Jump to content

Raeven

Members
  • Posts

    183
  • Joined

  • Last visited

  • Days Won

    4

Posts posted by Raeven

  1. 3 minutes ago, DougS2K said:

    I was wondering if the character likes and dislikes were the same as JA2. I know there is a spreadsheet for JA2 that has these listed and if they are the same, it could be used for reference. 

    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.

  2. 34 minutes ago, GODSPEED said:

    I think it is really too bad they scrapped an entire RPG system for their own take at streamlining something that wasn't even all that difficult to start with.

    It feels like a hodge-podge of mashups of different systems and then brainstorming HOW they can implement different features from it.

    For ****sake, they keep advertising they had Ian Currie on board.. so why the F*** just not use JA1 & 2 Stat system?

    For a Tactical TBS Game, it was pretty unique and fun. Really wish they just kept the core of the games. Maybe THQ told them it had to be simpler, more like modern tbs games.

    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...

    • Like 3
  3. 20 hours ago, ShadowMagic said:

    Oh really?


    Is this an invite for me to collect a great amount of posts around the web, where (potential) customers express their concerns about characters and the way they are portrayed? Want me to count the times terms like 'cartoonish, 'goofy', 'clownesque' or  'not JA related' have been used?

    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...

    • Like 2
    • Haha 1
  4. 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. 🙂

     

    Screenshot 2023-07-05 183842.jpg

  5. 6 minutes ago, GODSPEED said:

    Québecois, yes!

    Québecoise is for girls.. 😛

    Good eye to catch that!

    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 😂

  6. 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.

  7. 2 minutes ago, GODSPEED said:

    What!?!

    That's exactly how the game seems (anyways, to what I've seen) to play out. All the combat sections I've seen in the gameplay videos seem to be small pods of enemies that don't react to one another. I might be mistaking on that, or maybe the way I saw the ones play it played it like that.. but it seemed to me to be by small "pods".


    Also, JA2 has Reinforcement mechanics!
    Enemies that are close enough to the sound will come and investigate and join in the battle, even if far away. Enemies in adjacent sectors will come to investigate after battle, or even within battle if it goes on long enough.


    Some of these more advanced options were disabled for the game to be easier.
    1.13 simply "unlocked" those modes and let us enable them. The 1.13 .ini editor is a great example of everything in JA2 that were under the cover in the system, but the devs decided to not complete or disable for ease-of-play.

    I suggest you take a look at the reinforcement settings like:
     

     

    Screenshot 2023-07-05 151636.jpg

    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.

  8. 11 minutes ago, GODSPEED said:

     🤣
    From the gameplay I've seen so far, it seems to play out just like Xcom, in the sense that enemies get a deployment phase, even if you manage to get your first shot on target. Combat seems to be by very small section. Meaning, I don't think you will combat against enemies that will have reinforcements from further away.

    This is a balancing act and difficulty padding so that they don't need to create a "sandbox" world with re-inforcements to different locations like JA2 did.

    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.

  9. 2 hours ago, Jaywalker said:

    Honestly, I think the game should have went with individual turns over whole-team.

    Interrupts in JA2 were a great compromise to account for the sheer scale of the encounters and the unwieldy 1999 UI, but we have the tools and experience now to properly compute and visualize things like an initiative timeline or even have certain actions persist or take place during enemy turns (closes I see of this concept is snipers having a telegraphed "aimed shot").

     

    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.

  10. 1 hour ago, Xeth Nyrrow said:

    One important clarification about, "burst" fire because most people seem to get it wrong. There are 3 fire modes for automatic weapons: single, burst (3-5 rounds?), and full auto (half the magazine about). It's only the full auto mode that has the damage reduction. The devs insisted on adding it to the game to allow suppression fire to be a mechanic but instead of just adding an ability to do this, they added full auto which has other balance issues. 

    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. 

    6 hours ago, Solaris_Wave said:

    I agree. I have said countless times from the beginning of joining the forum that there needs to be more motivation for automatic fire, and to remove the precise accuracy and benefits of single shot fire. I don't mean bullets should just be wasted but single shot fire was the optimal way to play JA2. You could aim for the head, you saved ammo and there was no real penalty to shooting a moving target. Full auto fire was only really useful to wound multiple enemies at once (especially when their armour got too strong) or, if close enough, to kill an enemy in one go due to every bullet hitting.

    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.

  11. 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.

    • Like 2
×
×
  • Create New...