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Showing content with the highest reputation since 09/17/2021 in all areas

  1. Welcome to the new home for the Jagged Alliance Community! With the recent announcement of Jagged Alliance 3, we're also excited to launch our brand new community site. Here you'll be able to interact with fans from all the Jagged Alliance games, read the latest developer posts about Jagged Alliance, and engage with each other and the developers. Many of the developers will be active on the site, reading your posts. This is YOUR community, so we hope you enjoy making new friends and discussing games. Please feel free to post any suggestions or recommendations you may have, and we look forward to getting to know everyone. Be good to one another, enjoy some fun, enlightening conversation, and help us create the best community we can!
    8 points
  2. I can ask, sure, but my guess is that stuff just isn't ready yet. I have to ask for confirmation, but I would be very surprised if we wouldn't release this game on GOG. I like all sorts of games, mainly strategy games, RPGs and sci fi simulations. TBH, I never played the JA games, but I think I would like them from what I've seen. No need to spare my feelings, I know that I'm only a poor substitute :( That's the most well-behaved bunch of starved dogs I've ever seen haha
    6 points
  3. Going through the gameplay part of the trailer that was revealed on September 17th, there is one thing that was really bothering me and for some reason, I couldn't put my finger on it until today. I was overwhelmed with mixed feelings of excitement, surprise but also wariness and disappointment. Pretty sure most understand that. One of the "features" that reminded me why I really dislike the modern twist on turn-based mechanics, is the predictability of everything. I'll TRY to be brief (that never works for me) and I will only try and point to a few glaring issues I have when comparing what I see in the gameplay from the perspective of new vs old ja/xcom. PREDICTABILITY was the word of choice; what made this come to mind, is the dual-grenade throw of Fidel, the movement and (yet to be really proven, the overwatch features) featured in the trailer. FIDELS DUAL-GRENADE THROW Old X-Coms & JA2 had a way of hidding gameplay mechanics to make the game feel organic and "natural". Almost ANY action you take could be met with a wide range of unpredictable elements. Take for example, the grenade throwing. In Jagged Alliance 2, handling grenades was not something you'd necessarily trust Biff with. Why? Because many elements come in the way of how accurate the placement of that grenade would be. That UNPREDICTABILITY leads to you THINKING and having to MAKE A CHOICE. Is it worth it to hand over a grenade to a merc with poor strength, dexterity and agility to maybe see him fumble that grenade into a friendly merc, or completely miss his mark, maybe leaving him standing in the middle of the laughing redshirts? You NEED to pop a smoke grenade so you can go stick a regen into Raven, who's down to 1 HP. But the smoke ends up not hiding her from the laughing redshirts. Raider hates his job and you! Why did you give the task of throwing that grenade to Flo? She nearly took her eye out in the process! You took a chance. You made a willing decision and took a chance and regretted it. UNPREDICTABILITY goes WAY beyond the percentage on that chance to hit when you fire a gun. It's from taking any action, like moving, detecting a mine (or not), throwing a grenade, kicking in a door, punching a redshirt...Situations and choices that can turn to your advantage or disadvantage in a single mistake, from either side. Now, let's take the modern method of throwing a grenade; you see EXACTLY what squares will be affected, you know EXACTLY where it will land. You take away all REASONING, THINKING, GUESSING, LEARNING and CHANCE out of the equation. You already KNOW how much damage it will make, you already know everything. You lose that organic feel and "natural" feeling that comes with different people taking the same action. Fidel throws 2 grenades that show two circles that overlap in the middle.. all assumptions are that whatever enemy that overlap lands on, takes double damage. There is no skill, no learning, no experience (from your own mistakes) to corect future choices you make. Everything is calculated and handed over to you with the precision of a board game. MOVEMENT AND OVERWATCH In Jagged Alliance 2, to move, you try and calculate to the best of your abilities, the effects of moving from A to B. How is that "UNPREDICTABLE"? Because, you can be interrupted, you can spot an enemy, or you can notice something that will make you change your "plan". In modern mechanics, you KNOW where such and such enemy is, you KNOW who has an overwatch active. There is no guessing, taking a chance, no "judging" the situation. In the modern system, you know exactly up to where you can move, and you already are aware of everything around you. Nothing feels natural or organic; it's like a board game. Another feature in modern turn-based games I really dislike is the overwatch