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Grim

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Posts posted by Grim

  1. Quote

    Well, its not great, but this game could be okay. It could be 4/5. One of the biggest problems of Haemimont, they are so f*cking sucks in animation... I cant look without tears at this parts of the body after grenade explosion, this is biggest problem of this studio. But map(world) is okay, sometimes really well done. And this vibrant style probably can be good for the game. People like vibrant things. If we compare JA3 and MC, JA3 looks much more cooler. Much more. At least JA3 not looking ugly like MC.

    W-what? You, being somewhat positive about this game? Giving it 4/5? Are you ill? Did your cat write that on your stead? 🫣

  2. I am a little worried about mercs with level>1 since they will already have perks attributed. They can end up being very bad, or at least not what you'd want, where low level mercs are blank slates. You can put their perk points where you want while they level.
    This is part of the gameplay, sure, but since low level mercs often have excellent attributes and low cost, they might be the only way to go, leaving the higher end mercs to the bin.
     

  3. AFAIK, there are talents, speciality traits, psychological trait, and perks. (names?)
    Talents are the special action or passive unique to a character.
    Speciality traits are equivalent to JA2 perks (ambidextruous, auto weapons...)
    Psychological traits are like in JA2 (hidden there), fear of insects, psycho, ...
    Perks are the boni you can get each level (so 9 max?), from the perk table, with unlocks by attribute level (70/80/90) and number of perk points already spent in the line.

    Now you can be more precise about what you want to talk about 😉

    • Like 3
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  4. On 2/10/2022 at 12:49 AM, GODSPEED said:

    While I am not the GREATEST all-time fan of the Warhammer universe, WARHAMMER 40,000: DAWN OF WAR II  was among my favorite small squad tactical games.

    Warhammer 40,000: Chaos Gate - Daemonhunters has kind of caught my eye (Steam store page link).

    Although it does come closer to the modern xcom which I am not the biggest fan of, I find it is fitting for that type of game/world.

     

    I got this one in the last humble choice. I had some fun playing it, however it reminds me what I didn't like in the new XCOMs : the enemy pods, spawning enemies when the game decides you have LOS on them, and forcing you to make little steps with your group. And their content getting stronger while time passes, forcing you to the arms race.

    Other than that, quite enjoyable.

    • Like 1
  5. Sir, you are stuck in JA2. For your own sake, you should go back and play it again. No other game will ever satisfy you, because it seems you only want JA2.

    JA2 remaster will never happen, this is not possible. If someone ever want to try this, you will not like it because it will never have exactly the same feel.

    The best thing you can experience is 1.13 or some other JA2 mod.

    If you want to play another Jagged Alliance game, you have to let go some of your expectations and embrace the new take on the licence, or you will ever be unsatisfied.
     

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  6. 33 minutes ago, Solaris_Wave said:

    So, as well as not needing to carry magazines, each merc no longer needs to carry medical items? If they get hit, they can just pull a bandage from the magic invisible supply cart?

    No, from what I've seen, medical herbs serve as consumables when doctoring (satellite map operation), or to refill healing kits. Mercs still need healing kits (medikits?) to "bandage" on the field. Those are items in individual inventories.

     

    Quote

    Are there any penalties to drawing from the shared inventory instead of the merc's own? Will it cost more action points

    I don't know, I didn't notice that particular action. I don't remember if item exchange can be done during combat.

     

    Quote

    Also, what about support weapons with large ammunition? A merc could carry an RPG but thanks to the shared inventory, now doesn't have to worry about the weight and space of extra rockets. As long as there are enough in the supply mothership, that merc can move around unencumbered and reload to their heart's content.

    I guess so, unless rockets are inventory items only.

  7. Above, I stated the facts, what we currently have.

    Now, what do I think about it? Well, I love equipping my mercs like dolls soldiers, JA2 1.13 with NIV was golden for me, with LBE, plenty of items, mags and all. I'd really love to have something similar here.

    However, I get that it's not for everyone, and understand the devs tried to take a middle ground here, simplifying ammo management, and not cluttering merc inventory with a ton of items, plus one hour to prepare them individually before each encounter.

    I hope they will allow this part of the gameplay moddable, so each one can tweak the system to his preferences. There are already slots, items taking 2 slots, strength affecting the inventory, and worn items with effects on the character stats. I guess this can be tweaked for other results.

