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Solaris_Wave

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Posts posted by Solaris_Wave

  1. Walking should have been in the game from the beginning. It looks a bit silly when your mercs are running everywhere, especially when a sector is cleared and civilians are walking around.

    I am happy to see that walking is now included but it seems cumbersome to need to press that combination of keys to do it. Not only that but if you change your movement method to left-click only (instead of it alternating, depending on battle mode or not), it is bugged so it won't work.

    Wouldn't it be more intelligent to have walking automatically be active for short distances in non-combat tactical movement? Then, for farther distances around that sector, running is either automatically activated or you can double left-click to make your mercs run?

    • Like 1
  2. I was wondering about the Left-click to move situation. As I have now started playing the game and am building a list of positives and negatives about it, one of my negatives is the alternating between left and right click to move, depending on what mode you are in. I remember other people saying this when the game first came out and there was a response as how to change it. I looked in the Options screen and found nothing. I guess a previous patch removed the option to change it, as I didn't start playing until the first or second patch was released.

  3. I have noticed this as well. There is supposedly some risk vs. reward but it happens quite often where your scout(s) get wounded and then need a lengthy healing process. I thought the whole point of reconnaissance was to check out the area, make note of its layout, study enemy activity but avoid contact with them. They shouldn't get into combat to the point of being wounded. It takes long enough to recon as it is, let alone need to be healed after.

    They can't be very good scouts if they are getting into a firefight. Also, if they did, it would let the enemy know there are threats nearby. Plus, if your mercs can be wounded in the process, then why can't enemy soldiers receive casualties as well?

  4. 7 hours ago, Raeven said:

    As I said in my previous post - this is really, *really* not the case. The variability in viable weapon types is very high and you don't feel railroaded into any specific type. For example, underslung grenade launchers are *hugely* powerful and only available on ARs. Machineguns were nerfed but still incredibly powerful. I'm in late game and am doing the dual anacondas thing. I'm even using a shotgun with Barry and it's playing a key role in destroying cover and targeting multiple enemies in one shot.

    You *can* outfit everyone with a sniper rifle and win that way, but it's no more overpowered than the varied approach I am using.

    That's good to know, @Raeven. I will see how my first playthrough of the game is when I start the game in the next few days.

  5. 5 hours ago, Raeven said:

    I'm even running Vicki with dual anacondas and it's working quite well, in line with the other weapons in the squad.

    I can just visualise that image. Vicki dual wielding .44 Magnum revolvers! That must be an invigorating experience for any shooter.

     

    5 hours ago, Raeven said:

    Overall I'm finding the weapon balance to be more varied than in JA2 which forced everyone into assault rifles.

    Part of the problem with JA2 was the built-in weapon progression that didn't really make sense in the real world. It was more of an RPG-style progression. Handguns gave way to SMGs, which gave way to battle rifles and then finalised with assault rifles (sniper rifles and LMGs staying relevant once they appeared). The progression didn't make sense because handguns, shotguns and SMGs aren't obsolete just because assault rifles exist (although SMGs have been largely replaced  by SBRs and carbines in a military capacity). Therefore, there was little incentive to use the earlier weapon types in the game as there was no benefit in using something lighter and shorter. JA2 didn't feature specifications such as how short and manoeuvrable a weapon was. Plus, there was nothing about quickly switching to a backup weapon, like a pistol, in the event of needing to reload during a firefight. You could just happily load another magazine into your rifle, using the same amount of action points every time. The bad guys would wait.

    As I have mentioned often, I still used sniper rifles a lot in JA2 as they were the most powerful conventional guns, shot for shot. Single shots allowed you to aim at the head, which was the optimal way to kill the over-armoured enemy soldiers (especially the elites). Therefore, sniper rifles were the superior weapon (for me) to kill an enemy soldier the quickest. The assault rifles could fire in automatic but due to the weakness of each bullet (or strength of body armour), automatic fire was only truly useful if you could get up close to an enemy and ensure every bullet hit them. During the end game, the C7 (Canadian M16) was effective for this, due to its high fire rate.

