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Grim

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Everything posted by Grim

  1. Try to send a bug report ingame (it's in the main menu).
  2. Well, it's nit really ambidextruous that is nerfed, but dual pistols. As you said, it costs too much APs to shoot 2 guns simultaneously, and the chance to hit is really low. I don't know exactly what bonus (or malus negation) ambidextruous does, but in my experience it wasn't enough to make dual pistols viable. The only benefit of having two guns in hand is versatility. You can choose which one you use, so you can mix and match different weapons, mods and ammo to adapt to your current opponent. Throwing. Yeah, they tied grenades way too much to the explosive skill. The throwing part should have been tied only to attributes, str for distance, dex for accuracy... They only kept str in. However, throwing serves other purpose too, like throwing knives. I'm not sure for other throwables like flares, if their mishap depend on explo. Try Blood one day, he's impressive with his knives!
  3. ?? I am not aware of such a thing and I can't see exactly what it is on your screenshot. The purple water is weird. Maybe you are having a graphic card issue, either the card is getting old, the graphic driver has trouble or something like that.
  4. AFAIK, you missed, and the random deviation made your weapon hit the concrete cover. If the body part you shoot is clear (as the head in your example), a success on the hit roll will garantee you hit that body part. If you hit something else, it was a miss.
  5. In JA2 vanilla, militia came with their own equipment. You are talking about a 1.13 feature. JA3 militia works as in JA2 vanilla, they come with their own stuff. No need to give them weapons or anything. If you have spare weapons or armor, disassemble them for scraps. Use scraps to repair your stuff, mod your weapons, craft ammo and explosives.
  6. Ok, if you are having difficulties killing enemies, check if you do these things : 1) Check your line of sight. Less obstacle is better. Check if the enemy is in cover stance, if so, "expose" him with a shotgun or going around the cover. 2) Aim more. One aimed shot is better than 2 standard shots. Single shot is often better than burst or auto. Keep in mind shotguns hit everything in the cone for 15is damage, AND have a projectile that can hit for tremendous damage. Bad mrk mercs will always hit with the cone shaped attack. 3) Aim for an unprotected body part. Always look at the best body part you can shoot. If you can pass the armor, what effet will the shot do, what damage will I do... It can change the encounter easily. 4) Do not underestimate melee weapons. They are deadly in good hands. Igor, mouse, Blood... are all very good with knifes, and can close in efficiently. Add a few perks at level up for free movement, grit on hit, or stealth and they will be killing machines that cost no ammo. Later you will find machetes for strength users. They have a charge special attack to close in. 5) Do not underestimate stealth. When the enemy is present, always move stealthily, grouped. Spot the isolated enemies. Put your shooters on overwatch. Knife kill (takedown button) or (silenced) snipe in the head max aim the guy. If it works, you have one less enemy to care, repeat for the others. If it failed, you are in position to kill in overwatch those coming around the first turn. 6) Use overwatch on open fields. Any enemy approaching will be shot, possibly more than if you shoot your turn, and closer. MGs are the best for that but cost a lot of ammo. Set your overwatch cone so that the enemy is exposed and rather close when you will interrupt him (for best results). 7) Watch for the weather effects, they can change your ranged accuracy dramaticly or your damage. 8 ) Watch for enemy roles. The melee enemies will be a lot more tanky, run fast and stab hard if they close in. Set overwatchs before your mercs to intercept, use leg shots to slow them... Snipers can be deadly but tend to have very low HP. Use distraction shot on machinegunners to break their overwatch... 9) Mod your weapons with you mechanic. Suppressors on snipers can change your stealth approach dramaticly. Mod your weapons for a specific purpose (ie overwatch, or precision aim+++) 10) Go in large teams (4-6). More mercs = more shots per turn, and different tools to beat the enemy. A sniper for long shots, an explo expert to grenade groups and covers + shotgun to close in and finish them off, a MG to overwatch, a melee guy for stealth kills and/or big damage on closeby enemies, an auto guy with SMG for move and gun the random goons close and possibly in cover... Do not hesitate at recruiting cheap mercs at the beginning, they often have excellent stats for their cost and you can afford more of them. 11) Use hunker down (name? Cover? The big shield) when you cannot do anyother critical action. It will protect your merc quite a lot and keep APs for the next turn. 12) Use special attacks of your weapon. SMG and handgun run&gun let you move and shoot, very good to close in, you can even change weapon then and blast (shotgun) or overwatch, or Sniper pin down, that is a very AP cheap attack that hits the enemy at the end of his turn. Switch weapons and combine them to your advantage. 13) Use free movement. Many perks give you free movement or improve it. Shotgun, grenade, melee can trigger new free movements during your turn, use them to place your merc in the right spot. And, as Claudius said, have a look at the other advices I put in the other thread "crying in the corner". The game should be easy when you know how things work, honestly. (Sorry, it's a bit raw, but I had a lot to throw in, and not a lot of time)
