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Solaris_Wave

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Everything posted by Solaris_Wave

  1. That was what I was hoping for. Haemimont said in a developer thread and before the game's release, that they chose the damage reduction on burst and full auto, to compensate for you being able to run up to an enemy and let them have it at close range. Or, to compensate for the AI doing similar. The problem is, the AI can be stupidly accurate, even through weather conditions and night. It even applies to weapons that should not be accurate in full auto, like the AK-47, M14 and FN FAL. Recoil needs to be higher for larger calibre weapons. Anything from 7.62mm onwards, whether that is the Russian 7.62x39mm or the NATO 7.62x51mm. This should apply to everyone, your mercs and the AI. Additionally, the AI needs lower accuracy when firing burst and especially when firing full auto for any capable weapon. The Legion should definitely receive an accuracy reduction. They are militia and not highly trained. To also help the situation, the AI needs to have to reload their weapons and even run out of ammo (maybe switching to another weapon like a pistol, or fleeing the fight). They shouldn't be allowed to just happily fire off entire magazines every time. Worst of all are those RPGs that they can fire as much as they like. Next, would be to enable the AI to choose to leave some Action Points left over for an Interrupt, to remain in cover more, or to have team mates cover them. That would prevent your mercs from being able to run up and shoot full auto into an enemy. With those things in place, damage reduction on burst and full auto could be removed. Each bullet should be as deadly as the last.
  2. You raise some very good points, @Kordanor. I think that Bobby Ray's will definitely need to be balanced with the rest of the game's progress. I rarely bought guns from Bobby Ray's in JA2, just all the other equipment and ammo. In JA3, I have plenty of guns but am short of ammo for several of my weapon types. I have plenty of 5.56mm calibre rifles but have never seen any ammo for them. Bobby Ray's would be handy for that situation and would probably more likely be the source of 5.56mm ammunition than anything in the country, due to it being an international vendor. You are right that not everything should be available there to buy. Maybe the stock can constantly vary in quantity and availability for higher quality equipment. Prices should be high enough and there should be a waiting time for delivery. Not only that but, unless a new airfield sector is going to be created in the game, any items from Bobby Ray's should be restricted to arriving at ports. This means that you have to weigh the decision on whether you want to travel back to a port to get more equipment or to craft it yourself in the sector you are in or near to. Maybe there could be more sectors to craft ammo instead of the few there are now (I am still unable to craft ammo at my point in progress)? Additionally, ammo crafting time could be shortened. As for the price of guns versus repairing them, that will need to be balanced. While in real life you can buy an AK-47/AKM for extremely cheap in certain parts of Africa, that doesn't translate well to the game if it is faster to throw away a gun that needs maintenance and to just buy a new one. Haemimont have said they are going to adjust the time duration of many operation tasks on the Satellite screen, maybe weapon maintenance is one of those? Time duration should really depend on how low the weapon's condition is. Cleaning and oiling shouldn't take up anywhere near as much time as replacing broken or worn parts. Even clearing a jam doesn't have to result in damaging the gun (and most weapon malfunctions from a failure to fire don't). Not every weapon failure ends in the gun being rendered useless or in need of lengthy repair.
  3. I was wondering why, if Haemimont didn't create 7.92mm Mauser ammunition, they didn't just rename the MG42 to the MG3 and work from there. I suppose the MG42's presence is more to do with the leftover German WWII weapons in Grand Chien. While thinking about it, the Gewehr 98 should really have been the shorter Kar98K, if we are talking leftover WWII German rifles.