    I will play JA3 soon but from most people's comments I am wary about the weapons because it sounds as if the gameplay will be the same experience for me as it was with JA2: single, aimed shots dominating the game (and in turn, sniper rifles being the best weapons to achieve this). I really wanted a good variation of weapon usefulness. That doesn't appear to be the case, without patching or modding.

  6. 6 hours ago, D13 said:

    As it turns out, one merc's auto fire can suppress another merc, if the latter is hit. Friendly suppression.

    That makes sense. Bullets shouldn't be able to differentiate who they hit once in flight. Unless they were smart bullets that would slam on the brakes if they recognised friendlies and then went off in search of enemy targets.

    Also, friendlies are less likely to shout out, "Don't worry, old boy! Just be careful next time." and more likely to start a sentence with the words, "You bastard…"

    • Like 1
  7. A bullet shouldn't do more damage or less damage just because more were fired or because the shooter stood at a different angle. Its factors should depend on things like weather, barrel length, quality of the ammunition, velocity and design.

    I think flanking should create the same amount of damage. Any flanking bonuses to the shooter should be to cause greater suppression, quicker morale loss or stress, and to reflect the target looking elsewhere if it doesn't cost any action points to turn direction, a penalty to actually do so. This could be done by now actually causing an action points cost to turn (provided they have been fired upon first), or if action points are used up to change direction, to double or triple them.

  8. 12 hours ago, D13 said:

    Yes, I have seen the "suppressed" status being inflicted by full auto attacks during which no damage indicator was shown, and after which the target's health status (wounded, almost dead...) did not deteriorate.

    But I guess even if no hits are required, there is some type of required minimum proximity for the bullets to miss the target in order for "suppressed" to be inflicted.   (I wish there were official documentation to clearly explain these mechanics.)

    Anyway, in my opinion, it makes more sense for suppression to not require hits, as there should be two paths to suppression - psychological (= mere fear of being hit by many bullets) and physical (e.g. actual groin hits, grenades).

     

    Suppression should really come into effect if bullets are landing near the target, as well as hitting the target. Put simply, the target doesn't want to be hit by even one bullet, hence the decision to either stay down or brave it and move out.

    Suppression level should be stronger if the target gets wounded or if their comrades get hit.

    Suppression shouldn't just apply to bullets but any lethal area effect weapon. Grenades, mortar shells and other artillery will be just as suppressive as any inbound automatic fire.

     

    8 hours ago, 5Cents said:

    There ARE different types of ammunition, for every caliber, yes. But it was about calibers, not about bullets (AP, HP, Tracer, etc).


    But at the moment i have the impression, that devs were successfull, in their idea of simplification or fantasied version of weapons.

    But to be honest, this simplification, the devs have done, for whatever reasons, maybe less micromanagment, seems a pretty lazy excuse, for me.

    There are a pretty difference in calibers, about range and lethal destruction. These differences are not meaningless.The devs seemed to think, it would be a good idea, to replace caliber with different damage of weapon. For example, the ingame AK47 has the same caliber like AK74. The AK74 actually only exists because it has NOT 7,62 WP. It was invented to have as a smaller caliber Version of The AK47 (for the smaller and lighter 5,45x39 cartriges). The same for Versions, RPK-74 and AK-SU.

    7_62.thumb.jpg.ed3fec79b40e3af2045c980259dd988c.jpg

    If they devs had changed AK74 to 5,56 NATO it had been more appropriate, because bullet-behaviour and so on, is more similar, than to 7.62x39 mm.

    Leads me to the question, why they even deciced to have ANY difference in  ammunition? Why the heck they did they made the descision to difference between 5.56 and 7.62??

    Why not just simply using AMMO Crates, when they were thinking, players will be overburdened and unable??

    So damage and also ammo piercing (a bit?) depends on used weapon, not the caliber or not only the ArmorPiercing-bullets.

    Why is a ingame weapon armorpiercing? Doubles it the cartriges AP? I couldnt find a ingame explanation regarding this question. Somebody else? Why has an Anti-Material-Rifle, like the Barett Medium, the same "Penetration" like AK74. I dont think ingamepersons want to have sex with a gun. All other ARs have light or none??? Is that a Joke or what?

