet it is a great weapon when you don't have enough action points to fire the main gun or for cases when you throw a grenade with one hand and still want to have a weapon in the other hand to follow up, without having to spend 1 AP to switch to main weapon.
Getting Vicky or Meltdown with twin Glock 18's will spit out 8 bullets per attack. That's pretty nasty.
Also, it means you can mix your ammo types. You can have hollow points in one gun and armour piercing in the other.
Oh and you missed that the compensator on the Glock doesn't do the usual "bla bla bla on subsequent attacks" but rather increases crit chance with the level of the merc using it... meaning that with a high level merc, you'll be critting *a lot* of those 8 shots :)
Thanks for the add-ons on the Glock! I really think that with Vicki's +7 dmg/bullet trait this should be an absolutely insane weapon.
@@Ic0nGaming Oh it is... :D
@@Ic0nGaming how game is counting Vicki damage bonus for fully modified guns on burst and auto fire?does +7 damage gets reduced when u use burst and automatic fire?
Dual wielding Glocks are OP, no matter the armor. Better than uzi's when moded
Agree. Shame the mp5k can't be dual wield like in JA2
IMHO Glock is best short range "overwatch" gun when used correctly. Keep overwatch cone small so it benefit from close range (4 tiles) and watch. Fox, Vicky and Meltdown can use 2 guns each. You can buy already modified Glock with expensive reflex sight in Fleatown market. Mod it with advanced compensator that give crit chance based on owners level and uv dot and You end up with gun that have damage close or equal to assault rifles and very high base crit chance. No zombie, hyena or brutes with insane running range will get close.
Availability is not a problem and no other decent gun uses 9mm ammo.
Its not "do everything" gun. If You want to stealth use melee, for ranges 4-24 use assault rifles or marksman rifles.
Quality videos my dude
Great video
The anaconda is my baby!! You can make Tex invincible with 2 of those! And it gets even better with the correct mods
15:37 tell that to Anton Chigurh
i totally missed, that you can upgrade the caliber on the desert eagle ^^
That's what I do my job for ;)
I didint even notice the desert eagle and almost finished the game twice
@@-drey in general, how long is the campaign? I don’t think That’s something I’ve seen any review/overview mention yet. It could be slipping my mind though.
@@okonkwojones I have to check the save file time but i played it over 3-4 days.. so that's roughly 30h-40h, depending on the approach.
@@-drey ok, TY!
what about the GEWEHR 98 would you still take the 1014 over it?
Completely different weapons and use case.
thanks! really cool info
good job
Do LMG please. Have no idea how to use them. And duo Uzi.
All this you can see when you get the guns, what i would have liked to see why you would want to even use a handgun, if you have other guns.
Doesnt look like handguns have something like a close range bonus, or other guns have a short range penalty. Or mercs to have a bonus using pistols or something like that.
There's perks which specifically increase your damage when you are close to your enemies, which work really nicely with handguns. Also since they have low AP costs all over the board and high accuracy in close range they are excellent for crit builds as well.
You can also dual wield for extra damage and shoot while moving. There's a lot going on for these. If you wanna check out why handguns can be awesome try out Tex or Vicki with fully modded Handguns =)
I generally agree. Without a specific dual wield merc/build, an smg is generally better for close range/move&shoot situations. Exception being for an explosives guy who you want to be able to hold a grenade at the ready; your other hand option is either a pistol or the Uzi. Really wish they'd have made the MP5K a one hander like the Uzi, because its certainly plausible to use it one-handed.
@@jonathanbourke305it's really not. Using any SMG in full auto is just going to spray bullets everywhere. Although it's less ridiculous to use an MP5K one handed than an Uzi, since an Uzi weighs 8 lbs. That's more than an AR haha
Similar to real life, handguns are backup weapons. Use rifles and shotguns.
@@Carnefice Agreed, but "plausible," not efficient. JA3 isn't really a milsim (like JA2 1.13 is), so I figure its well within the wheelhouse of the base "action movie" style JA3 has.
AA12 is a monster - but for me it didn’t drop till end game and I took on the Major.
At near point blank it just chewed through any type of enemy, elite, armor didn’t matter
Got minę from Jackhammer
@@SilencerGDAsame. If you're not killing Jackhammer, wtf is wrong with you honestly
@@CarneficeYou even get it if you decide to imprison him instead.
How to cheat a weapon into save file? I would like to get confidente, since I choose the other outcome?
I'd use the Cheat Menu Mod for that. Here goes the Link: steamcommunity.com/sharedfiles/filedetails/?id=3004602034
You can just add the weapon into your inventory with it.
Ok looking over the list there are no Pump-Action Shotguns in the game just Break Action (Double Barrel), Semi-Auto (Auto-5, and M1014), or Full-Auto models (AA-12) That seems like a very odd choice by the developers.
Yeah, I've been expecting some more variety in this sector too. Handguns could've offered also a bit more variety for my taste.
Yeah I'm suprised there aren't at least a few .45 ACP, and .357 handguns. I think there are basically as many handguns in this as in Deadly Games just some different models.
I'm waiting to see the Submachine Gun video but from what I've seen there isn't much variety there, and many of them are actually Assault Carbines instead of being Submachine Guns
For the 'hi-power' gun, where you say you can silence it and "also put a compensator" on it, this is not true. It's either silencer OR compoensator, not both.
I meant not also in a meaning of both at once, but also in the meaning that you could do this either way. I do see where this sentence went wrong though :D
i am playing on normal difficulty
i found that using rifles and snipes much easier
i dont get the point of using pistol
Pistols are about close-range, low-AP cost, mobile attackers. Pistols can be dual-wielded, they can also leave your opposite hand free for grenades (for your high-demolitions person).
Pistols also tend to accept critical building fairly well due to high amounts of shots and generally good crit chances.
Finally, pistol ammo tends to be very common and not used by your other major weapon categories (SMGs also use pistol ammo, but besides them nothing else uses 9mm or .44".).
yeah, most players figured out that 6 merc with sniper/MG combo is the meta against pretty much everything.
Well I am happy that there is a way to actually cheese through the game easily. It's awesome for everybody who "wants to win" and whoever wants to experiment around and enjoy the tactical simulation part of the game will at some point try out other guns.
Are they less effective than Snipers and MGs? Absolutely.
But that doesn't mean it's not fun to play the combats from a different angle. At least for me it works perfectly fine. And I am super happy that people who are not like me have an easy way out to enjoy the games story and vibrant world without having to be angry about the game being too hard.
It's a good thing inbetween imho. It's a single player game and everybody can decide for him or herself how much cheese they want in their playthrough ^^
@@zanaduz2018the lever rifle uses .44
The lever action is the exception that demonstrates the point that my statement made about pistol ammo being generally unused otherwise.
who needs handguns? and even shotguns are kind of meh...just deal half their damage if you want to damage all enemies in your cone (free aim)..single target they are ok, i played 100h and never seen an anaconda or desert eagle drop (3 playthroughs) or AA12
Anacondas drop consistently once you enter phase 2 of the game. Just got 3 of those earlier, right off the bat.
I've played >200h (only up till midgame, but still) and never seen anaconda or desert eagle either.
im so bummed out with this game when i found out about level scaling (either time based or stat based), i stopped playing until this gets a mod to fix that.
So you can’t remove the stock from the double barrel and there isn’t a pump action? Terrible game, not worth anyone’s time.
Wait, did you just say you can do a stealth shotgun build? I take it back, 10/10 game of the year!