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scope112

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Posts posted by scope112

  1. On 11/18/2023 at 10:27 PM, par0v0zik said:

    Hey @scope112!
    Here is one of the biggest Russian forums with the corresponding mode: http://forum.ja2.su/cgi-bin/yabb/YaBB.pl?board=Metavira
    Please use Chrome plugin or whatever you prefer to translate it to English

    Thank you for the link.

    I noticed that in the English version thread, the link to the patch is broken 

    Do you by any chance have the links for the most recent version (English one)?

     

     

  2. Before we can hopefully play JA1 on the new JA3 engine, I want to bridge the gap by playing the existing metavira mod that was built on JA2.

     

    The mod was built by the Russian JA2 community. As such, I am unable to find the relevant instructions and installation files to get the mod working properly.

     

    Therefore, could anybody here provide me with the relevant installation files and instructions to get this mod up and running?

     

    Thank you!

  3. 2 hours ago, D13 said:

    I stopped playing last week after having played every day, figuring it would be best to just wait a few months until things have settled down (bug fixing, rebalancing).

    Yesterday's patch gave me new hope, but the issues I'm having now make the game less enjoyable than it had been at any time since the game's initial release. And I'm playing without mods.

    It was already strange to see a highly visible bug like the movement range miscalculation in the previous patch, and now this. Haemimont need to improve their quality/testing processes.

     

    Which issues are you having exactly?

  4. I have observed a few mechanics that are way too overpowered in JA3, and greatly take away from the experience:

     

    1) Livewire's Scouting perk: When she scouts a sector, the exact location of each enemy soldier is revealed the entire time, irrespective of yours mercs actually seeing the enemy or not. In essence, there is no fog of war anymore. 

    By removing the fog of war, there is no element of surprise anymore, and you can anticipate your enemy soldiers at all times.

    I would suggest to nerve her ability to still maintain fog of war.

     

    2) Overwatch is overpowered: your mercs can deliver 2-3 shots in overwatch, and it is always activated when an enemy enters the overwatch cone. With this setup, players are incrntivized to camp all the time, which makes combat easier and less fun.

     

    Therefore, I suggest to reduce the number of shots in overwatch / reduce its accuracy. Furthermore, overwatch should not be activated at all times. The enemy should be able to bypass overwatch (i.e. your Merc did not respond in a timely manner).

     

    3) Sniping is overpowered: It is rather easy to conquer sectors by using 2-3 mercs as snipers and take away your enemies from a distance. If you use Livewire's scouting ability (which eliminates fog of war) in combination with 2-3 snipers, you can easily pick apart all the enemies in a sector. This is not fun.

     

    4) Enemies rush in excessively: The enemy AI is configured to aggressively rush in and overwhelm the players. After a while this tactic becomes too predictable. Enemies should use more varied strategies: flanking, grenades, baiting the player, etc.

     

    5) Inventory Sorting Options: JA3 is in desperate need of inventory item sorting options. The current UI is highly cluttered.

     

    • Like 1
  5. 4 hours ago, Lunokhod said:

    I understand u Bro, my favorite part of Arulco - North-East(Omerta-Drassen-Swamp sectors). But its not so bad actually, most goofy guys in JA3 - NPC's. And its not "most goofy manner", u exaggerate. Its a bit goofy. But its not bad, at least characters are drawn in the same style. In fact, the artist had a logic, even in micro details. For example. Take a look at the Wolf. Isnt that him? U can recognize him. Its him, 100%.

    Its not so bad, u just need a bit more time to adapt to this style. Ure frustrated that reality doesnt match your imagination right now.

    wolf_ja3.png

    Wolf is ons of the characters that is quite well done. But some others are terrible, think of Magic, Hitman and Raider. They don't resemble their original looks at all.

    • Thanks 1
  6. Questions for Ian Currie:

     

    1) Which elements/features of JA3 is he most proud of?

    2) Were other former JA1/JA2 team members consulted during the development process of JA3? (E.g. Linda Currie, Alex Meduna, Shawn Lyng, Cramfeld and others)

    3) Are there any design decisions taken for JA3 where he disagrees with? If so, which ones?

    4) Was Ian approached for any of the former Jagged Alliance successors? If yes, why did he not support their efforts?

    5) What are Ian's thoughts on the continuation of the Jagged Alliance ip? Where does he see opportunities?