    Devs could have done two versions, like in JA2, tons of guns or without..sciencefiction wpns or realistic wpns, because they already had some debate about some weapon topics, like autodamage, i read.
    One 'arcade-modus', one for more difficulty for more thinking player.

    But what we've got, weapons are more like a fictional-fantasy version (But i repeating me all the time..).
    I think many players dont care at all, and enjoying having different weapons that are using the same ammunition.
    For example there is a mod on steam, patronizing the Minimi in 9mm..🤭
    So i suppose, I am only a exception, with my personally so called comic-moment..deterred by the game 😅

    Its actually a bit sad, i think, because the models of weapons look pretty good and the appearence of modded version of weapons is also pretty realistic (Original underbarel attachments, different handguards, etc)

    But at least its easy, to change some things. So, thats at last a good base for modding options (what in my case ist necessary, for playing it, more than one time..; )
    There are no magazins, there is no bullet-mamagment. I can easily play with that.

    Reading stuff like this sadly tells me that JA3 is not the game I was hoping it would be. I will play when the opportunity comes and probably have fun but I know that it will feel like a throwaway game. Unless I or someone else mods in the realism that the game deserves.

    That was why I played JA2 in the first place: because it was more realism orientated and based on current real world weapons. I have learnt and experienced a lot in terms of firearms since then but it was still closer to reality than not. If I wanted fantastical weapons, I would stay with X-COM.

    Which is why the more I read about JA3, the more I read about lack of realism, cutting corners, lack of natural balance, following old mistakes while creating new ones. Basically a missed opportunity. For me, that is.

    As you have said, what is the point of having the AK-74 in the game if it uses the same cartridge as the AK-47/AKM? It is practically the same firearm, chambered for 5.45x39mm. Why does the SVD Dragunov use a weaker cartridge instead of the long range, full power cartridge meant for battle rifles and sniper rifles of that era?

    Too much has been made of individual weapon stats that don't make sense. Too much emphasis has been made of weapon mods. Jagged Alliance was an RPG combined with strategy set in the real world. Now it feels like they have shifted the balance farther towards the RPG side, making the weapons characters in themselves.

    Somebody could answer (and have answered for other games) that without these changes for the game, all guns are the same. That is simply not true. I could keep all the guns mod free and like their real life counterparts and still have plenty of differences.

    The various calibres are not hard to implement. I supplied such information in my Weapon Characteristics thread ages ago (now buried under several pages). All of that could have been included, keeping all the weapons viable and with plenty of difference. No one weapon would have dominated because no one weapon dominates in reality, in every field and in every scenario.

    Some cartridges are naturally designed for greater armour penetration too, without the need for specific armour-piercing rounds.

    But none of this really made it into the game, keeping JA3 focused on being just that: a game. A fun, little game to pass the time with. I am not expecting JA2 v1.13 levels of minute detail but I was expecting so much more than what JA3 appears to be and did what I could to try to get it to somewhere higher than what it is.

    • Like 1
  9. 23 minutes ago, Melliores said:

    Dragunov in real life uses 7,62x54R. AK-74 uses 5,45x39 mm. However these callibres are not available in game and thus they use the 7,62x39.

    The more I read about what is missing from the game, the less enthusiastic I am about even playing the game in the next few weeks.

  10. On 7/28/2023 at 10:36 AM, Skaldy said:

    sniper rifle+ hollow point ammo can single-handedly carry the entire game. Hence best long range weapons are sniper rifles. 6 mercs with sniper rifles and corresponding ammo+perks can clean maps in few minutes

    As I have repeatedly mentioned, this is something I was concerned about long before release and made multiple suggestions on how to avoid this. Everything was ignored and now you just have this easy, boring method that seems to work in every situation.
     

    3 hours ago, 5Cents said:

    For me the same. I dumped almost all AR weapons. They were almost completly useless for me, because the reduced damage, when shooting burst/auto.

    (Apart from beeing absolutely unrealistic) which isnt a game fault, they were meaningless. Why should invest APs, when damage is reduced and its unlikely the bullets will hit.

    Apart from they are good for singleshots, because less APs to spend, but again, not as precise and less damage than Rifles. And if merc has a perk or observes he will spend a lot of bullets, with no or few effect.

