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Raeven

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Everything posted by Raeven

  1. Apparently I'm actually "Quebecoise" as I learned 😋
  2. The small number of likes / dislikes uncovered so far track with JA2, nothing contradictory yet. But I've only added ones I'm sure of.
  3. Here's mine! Is this the cat thread now?? 😋
  4. JA3's role playing elements are way more complex than JA1 or JA2 in many respects, not streamlined. For example there is an actual dialogue system now, with different reactions and options based on which mercs you have. There are skill checks in the gameworld now, and quests are more numerous and more complex. So it's not "streamlined" in many aspects. Some of the tactical elements maybe, like shared inventory, but not in the role playing elements. Also I'm guessing it isn't what you meant, but JA3 retains the exact same stat system from the previous games...
  5. Having more inventory slots is a pretty damn good reason.
  6. accidental double post, sorry
  7. accidental double (triple?) post
  8. So basically you feel the same way that this guy did? https://www.mobygames.com/game/356/jagged-alliance-2/user-review/2636484/ 😉 They'll get it right one of these games...
  9. Been playing around with various scoring systems I've devised and this is what I've settled on as the best mercs in the game. There is no ranking within the four tiers. The 'Price' column refers to the price class of the merc, 1 is the highest. I eliminated mercs with the 'old dog' trait from consideration (these mercs do not increase their skills / attributes, like Len in JA2), as well as any mercs with wisdom or agility below 70. Other mercs were eliminated for having cumulative attribute scores that were below a certain threshold using a weighted scoring method I created. The 'primary' and 'secondary' roles I devised are somewhat of my own creation... 'gunner' refers to the auto weapons perk, 'heavy' refers to the heavy weapons perk, 'scout' could refer to a number of different 'silent takedown' related perks such as H2H / martial arts, ambidextrous (dual silent weapons), stealth, etc. You have to have the stealth perk for scout to be a 'primary' role though. Stats above 70 in explosive, leadership, medical, and mechanical qualify as 'primary' for their associated role, and stats between 40 and 69 qualify as 'secondary' for their associated role. The likes / dislikes are taken from JA2. From what we've seen so far they track with JA3, but there may be surprises - most of these haven't been verified. I only added like/dislike info for mercs that are on this list, so it's incomplete by design. Kinda bummed that none of the new mercs made the cut, but oh well. Also in case anyone hasn't seen it yet, the data for this comes from @DougS2K's spreadsheet: https://docs.google.com/spreadsheets/d/14JcHKZscRWZ5onz2O_4hWE-K-_tHFPYtig4ppovH2n0/edit#gid=0 Anyway, I hope someone finds this interesting. Feel free to have your own opinion, this is just mine. 🙂
  10. Lol makes sense, I'm a Quebecoise girl myself 😋 Well, 25% Quebecoise, 75% Acadienne (from Maine) My parents never taught me French but listening to La Malice is like being at a family reunion 😂
  11. Ok. I have played 1.13. I beat 1.13, once. I'm not going to continue this line of conversation, as we have different points of view that are not compatible. What I will say, is that to my understanding and what I have seen so far, JA3 is different than XCOM in that enemies do not solely consist of isolated "pods" from one another. They appear to behave much more like JA2, where when something happens, they will come over to investigate / attack, or increase their alertness status and hunker down in some way. They do not come from other sectors during battle, sure, but this was also not the case in JA2 (vanilla). In my mind, this is a major improvement over the nuXCOM games that makes me very happy. Up there with true ballistics modeling. Therefore to critique the game for lacking this design feature is misinformed, to my understanding.
  12. I am aware of the 1.13 mod. I have played it and tweaked those same settings. 1.13 is not JA2. As I understand it, yes enemies from within the sector will be alerted and come over. Just like JA2 (vanilla). Although encounter spaces may be smaller, which is unfortunate. Not certain about that.
  13. Quebecoise? (La Malice profile pic, after all 🙂)
  14. Jagged alliance 2 had no reinforcement mechanic.... Unless you mean enemies from within the same sector coming over to investigate? nuXCOM was all about popping "pods" of enemies that all saw you at once, in isolation from the other "pods". JA3 does not seem to work this way, for which I'm grateful.
  15. If we could not post photos of mangled bodies and real life gore in a video game forum that would be great, thx
  16. Omg dude. Listen to yourself. You are saying they bring dishonor upon the franchise by not allowing you to wear two pieces of headgear at one time. This *not* a big deal.
  17. I think it sounds like an interesting tradeoff to have to make.
  18. Disagree. Whole team turns allows for far more tactical complexity, i.e., Merc 1 blows up someones cover, merc 2 is in a good place to shoot them now. If the terms are predetermined you can't manage stuff like this.
  19. This is interesting, thanks for clarifying this. So by this metric, JA2 vanilla didn't actually have "auto fire" at all. This makes me more optimistic about the balance of burst fire in the game. Y'know, I gotta say... I'm replaying JA2 right now and finding myself using burst fire more than single shots. 🤷‍♀️ I believe you, though. Maybe the difference is that I'm only attacking at night, which cuts the range of encounters down by quite a lot.
  20. For whatever it's worth, my opinion is, make the guns stats whatever they have to be for the best game balance and progression. I could not care less whether it bears any resemblance to real life or not. Gameplay is king, the guns are just set dressing... Just like swords and axes in dungeons and dragons. But hey, everyone likes different things, and that's ok. Realism is just not remotely important or interesting to me.
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