  4. I have three further suggestions, one which I believe has been modded but would still be handy to be officially implemented: 1) You mentioned that there would be improvements to melee animations. Will there be new animations to allow equipping a pistol (or other single-slot firearm) and a knife at the same time? I think that I read that the reason that both weapons could not be currently equipped was due to there being no animations for it. 2) Some craft-able items such as lenses, barrels and gunpowder can't be put into the squad inventory that contains all the scrap and ammo. They take up all-important slot space and slots for many mercs are already quite limited. You are then stuck having to carry them everywhere until you have enough scrap to use them up. 3) Because slots are limited and there is no such thing in the game as grenade pouches, belts or bandoliers, how about making it so that any grenade or flare that is in the merc's inventory (but not in their primary or secondary 'hand' slots) can be available in combat? If they are in the merc's backpack, they can still be used but they require more Action Points to throw. If they are in the hand slots, then they act as they currently do. This would help in situations where inventory slots are easily used up. I have one merc that has an M14 for long range and an MP5K for short range (which strangely takes up two slots, despite the full size Uzi model taking only one). She has grenades but can't use them because they are in her backpack. You could think that they would likely be in a chest pouch or belt, ready to grab at a moment's notice. You could argue that the merc should always have a grenade in a primary or secondary hand slot but I don't use them as much as I do the guns, plus being stuck in the backpack means I just leave them there because I can't sometimes equip them without dropping a weapon on the floor (especially when considering most guns take up two slots). In reality, you would sling the gun over your shoulder or let it hang on the sling while a grenade was grabbed. Having a grenade or flare available at all times, if on the merc, would be very useful. There would still be a benefit to actually having them in one of the hand slots as they would not increase the Action Point cost to use them. Obviously, having a different inventory system would avoid this but seeing as this is how the game is designed, I feel this is the next best thing.
  5. It is just a shame that the official community website was quiet for a long time. It certainly isn't as lively as it was, considering that, apart from Discord, is the site you are encouraged to visit if you want to participate with the developers, make suggestions, give opinions, etc. pre- or post-release.
  6. I have pointed the developers to both this thread and my other recent one on weapons DLC, now that a new developer thread has been started. Hopefully, it can be of use to them. Maybe now that the game is out on PC, is due for consoles, and sales have been positive, Haemimont will now have more free time to refine the game?
  7. If Haemimont are intending to do it themselves, I would love to see weapons using the correct calibres, such as the AK-74. In terms of numbers and game implementation, there is plenty of difference between 7.62x39mm (that the AK-47 uses) and 5.45x39mm that the AK-74 (and others) should be using. 5.45mm would have more range, accuracy and less recoil than 7.62x39mm. Also for 5.45mm, Critical Hit likelihood or bleed chance could be higher at the expense of lower overall damage. Less body armour penetration and shooting through cover is also apparent. The AK-74 would fire slightly faster and be more accurate in automatic fire than the AK-47, which in turn should have an accuracy decrease (especially when the enemy AI is using it, who seem extremely accurate with every bullet) in a future patch. While not having the opportunity so far, due to lack of any ammo appearing, I have also read that 5.56mm is underpowered for most of the guns, meaning that, instead of being a viable alternative to the larger calibre weapons, they are almost superfluous. I would also like to see new calibres for guns that don't currently exist in the game. My Weapons DLC thread covers that. Introducing new calibres and making sure that some of the guns now use the correct ones might mean adjustment of all the guns in terms of damage, accuracy per shot, accuracy and spread when firing burst/automatic, but it all is highly possible to do. The guns can be realistically balanced and still remain individual, so no weapon renders others pointless. I would love to contribute as I have a good idea of it all. Damage reduction when firing burst and full-auto has been an issue that has been debated multiple times (not just by me). If accuracy when firing full auto, especially for more powerful calibres and especially by the AI was reduced, the reduction could be removed. Not only that, but to change the AI so they don't feel the need to run up close and then shoot everything they have. Maybe they can cover each other so you can't try that tactic against them, by letting them have more Interrupts. Critical hit damage to limbs should be longer lasting, instead of just one turn. Enemies need to run out of ammo, or at the very least, spend more time reloading. Having enemies fire full-auto every turn without penalty, or fire infinite and deadly RPGs every turn really detracts from the enjoyment of the game.
  8. That would be a good idea, with the poll. If you haven't already done so, check out my thread on Weapons DLC. I think it would be better to keep things fairly authentic to the country and within the timeline. Therefore, nothing too fancy. You can also risk saturating the weapons list with too many guns that, from game purposes, behave identical. A poll might rein things in a bit with some of them. Seeing as the timeline is 2001, there is still plenty of room for a varied weapon list that behaves differently enough (and still remaining realistic).