  8. AFAIK, inventory works like this :

    - Each merc has his own inventory, where he can put items in several slots. He can exchange items with another merc when close.
    * Slots : Their number depends on the STRENGTH value (more STR, more slots). One slot can contain a small weapon, an item (medic bag) or several small items (grenades, knives...). You can put ammo there too. Two slots can contain a large weapon (rifle, rocket launcher, etc)

    - Each squad has a shared inventory, dedicated to ammo, scrap and medicinal herbs. It is accessible by any member anywhere in the sector's map. It eases the reloads as ammo is taken from this pool.

    - Each sector has an inventory (sector stash), where any item can be stored. It can be accessed only from this sector, and not outside of it.

    I hope this clarifies a bit what we are talking about.

  9. I wish great enjoyment to those who bought this CE.
    I would have bought one if the content was interesting to me. Sadly, I didn't find those goodies at my taste.
    Image Miroir mentions a few ways this could have gotten more interesting, adding something one could not find elsewhere.
    The collection cards could have been something of interest, however they offer nothing more than basic info and portrait you can find in the game. They could have contained special intel, hints about them, or present like a "file", helping the player to choose his team. Or be a card game in itself with stats to play with, or be part of a role playing game or anything.

    Collector's editions should be made by dev teams, not marketing teams. They need passion, detail, intellectual value more than gadget value, much like old game boxes filled with info dense manuals, maps, cyphers and whatnot.

    • Like 3
  10. 1 hour ago, Stuurminator said:

    The irony is that a lot of people (including me) are unhappy about missed body part shots not hitting other parts of the body, but the odds of such an event are so slim it might never occur in a given game even if it's enabled. 🫠

    Why? No, it depends on the sway given to the missed shot, but in many situations the odds of hitting should be non negligible. Shooting up close should give plenty of miss -> lucky hit.
    If you have played JA2 1.13 NCTH, all the shots use the miss code from JA2, with parameters to manage the hit cone width. In that mode, you actually hit people, you know, less often than in JA2 vanilla, but only because this is intended.
     

  11. 52 minutes ago, Solaris_Wave said:

    If the maps are too small, then a pistol is just as good as a bolt-action rifle in terms of range. I know that the rifle will do more damage but it is going to be more cumbersome (provided that sort of thing is in the game). Some assault rifles will be better than heavier battle rifles without losing too much in terms of damage per bullet. I thought that JA2's design meant that sniper rifles dominated but would you really need them at all in JA3 if the ranges are less?

    It seems weapon ranges are shrinked in JA3 like in JA2, to fit the map size and more importantly, to allow all weapons to be viable.
    Too large maps would actually be very tedious in a tun based game.

     

    Quote

    I was referring to a scene in a video where your mercs weren't able to be spotted, while they were prone, in daylight, with little in the way of things in front of them. I wasn't sure if this was due to it being a tutorial mission that demonstrated stealth. The only reason why I brought this up was because I was wondering what the difference would be when such a situation would take place at night or in bad weather.

    I know the video/discussion you are talking about, I saw it. Yes it looks a bit ridiculous, but it was the same in JA2 and for a good reason, the same as above, the shrinked weapon/engagement ranges. Therefore, the mercs have to be able to close the enemy enough to engage with melee/pistol/throwing stealthily.
    In worse conditions, they will be able to engage really close, but if not silent, the fight will begin and alarm a lot of opponents.

    You know what, I guess I understand where you are coming from, I played AIMNAS + large maps and it was a blast, but this is a completely different experience, they are doing JA3, a tactical game with a lot of freedom of gameplay, not a military sim. They have to balance the game and make some hard choices in favor of gameplay and at detriment to realism.

     

    Quote

    It isn't that easy to aim at a person's head or hands from a long way away. Why should you be able to specifically see and aim at such an area if the target is small, due to distance? You aim at the general profile of the person and pull the trigger. The bullet may then hit a random part of the body. That is why I think that body part aiming should be restricted to close range. Beyond that, you can only aim at a general human target. The bullet then randomly hits a body zone with the greatest chance being the torso, followed by arms and legs and then the head.

