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Raeven

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Posts posted by Raeven

  1. On 8/5/2023 at 12:59 AM, Solaris_Wave said:

    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).

    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.

  2. 3 hours ago, Durandal said:

    The LMG/Explosives nerf was overkill.   Meanwhile Dragunovs and M24's continue to rule the game.      I hope another balance pass will be forthcoming because this is just crazy.   I bought a game called Jagged Alliance 3, not Sniper: Jagged Alliance.

     

    If I hadn't already completed the game, I'd be pissed if I was anywhere near completing it right now and reliant on MG's.  I seriously don't know how anyone will be able to complete the Eagle's Nest without some creeping MG overwatch with how tightly scripted that area is.

    I don't necessarily find this to be the case because sniper rifles only let you get off one shot per turn and you are often outnumbered. I agree burst ARs could be stronger but machineguns, explosives, shotguns, and melee are also proving quite useful to me in different roles. Even with ARs, you can get at least two fully aimed headshots off vs just one for a sniper rifle.

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

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

  3. 2 minutes ago, D13 said:

    but that comes with the risk of the enemy walking towards you during their turn, spotting you first.

     

    My point is that in JA3 it takes time for the enemy to spot you, it doesn't happen right away like in JA2. So the only way to make this system work would be for the game to be redesigned to be like JA2.

    Try pulling off some simultaneous real time stealth kills, it's fun. It's different than JA2.

  4. 7 hours ago, marcinl0 said:

    OK understand gama balance - but it can be done reasonably like in JA2 (especially Night Operations hotkey) and JA1.

    JA2 did not have the option to enter turn based mode manually. Only in modded versions.

    This game is designed differently than JA2. Enemies do not notice you immediately when you approach, instead it's based on a real time timer. If it was turn based as soon as you saw an enemy, but the enemy did not see you, you'd kill everyone easily before they could even react.

    It's a different game. Try setting up simultaneous stealth kills in real time, if you pull it off it's fun as hell!

  5. 55 minutes ago, sandman25dcsss said:

    Because it breaks balance. See what devs say about Show CtH mod.

    You know, I think this is true. 

    One of the biggest complaints people had at first was that stealth was overpowered, yet we are talking about a mod that makes stealth much more powerful being 'necessary'.

    There's another way to look at it. Yes, the UI is kinda fiddly, and it's a turn base game. But the thing is, the lack of pause does add tension and stress and uncertainty to the stealth system. That's not necessarily a bad thing. @sandman25dcsss said something about it not being fun to have stealth broken because they weren't fast enough, but there's a flipside to that - on a few occasions, I have managed to pull off a simultaneous ranged and melee stealth kill with two different mercs, and while it was really difficult to pull off, when I did it felt *glorious*.

    I think the real question is, does the game allow you to recover and play through the encounter if your stealth plan falls apart? And I think the answer to that is yes, it does. 

    Not having things always go according to plan is the intended experience I think.

  6. 2 hours ago, sandman25dcsss said:

    The event sends army to that mine, I think the army captured it and killed Graaf.

    I wish there was a mod to disable the event, it is not fun to lose/fail quests (I failed at least 2).

    Eh, I think its a good thing for choices to have consequences - even unpredictable ones. Besides, it gives me a reason to replay the game 🙂 

    • Like 1
  7. 10 minutes ago, shadoww said:

    i hope someone make different ammo color mod just like in ja2. i want to see my gun's loaded ammo red if it is armor piercing or dark blue if it is hollow point.

     

    i also want to see some gamechange about weapons. very very first rifle you find at first island (Gewehr 98) can not be better than fn-fal, m-14, m-16 at all. there is no point using auto weapons if your merc doesnt have auto weapons trait or too high mark and ammo piercing bullets. all they do is 20-30 damage.

    Idk, the ARs hav lots of useful mods available and use far less AP, esp. guns like the Steyr aug. Plus you can use grenade launcher which is very powerful. I don't find ARs to be useless by any means...

  8. I haven't noticed that bug with claustrophobia etc in vanilla myself.

    I'm playing through the game unmodded and it's just fine. Not sure if I'll do a second playthrough later or not, usually I only play games once. 

    Every one of the mods in the original post lower the difficulty in one way or another, which I haven't felt a need to do on commando. I find the game to be reasonably well balanced without them.

  9. 8 hours ago, Solaris_Wave said:

    It sounds like I might have to spend so long revising each and every gun in a mod, that it is putting me off doing it in the first place.

    Modding weapons is fun though.

  10. The lack of true RPG style vendors is one of the big letdowns of JA3 for me, although I love the game overall.

    That said, I think introducing a major vendor into the game as it's currently designed would throw off the balance. The scrap economy is intended to replace selling of items and scarcity is a big part of the games intended design and challenge.

    I think adding true vendors would only work well as part of a whole slew of other large scale changes in some kind of total conversion mod.

    I miss item shopping as much as the next player but it just does not fit into JA3, unfortunately. Fortunately I do enjoy the game we have.