feature. This mechanic relies almost exclusively on the chance-to-hit, marksmanship or accuracy stat. You KNOW that the first enemy to step into that cone of vision will be shot at. Regardless how good that enemy is. The amount of times this feature can be abused because you can let the enemy come pile up to your overwatch cones when you feel like playing defensively. It requires no deep thought, or management. In Jagged Alliance 2, you do not know what enemy you will face, you do not always know if that enemy will avoid an interrupt or not. Higly experienced mercs have a great chance to interrupt redshirts and cheap enemies.. but less experienced mercs can and will get in precarious situations if you do not manage them properly. This UNKNOWN creates such great battles, firefights, drama and situations that in turn can come and change your plan or your strategy. Maybe you thought these last few nemeies were going to be dead easy, in turn you end up with 2 mercs on the brink of death. Now, you can either decide if you leave them behind to rest up, or take a few days break to treat them... or do you chance them on your next assault? All this UNPREDICTABILITY, all these unknown factors are part of what makes Jagged Alliance such a great game.. also why the old X-Coms need a REAL remake/remaster... wanting to shoot that enemy, but missing and taking down a support structure, watching floors crumble down. Damaging property you were supposed to NOT damage. There is nothing wrong with the predictable nature of turn-based mechanics... But Jagged Alliance is great because it contains so much unpredictability (among many of its unique features) that make this kind of game shine as a video game. What makes me a little sad from the gameplay trailer is a feeeling that instead of building on what made Jagged Alliance 2 such a unique game, they are working out how to dress up modern xcom mechanics into Jagged Alliance clothing.. ...and, no! Knowing the difference between an AK-47 and an AKM is not what makes a real fan of Jagged Alliance... that's the superficial part of the game. The core, the mechanics and the personality is what makes Jagged alliance.
    6 points
  4. I think sometimes you have to ask at the source and I asked the main CTO on the TT of the main CTO if they often visit the official forum dedicated to the game and today I got a reply (actually two answers).
    6 points
  5. Okay, here's a short summary: Title: this is the Jagged Alliance we know and love JA3 - in the author's opinion - seems to manage what countless sequels didn't: to be a true successor to JA2. They interviewed Producer Brad Logston and learned that even hardcore fans should feel relieved. The Laptop is back, it is your way of managing things. You can use video calls to interview mercs you want to hire. Mercs like Igor, Ivan, Steroid or Tex create a warm fuzzy feeling of nostalgia. Mercs will have several ways to level their skills: automatic through use or by player choice (aim and +dmg are mentioned) and some are specific to certain characters (dual wield pistols is mentioned). Leveling up makes them more expensive. Also, you can (and need to) buy weapons, armor and other things (like explosives). The preview ends right where they went into describing the campaign management. They mention that all mechanics from JA2 are there, nothing seems missing, some mechanics were updated in a good way. They are adamant that JA3 creates the true JA feeling. Target Release date: 2022 And that's it, nothing more for now. My eyes... my poor eyes. I can't believe I managed to read through it... 😵
    5 points
  6. I love JA2. I am 51, so I played Jagged Alliance 1 in law school and JA2 as a young lawyer. So I am an OG fan. But I also like new new Xcom and DOS2, as well. And both Pathfinder games... gotta take our turn-based tactical wins where we can find them.
    4 points
  7. As long as they allow mod tools for JA3, we should see 1.13 type of mods being made for it. But for the base game, the focus should be on making the core game good, that's what's important.
    4 points
  8. With the amount of times us die hard JA2 fans have been burnt by "promises", illusions and hopes of a proper Jagged Alliance game, I think we're FAR from overreacting here! Quite the opposite, I think we've had enough of the Jagged Alliance being handled by those who have no idea WHAT Jagged Alliance is. At some point, enough is enough, if we "beat around the bush" or are constantly saying things like (we'll see, maybe it will be good).. we'll be dissapointed yet again! For once, since Jagged Alliance 2, we have a dev team that has more experience making games, and also probably a bigger budget... but they are backed by a Publisher who signed off on that Rage game... which has NO SIMILARITIES with Jagged Alliance! They used names and themes that are close, that's it! Unless fans are VERY CLEAR about what is acceptable or not, we have absolutely NO CHANCE of them making a proper Jagged Alliance game. It's a game, I realize that, I won't lose sleep or go into depression because they would release a mediocre JA game... but I sure as hell want a proper 3rd entry!