    You can aim at a specific body part if looking through a scope but your skill must be high enough and the target must not be sprinting. Ideally, they shouldn't have moved from that spot in the last turn.

    I have said this before repeatedly. If you can just aim anywhere you like all the time, you will try and go for the head, especially if the target is wearing so much armour it absorbs lots of bullets like it did in JA2.

    I am just going by my experiences of that game. Single shots, enabling aimed fire to the head was the quickest and most efficient way to kill an enemy, especially in the late game when the enemies were elite, numerous and well armoured (and could survive your shots enough to counter-attack).

    If you only aim at the general shape, you will never be a good shot. If you aim at a very specific thing, you will have a chance to do it. In the end, it may be a very subtle thing concerning your aiming action, like pointing very very very little upwards/downward/left/right depending on what you want to hit, but you can always "aim" at something. Once again, that does not mean you should be able to have good odds to do it. That's where the game has to calculate a reasonnable CTH or bullet trajectory.

     

    Quote

    As an aside, I don't mind the idea that a bullet missing the arms could then strike the torso but if you aim for the head and miss, should that bullet really then be allowed to hit another body part? Surely, the bullet would fly past the head and carry on going.

    You may not understand how shooting is working in JA2 and JA3 :
    You have a CTH the target.
    >If you score under the CTH, you hit, and the bullet goes straight at the point you aimed at.

    >If you score over the CTH, you miss, and then the game calculates a random trajectory for the bullet, diverging on x and y from the original coordinates in the plane of the point you aimed at (or something like that). If that new trajectory crosses the path of something, it interacts (wound, ricochet, penetration...)
    If you aim at the head, the missed shot can end up anywhere, but statistically has a chance to hit the original target in the torso>arms>legs.
     

    Quote

    I say again, how are you supposed to build precision optics and lasers from the same amount of scrap that you could build a foregrip from? It seems it is done for convenience's sake but it is taking artistic license too far. It makes more sense to me to buy those items and have an inventory at your base or storage site, where you can attach and detach them from any gun that is compatible.

    It isn't making things complicated, it is just making them plausible. Besides, I personally didn't mind having all those items at the base, to choose from.

    Yes, it is taking artistic license far, I agree. But the gameplay benefits are non negligible. It seems in JA3 you will be roaming a big map, and not necessarily have a "base". The player has to be able to use mechanics and mod weapons in the field. Cluttering the inventory with dozen attachments seems a bad idea.
    That said, in JA2 there were some military grade attachments, sure, but there were the DIY attachments too. They did a mix of both worlds here.
    One other thing you might have missed is the other ingredients/parts necessary for certain attachments (steel tube, chip, lens,...?). A foregrip will only need scrap, where a scope will need lenses, as example.

    I agree with you on several topics, but I feel like you are pushing a bit too far on some aspects without considering the compromises that have to be made for the game to work (on several levels, gameplay, audience, complexity vs playability, fun vs chore).

  12. 1 hour ago, Solaris_Wave said:

    So far, my concerns are as follows:

    1) Maps might be too small, restricting various types of approach and making certain weapons less useful.


    2) Line Of Sight seems short for the enemy when there is nothing to obstruct their view, the weather is clear and it is daylight.


    3) Being able to aim at any body part, at any range. Even if accuracy chances are less, how can you choose to aim at specific parts of a human that is a long distance away and moving around?


    4) Damage reduction when firing burst or auto. There are other ways around dominating with automatic fire, that I suggested in the Combat Developer Diary, and with that said, I still found semi-auto fire was superior in JA2.


    5) Inventory system is far too basic. The shared inventory sounds poor. I also would rather see a grid system, instead of slots, like in old X-COM and Silent Storm. If slots have to be in, then surely load-bearing apparel with sub-slots?

    Item weight and item size are both important.

    How are loose items handled, such as shotgun cartridges and 40mm grenades? Where are the bandoliers and carry bags? What about medical equipment taking up lots of room with small items?


    6) Lack of interrupt actions being used by the enemy. If, during testing, it was found that you could run up to an enemy and shoot full-auto into them, why is there no defence against that? What is the target doing or his comrades?

     

    7) Using scrap to build weapon items such as precision optics, stocks, lights, lasers and bipods. This is not a post-apocalypse setting where everything is jury-rigged or salvaged. Plus, how on earth are you supposed to make precision items in that way? Factories and companies exist for a reason. If the individual can do all of those things themselves, they really must be amazing.