  9. This post is really welcome to see. The forums have been quiet as of late and I was wondering about the future state of the game. While the game is certainly fun (and I bought it full price instead of waiting for any discount), there is room for enhancements. Have you or other members of staff had a look at my two recent threads: Proposal For Weapons DLC and My Verdict So Far… ? There are plenty of suggestions and criticisms in there. I would also like to add that there is a severe shortage of 5.56mm ammo throughout my game so far. I have not crafted any ammo but I keep getting several guns that fire 5.56mm but I only have about 29 rounds of that ammo type. Also, the Mod Manager might need a bit more user friendliness. I have yet to create any mods but I am not entirely sure how to do it, even after reading the instructions that load up on a browser page when you go into the Mod Manager. I would like to edit weapon characteristics (especially to create new calibres so several weapons use the correct types) but the instructions don't really explain what to do with the guns. Nothing loads into the editor and it finds nothing either. It would be handy to have a guide on how to start modding and what those values actually do. Much of it seems like guess work so far.
  10. Is the console release definitely being worked on? Not that I will buying it, as I am a PC gamer again, that might explain why Haemimont are relatively quiet at the moment.
  11. Some games have actually done pretty well to simulate wound ballistics and material penetration. However, they are lost in the sea of games that usually just give the enemy a number of hit points and two hit zones (the entire body and the head). Shoot the enemy in the body and they carry on as normal, right up to the point their health hits 0. Shoot them in the head and they die instantly from any gun and any bullet. Hence people thinking that 'clicking heads' is somehow tactical and realistic. I think that, to make calibres translate well into computer games, you have to create enough different parameters to begin with. Which isn't really that hard, just more time consuming. You set an average velocity of a calibre, its damage against human tissue, animal tissue if appropriate, damage against body armour and damage against different types of wall and object material. For damage against human tissue, you create as many different body hit zones as possible and then the various damage values to reduce hit points, chance of a critical hit and then a percentage chance of a single shot incapacitation. The latter point would mean that all bullets could potentially drop an enemy in one hit but more powerful bullets would have a higher chance. That way, you don't have to shoot a bad guy 8 times with a .380 Auto before they die. One of those 'weaker' bullets might get a knock out hit before all the hit points of an enemy is reduced to 0. That would simulate hitting a vital organ. Some bullets are better against animals than others, some are better against body armour and some are better going through internal walls. Something like a .50BMG round will blow through most things but smaller bullets aren't always inferior at punching through or doing damage than larger bullets. Once those calibres are set up, you then work each gun around those calibres. You create parameters for a gun's weight (the heavier it is, the slower to aim but better control of recoil), its length (how manoeuvrable it is), its barrel length (again, manoeuvrability but also range, accuracy and effect on bullet velocity and damage), its fire modes and rate of fire (how many bullets it can fire with a short press of the trigger, how much recoil that creates, how quick it empties a magazine). It all sounds like excess busy work, but if you can plan out what categories to have and then program them all in, it doesn't take a lot of work to see how every calibre and gun fits into a points system.
  12. What did you not like about the weapon appearance? Do you mean the 3D models in the weapon modding and attachments screen? I thought that the models were very well made. That said, some of the modifications were rather silly. I would have changed the properties of the Red Dot sights a little, given some guns bipods as standard, removed some of the modding options (the long barrel for the MP5 is silly, altering the expensive and already feature-ready PSG1 with different stocks and so on, doesn't make sense) and made a few other changes. I have accepted the game's use of scrap to make attachments, even though being able to actually buy and re-use attachments would have been more realistic. I also enjoyed ordering shipments of weapons and equipment in JA2. Incorrect calibres, incorrect damage numbers and other things like the SVD Dragunov firing in automatic really makes me wonder why that was done. I can only think it was done for game balance, simplicity and lack of time. Some of the weapons included in the game, at the expense of others, seems odd. Why is the Colt Peacemaker in there but not the Heckler & Koch G3? The latter is more likely to be in Africa. Why no M1911, a pistol as ubiquitous as the Browning Hi-Power? My only explanation for the Peacemaker is that the merc, Tex is supposed to be proficient in old revolvers. So he could continue using a Peacemaker throughout the game, Haemimont chose to make the gun appear often and give it common ammo, which works with other guns. The M1911 would have been the correct choice for some of the other American mercs.