    4 points
  9. Welcome to the new home for the Jagged Alliance Community! With the recent announcement of Jagged Alliance 3, we're also excited to launch our brand new community site. Here you'll be able to interact with fans from all the Jagged Alliance games, read the latest developer posts about Jagged Alliance, and engage with each other and the developers. Many of the developers will be active on the site, reading your posts. This is YOUR community, so we hope you enjoy making new friends and discussing games. Please feel free to post any suggestions or recommendations you may have, and we look forward to getting to know everyone. Be good to one another, enjoy some fun, enlightening conversation, and help us create the best community we can! View full article
    4 points
  10. Polls would be great, so that's a +1. Furthermore, although this is a rather new forum, I have not seen any input from Devs in the various topics. I take it you are the community manager, Brad? It would be great to have some Devs reply on some questions us fanatics have, and maybe, as Godspeed stated, some input in the development timeline. I think most Forumites like me are really excited for the release of this game, as it looks way better than previous attempts to refeul the Jagged Alliance franchise, so some Dev input would be most welcome!
    4 points
  11. It is hard for us to know where you're at in the development of JA3. While I am not asking a release date or anything of the sort (because I rather a proper game than the same mess as previously released many times over), it would be great if the community could at least have SOME input in the form of polls. Most of us old-time veterans and crazy nutjobs that go to bed each night with our boxed copies of JA 2, we tend to get excited and want to request EVERYTHING. I think we have to realize the extent of what is possible and not possible. POLLS PLEASE! Anyways, I wish the best for the team working on this and hope whoever is in charge of this forum won't get too discouraged with all the complaining, demands, outcries and furious passion. We're simply Jagged alliance fans down to the core.
    4 points
  12. I don't care the ETA, i care about the game quality.
    4 points
  13. I don't know German very well but in the newest issue of GameStar, an article about Jagged Alliance 3 is to appear. I think they are very enthusiastic and full of hope 🙂 Probably after Gamestar there will also come time for other services. https://www.gamestar.de/artikel/neues-gamestar-heft-ja-jagged-alliance-3-wird-wirklich-entwickelt,3374188.html
    3 points
  14. We have a dev studio with a history of good games, one of the better publishers out there, and the announcement trailer was not only well done, but had - if that's something to go by - above average clicks compared to the other games that were announced. It indicates that there's some sort of a fanbase interested in this game and its success; that part plays a key role when it comes to allocation of resources. While it is good to remain cautious, I also think that we have some good reasons for optimism this time around. But @THQN Fabian, a DevDiary and/or the FAQ would certainly help. 😉
    3 points
  15. I've got some spare straps, anyone have some spare chairs?
    3 points
  16. In case the devs plan on doing a Q&A 🙂 - Fog of War? - Day and night cycle? - Load Bearing Equipment? - Weapon modding/attachments? - Different types of ammo? - Night vision? - Suppressors? - Melee/knives? - Modding support? - Destructable enviroment? - Moral?(screenshots show 'team moral') - Changing weather?(screenshots show 'Clear weather') - Exploding heads? Feel free to post your questions below.
    3 points
  17. The Announcement Trailer had a CGI short movie and some gameplay.. I'm guessing (really just a guess on my part) that they already have all the underlying mechanics in place and they are creating the different locations, details and questlines. Usually, games get a very early CGI reveal (3-5 years before release) to announce itself and create some buzz around it. Gameplay reveal usually comes when they've nailed down most elements of the game (1-3 years ?). In my own mind, I would like this to be an early-mid 2022 release, but I would imagine something closer to 2023. I think they are playing it "safe" by keeping a little quiet about this game. They must realize the game has a little bit of a cult following (yes, I am part of the Cult of Deidranna okay!!? 🤣 ..we hoard guns and take turns slapping someone called Elliot).. so, maybe keeping quiet is actually the better way to control the fans that would turn things too negative? After all, just that Trailer Reveal has created a stir and a buzz in the JA world.. so it doens't take much to get us going. I might be overthinking that.. and they are simply not at the stage of releasing more info as you said.