    Also, why should the item be unremovable? Unless an attachment was welded on because the gun was older and didn't have rail mounts, dovetails or brackets, you should be able to remove it. Not only that but some things like lights could be taped onto the gun.

     

    8 ) [Space included so I don't get a smiley face.] Certain cosmetic choices. Blood splatter is very comical looking. I reported it before so it may have been changed by now but the cloud of blood is huge and cartoony. Also, the colour might be too bright.

    While seeing that blood, no part of the character models seemed affected themselves. I'm not looking for a super gory game as I don't need that. However, one enemy got hit at point blank from a double-barrel shotgun and aside from the huge load of tomato ketchup that appeared, not a lot else was shown.

    Damage numbers are too large and make the game look something like Destiny, with points rolling off the enemy.

     

    9) Anyone that has received significant wounding should move more slowly and even look injured. If the person is classed as 'Almost Dead', they shouldn't be doing forward rolls.


    10) Lack of audio responses from enemies (or even mercs) when hit. Also, some gunshots sounded a little too quiet, while ricochet noises were just as loud.

     

     

    Those points are just a few and can be added to, or alongside what others have suggested.

    1) I don't understand your point. The only way certain weapons would be less useful is with too large maps. Those would be melee, pistols, smgs, throwing, grenades... Too small maps may only affect snipers and rocket launchers at most, yet snipers are reportedly already very strong in the game.

    2) No, you're talking about stealth detection, not line of sight. It can look a bit stupid, yes, but to balance the feature it is necessary to allow mercs to approach stealthily rather close to the ennemy.

    3) I don't understand this critique. Of course anyone can aim at a bodypart at any range. The unlikely is to effectively hit that body part. My problem with this is with the current system of aiming, if you miss you cannot hit another body part. This is a major issue in the design yet Boian already said in another thread they would reevaluate it.

    6) Boyan already said there were another sources of interrupts, and enemies later in the campaign would be more of a challenge. I've seen some perks with interrupt effects, like when shot at you can shoot back, or a melee one like attack of opportunity (D&D).

    7) I loved JA2 and 1.13 inventory system, but let's pretend to be the devil's advocate. Heamimont system simplifies a lot the clutter. You need a weapon mod, you build it from only one stack of scrap. You don't have to amass dozens of secondary items in your inventory. It is logic with the inventory system they chose, simple and with only a few slots per merc. Actually closer to JA1 than JA2. My concern with this current system is that You cannot get back that scrap removing the mod it seems.

    I kinda agree with the rest.
     

  13. 5 hours ago, chr_isso said:



    This is how CtH should be displayed.
    you have a circle, starting in red. You spend points, you get the circle in purple. you spend max points, you get the blue circle.

    6-IronSightAiming-DoubleDistance.gif

    Yes, Headrock nailed it with NCTH back then, I wish more games did the same. Phoenix Point did something similar. For JA3 they chose a system closer to vanilla JA2, I can't blame them. We have to live with it and give feedback to make it work the best way possible as it is.

    NCTH did at least one thing wrong IMHO, with the optics. They natively reduced the aiming cone. Instead, they should have allowed more precise aiming (more clics) at specific ranges. It has been changed over the time but never was perfect.

  14. I just read an article about "Stranded : Alien Dawn", another game by Heamimont. Although it must be another team developping it, I was surprised to see character portraits very adapted to Jagged Alliance. More serious, realistic, centered and looking forward. This style would have been very good in JA3 (IMHO).
    Current portraits don't bother me that much, but the coincidence was interesting and fun.

    stranded-alien-dawn-portraits.jpg

    • Like 2
  15. 1 hour ago, Haemimont_Boian said:

    Currently inaccurate attacks may hit other objects or characters but not the targeted character in another body part - this was shielded explicitly, because it created too much confusion, e.g. "What do you mean I missed but I actually hit him? I aimed for the torso, how this became a headshot?"

    This is not confusing to me. You missed the body part you aimed, but the bullet trajectory went through another..
    It's more confusing hitting ONLY the body part you aimed.

    My sentiment is, most people would prefer that and you may have to reconsider, from what I've read from the community.

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