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Reloecc

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Everything posted by Reloecc

  1. So you're asking for a toggleable options, am I right? Show CtH: Yes / No Enemy repositioning: Yes / No Show cover: Yes / No Show LoS: Yes / No Just to clarify..
  2. 1) morale is in 6) strength stat determines amount of slots merc has in the backpack 9) bullets are allowed to mistarget, and they even ricotchet from hard surface or penetrate the soft one just so you know..
  3. Exactly what is happening. You can see enemies and approach them if they are not aware of your presence. But as soon as you shoot one or alert them anyhow, they all get free move and run towards covers.
  4. I like your points.. they are on spot. But lot of them (if not all) are just about the game being beta currently. I am very sure there is a lot changes going to happen about animations, sounds and enemy reactions before a release. 🙂
  5. What I don't like: enemy repositioning on combat start :: this must go away asap imo, it totally breaks ambushes, tactical approach, map searching and everything! how am I supposed to plan an attack, when enemies have free run when I attack them? unlimitted throwing knives :: heard there is aim merc with such perk, not confirmed, that's wild (bad way) overwatch :: takes away an opportunity to do anything else than shooting on interrupts.. interrupts works very differenty (as what I saw) ap reduction of wounded soldiers :: wounded mercs/enemies are not suppresed greatly but being nearly dead barry pooping granades :: is it a mario game? fighters going out of cover completetly when shooting :: half-covers could be shoot over, for full covers soldiers could just peak; current animation is universal, doesn't break gameplay, but looks verdy weird inventory :: seeing 2/10 granades is unnatural, seems like igor could carry 110 granades; erm.. inventory :: squad inventory (where the ammo is stored and reachable from any distance) is not tactical granades :: there are conic shaped explosions (stupid?), and granades are sure to hit.. because CtH is not present, one of the streamers were using granades as much as he could just because it was only way to be sure it hits.. T_T 2d character cartoon representation :: some poses and faces are such unpleasant (including fox, if you doubt x) particular perks :: like armor pene, that doesn't represent mercenary skill but only represents game mechanic (there is nothing merc could train to increase armor penetration of bullets shot be him) What I doubt: how do "all enemies move at the start of a round at once" goes along with interrupts? run and shoot :: is it ap cost effective? why it's here? if there is no target to shoot, it still cost same ap? free aim :: can't shoot distant targets out of range - why? why the popup? just let me shoot ap costs :: having ~10 ap clamps possibilites vastly.. there is simply not enough scale to differentiate actions enemy repositioning on combat start :: do the alert system works for every enemy you uncover in vicinity? so more I see of them, more of them will come? That's opposite of what it should be.. definitely. If I see more enemies, I should be more prepared (less surprised). looting herbs :: really? just cutting some leaves to heal deep shots? not sure about this.. What I like: repairing, condition management healing, max hp management environment, map design sector map with operations :: ux could be less controller friendly, I get why it's need to be like this, but I am still satisfied that it's essencial weapon modifications :: even I would rather not see all options, so I'll get more excited as game progress humour :: could be little refined, but it's there for good
  6. I leave this topic empty for now.. let's discuss what we saw today here, aye?
  7. Based on statement "This is not scripted, it’s a coincidence", big question: So quests are somehow randomized?
  8. I really welcome the part "freedom of choice".. but isn't it in contradiction with "choice matters"? New screens are also welcomed (even in potato quality..). From new screens, world doesn't seem to be so cluttered as it did in trailers (except the last one here). For me, I am not sure if "dozenS quests + main quest", "crime investigation" and "searching for a clue" is what I need in JA2. There is a hint about "wisdom check" - what means some clues needs stats to be revealed, in one screen. If these things are optional, and not the main course of a game.. I don't mind. Thanks for new info! World looks beautiful in my eyes. Nice models, environment and atmosphere. With night/day cycle kicking in, it's gonna be adventure to explore the surroundings, I believe.