  7. Sir, I'm sorry to read you're having difficulties playing the game and enjoying it. You shouldn't have such difficulties, especially with the options you took. Your playstyle may be unsuited to Grand Chien. A few advices I can throw in : - Recruit an IMP. From the start, you can access an I.M.P. web site. Go there, make your avatar, or follow my advice and make a leader (highest leadership, Negociator, Teaching, high WIS) - Recruit ONLY cheap mercs, with specialities in Explosives, Medicine, Mechanic and preferably high WIS. Barry, Livewire and MD make one of the best starting teams you can have. Add in a combat engager if you want, I mean a merc that can stealthily engage an isolated enemy (knife or silenced snipe). Examples : Mouse, Igor, Blood for knife. Fox for shooting and keep surprise. Soo... - Use Stealth and overwatch to engage combat. All team stealthed, position your shooters with overwatch over the enemies. Approach with your beast stealthy merc, knife the isolated enemy (takedown), or snipe (silenced) in the head for one-shot kills. You can keep undercover if done well. Using knifes and snipers that way you will spare a loooot of ammo. - Go in every corner of each sector with your whole team, use ALT to highlight interactible containers. Loot them all. Hack the green things with High mec mercs (Livewire the best). Disarm traps with your explosive expert (ex : Barry). - Do not loose too much time on non essential operations. Limit doctoring to mercs with more than 2 wounds. Put all team on different operations. Exploration can help a lot with intel on sectors, do not underestimate it (especially if you have Livewire, she can see all enemies in sector with intel). Recruit militia with your leader, but not too much. In Ernie recruit just once for the counter-attack and then leave. You can recruit another leader (ex : Raider) later to fill the place to avoid raids. - Disassemble all weapons and armor you don't need for scraps. Use them to repair and mod your weapons. If you really lack ammo, make some at repair shops. Try to use snipers, knives, shotguns and SMGs in the beginning. Later use MGs sparingly, they are extremely powerful but eat bullets fast. Use grenades too, they are plenty and in the hands of a good explo expert they can do marvels on grouped enemies. - During combat, snipe heads at max aim, use free movement as much as possible to close in, and pistol/smg special move+attack. When close use shotgun (devastating). - Perks. Choose them accordingly to how you want to play the merc and what he already has. Free movement perks are great. Distraction shot can become super useful when the enemy starts to have overwatch or MGs, grit perks can be very good to tank. There are different ways to make melee effective via perks. Full stealth, free movement ninja, grit tank, or a mix of all. Dex perks are great for overwatch or snipe. The return fire perks tend to be really sub par in my experience. - After Ernie island. Go get a mine first, and then start questing in a town. My advice is to go H7 (mine) then conquer Fleatown. You will be able to buy things there (ammo inc), start several quests and trade in the tiny diamonds (Oh, keep them for here by the way, and the relics for elsewhere, you'll thank me later). Then Port Cacao is a great next step but you choose. Another route is going first B2, then Pantagruel, but it's a very long road and a big desert to cross. Of course, you are free to play as you want, but since you are having a lot of trouble playing on the lowest difficulty, I can garanty you that playing as I said will make your adventure much easier. Enjoy the game!
  8. This is part of the game. I don't know the exact trigger for that event, I guess it is linked to your overall progress. If you followed the cutscenes and dialogues, you may know that the army is taking over the country. "ALL YOUR BASES ARE BELONG TO US", as the meme says. It's a turning point in the campaign. You were lucky or good enough not to loose mercs in the ambush. I would advise you not to pour too much of your forces trying to defend your remaining sectors. Try to regroup and go ahead, conquering strategical locations (inc. a port so you can recruit A.I.M. mercs again) to start over. The army has much better fighters and equipment than the legion.
  9. Yes, shops are bad. I've not seen any place to sell your stuff. I guess the mechanic is more around scrap. You have to salvage the weapons you don't need to get scrap, repairs and upgrade those you keep. From what I've heard of the devs in various streams : 1) they wanted the player to "live of the land" more than relying on shops. 2) They couldn't do Bobby ray's online shop because of time & ressources.
  10. Grim

    Music

    Yeah, I love the music. They managed to make something in the vein of JA2 yet adding even more on top of it. The chants are so beautiful!
  11. Healing is done in two steps 1) Healing open wounds (dark part of the health bar). It is done with a med pack and preferably someone with good medicine skill. You can fill med packs with meds but I wouldn't recommend it as med packs can be found easily during the campaign. You may heal that part just with resting (not sure). 2) Healing the closed wounds (gray part of the health bar). It can be done with doctoring operation, using meds. Meds can be found in containers (explre the maps carefully) and harvesting plants (explore even more!). BUT beware that simply resting normally or in R&R heals quite well. Don't spend meds for just a few HPs lacking.
  12. 🤣 Thank you for making your dream come true, and I hope, ours too!!