  11. Figuring out the best weapons in the game is a little difficult because different weapons allow different mods.

    For example, as far as I can tell, the auto-5 is the best shotgun in the game because it can have an extended barrel and increase its range to 20 with sabot shells.

    Another example is the mp5k, which has a non removable barrel that reduces the AP to 3 but also reduces the range. On @DougS2K's spreadsheet it's listed as the base (unmodded) AP of 4 but since the "mod" is not removable, it's really 3.

    Basically, the spreadsheet as it currently exists doesn't really show what weapons are best, but there's no straightforward way to represent that since mods are so variable. 

    Any other guns that people have noticed are more powerful than you would necessarily think?

    • Like 1
  12. 6 hours ago, GODSPEED said:

    image.png.97d77fc0b2af9dd2dc50cab73f87ce01.png

    I'll try and be concise...

    I've gotten tired of playing Jagged-Wasteland-Com 3. I have plenty of respect for Haemimont Games! Seriously, not trying to bash the game, nor the dev team. But the more I'm playing, the more I dislike the game.

    Writing that goes from 'passable' to cringe-worthy; I can't stand 1/2 the dialogues. I don't play Jagged Alliance to have a strategy game with filler side-quest content (aka Wasteland 3) and forced-humour. Nearly 1/3 of the map is locations for side quest content. Half the lines in the game just try too hard to be funny. I feel like I'm halfway between a Disney movie and some "trying-to-be-R-rated" thing.

    But I get it, I can - to some extent - ignore much of that. In the end, I avoided the mercs in JA2 that I didn't like very much.

    I, unfortunately, CAN'T ignore the game mechanics. Perks-galore. Merc Synergies. Perk-to-gun synergies. I don't feel like I'm playing a Tactical Trun-Based Strategy game anymore... but some pseudo mix of Dungeons & Dragons mixed with some Wasteland-like game. Just because it is sprinkled with many mercs I do enjoy, doesn't change the fact the CORE of what I always liked from the grounded approach Jagged Alliance took, is simply not there anymore.

    I've forced myself really hard to go in unbiased & open-minded. But I just don't find the game enjoyable anymore.

    I wish the best of success to Haemimont Games. I know they worked hard on it and it took serious balls to even work on a Jagged Alliance game in this risky business. I'll be happy for them if it is a financial successful. Lots of respect for the attention they brought to the franchise!

    But as it is, for too many reasons, the game has been a roller coaster ride of loving parts of it and hating others too much. The more I get into it (level 7-8 mercs), the more I dislike the game mechanics. The game is set aside for the moment. Maybe revisit in the future..

    I can definitely respect your point of view on this, especially in the aspects you mentioned, like Merc perk synergies, gun synergies, etc. A mix of JA and D&D doesn't feel too far off the mark, to be honest. While I've really enjoyed that element of the game, in particular the variety of viable playstyles that exist in JA3 compared to JA2 vanilla (machineguns, shotguns, melee, grenades all feel like viable and unique playstyles, particularly when combined with the right mercs / perks), I can see how if more realistic tactical gameplay was your bent how you wouldn't enjoy it as much as JA2, or certainly 1.13. 

    I think there is a bright future for this game in terms of the modding community. I can definitely see a "tactical" mod being released that strips out the perks, grit, bonus AP stuff (like "inspired", high morale, etc), adds LBE, item weight, magazines etc and turns the game into a totally different experience. Of course that's all theoretical but there's nothing about how the game is designed and balanced that would prevent that from being possible I don't think. 

    It will be interesting to see what comes from this! Maybe Haemimont will make a DLC like this themselves, who knows.

    • Thanks 1
  13. Yeah this is an annoying choice that isn't telegraphed very well to the player. Especially with how common it is to temporarily split squads and stuff. Sometimes I throw one of my RPCs into my main squad and then take them out again, forgetting that they're taking half of my ammo with them. Then it's back into the interface to drag it all back... PITA.

    If squads were generally static it wouldn't be an issue but just like JA2, I don't find this to really be the case.

    I'm not sure if Haemimont would address something so fundamental with a patch, but it would sure be nice. Along with sector stash auto-sorting like JA2 had, auto-merging of item stacks, and item categories.

    At a minimum, a "send all squad supplies to different squad" button would be very useful.

  14. Just now, Divine Moleman said:

    In this game I can relax and explore. This is not really a bad thing (I don't automatically assume more difficult = better) but it's been tough to adapt as a JA2 vet.

    Interesting. I have had the opposite experience. I recently played JA2 and felt like the strategic layer was easy and no pressure, whereas JA3 has kept me on my toes. That is also related to my playstyle though which is fairly slow.

  15. 17 minutes ago, shadoww said:

    hello when you aim 3x to an enemy's head with a gun which alows you to aim 3 times you can see the aim circle is decrasing to almost same size of enemy head. so this circle shows or give a thought about your CTH. at least it was like that in ja2 1.13 right?

    It works like that using the NCTH setting of 1.13. The only other game that uses a model like this is Phoenix Point. 

    The tightening of the circle is just a UI element telling you how much you are aiming. The size is not relevant. JA2 works the same way.

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