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shadoww

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Posts posted by shadoww

  1. we should able to extend contrats of current mercs more than 2 weeks. i remember devs said they did this for purpose maybe they will add some loyalty feature for this or they could add "automatically extend all mercs' contrats for 14 days more" option. every time clicking these gets really annoying if you do lots of training.

    plus when we train mercs they dont advance in AIM tabs (recruit, veteran, elite and leg.)

    level 7 fox cant be recruit right?

    RVYnJBk.jpg

  2. i already had fully modded hk-21 when i got there. all my mercs were inside of shaman's place. put down raven overwatch with hk-21 using ammo piercing bullets. then took headshots with my other mercs (armed with gewehr and svd) for close ones. also got barry in my team since day 1 and his amazing shaped charges did the job. too easy. none of my mercs wounded in commando diff.

    i got imp, fox, raven, barry, wolfie and livewire in my squad.

    • merge items
    • take all ammunation and/or supplies
    • drop all ammunation and/or supplies
    • give all ammunation and/or supplies to other squad

    right now when you double click an ammo on sectoru stash you get that in your team stash. this should work for merc inventory too. for example when you have 3/10 chips in one of your merc's inventory, double clicking 2 chips on sector stash should make those go and merge with that 3/10 chips in your merc's inventory too.

    there should be an option for not sharing squad supplies with newly created squad when you create an another squad.

    • Like 1
  3. also didnt ever use talon launcher too, since i have always 1-2 mercs equipped with lots explosive. grenades, mortar, RPG or grenade launchers. why would i use a rifle with underslung grenade launcher with my headshot guy? it depends people's playstyle but doesnt fit mine. maybe the ones doing one merc playthrough can use this.

  4. then dont talk idiot you are saying "i wont do" but you do as typing an article about this. low iq problems?

     

    i used fal with raven in early game, burst was not close to ja2. so it is not "incredibly versatile". burst and auto shots are joke in this game. never ever killed an enemy with burst while single shot gewehr did the job. maybe fal is doing same single shot too -i couldnt get any one headshot kill in early game with fal. maybe because i didnt use chips in early game. - but the point is you can get gewehr is the very beginning of the game and you can use it until mid-game or maybe end-game it never gets too bad but there is no reason to not upgrading that with dragunovs (i only played about the major).

    plus the discussion was about you can get best weapons from the day 1 (sniper & laser scope) unlike ja2 and get headshots with mercs who have 50-60 MRK until finish the game with that. that only makes the argument stronger. you get fal or dragunov in very early game depends to place you go if you from start top left you get dragunov, if you go port cacao you get fal or you may find those in fleatown too.

    btw i have raven equipped with fully modded AK-74 and AR-15. sniping still best but sometimes i want to shoot burst for fun nothing more.

  5. On 8/7/2023 at 5:56 PM, LXant said:

    Except it's really not. It is limited to only two modifications and has a decreased range of 32 vs the 36 you get with all other sniper rifles.

    It's okay-ish and better than pistols or the cheap MP40 you find in the beginning, but even a FN-FAL, which is available the moment you are in Port Cacao, outperforms the Gewehr 98 in every way.

    It only feels powerful, because your early options are between a pile of crap and dirt. So it shines bright as the only 30+dmg/30+ range weapon among 15-18 dmg/range 14-20 weapons.

    how fn-fal is better than gewehr? auto-burst shot is useless and gewehr is one shot one kill weapon. plus you dont need modification other than sniper scope and silencer. they are just extra. they are pretty much same not much big difference if you ask me. plus not quite sure about this but every time i use these auto weapons aiming always choose burst as default which means extra click for one shot and i always forget this before aiming 3x and if you switch to one shot after this your aim clicks get resetted tl/dr you click 5-6 times more for just a single shot.

    plus i dont go to port-cacao because before slave camp, fleatown and communists town pentagurel or smth. port cacao is somehow connected with refugee camp crisis i believe.

  6. can we please get rid of this auto-switch of mercs? whenever i do, game is switching my merc with no reason.

    here i shoot an enemy with fox,

    qllEWFx.jpg

    and right after that game switch to another squad's merc, raider. why does do that?

    FMrLBEe.jpg

    same thing for loading save game files. every time i load a save, selected merc is changing. since there is no hotkey for selecting merc i am really sick of selecting these merc every single time!