  7. I want a PvP mode like we had in Deadly Games. That would interest me much more than Co-Op mode.

     

    What is more fun than assembling your own mercenary teams and battling it out against your friend?

  8. The art style of JA3 isn't based on staying in line with the tone of the previous games (JA1 and JA2). It just follows the same art templates that they have used in previous games. It's just lazy design work.

     

    Let me show you an example. The following screenshot is from one of their former games, Victor Vran. Looks awfully familiar, right?

     

     

    VictorVranDialog.jpg

  9. One of the things that set JA2 apart were all the special Easter eggs and little secrets that the game has. After completing many campaigns over the years, i still keep finding little secrets and Easter eggs.

     

    It would be fun to collect all the little special secrets that JA2 offers.

     

    Let me start off with one:

     

    1) When you kill Pablo (the corrupt shipment manager) at Drassen airport, he gets replaced by Sal after 24 hours. Sal is even worse than Pablo. When shipments go wrong, you could still bring Pablo to his senses by either bribing him with "coffee" money or by punching him in the face. Sal, on the other hand, continuously loses your shipments, and there is no way for you to retrieve your order. He claims that it was sent to the wrong airport.

  10. 9 minutes ago, Godzilla said:

    I am? Not to my knowledge. Can you show me where the contradiction took place?
    JA 1 and 2 were not benefitted from lack of cth Im sorry.

    Ironically, you claim to dislike xcom mechanics but JA3 is more like xcom than it is like JA2. Active abilities, funny little and unrealistic systems like grit. Etc. Ammunition and attachment system in some respects heavily simplified.

    I am also not in favor of these new mechanics, and prefer the older, more complex systems that JA had in place. But then again, the original JA games were rather niche, so i understand that to a certain degree some changes need to be made to make the game accessible to a wider audience.

     

    I can personally live with grit system. But the inventory system, especially the squad inventory and lack of ammo management is just plain horrendous.

  11. 1 hour ago, Godzilla said:

    You think it was a classic because of cth?

    Its not even that putting cth matters that much, taking it out is just such a strange and weird decision, like if you decided to take out crosshairs from an fps like somebody said already.

    You are contradicting your earlier point. You claimed it was not a strategic masterpiece due to lack of CtH. 

     

    JA1 and 2 were strategic masterpieces, and the lack of CtH indeed contributed to this. I far prefer it over XCOM type of mechanics. Combat is much more engaging and CtH is one of the factors that contribute to thst success. 

  12. Both JA1 and JA2 had no CtH, and they were strategic masterpieces. The gunfights in those games are way more exciting and tactical compared to XCOM games.

     

    The current setup already gives plenty of cues concerning CtH. Certain body parts receive a difficulty penalty, mercs indicate whether they are confident / not confident about the shot, and weapons display their optimal range. With this information, the player has more than enough information to make an informed decision, while at the same time keeping combat somewhat surprising, fun and tactical.

    • Like 3
    • Thanks 1
  13. I fully agree with this list. Especially the current inventory system with automatic squad inventory is wrong. 

     

    Compared to JA2, inventory management can be streamlined, but this is just fully dumbing down the game, and leaving out even the need for basic ammo management. I am not in favor of this at all. I think it makes the game much worse, giving me a mobile phone game vibe.

    • Like 3
  14. 2 hours ago, Solaris_Wave said:

    He also said that JA1 was the better received game when compared to JA2. That is not true but I nevertheless wanted to post his preview because he has introduced me to games I would have never have known about.

    I really don't have a problem not knowing the percentage chance to hit and I have been playing turn-based squad strategy games since the 1980s. Unless you are a killer robot, you can't narrow down to a precise percentage your chance to hit. A vague indicator is just as suitable, such as an thickening, pulsing outline or colour temperature around the enemy when checking to shoot. At least that way you know you can make a shot in the first place. It can be separated by a percentage bracket: 0-25%, 26-50%, 51-75%, 76-100% with each of those brackets affecting the outline around the enemy. Either that or just have the merc tell you they have no chance making that shot.

    I know people are used to seeing a percentage but there is no reason why JA3 can't innovate.

    The MERCS actually give many cues about CtH. Not sure why nobody is picking up on this. Mercs often say that they either have a bad feeling about the shot (indicating low CtH) and that they feel confident about the shot (indicating high CtH)

    • Like 3
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