  13. These are the guns that are using the wrong calibre and what they should be using: Gewehr 98 is using 7.62x51mm. Should be using 7.92mm Mauser. MG42 is using 7.62x51mm. It should be using 7.92mm Mauser as well. Colt Peacemaker is using .44. But .44 what? There are different types of .44 calibre cartridges. Anyway, it should be using .45 Colt as that was the most common. Colt Anaconda is again using some sort of .44. It should be .44 Magnum. Desert Eagle is likewise. It can be upgraded to .50 something. It should be using .50 Action Express. Barrett M82 is using apparently the same .50 as whatever the Desert Eagle can be upgraded to. The .50 calibre cartridge that the DE uses is most definitely not what the M82 uses. That should be using the much longer and more powerful .50 BMG. The SVD Dragunov is using 7.62x39mm but should be using 7.62x54mmR. The AK-74, AKS-74U and RPK-74 are using 7.62x39mm and should be using 5.45x39mm. Now some could say, "Who cares?" Apart from the fact that I do and so do many others, if it wasn't important, then why bother having different calibres for any of the guns? Why not have them all use the same types? In my view, you either do it completely or don't do it at all.
  14. I have only seen the MG42 and RPK-74 so far. I haven't used the MG42 as it has a very high rate of fire and while I have a fair amount of 7.62x51mm NATO ammunition, I don't have enough to let the MG42 burn through it. My I.M.P. carries the RPK-74 and aside from me complaining about a Legion Butcher running through the Overwatch cone, not taking any fire and then almost killing Barry with a knife, the RPK-74 has been effective in killing bad guys quickly. I have it fitted with a bipod, drum mag and anything that keeps highest accuracy during bursts. I didn't use the mod to increase the rate of fire as I would rather have consistent accuracy per burst as opposed to more bullets going down range.
  15. I would personally consider the F2000 to be one of those 'exotic' weapons. It never really caught on. That said, if it was going to be in the game, it would be better if it was fully modelled with its bespoke attachments. It had its own optics and grenade launcher attachments. I didn't suggest 15 different AKs for my suggestions. The game already has the AK-47/AKM, AK-74, RPK-74 and AKS-74U. What should have been done was to give the -74 models their own calibre. Then, with my suggested additions, you would have three different machine guns as support weapons. All three don't have to be included but I pointed out that the RPD is very common, even though it was replaced by the RPK (itself very common). The RPD uses an ammo belt that is fitted into a drum (but isn't a drum mag) and holds about 100 rounds of 7.62x39mm (what the AK-47 uses). The RPK replaced the RPD to be more common with the AK and accepts box magazines and drum mags. Both LMGs are so common that either one could be added. To make it worthwhile though, all the -74 models need the 5.45x39mm calibre. The two calibres do act differently in performance in various ways, so it wouldn't be a case of having lots of the same gun. Meanwhile, the PK machine gun has more powerful ammunition than the AK-47, RPD and RPK. It is chambered for 7.62x54mmR, a long range cartridge. That cartridge is also what the SVD Dragunov should be using in the game (and not also be capable of firing in burst. Why was that done?).