    3 points
  18. On Monday, the FAQ questions that were asked on Discord will be sent.
    3 points
  19. 7,62 High Calibre It's a buggy game, it's very stiff and clunky... but I couldn't imagine a tactical video game life without having played that game. The one you get on steam also comes with a "mod" that fixes a few issues. ..oh.. and guess what.. Magazines is far from being the only complexity to that game! When you find a roll of tape, (red or blue tape, can't remember), you can tape 2 magazines together (upside down from one another) and it is litteraly represented on screen.. and it helps with quicker reloads versus having to remove a magazine from a pouch. Every gun has it's own unique slots for equipment that can realistically fit there. You cannot fit a 4x Acog on a dragunov, because it requires a scope for the SVD sidemount. You have no rails on an SKS, but you can attach laser to barrel ends because they clamp on barrels. Stocks can be collapsed and opened. You can select the approximation amount of rounds when firing on fully auto. When your mercs have night vision mounted, you can activate it or deactivate it without removing the entire apparatus. When you activate it.. you see the world in night vision yourself. I mean, apart from the crappiest writing, stiff animations and clunky controls.. it's the best tactical game if you're into the technical side of guns. I really wish Jagged Alliance 3 would simply keep the roleplaying system from JA2.. but aim towards a slightly more accurate representation of guns, gear and tactics.
    3 points
  20. FN P90 out of nostalgia for Stargate SG-1 FN FAL feels like a classic that needs to be in, and it's not like it'd underperform H&K 417 just love how this baby looks n' sounds n' performs...
    3 points
  21. Voted for transportation only. The reason for that is mainly that it's super easy to go wrong, and then it's suddenly all about vehicles. Static vehicles sound kind of nice, but then you think back at Tanks in JA2, which already didnt work well there.
    3 points
  22. I`m Past 60 and I can`t wait for ja 3 so yes ETA is importent. Love Ja - Ja2
    3 points
  23. I'm not sure there's any sense in anyone believing in yet another attempt to reboot Jagged Alliance. There's been what, 3? 4? different attempts to reboot it and all of them have been *utter trash*, it's like none of the devs or designers ever played the original games and the only thing shared was some high level broad strokes - "mercenaries, turn based combat, I think I got it". You're going to have a hard time convincing anyone that yours is any different - that the world is destructible, that the combat is actually strong and realistic, that the story and characters are interesting, there's depth comparable to a game from '99, and that you can actually apply various different tactics freely to each situation and not just when someone in the design team decided to put a ladder to the side of a building, or a highlighted destructible wall 🤦‍♂️
    3 points
  24. All I want is a JA2 on a more modern engine, is that to much to ask. I agree lets hope this game gets it right.
    3 points
  25. I find the lack of official input a bit worrying. I get flashbacks of "End State", a very promising Jagged Alliance remake which was unfortunately abandoned by the Dev team. I noticed that the community manager Brad was last seen visiting these forums last Friday, but I don't know if there even are Dev accounts on this forum. I enjoy bantering between us fans, but some official input would be welcome, some confirmation that they are aware 🙂 Maybe Brad could shed some light on this? Us die-hard fans need some official straws 😄
    2 points
  26. This is Haemimont Games Messenger answer to the question about the release date.
    2 points
  27. Triple a most anticipated turn-based rpgs and strategy games of 2022 that is the list of the 10 best turn-based RPG and AAA strategy games in 2022. https://turnbasedlovers.com/lists/triple-a-most-anticipated-turn-based-rpgs-strategy-games-of-2022/
    2 points
  28. The 5 most anticipated turn-based tactical games in 2022. Jagged Alliance 3 in first position. https://turnbasedlovers.com/lists/5-most-anticipated-turn-based-tactical-games-of-2022-two-clicks-picks/
    2 points
  29. Please share your memorable moment's from your earlier JA games. Specifically nasty battles. That plan that unfolded exactly as you planed it. Tragic losses. Humorous shootouts. What is your tale? I can start by sharing this: A 1.13 version 47xx, playtrough. Day 1 in Omerta. Approx 07:03. I had hired Scully as a sort of team leader to balance out the otherwise week members of my team. I was clearing the sector of hostiles and had reach the final 1-2 enemies left in the southern parts, when they received reinforcements from the south. Scully is on a rooftop prone, finguring he can snipe the enemies whit his aksu74. Overall things are going well and about 4 enemies remains. An enemy from the reinforcements races up and from a long distance unleashes a large volley of suppressing fire from his CG M45 smg, loaded with glaser rounds (later looting revealed his equipment). Not one but three of the rounds hits the prone Scully in the head bypassing his armour and causing over 200 in damage, instantly killing him. So.... Day 1, first sector, loosing my main merc... From there it definitely became a struggle!