  9. Hmm.. youtubers first without official news? Interesting..
  10. 1) camera - if it's variable, it's ok.. but remember there are some performance limits tied to camera distance, and I hope "too close" is not because of consoles 2) fullscreen dialogues - sure this is because of consoles (or pc/controller), so the dialogues are clearly visible and have simple navigation if multiple answers / reactions are available for players. Also it make you connected to characters you talk to (supposedly), I believe. 3) music - I don't care, I play my music 4) CtH - yes, very true - we need clear indication of weapon handling and its correct usage, as you say: is the weapon used in good range? are my skills ok for this weapon? do the weapon have capable durability? We need red-orange-green CtH communication at least. I don't think we neccessary need exact %. 5,9) level design - I do agree there is such clutter.. from trailers, it is clear there are boxes, tables, barrels, stones etc. placed only to help players to hide behind them. Very xcomish.. not good. (screen attached) I'd like to deal with environment.. not search the paths level designer created for me. 6) enemy design - hopefully they evolve from local drug dealers to proper soldiers later, as the conflict intensifies. Main issue I see: There is not going to be "what you wear is what you see" (wywiwys) element developed (as stated by devs), I am very sure this apply to enemies too, because if devs invested time to wywiwys, I doubt they wouldn't use it for mercs also. So enemies needs to be predesigned in variants (grenadier, armored, speeder etc.) and that, again, is very xcomish. Also it means: Will every armored enemy looks same as every other armored enemy? Will we precisely distinguish enemies by their 3d model? If yes.. it's not good imo. 7) mercs design - I am very afraid scrapping wywiwys is because of monetization of skins. You clearly can't allow players to cover mercs models with equipment, if you want to sell those models. Devs reasioning (individuality of mercs) doesn't ding for me. I am playing JA2 with wywiwys, and I still recognize all mercs by their weapons, language, portrait, one-liners, shirt/pants colors even if they are covered with military equipment and bags. 8. lbe - we already know weight plays role in the inventory system, that's nice. I like system, where you have to decide what you can / will carry to the next map. I don't think it needs to be as diverse as 1.13 lbe, where there is many options but you want to use only two of them. I am afraid (again) inventory screen is designed with controllers in mind and devs believe simplification in ux is better than complexity in gameplay. 10) xcomlike - yes, it has that feel. Every gameplay feature that is simplified from JA2 make the game more xcomish. Also "console first" design is related to that feel. We need to accept that games need to be accessible in current era. Hopefully it's still a complex game behind its simplified look. 11) oneliners - already mentioned few times, and presented in trailer, no doubt devs care them also 12) dead stats - not sure what you're talking about
  11. You are being sexist, homophobic and arrogant here (on the forum, not only this post). You are not offending me.. but I have no more will to read this. You are allowed to make your game as you like it. If you wanna share your opinion, do it respectfuly and others will listen you more.. just an advice.
  12. This is what you need to expect when invading enemy territory. But I can imagine it's the A.I.M. where you could ask some basic resources, if they have politics for supply delivery. They want their mercs back alive after all. I see possibility of ordering whatever you need as unbalanced. Depends on game difficulty ofc. We know only little about the story, but I can imagine there could be some underground activities going with locals that could support you with their stock when trusted enough. They could have plenty of 5.45x39mm, so if you want to shoot, adapt for this munition. Something like that..
  13. I don't see Bobby Ray's anyhow critical. And I wouldn't use it even if modded later. What I see as a great system would be: enemies drop their equipment (weapons, armor, ammo etc.) dropped equipment has corresponding condition (elites drop new-alikes, renegades drop damaged weapons, if I shoot enemy 9 times to armor, it should be heavily damaged) stealing equipment from unoncious enemy (in a great condition) or from arms midfight (with a proper skill) is still a thing weapon condition wears out very slowly from usage, repairing is fast, but only minimum of lost durability may be gained from infield repairing armor condition is damaged from attacks, but only critically bad condition reduce its defensive capability critical damage may be fixed on npc or at special crafting station with proper skills merging weapons to increase condition is still a thing (to simulate replacing parts) alternative: equipment may be dissasembled to parts This system is much better then ordering exceptional weapon from airdrops to me for reasons: stealing weapons encourages stealth and melee skills collecting damaged weapons (or their parts) balances around weight capacity getting armor damaged is a nice reason to not soak dmg replacing equipment temporarily if broken (until npc fix it for you) spices your gameplay
  14. Yes.. this is everything we need. But don't make me count tiles, checking weapon range on wiki and multiplying numbers by weapon durability. We need this to be communicated well. In that case, it's better than CtH.
  15. You know.. story. People living in Arulco are under military pressure, it would make no sense having them BIG guns shop in the middle of cities.
  16. That can't be really true, at least from my JA2 experience. You need to keep cover and avoid potential danger while shooting.. and with not-so-dumb AI, you can't go for 75%+ every time - that's lethal. Actually that's a huge issue I believe. If you imagine system, where CtH can be calculated in head from numbers.. people will do it. And you don't really want skill gap that involves math ability in non-puzzle game.
  17. If CtH is calculated from two factors: MERCs ability to hit (based on marksmanship, dexterity, aiming, weapon stats, distance etc. - everything that doesn't calculate specific target) aka ACCURACY TARGETs ability to avoid hit (based on running speed, cover, camouflage, daytime, vision, dodge (melee) - everything attacker can't count for) aka HINDRANCE I am ok seeing just the accuracy of the attack. So I know how well my people handle their weapon. Ofc it needs to be not presented as "CtH" but something else.