  16. I had thought about an under-barrelled shotgun attachment, like with the M4 Masterkey, but there doesn't seem to be a lot of use for it in the game (from what I have personally seen so far). It was meant for door breaching as opposed to close-in firepower. I avoided firearms that you wouldn't really expect to see in a poorer African state, bar a few. Most weapons considered 'cool' and even featured in JA2, I left out of my suggestions. Otherwise, I could start suggesting firearms such as the FN F2000, AN-94, Bizon, M60, H&K USP or MK23 SOCOM, SIG 552 Commando and so on. Even civilian hunting rifles for African game or more WWII-era weapons such as the STG44, Lee Enfield and PPSh-41, I omitted. There are other firearms in the game that either cover that purpose already (and you don't want to saturate the choice of weapons) or need new calibres to be added. One of the biggest omissions with JA3 is incorrect calibres for several of the guns. By doing so, it has made certain viable weapon choices more unnecessary and also risked the proposition of creating new calibres. If corners were cut, is it being suggested not to bother? If and when I mod the game, I will overhaul many of the guns in terms of damage per bullet, calibre used (I will fix the Gewehr 98, MG42, AK-74, AKS-74U, RPK-74, Peacemaker, Anaconda, Desert Eagle and Barrett M82) and Action Point cost. However, I am still currently trying to get my head round how the game is modded. I thought it would be just a case of loading up the built-in Mod Editor and changing a few things. It doesn't seem that simple.
  17. That is a good idea. I haven't really used Overwatch much but did start to use it recently for anyone overlooking doorways. I was hesitant to set up Overwatch before combat, especially for LMGs as they would be loud and you can't tell your mercs to hold fire but still set up an Overwatch position. I would prefer to initiate combat with suppressed weapons first and then continue with all other weapons. I figured Overwatch would just cause one merc to start firing before I wanted them to. This might be a silly question but I assume Set Up Machine Gun is the same thing as Overwatch, just renamed? I assume it has the same properties. The reason I ask is that I am still uncertain as to the exact reason the Legion Butcher didn't get shot at and was allowed to run over to Barry and stab him. That is what frustrates me. They are allowed to react before the rest of your squad. You can get into excellent positions on unsuspecting enemies, kill or wound one and then the enemies are allowed to move out of the kill box and make the combat symmetrical. They even get to do it in low light or bad weather, when there should be even less chance to react to your perfectly placed ambush. It is almost as if you are not really allowed to perform perfectly executed ambushes and that all combat must end up on equal footing.
  18. I have had a look at the firearms that are in JA3 and I was surprised by the lack of certain weapons. I don't know if any weapons DLC is already planned by Haemimont but I have some suggestions for guns that would, in my view, fit the African setting of using pro-Russian equipment and other weapons often shown in photos. I know that we have the potential to create our own weapons but it won't be easy to create the 3D models, such as what you see on the weapon modification screen. The quality of the models created by Haemimont are truly excellent. Therefore, it would be great to see officially modelled weapons. I haven't gone crazy with suggested weapons because you can have lots of guns for the sake of it, many of which in terms of games purposes all behave the same. I have included a few rarer weapons that would be inline with the era and would have a uniqueness to them to make them a worthwhile choice in deciding whether to equip them or not. Also, despite the more simplified and common weapons typical of an African themed nation, there are already guns in the game that you would be less likely to see, such as the Steyr AUG, Benelli M1014, AA-12 and Barrett M82. My suggestions are as follows: HANDGUNS: Colt M1911 Beretta M93R Glock 17 Glock 21 Makarov Stechkin SUB-MACHINE GUNS: Ingram MAC-10 .45 ACP Sterling Heckler & Koch UMP .45 FN P90 Skorpion vz. 61 BATTLE RIFLES: Heckler & Koch G3 (or) CETME SKS MACHINE GUNS: RPD RPK PK SHOTGUNS: Mossberg M500 GRENADES: RGD-5 There could be many other firearms and the ones suggested have not been done so because they are especially favourites of mine (I haven't actually included my favourite firearms). I suggested the M1911 pistol due to its commonality, age and the recent inclusion of .45 ACP calibre weapons, with the Thompson M1 SMG example mod. Including .45 ACP weapons would be a nice addition to the game as the