    2 points
  30. The VG247 portal has published a list of games to be released in 2022 and beyond. Jagged Alliance 3 also appeared on the list of pending confirmation games (TBC video game release dates). I marked the title in red. https://www.vg247.com/video-game-release-dates-2022
    2 points
  31. Tell that to AI. My first ever encounter with mortar in JA2 was when its user blew himself up by hitting the rock behind which he was hiding.
    2 points
  32. All of your notes are pretty inline with mines, and what I think are the basics of most fans. Thank you for all the detail. The point about stealth and martial arts also ties in with wanting to build a "melee" character. The problems with the maps in JA2 os the lack of urban environments. The maps are great for sniping and long-range engagements, espcially mid to late-game. This ties into Submachine guns use as well. I would like to see some dense village/city maps with lots of cover and tight areas that would really make a quick, nimble and agile merc shine. Anyways, great points, ams welcome to the 'club'!
    2 points
  33. tons of equipments like backpack, combat pack, molle, attachments for guns and armors. all these from old classic to modern tacticool stuff
    2 points
  34. Agree. Without physical bullets, the game will be somewhat simplistic. I think the atmosphere in JA2 is closely related to the ballistic feel. This component gave a lot to the original.
    2 points
  35. In the combat distance topic, additional mechanics were discussed, as a result of which I thought about the need for one of the mechanics. In particular, this is the suppression of the character by shooting from automatic weapons. At the moment, I am convinced that this mechanic must, simply must be in the game from release. But in my opinion, this mechanic should not affect the character's action points, but relate to the accuracy of shooting. And not as a percentage of accuracy, but at a fixed rate, ideally depending on the character's combat experience. In my opinion, this is a must in a tactical game. What will it give us: 1. The tactical component immediately appears in the form of in-depth planning of the position. Determination of the position for specific characters, taking into account their specialization, shooting skills and combat experience. 2. There will be a need for a tactical regrouping if your soldiers are overwhelmed by the shooting, which is not so difficult to do because the action points are not affected. 3. Often there is a position on the map that the character occupies, which does not give the other side the opportunity to maneuver, with this mechanic, you can concentrate shooting at this point, which will make it possible for one of the team members to cross the dangerous area, which will increase the tactical component. 4. Will justify such a class as "machine gunners", they will really become needed and will represent strength. 5. The duration of the battle will slightly increase, because the characters under fire will be less accurate. Attached below is one of the awesome screenshots from the game. Try to imagine how this mechanic will specifically affect the tactics of the game. Where would you place your fighters, for what point of control would you fight, where would you retreat in case of superior enemy forces. Please write what you think about this.
    2 points
  36. "Urban Strife" may turn out to be the best turn-based strategy in last years. https://bigbossbattle.com/urban-strife-could-be-the-best-turn-based-squad-based-strategy-game-for-years/ Except for the Jagged Alliance, of course.😎
    2 points
  37. Hello to all community members. I'm glad Jagged Alliance has gotten another (hopefully this time really the heir to the original) sequel. I looked at the screenshots of the future game posted on the site - an order of magnitude higher than the original. I can only congratulate the people in charge of the graphics. If these are really screenshots from the game, and not pictures drawn by artists, then this is what the continuation of Jagged Alliance 2 deserves. I especially liked the 11th screenshot, where Ivan, Vicki and Buns are standing in the center of the village. Everything is great. I caught myself thinking that I want to see just such a scale in the game, both in combat mode and outside. I even fantasized a little about how I would clean up this sector. And as a result, the question arose about the optimal shooting distance. In many tactical games I was annoyed to see how all the battles take place but at a very short distance. If in urban conditions this is still understandable, then in open areas it looks at least strange. People armed with automatic rifles and machine guns approach each other until a pistol shot. As a result, the battles are very fleeting, and out of 10 bullets fired, about 8 hit the enemy. In practice, in collisions in open areas, the distance is quite large and hitting 2 bullets out of 10 is an excellent result, if we are not talking about snipers. I understand that in practice, almost any hit to the center of mass takes a person out of the battle, and in the game the characters constantly absorb a lot of hits with the possibility of continuing the battle. In my opinion, due to the fact that battles take place at a very short distance, the very tactics of the battle suffers. It boils down to a banal head-to-head shootout. The player does not need to make any flanking maneuvers, because in this case the player understands that a winning tactic is the concentration of all the trunks from one place to the point to which the opponents are running. In this case, the very atmosphere of the battle is lost, there is no need for planning and tension from the battle. Which is not very good for a tactical game. I am very interested in what you think about this. I ask community members to answer the following questions below: 1. What do you think should be the default scale of the game, should the camera be far enough away from the character, or do you want a closer view of the camera to the character? 2. What should be the combat distance for different types of weapons (pistols, automatic rifles, sniper rifles)? 3. What percentage of hits would you like to see on the average character? 4. How many hits should the character withstand, and what should be the consequences of hits? Attached a screenshot with notes where "1" is a close distance, "2" is an average distance, "3" is a long distance, "PChar" is a conditional position of a player, “NPC” is a conditional position of an enemy. Thank you in advance for your answers.
