wilku
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Posts posted by wilku
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46 minutes ago, CersaisAdvocate said:
I agree with most of your points. But I do not understand 24. Do you mean melee combat? It is rather hard to defend against a melee attack If you are kneeing or lying down.
I was about to say that: in h-th it's DEFINTIELY easie r to hit someone prone when you're standing up. No debate here π
I would like to see the enemies care about their life though. Like if they're severly wounder or almost dead, I'd assuem they'd at least spend one round to fall back, find some cover, maybe reach a medic. Instead they barge all-in, just to meet my overwatch. This is absolutely stupid and sort of boring. -
16 hours ago, sandman25dcsss said:
At least ammo is not called abcdefghijklmn and abcdefghjiklmn π
O-M-F-G... took me a while π
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you don't have the cure in the inventory, you haev extra sample(s) (you need 4, probably grabbed 5 or 6)
and no, there is no way as far as I know
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5 hours ago, Biff said:
+1
I'm no firearms expert, but I noticed plenty of things wrong with JA3's weapons.
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I have no issues with inaccuracies or simplifications. I can even live with Dragunov having a burst mode (it's kind of silly when my psycho IMP shoots a burst instead of a single headshot π ) However unnecessary mess (inconsistent naming) doesnt' serve any purpose in the game.
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I am familiar with what WP stands for (I live in Warsaw π ), and that's just a piece of history. I'd live with a consistent 7.62 WP / NATO marking. Now I need to do the brainwork and on each weapon I need to double-think to recall that x39 is the WP and x51 is NATO, and that SVD is chambered the same as AK, and that WWII Gewehr uses NATO standard...Β which doesn't make any sense π
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Why on earth did you devs decide to make two confusing ammo types (7.62 NATO and WP)?
And WTF is with calling them NATO or WP in the inventory, but 51 / 39 mm in weapon description?
Is consistency really such a friggin challenge?Also: if you wanted to make a differentaition, it really wouldn't hurt to call 7.62 NATO just .308 Winchester.
It's not like the in-game calibers are historically acurate anyway, so why cause the unnecessary confusion?
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How come that smart (Wisdom 90+) mercs, who go SCOUTING (not fighting), end up mauled by animals or in shootouts with an enemy, and in 3/4 cases end up wounded? This is so annoying: 3hrs of scouting, 13hrs of healing...
The Wisdom stat is surely not showing how wise the mercs are...
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Is there a plan to fix teleporting enemies? (enemies not in sight teleport instead of actually going along the path, so they ignore aoe like gas and fire)
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have you got any mods subscribed?
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17 hours ago, mrflagio said:
I mean, it's very much a Hollywood thing that frag grenades blast people into the air and stuff.Β But then this is in a game based on action movie tropes with cars exploding all over, so I'm not sure what they should do.
I'm fine with them now though.
If a car explodes from a single bullet...
Also - ok frag grenades don't throw people into the air, but I highly doubt you'd just stand straight after one explodes next to you. Not to mention HE rockets (RPGs)... -
Thanks, I stand corrected.
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On 8/18/2023 at 3:48 AM, Elder III said:
Yeah, if you want to experience playing with Spike it's best to do the stuff in that sector before doing much else after the Refuge Camp incident (that incident will trigger just by getting close to A20; even if you didn't go there to meet Corazone.
I was just wondering what happens if I don't re-visit the camp π
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Check the twitch stream for details, but basically:
copy the folders from: <your-SteamLibrary-dirctory>\steamapps\common\Jagged Alliance 3\ModTools\Samples\Mods
to: <your-user>\AppData\Roaming\Jagged Alliance 3\Mods (create the Mods directory as it won't exist)Β
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reg. 25 (sort of 25.1): The enemies are able to 'teleport' when not in your LoS, so they WILL go through any AoE and not suffer the consequences (if you have Livewire and Intel you can clearly see them teleporting instead of moving along the path).
33. None of the explosives cause knock-down - all characters are basically Terminators. (Even the flashbang that has explcit mention of knock-down in the description doesn't work). -
2 hours ago, Sirbastage said:
Knowing which QOL mods are no longer required would help. I have yet to see such information.
Reading the patch notes might be challenging, but give it a shot. You may find some answers there. I know, it requires OWN effort, and you clearly seem to be unfamiliar with that concept, but hey, never too late to learn
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Do enemies finally get knocked down by explosives? or are they still "terminators"?
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I missed the stream... so the devs are patching up the game using mods??? LOL - MUCH PROFESSIONAL. SUCH WOW.
LOL x2 as fans / players / modders have already done it ages ago...
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5 hours ago, Sirbastage said:
I have lots of mods, mostly QOL and added mercs.
So you have a lot of mods but complain about the game being broken?
yes, it is bugged as hell, but what you're desciribing is clearly a mod issue, so I guess it's high time to learn what 'at your own risk' and 'provided AS IS' means in terms of software.
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Glad to be of help
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OK, that I was aware of - I was just surprised you called it an overwatch, but now that makes sense. Thanks and apologies if my writing felt aggressive
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6 minutes ago, sandman25dcsss said:
Is it your first tactical game? Melee overwatch affects all adjacent tiles and is always active. What is that command used for? To do nothing?
Which command? That's the whole reason I don't use melee weapons at all: there is no button to enable overwatch, and I don't want to leave them without any defense in CC.
If there is an automatic melee overwatch, with no button on the actions bar, then I apologise, I was not aware of that (and the game doesn't hint that at all).
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Can any dev explain please, why enemies out of line of sight teleport instead of actually going through a path?
I'm figthing in a building, threw a molotov so the passage between rooms is on fire, and moved out of sight.To my suprise three enemy soldiers from the further room moved in through - supposedly - a burning doorway, yet none of them has the burning status, and I know they must have crossed the burning doorway because of Livewire's OP ability π
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16 minutes ago, sandman25dcsss said:
So you are not sure what I am talking about but still arguing? Ok, keep thinking there is no melee overwatch in the game.
Show me the command for overwatch with a melee weapon equipped please. Otherwise, you're telling stories.
There is no way to prove that something doesn't exist, there is only a way to prove it does, so the burden of proof is on your side.
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3 minutes ago, sandman25dcsss said:
If you are going to make laugh of someone make sure you are not missing anything.
Still, no overwatch with melee weapon equipped. Double-checked.
Unless you mean the perk, but then it's not overwatch.
Useless (?) named NPCs
in General Discussion
Posted
I'm on my 4th or 5th playthrough, and still haven't figured out if there is any questline or any reason for some named characters:
- Sonja Rogue
- The other named lady in Fosse Noire
- Hans (F20 If I recall correctly)
- Butcher whoever (in the outpost with Hyenas, can't remember his name) - hostile
So, am I missing some quests? Or are these just some nods / references I just didn't catch?