calibre is a good deal more powerful than 9mm Parabellum against human targets, easy to use with suppressors but very slightly less range and penetration to armour. As there are not many SMGs that use the calibre, I included the MAC-10 (the .45 ACP version), which would be a good counterpart to the Uzi, and the UMP .45 which while rare and not really something you would see in Africa, it came in around the same time as the H&K G36, which is in the game. The Beretta 93R would be a good counterpart to the Glock 18 as it is another select-fire pistol. Unlike the G18's full-auto mode, the 93R is 3-round burst. Less bullets fired but more accurate. The Makarov was included due to the vast amount of Russian firearms in many parts of Africa. If AKs are present, Makarovs should be as well. So far, JA3 doesn't have many handguns and none of them are Russian. It would need to fire a new calibre but 9mm Makarov is an easy calibre to make in terms of game purposes. It just needs slightly weaker values from 9mm Parabellum. The Stechkin is a full-auto capable pistol that fires 9mm Makarov. This would be a good alternative to the Glock 18 and 9mm Makarov ammo would be abundant. I included the Glock 17 as a high capacity, semi-auto only variant of the Glock 18. It would be cheaper and more common. The 3D model would be easy to create as it would just involve removing the fire selector from the model and texture. Likewise, the Glock 21 could use the same model as the G17, as in terms of dimensions it is not much larger to be noticeable in this game. Therefore, just changing its data to fire .45 ACP and hold less cartridges would be sufficient. You have then got yourself a higher capacity M1911 but with less accuracy than that gun. The Skorpion could be dual-wielded, like the MAC-10 (and Uzi, although the standard size Uzi isn't really for single handed use). It can have a suppressor. Cheap, common and with plenty of available ammo, it would be the Eastern European alternative to the other small SMGs. It’s most common calibre is .32 ACP/7.65mm Browning, which is weaker than 9mm. This would involve creating another calibre but again, you downsize the properties of 9mm Parabellum. There are other models though, such as the vz. 65, that fires 9mm Makarov. Nowhere near as common, but if you really didn't want to go to the trouble of creating too many different calibres to randomly have in the game, having the 9mm Makarov version would be a good compromise. The FN P90 and Five SeveN would be two of the rare exotics, especially for the time. They would fire the 5.7x28mm calibre, which would once again have to be created. Damage wise it is slightly better than 9mm Parabellum, has more range and accuracy, and is designed to penetrate body armour. In terms of SMGs and handguns, having an armour-piercing pistol calibre would be a good inclusion. The Heckler & Koch G3 or earlier CETME rifles are very common in Africa. If you have the FN FAL in the game, you should have the G3. It would have plenty of modding options. The SKS is common but nowhere near as common as the AK-47. While it might seem unnecessary to have, I was thinking that maybe, due to it having a folding bayonet as standard fitting, it could have a quick and close range melee attack. For the machine guns, again there are currently not enough Russian weapons other than the RPK-74 and if there are AKs, there really should be other inclusions. I was thinking about the RPD, which is still extremely common, especially in third-world nations. It requires its own drum magazines but fires 7.62x39mm, like the AK-47. As an alternative, there is its replacement, the RPK. This is not the same as the RPK-74. In reality, the RPK-74 (and AK-74 and AKS-74U) should really be firing 5.45x39mm, while the RPK fires 7.62x39mm. I don't know why that was changed for the game, unless it was for simplification or due to lack of time. 5.45x39mm weapons would need less Action Points to fire, compared to its larger brother, due to lighter recoil. They would have greater range and be more accurate. Due to the unpredictable nature of 5.45mm, to replicate it in the game, it would cause higher criticals or higher chance of bleeding. My lone shotgun suggestion is because there are no pump shotguns in the game. Slower to fire than the semi-auto M1014 and Auto-5 shotgun, it would have a higher reliability and require less frequent repair. Much cheaper and can fire all varieties of shotgun ammunition, unlike semi-auto shotguns. Finally, I included a common Russian anti-personnel frag grenade to coincide with the other Russian equipment. These should be widely found throughout the game, compared to the German WWII Stielhandgranate or 'stick grenade'. Shorter distance throw than the stick grenade but quicker AP cost to throw.