    2 points
  38. I collect and post on the forum everything that contains information about Jagged Alliance 3. Even the information that is repeated. It may also happen that one day something we didn't know about the game will come up. 😉
    2 points
  39. From my experience, the bigger the budget/project, the more restrictions are in place. They are usually placed by the publisher and not the developers. It means that every bit of info, every piece of content that is released to the public has to go through the publisher and needs official approval, as marketing and PR are part of the publishers' responsibilities. It's easier when publisher and developer are the same, like it is with Paradox, but this isn't the norm. And not the case with Haemimont and THQ Nordic; both are obviously different entities. And don't forget that it is a frustrating experience for the devs, too. They dedicated a few years of their lives towards JA3 and can't talk about it. It would drive me crazy.
    2 points
  40. The choice of developer is a good sign, I agree that their portfolio gives me hope that we'll at the very least get something that is thought-out and not full of bugs. Good news after 20 years of mediocre attempts. Hopefully, when the magazine releases in 2 days, someone will post something about it or provide pics of it. I'd be happy to translate the whole damn thing if need be. I need to thank you too, it is rare to meet someone who can string more than a few coherent sentences together and makes me even re-think my own perspective on certain things. 👍 And I will follow suit and do the same! 🙂
    2 points
  41. I have given this a really long thought. What are my bare minimum requirements to accept this game as a "true" Jagged Alliance game. I have realised that I have very high demands, however; I have in the thought process scaled them down alot, since this game has to be relevant for less "1.13 hardcore" gamers aswell. Unique personalities, Buddy/Foe system. True to the "lore" established from JA and JA2. Non-linear strategic progression. Let me be able to choose what parts of the map to conquer and when and how. Tactics matter more than mercs individual skill. Perhaps one of JA2 greatest feature. No matter how experienced and what skills your mercs had you could not put them in a bad situation and expect them to come out of it thanks to their level/hit points/armour/weapons. Day/night and weather matters and allows their own pros and cons to combat encounters. Classless system. I am OK with skills like in JA2 were some mercs are specialists in certain areas and are more suitable to certain rolls than others. But not classes with a bunch of unique abilities and weapon/item restrictions like it is done in the later XCOM games. Good weapon varieties, but quality and distinct difference/utility beats quantities in my humble opinion. I do not regard real life weapon names a must since licensing rights today are fairly strict. No level-ish system for weapons, (again) look at how JA2 did it. I would also like a distinct weapon progression (again) how it is done in JA2. Starting your team out with pistols, maybe a shotgun and/or and smg and clawing your way trough sectors and finding a precious rifle with a limited amount of ammo at the early stages. AND MAKE WEAPONS SOUND F'IN SCARY BECAUSE BEING SHOOT AT IS F'IN SCARY! Turned based combat with action points akin to JA2 and do not go real time with pause. This already seems to be the way from the little gameplay we have been shown. Destructible environments. Come on it is 2021! Silent Storm had destructible 3D environments back in 2003! Modding/map tools. Look at how long lifetime games with modding tools tend to have! Maybe not a demand but a suggestion to prolong the games lifespan. For me it is more than enough if it is added after realese.