    The only good AR for me, was the good old antiquated  modified FAL bought in Grandmas Shop (cause deadliness + bearable range).
    All the rest was only pure trash for me.

    But mostly, in later game, my merc worked with m24 anyway.

     

    Another 'great' idea that wasn't all that great. Haemimont said that they had no damage reduction at first but this made the gameplay less enjoyable. However, they didn't properly test other methods to stop making automatic fire the most dominant. The end result is that is just furthers the emphasis on single shots that are aimed at the head.
     

    3 hours ago, sandman25dcsss said:

    I use a mod with full damage for burst/autofire, arguably it makes game harder because many enemies use burst. My mercs were killed by single burst many times when I made tactical mistakes.

    Assault rifles can be quite precise, my best merc switched to using assault rifle to kill 2 enemies per turn, she starts fight with 12 AP and has 100% CtH without aiming so sniper rifle for 7 AP is no longer the best. But then CtH mod really helps to make decision about the switch.

     

    3 hours ago, 5Cents said:

    But the automatic weapon values were done for balancing reasons, i know. But i dont like the balance. Say merc is Standing in front of a soldier, youre shooting 2 bursts right in his chest and he will kill you with his knife next round.

    I would have kept all bullet damage the same between fire modes but would have increased recoil per shot and action point usage.

     

    18 minutes ago, 5Cents said:

    Caliber of Dragunov is 7,62x39 WP.

    I hope not. I still have to wait a few more weeks to play JA3 but the SVD Dragunov should be chambered for 7.62x54mmR. If not, then that is another mistake that needs fixing.

    • Like 1
  11. 10 hours ago, Claudius33 said:

    By the way, kamikaze lemmings who dream of being target dummies is what you see in almost all games, including JA2, and in action movies. Don't tell me you have never set a killbox waiting for the lemmings to come.

    I have done that on more than one occasion and in more games than I can remember. However, it can become boring if it happens too often in the same game. Hence the need to have better AI that adapts to a situation. If you have a sniper picking off their forces, they shouldn't keep falling to the same method.

     

    7 hours ago, D13 said:

    But all chess games adhere to the exact same game rules, regardless of difficulty level - there's always the same number of pieces, and they always have the same reach. All humans can enjoy playing if they set a difficulty level that roughly matches their own abilities.

     

    Chess against the AI isn't something I play often but I haven't enjoyed the experience all that much. The reason behind this is because of the disparity between the AI levels of which I am good against. I am not a good Chess player but I will find one AI difficulty level too easy to beat, encouraging me to go to the next difficulty. It then becomes Gary Kasparov. I am unable to choose a level between the two. I am either not challenged enough or thrashed without the chance to gain experience on what I should do.

  12. On 7/29/2023 at 3:16 AM, brato said:

    This is how it's going. Got a Gewehr 98 with suppressor and prism scope. 

    The bunker was interesting. I silently knifed the dude behind the door, but then someone saw the body. 3 guys come running. I had just leveled up and now have the grenade/free move perk. So i tossed one and ran, and for one turn no one followed. Lucky i guess. Made it through unscathed, but later discovered 2 more dudes in the back room.

    High mec skill is a must, I'd say.

    How does one play solo without medical skill, i wonder.

    20230728_231010.jpg

    Interesting place for your mouse pointer to land. Picking Bella's nose.

  13. 11 hours ago, Claudius33 said:

    @GODSPEED

    Today an AI is capable to beat the GO world champion. So having an AI that easily wipes out an outnumbered and sometimes outgunned team is obviously feasible. But what the point for the player?

    What is more difficult is to have an AI that offers challenges while remaining beatable, and such for veterans and newcomers as well. Hence the difficulty levels and the options like lethal wounds.

    Imagine that the AI entrenches itself with snipers on highground, a well placed crossfire defensive position then waits for you to come, assaulters waiting for an opportunity to finish off the reckless mercs, an AI that shoots through smoke if you use smoke, uses stealth and all availabale firepower, forcing you to desperately try to outflank its soldiers ... The battle would be very iffy and moreover last forever. That could be something acceptable for the very last epic battle but surely not during the game.

    I do not find JA3's AI that dumber as compared to JA2's one. Actually it seems to me that I'm healing more often. Do not forget that with 25 years of JA2, Silent Storm, E5, High Caliber, you should consider yourself as a legendary player when it comes to JA3.