  19. The enemy unit, who were casually strolling through with a briefcase full of diamonds, were completely unaware of my mercs, who were all in Stealth mode, lying prone and concealed by bushes. They got pretty close before one of them had an exclamation mark appear over his head, which is usually when I try to enter combat mode. None of my mercs had been detected but suspicion was there and the detection meter would eventually give away my position. By all rights, my mercs should have been allowed to all act first. Buns hit an enemy in the head, to start the fight. However, it was not enough to kill. It was suppressed and in terms of the game, suppressed shots are really quiet, despite being from a sniper rifle (they are not as quiet in reality). I should have kept the initiative and been able to follow up with other mercs. We had them in a kill box as the enemy were all bunched together. Instead, they got to respond first, spread out, set up two Overwatch cones and get the two Grenadiers into flanking positions. That really should not be allowed. The reposition feature that Legion gets to enjoy is a really annoying inclusion. It occurs too quickly and much too easily. I could understand it if your mercs were bad at approaching an enemy position but why should they get a free lunch when your mercs are in the perfect ambush position?
  20. That is handy to know. I have Fox on my team but none of the others. If I am setting up an ambush, I usually start the show with Buns or Mouse, depending on whether I want to open up with a sniper shot or tickle one of the Legion with a knife. I didn't see an 'Overwatch failed' notification, which would have at least given me some sort of idea as to what was going on. Instead, the Legion Butcher just gallivanted through the cone, practically saying, "Don't mind me, just popping over to stab Barry." Annoyingly, Barry was crouched not far from my I.M.P. who was set up with the RPK-74. My I.M.P. really should have been able to start shooting at the Butcher, given his prone position and no obstructions. There was a clear field of fire, plenty of Action Points and the RPK is fully set up for sustained fire. I will have to check the Tooltip, just in case.
  21. They like to ask for more money if you have other mercs already hired and they aren't happy about their presence. Grizzly wanted a slightly higher amount if I wanted to hire him, simply because I had too many foreigners and not enough mercs from "Good ol' USA". Buns has kept asking for more because she doesn't like that I have that 'floozy', Fox as part of my team.
  22. Another question I have is how to best initiate combat without the enemies repositioning? I had my group all in Stealth mode and lying prone. An exclamation mark appeared over the head of one Legion soldier but they hadn't fully detected any of my squad. I decided to attack first and used Buns to shoot with her sniper rifle. It didn't kill the enemy soldier but it was a suppressed shot and my squad remained undetected. Is there a way to follow up the attack with another one from another merc before the enemy gets to reposition? I don't like how they were caught by surprise and before anyone else in my squad could continue the ambush, the enemy soldiers all got to reposition and set up two Overwatch cones, meaning they had the advantage. I could understand it if they caught my squad by surprise but they didn't. It seems impossible to do anything with more than one merc before the entire enemy unit gets to do what it wants.
  23. That is a good thing to see. I am glad that there is a bonus for handguns. I would like it to be a little higher actually. Any weapon classed as very short in length would benefit as such. Even machine pistols and short SMGs.
  24. Is there somewhere that I am able to see that perk? I didn't know the enemy could do that. That makes them even more powerful and defeats the point of Overwatch. If Legion Butchers can all ignore Overwatch and just run up and start slashing away with their blades, imagine a whole squad of the bastards.
  25. I am not suree if this is a bug or working as intended. I had my I.M.P. set up his RPK-74 in Overwatch overlooking a group of recently surprised enemies. He had plenty of Action Points to spend. One Legion soldier at the back of the group made a move and my I.M.P. opened up, killing the Legion soldier. Then, at the front of the enemy group, a Legion Butcher ran into the Overwatch cone and carried on running through it, towards Barry, where he stood there and attacked Barry twice with his melee weapon. That very badly wounded Barry. Why didn't the Butcher trigger Overwatch as he moved through the cone? I thought that was the point of Overwatch! Does Overwatch use up Action Points after shooting at one enemy, and if so, what is the point of it, if a regular attack is just as sufficient? Legion soldiers that go into Overwatch get to attack as quickly and as often as they like. Just to clarify: no part of the Overwatch cone was chequered.
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