  13. I take it as a brilliant idea. It implicitely states that the (shown) CTH is not part of the gameplay experience they want for the game. Yet, they heard the criticism and make it possible for those wanting it. And lastly, it introduces the moddability of the game and makes an example and first mod in the workshop.
  14. Thank you for your answer Vlad. Could the number of coop players be extended in the future or are there hard blockers?
  15. To OP, I don't think they phrased the coop that way to gain more preorders, no. That's only my opinion but it doesn't seem probable at all. What probably happened : They wanted to implement coop in a way. They tried some things, and 2 player coop ended up being the best compromise, for game stability, ressources spent in the feature, etc. They probably didn't even expect to have more than 2 players coop and the steam page phrasing was unintentionnaly imprecise. My wish : Like you, I would have loved to play the game with friends. I spend most of my playing time in coop with a group of friends. Playing JA3 would have been awesome? It is not possible, too bad. I will play it solo and maybe with one of them if there is a volunteer. Would the game have been 4 coop, 3 more copies would have been sold for sure. I can't tell for the rest of the community. From my experience in the forums, there seems to be the whole spectrum, a lot of solo players, some PVPers, and several coop players I couldn't count. I hope Heamimont will open more slots for coop in the future if the game engine allows it, but I keep my expectation low. Note : In JA3 turns are for the whole team, both players can play at the same time. It isn't "each character has a turn" , wich is waaaaay longer to play.
  16. Mods and coop were important features for me, and as I'm sad coop is only for 2 players, all the other news are really great! The resync button is a very good idea. How many times I wished I had that in Solasta playing with my friends... How do you manage time on the satellite map? The host is in control? The modding seems to be extensive, thank you for giving us access to several tools, and quite soonish I'd say!
  17. Some features that could be the base or part of a DLC : * Vehicles : You can use cars, boats, helicopters, tanks(?) found in the sectors, to travel faster from sector to sector. If possible, get use of their trunk and use them on the tactical maps for locomotion/cover. * Cosmetic : Add a second model/skin for each merc, including the tools to mod others. * Sector fortification : Build defensive positions in the sectors, with sandbags, fixed machineguns, traps. Command militia, place them on the map, radio orders during combat, equip them (at least speciality kits) * Another mercenary company : like M.E.R.C. in JA2, add a new mercenary company to recruit from, with its own style and roster. * Spy game : Ok, I don't know exactly how Intel is working right now, but it could be extended to another level. An online service could provide intel on the country (something like R.I.S. in JA2). It could give some hints on the convoys, enemy presence in sectors, location of characters you are looking for, weather forecast, mine status (approx income and durability)... This could be another layer of strategy and another money sink. * Merchants : Once again, I don't know how it works exactly right now, but it seems there are no Bobby ray's and local merchants don't seem to be very developped. This could be an opportunity to revamp them. Open a few online shops specialized in a field (weapons, medical, tools, protection...). Improve local merchants (UI, buy/sell, improved stock and refresh of its content).
  18. Nice catch! They do, indeed! The AP management can end up being more subtle with larger pools.
  19. To play the devil's advocate, I guess the M14 is an assault rifle, whereas the PSG1 is a sniper rifle (ingame). They balanced the weapons more around their "type" and less around their ammo. Moreover, in the dev stream, they chose those weapons to explain the mods, and here both weapons are modded around a totally different playstyle. The M14 is modded for overwatch, the PSG1 for sniping. From what I've seen in the previews, overwatch can be quite deadly. It's possible the AR with more damage would be too powerful, I don't know. I'm not liking it too much, like you, but there might be explanations for this balance, and I'm trying to find them, rather than just grumbling.
  20. In the previews AFAIK they could change mods on the weapon but the current mod and its components were lost. Detaching a mod would need an object for each of them, wich seems out of the design choices of the game. However, a middle ground could be to allow scrap and component reclaim on a mech check successful.
  21. Everything seems very good. Icons, weapon models, mods... Great! Some people already don't like the scrap use for mods, but I'd like to wait and see before judgement. Some Mod boni may be unbalanced or force you to use them because their effect is too good, although it ruins the weapon's look or feel, but once again, we'll see. Since there were French military some time ago, I hope you have put some of their weapons in, like low tier scavenged MAT-49 or so. Nice long dev diary anyway!
  22. How did Mr Curie experience the period between JA2 and JA3? Did Jagged Alliance remain in his heart? Did he want to make another one or go experience other things? Did he keep an eye on the games made by other companies with the licence and what did he feel about it, about being out of it? Thank you!
  23. Solo player then? Shall I call you Master Bates? Oh no, toxic PVP player, of course, that was so evident. You should go play in front of a mirror, you'll please your masochistic side and let us breathe a minute.
  24. You know, playing with friends, like in any RPG. On contrary, COOP (4+) is my first criteria for games nowadays, to play together with my buddies.
  25. Basicly, Leadership. Lorewise it's the boss, and anyway there aren't many Leaders in AIM to choose from (especially in the beginning, as they all are expensive).
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