     

  7. kalyna is kinda useless merc for me instead livewire's fully usefulness. i hope someone will swap every trait skills between these two chars so we wouldnt be annoyed by livewire's annoying english accent and ridiculous break time dialogues.

  8. 6 hours ago, Melliores said:

    If you do not clear the underground part first, Jackhammer's guards will still be there, alive and armed. Imagine the following situation - you tell Jackhammer he will be imprisoned, he gets his walky-talky to check on his men and they confirm that they still have the whole main cell block under control. He will simply laugh at your face.

    Even you try to handcuff him and bring him down to the cells, there is no way the guards will work with you. By the way, all of the cells are underground - the above ground section is just for the prison guards and some exercise areas for the prisoners.

    The underground entrance is right there when you enter the prison - the level design of the sector tempts you to go underground first and then go through the back entrance to surprise Jackhammer. Naturally, there are more ways than one to handle the sector.

    @LXant

    I sent him to jail and as far as I can tell, there is no immediate result from this. That said, probably in the end game credits it will be mentioned. 🙂

    this can be easily fixed by putting jackhammer in underground office. we could be faced some senior enemy on top instead jackhammer.

    like i said in ja2 entering another sector before clearing current one in is considered defeat and retreat and let you morale loss. i bet majority of the players didnt go to underground first before clearing enemies on top.

    as for imagining, how about i would tell jackhammer -which is about to die!!- to go to prison, he would tell in pain, go home and dont come back to all of his guards then my mercs would be simply laugh at jackhammer's coward enemies face!

  9. 4 hours ago, brato said:

    Hm. You've got way better skill numbers for your imp. Did you start with the vanilla skill point maximum, or do have a mod to let you freely distribute?

    I play Commando as well. but my imp is by herself and can't be taught by other mercs. Too bad practicing a skill ain't possible anymore.

    yeah just like he said i started with 1-1-1 MEC-EXP-MED maxed out mental stats including LDR then put rest of points to MRK then trained it.

    the mods i play are not game changing things -mostly visual- if you dont count increasing squad size to 7.

  10. hello, shooting targets with zero chance to hit like behind covers such as boxes walls etc. was not annoying as now. with the new 1.03 patch you lost lots of attack times in a turn so my machine gunner lost 4 auto shoots on these impenetrable/impossible targets. 4x10 40 bullets wasted and more than that she couldnt shot in front of her enemies because she lost her chances with these impossible shots i have wrote above.

    so devs should fix this overwatch attitude. if enemy is behind cover or smth like that then machine gunner first attack the ones she can hit like front of her nose not the ones behind cover so she wouldnt lose her chances in that turn.

  11. the problem with this game you can get almost guaranteed headshots from day 3 because you can get sniper scope too easy. in ja2 it was hard to get one before clearing drassen & cambria. sniper & laser scopes, were related with game progress. but in this game you can get any of them so easy so your IMP with 50 MRK can get headshots from day 3 😄

    plus the rifle (gewehr 98) you find in day 1-2 is one of the best weapon throughtout the game. better than all submachine guns % assault rifles 😄

  12. what was the reason behind this can i ask? what would devs thought when they decided to make this weird decison? as if anyone doesnt know about this, as far as i read from steam posts (because i didnt get imprison option in my 2 PTs), you can not imprison jackhammer if you dont clear underground first before talking to him! what kind of person stop fighting in sector and go to underground can someone tell me? why would you go to underground of sector if the surface sector is full of enemies? more than that doing this in ja2 considered defeat and would let morale loss.

    so my question is clear, why cant we imprison jackhammer before clearing the underground? if underground is requirement then why is he staying on surface? he should have been in underground already. i am pretty sure 90% of the people talk with jackhammer before entering underground sector which is pretty much normal behaviour from human being.

  13. 3 hours ago, mrflagio said:

    Works fine for me.

    Oh, I see you're in real-time mode in the screenshot.  Yeah, there are tons of bugs in real-time mode compared to turn-based.  Quick prism scope only applies when you start your turn in turn-based mode.  I'm sure it can be fixed for real-time mode, but....yeah.

    i have tested it with my other merc in same area. it was working for her. only didnt work with my IMP.

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