    I think there is plenty of room for a middle ground between every enemy AI soldier being John Matrix combined with General Patton, and a bunch of kamikaze lemmings who dream of being target dummies.

    Being thrashed by the AI isn't fun, especially when they have abilities you can't hope to match (usually a combination of ultra fast reactions, cheating and omniscience) but having the enemy act like skittles in a bowling alley can get boring (unless you enjoy bowling, in which case go wild and have a great time). Even if there are different grades of difficulty and less experienced players don't want to be outsmarted too easily, there needs to be variation to keep the game unpredictable and interesting. People's brains need to be challenged. It can be very satisfying to be presented with a problem and then find a solution.

    I want to be outsmarted by the AI by it being crafty (so no bullet sponges or cheating). I will then discover a way to deal with that situation. That would create enjoyment throughout the course of the game, instead of me just going through the motions until the end credits roll. Or, even worse, giving up the game because I felt it was tedious and monotonous.

  14. 4 hours ago, sandman25dcsss said:

    Yes, I am just dreaming. I recall someone said that devs confirmed they had time issues and couldn't implement everything they wanted.

    Why did they have time issues? Who imposed them? They should not have been under pressure to release by a certain date. JA2 came out decades ago, I'm sure that us gamers would have been happy to wait an extra six months.

  15. 8 hours ago, MateKiddleton said:

    Yep, stamina in JA3 is limited to overland travel/activities and in combat, only flashbangs seem to drain stamina (makes them suppressed/tired). Stamina management was a key part of JA1 and JA2, and is a key point of difference to other turn based tactical games, which is why I put it so high on the things that bother me list.

    There really should have been other ways to affect stamina. Overall, I can think of a range of things such as weather and the sector environment affecting stamina for everyone, encumberment, gas grenades (lethal and non-lethal), flashbangs, concussion from nearby explosions (temporary) and serious injuries. Some of those should have at least been put into the game.

     

    4 hours ago, ShadowMagic said:

    That's because the replayability factor of this game is close to 0. There is just one optimal way in which you complete sectors (stealth sniping) to keep losses at a minimum and yield maximum results.

    That sounds like such a boring way to play but if it is the optimal way to play, why choose any other method unless you want to make it more difficult for yourself?

    I expected that style of gameplay to happen and commented so many times about it before release. Just using suppressed sniper rifles every time doesn't sound like fun gameplay, it just sounds like you are going through the game, half-invested in the battles until you complete the campaign.

     

    4 hours ago, sandman25dcsss said:

    At least I would be happy to see enemy have issues with ammo too. Then we could use new tactics of baiting enemy into shooting at us with low CtH and also it would increase play variety as enemies with AR and SMG would start using single shots sometimes.

    This can't be that hard to implement. If the game can record every individual's hitpoints and stats, I am sure it can also include ammo carried by each person on the battlefield (friend and foe). Enemies should really be able to run out of ammo and maybe switch to another weapon. Support weapons should not last forever either, so no infinite heavy MG rounds, mortar rounds, RPGs and grenades.

  16. 7 hours ago, MateKiddleton said:

    1) Heavily wounded enemies (and mercs) being able to run around like they're at full health. There is no stamina management at all.

    I mentioned this very thing in one of the Developer Diaries. I thought it looked silly that anyone classed as 'Almost Dead' is able to run, roll and vault over things. Anybody in that state should be bleeding as standard and moving slower. More energetic moves should not be allowed.

    The same applies to anybody at full health but tired. Less action points is one thing but nobody should be able to sprint around the map and perform more acrobatic moves if exhausted.

    • Like 1
  17. Either that needs fixing so the person in front can be prone, the next person behind crouching and another standing, to be able to create the old fashioned ranked fire, or maybe friendly fire could be disabled for anyone that is right next to someone else. Maybe friendly fire should only become a risk after one tile/space away. The game can't really produce what you could do in reality by being able to fire over someone's shoulder or slightly past them. Risk of hearing damage aside, the game needs to take into account that your mercs aren't necessarily crawling through a tunnel with no room to manoeuvre.

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