    2 points
  42. Love the idea of having magazines as equipment. Haven't played it anywhere, but it fits the JA style perfectly. The actual metal holding the rounds is pretty valuable. Most guns would have just one and a spare should be a rare find to celebrate. Also it would increase the value of a merc's initial equipment. I always hated buying their original rifles and be out of bullets by the second combat sector. If I could hold on to their mags however, that would be more equipment worth keeping.
    2 points
  43. No real time stuff for me. Might have been how it worked in other titles and games, but the classic JA1/JA2 experience is what I need. It was such a perfect formula. I'd also like to see destructible environments ala Silent Storm. I'm not too bothered by weapon names, just as long as there's plenty of variety. I also super agree with the lack of classes. That would really drag the game down a few notches. I'm liking what I see so far and the cynicism I normally have with new releases just isn't there. For the first time in a long time, I'm excited for a new entry in a favourite series.
    2 points
  44. 1.) MG 42 / MG 3 2.) Colt Python 6''/ 8'' 3.) Winchester lever action
    2 points
  45. Please no tanks like in JA2. Transport only.
    2 points
  46. Valid points here. JA2 really has this way of balancing out these little out-of-nowhere details like bloodcats and crows/ravens eating remains, and the idea to have those lab bugs in a game that was pretty well balanced in fictional reality (okay, maybe minus the rocket rifles... haha). I'd love to see something fresh though... not necessarily a copy/paste of JA2.
    2 points
  47. Over 20 years of being a kind of gun nut; the +1 in the chamber is often contested. Simply because you are walking around with a live round in the chamber AT ALL TIMES, when gun security will advise to never leave one in the chamber. I also assumed the ones requesting this feature to be american, which wasn't right of me to do, simply because it's an idea that is really highly promoted by american competitive shooters who deal with controlled environments, or also the more hardcore survivalists and home defence types. I apologize if I came on strong, wasn't my intention. I wrote hastily without re-reading my text much.. again, really sorry. It was also wrong of me to assume being a nationality. All I wanted to say is that it is a little bit too much to expect the +1 round. The VAST majority of video games don't even take their 3D images from actual real guns... but usually from Airsoft/Cheap Replicas and just images they find online. It is unfortunate, I know. I've yet to find games that have very exact recreation of real firearms. JA 2 did it okay, because of them being 2D pictures. Often it's due to licensing issues, but also simple ignorance of the firearms. Where I live, I would never even discuss firearms with anyone.. as 99% of ppl would really think you are weird or "dangerous" because you own or even like guns. I seriously do not disagree with you that those who design them SHOULD know more... but, I think expecting these things from a dev that makes games like Surviving Mars (no violence), and Tropico, and other non-gun games (only exception being Omerta) not too be too inclined on the knowledge of guns. Maybe the fact some of you are pushing for that means someone will care and put it in... I've just seen too many times games tank because of expectations that exceeded what is realistic to expect. Again, I'm sorry if I was a jackass, I hope there is no hard feelings!
    2 points
  48. In the original JA2, dropping items was based only on pure chance to drop, nothing more. No, because everything was based on the progress of the game. For example, if you have conquered three cities and completed several missions, the game has reached lets say, the fifth level of the progress of the game. Then the enemies could use fifth row weapons. Everything else, such as armor, ammunition, grenades, was more or less built on a similar solution.
    2 points
  49. I don't even care about ETA anymore. I think JA "successors" have really destroyed most hope to a good JA3. THE ABSOLUTE LAST THING I WANT FOR JA3, IS ANYTHING REMOTELY CLOSE TO THE MODERN XCOM! <- NO XCOM 2-PART TURNS!!!!!! Looting system played such an integral role in the rich diversity of closely replicated toys (weapons, gear, accessories) that it is an important factor. But. Yes, BUT, I would like to say something, because us JA2 fans, especially the ones who have really got themselves into 1.13 mod... we have to be realistic and NOT EXPECT 1.13-like features. 1.13 was a labor of love by the most devoted fans and a thing of love for JA2. It is incredibly important not to put those expectations on devs that: 1. most likely NEVER even played JA2, 2. aren't necessarily in love with the type of setting in JA2, 3. don't necessarily care for "realism" and 4. aren't necessarily weapon buffs or gun nuts. You cannot expect 1.13 level of dedication that is STILL being worked on by ppl who are making a game for work. The passion, commitment, love and dedication is NOT that same, regardless how they market it.
    2 points
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