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Posts posted by Biff
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This is ridiculous!
Wake up Haemimont and fix your damn forum!
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If you can read this, the problem has probably been fixed.
👍
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That's what the Dead is Dead option is supposed to do, but it doesn't do a very good job of it.
Can't you just... not reload?
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The comments on Dev Diary 13 mention that the co-op servers are hosted by Haemimont.
"Connection occurs through dedicated servers so the host doesn't have to deal with any port forwarding or network setup. They can just click host and invite their friend without having to worry about whether their friend can connect."
https://community.jaggedalliance.com/index/dev-diaries/devdiary-13-co-op-mode-mod-support-r18/I have a two questions about this.
Could this be the cause of the constant desyncs? No offense to the devs, but it's hard to keep faith in your online servers when you seem to have difficulties running a small forum.
What happens when the servers eventually go down? Anyone remember JA: Online or Sword Coast Legends? The online servers were dropped and both games were removed from Steam. All the hours played and content created was lost the second the devs abandoned them.
The JA games have a bad history of losing support and being pretty much abandoned.
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Just now, D13 said:
Activity across all community platforms has seen a noticeable decline as of late. If that continues, together with the spam issue, I fear the cost/benefit ratio could reach a point where they may have to shut the forum entirely.
Yup, the exact same thing happened to the official Back in Action forum.
Hopefully the next big update with mapping support will chase away the spam and tumbleweeds.
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3 hours ago, Raeven said:
What??? So going prone makes it more vulnerable to melee attacks?
Yup, you can test it using the ShowChanceToHit mod. Crouched/prone characters are 15%/20% easier to carve like turkeys.
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Forgot to mention. Crouched and prone characters are much easier to hit with melee.
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Crouched characters are 5% harder to hit.
Prone characters are 10% harder to hit, take a lot less damage from explosives. They also gain +20% accuracy if they're using a bipod.
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40 minutes ago, sandman25dcsss said:
Probably it is better to spawn less enemies, they have no space to move, it can affect their decisions.
Yeah true, and I should've tested in a more open space, though I did summon each one individually. With the Mod Tools you can hold SHIFT and press Spawn Enemy every couple of seconds.
12 minutes ago, Uncle Nick said:The enemy that have reactive fire perk, they don't run away to reposition, instead they run towards your merc.
Yup, though the Marauders should only have Auto Weapons and MinFreeMove perks.
Seems there's just about a 1% chance an enemy will get the first shot when combat starts.
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How does the game decide what happens when an enemy first spots you? For most of the game it feels like the players always gets the first attack, but sometimes an enemy will randomly get the first shot. I did some testing by spawning 100 Marauders (AK47 with Auto Weapons perk) in to see what they did during their "Enemy spotted!" phase. I tested it 5 times.
1-2 enemies always immediately shoot when they spot me. One even shot through their own team mates to hit Steroid.
1-3 used Overwatch.
1-3 used Take Cover.
The rest either stood around or took a few steps and crouched.
Some randomness is good, but what exactly causes the enemy to get those cheeky first shots? Is there a way to avoid it?
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11 hours ago, BitsizedGamer said:
My Melee-based IMP M.I. difficulty start, soloing the first few sectors:
Good video! You made it look almost too easy...until that near-death experience at the tower 😁
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I tried some mercenary mods this morning. By far the best ones I've seen are made by Otherguy on Steam Workshop. They're very high quality and seemed pretty balanced.
https://steamcommunity.com/id/tombasger/myworkshopfiles?appid=1084160
@D13
Thanks for the link. That bleed and suppression mod sound very interesting. 👍
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Yep, that's a perfect description of them. And I'm pretty sure they never have to worry about weapon malfunctions or running out of ammo.
I'm hoping to see some rebalancing updates or mods that make them act more like the enemies in the JA2.
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The Steam Workshop and JA3 Nexus are full of mods, though the majority seem to be cheat mods or supermodel mercs.
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Oh yeah it should calculate agi + wis for sure, and maybe even check if the merc has any stealthy traits.
And higher chance of fights if you send a psycho out scouting.
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Yep. And it makes no sense that the game thinks MD and Barry are better scouts than Shadow and Mouse!
I think the whole scouting system needs reworking.
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+1
I'm no firearms expert, but I noticed plenty of things wrong with JA3's weapons.
The Gewehr 98, Dragunov, AK74, RPK, and AKSU have the wrong ammo type.
I don't think the Desert Eagle should hold 15 rounds.
I don't think the Dragunov should have burst fire?
It's fun to try to fix this stuff.
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11 hours ago, Solaris_Wave said:
I would like to see panic affect enemy soldiers, especially if multiple casualties are sustained or they are flanked.
I'd like to see that too. It's very frustrating when you wipe out loads of enemies with ease, but the last guy still acts like he has a chance... He should be fleeing or surrendering like they would in JA2 / 1.13.
The flanking change is a good idea.
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22 hours ago, CersaisAdvocate said:
I think the highest leadership stat in the squad influences the moral events. What is the best leadership you have?
My IMP always has 80+ leadership.
When the new patch came out, I made a new game to test it out. My IMP was shot in the second sector and for some reason it caused MD to panic. I pushed on and made my way to the outpost east of Ernie village. During that fight Igor almost died and MD panicked again! I can't remember anyone ever panicking on Ernie island before the patch.
I don't remember MD being such a scaredy cat.
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What exactly causes panic? And is there a way to protect against it?
My mercs seem to panicking way more since the most recent patch. 😱
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2 minutes ago, Grim said:
It's just a sample mod.
True but the patch notes say she should have a voice.
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The new mod sample merc. She has no voice or lines on my game. A bug I guess?
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Good point! It must be a slight error.
I guess his DOB would have to be about 1900 for it to make sense?
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There was no one left on mine. I talked to Spike, gave him the M82 I'd just found... then the game ended.
Remaster Jagged aliance 2
in General Discussion
Posted
Yup, these forums are deader than Deidranna.