  18. For me personaly.. I don't care about mercs nationality. To be intereseting, they need some background coresponding their behaviour. But if they are from europe, asia or africa.. doesn't matter. I am not really projecting myself into mercs, so I don't need them to be of specific voice or color. But we all know where you comming from talking about "boosting the audience". What I do care is realism and practicality.. in JA games. I may play Saints row if I need to see colors and craziness. It's all ok to have Tex arriving in his cowboy suit to a first rendezvous. But if he's staying on my team of proffesional mercernaries.. I want him taking his job seriously. And if he's not able to (as the devs said they don't want mercs to change their appearance based on gear) he has not place in here. So answering your question, what kind of characters I'd like to see? Professionals. Both aspirants and well-know ones. But those I can teach and control to be the best one.
  19. Just so you guys know, JA2 1.13 supports multiplayer for up to 4 players.. both deathmatch and coop are available. JA2 v1.13 / Multiplayer (pbworks.com)
  20. Also.. Brad Logston, Senior Producer from THQ Nordic, admitted he don't understand the reference when somoone asked in chat "Is Elliot still an idiot?" in Devstream #1 .. and that hurted me!
  21. I know graphics and ui needs to be current. Look at Urban Strife with it's terrible UI .. I'd rather have Xcom cloned ui than this. Xcom UI doesn't mean xcom gameplay. But unfortunatelly, I am kind of scepting currently. I am pretty sure JA3 needs some simplification over JA2 because 25 years passed from JA1/JA2 era and players are different today. Feeding just JA2 core fans is not perspective I am afraid. But JA2 is great exactly for its depth. There are shots in trailers and devlogs, that I have a faith for.. like inventory screen on strategic view. Multiple squads, wound system, weight system, weapon modifications, a.i.m. On the other side, there are things I am afraid of: reduced AP - means action cost can't be tuned precisely with perks / weapon types / skills etc. action camera mid combat (I am sure it's going to be allowed to be set off, but still it costs development time) simplified inventory system - just a grid (for now) with squad inventory (squad inventory has not been talked about, but it seems that some resources, like ammo and medkits, are shared across a squad) xcom like action bar with specific skills like: two gradades throw, overwatch, cover onscreen quests (imo means quests are being an important part of sectors) and more.. Recently I got calmed by one of dev saying "we don't aim to have XCom-like core gameplay in JA3" .. and I want to believe him. But still.. sceptic and afraid. But faithful for now..
  22. I also like LBE system.. but to a point. If you have 20 types of vests and you only want use one, because only that one can hold 8 mags, 4 nades and medkit, other options are just clutter. Also I am afraid molle system is not really suitable for a wide audience. I am happy for the fact that weight matters. LBE could be modded (??:) later for the core fans.
  23. This issue apply when you have limited character count to play with. But in JA, where having 15 soldiers is not uncommon, you can (or should) find somebody who finds use in freshly dropped blunt weapon. But I agree with you and I don't think multiple Marksmanship stats are needed. Weapon type specialisation could be tailored into perks.
  24. I am huge fan of both xcom and ja2. JA2 1.13 has vibes xcom can't achieve. I see presented talents and traits are more in arcady style of xcom and I am worrying about combat cycle JA3 will have. I am not welcoming "do insane things because your talent allows it" approach in tactical combat game. I am not saying games should be realistic in every aspect. But I believe JA2 is such beloved because it very sucesfully simulate real world approach. Every talent, every skill, every action can be translated to real world. Hit and run: "being able to run more after melee attack" is very far from a rl. I like being able to specialize your mercenary. So if I'd want a merc to have some advantage in melee combat, which allows him to run away after a melee attack, I'd give him talent such "your are allowed to perform a free melee attack after you've spent at least X AP on a movement". Being able to pull out a knife when running and still hitting a target is trainable in rl. Being able to run farther >BECAUSE< you've stabbed something is not. Outcome is same: you may run, melee and still run away (because you have enough ap to do so). Frogleaping: What did soldier trained that he's being able to run farther from a wall (cover) than anyone else? Is he bouncing off the wall with such force he gained enough momentum to run faster? I don't get it. But if he'd be able to "leap over cover (fence, barrel, etc.) for 50 % ap" .. that would make sense. That's a skill that reflects training and agility of a human. Outcome would be similair: Merc is able to run farther after being covered. I know it's not same talent, but it's hard to find a sense in a "run farther from a wall". Double toss: Ok.. throwing two granades is trainble. Fine. Good skill. But! On the screenshot I see 2/10 as the granade "ammo". Means you can have max 10 nades? It means you restock them every map? If you can collect/buy them why to force limit on them? Because it would be op to have 20 in one map? Balance them around weight and inventory space. Do not balance them artifically (aka arcady). There is not enough info to be sure.. but again.. I am afraid I know where it's going.. no inventory management planned (as shown on other inventory screens). Boutique Explosive: "produces Shaped Charges periodically".. wait what? He just pops out granades? Conjuring them with a dark magic? No materials, no crafting needed? That's very sad really. Find my feet: Makes sense. Nothing against it. Doctor yells, everyone cheers.. all ok. -- I am very sure (read afraid) JA2 will see next decade for it's uniqueness.
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