Jump to content

Claudius33

Members
  • Posts

    104
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Claudius33

  1. She wears a boubou, quite common in West Africa.
  2. @Hendrix I made my military service in the French Navy as an IT teacher a long long while ago. Assembly language and Fortran time 😇. Best memories : one week onboard a classic submarine and that invitation to the shooting range by one submarine crew which gave me the opportunity to try the MAT 49, the pistol and the LMG.
  3. @Hendrix Not at all. I shot 10 rounds with a MAS 56 rifle, a few shots with a MAB something pistol, a couple of bursts with a MAT 49 and two bursts with a LMG, can't remember which one. As you see my experience is very limited.
  4. I'm far from having your expertise, I trust you.
  5. For those who watn to discover/replay Deadly Games without being bothered by the time limit you need the patch 1.13z. I should have it but can't remember where. It seems to still be available on the JA Polish site : DG 1.13z
  6. I share your points. As you say, overall it's a game balance issue. Considering loot, Vanilla JA2 has selected only lootable corpses. JA2 1.13 introduced the drop all option. I never used it, because as you say you get to much stuff too early. If you use the Sell to Locals 1.13 option you make even more money early. If weapons maintenance takes really time, while your others mercs are paid but not active, perhaps a fair trade off. Look at this : Simo Häyhä "Häyhä used his issued Civil Guard rifle, an early series SAKO M/28-30, serial number 35281, Civil Guard number S60974. It was a Finnish Civil Guard variant of the Mosin–Nagant rifle known as "Pystykorva" (lit. 'The Spitz' due to the front sight's resemblance to the head of a spitz-type dog) chambered in the Finnish-designed Mosin–Nagant cartridge 7.62×53R. When fighting as a group leader with the rest of his unit, he used a Suomi KP/-31 submachine gun. Häyhä preferred iron sights over telescopic sights, as they enable a sniper to present a smaller target for the enemy (a sniper must raise his head a few centimetres higher when using a telescopic sight), and can be relied on even in extreme cold, unlike telescopic sights which tend to cloud up in cold weather. Another disadvantage of telescopic sights is that sunlight may reflect off the lenses and reveal the sniper's position. Häyhä did not have prior training with scoped rifles, and therefore preferred not to switch to the Soviet scoped rifle (M/91-30 PE or PEM)." Bottomline : you use a scoped weapon, you are unlikely to make a stealh kill, likely be detected, and less covered. That could somewhat make scoped sniper rifles less owerpowered. I don't think that the game considers the sun position though, that could be nice too. Considering the record of this famous sniper, obviously you can make a headshot without a scope.
  7. You know what, they should put a new merc on the roster : Negative "Nancy" Lunokhod Spotted another clown Me hacking that shit, they don't even have one decent coder The clowns have not spotted me, of couse the AI is blind Medicinal herbs, my ass, can I at least get high, wanna forget that shitty game What firing on that barrel? Come on, the clowns won't even notice Got company, hope there are a couple of THQ suits to shoot Waited 25 years for that gig, and it's a gag They should have called it Failure on Tropico Island Weapon Jammed! Of course programmed by Haemimont
  8. I agree with both of you. Again suggested options are meant to attract more players, that's all. I've seen quite a lot of complaints about the initial repositioning. If I remember correctly the same complaints were addressed to XCOM too 🤪.
  9. @anon474 No offense taken. I'm just saying that same people would like to have a CtH, some others less 'xcomish' visual help. As for me I'm fine with the current choices. I also agree that none of these options really matter to an experienced player. Therefore options may attract a larger audience. Anyway that's Haemimont's call. I played (and enjoyed, shame on me XCOM), I didn't pay attention that much to the CtH. You quickly estimate odds, and in a desperate position try your luck against all odds. @Reloecc Sorry I somehow disagree. If JA2 was a military similator you would engage pixel size enemies at 200 meters and spend a lot of ammo before hitting anything. Damages inflicted are RPG based. IRL, even protected if you are hit in the chest you are at least knocked down. One of JA greatest force is to have put a fun consistent world, compressing ranges but keeping it logic (Pistols ranges < SMG/Shotguns < AR < SR), and favoring tactical placement with a brilliant interruption system preventing players to roam freely when it's their turn.
  10. Sorry @Solaris_Wave, my English is rather rusty, I haven't had any opportunity to speak for almost 4 years. I misinterpreted what you said. Don't mind my post.
  11. Actually you can't put weapons in the squad inventory. No way you let invisible mules carry your precious mortars and LMGs or any weapon you want to sell. Apparently you can put ammo (don't kwnow for heavy ammo such as rockets), and ressources such as medecinal herbs, spare parts.
  12. @Reloecc Hm, you should also make another list, why the game does not look xcomish. Kordanor has replied, already. So no point in developing more. Just a few additions Perks, especially active perks are questionable sure, how can Fidel pull the pin out of two grenades quickly enough? Just don't use them. And for the record perks date from ... Fallout 1 Again it's a tactical RPG not a military similator. Who can stand an AK burst, stay on his feet and heavily wounded accurately shoot back, if not in a game. Squad inventory was used in JA Flashback, which by the way used the same "xcomish" visuals. Didn't remember that many complaints regarding visuals and squad inventory at that time, ok there were other reasons. Sure enemies look a bit all alike. In a 3D zoomable environment, if you don't use tricks like helmets or masks, you need quite a lot of faces if you don't want them to look like clones, more over like important NPCs or mercs.
  13. To be honest I don't know if a scope can't be removed and sold (it could make sense for an integrated scope only). All I saw is a weapon mod element effectively removed.
  14. Just for you to know the info about the team's member stats and status shown on the SAT View screen above are available in the tactical view too.
  15. I saw in a stream an additional cross removed from Ivan's AK. The model was redrawn accordingly. Then the streamer put it again. So I assume that most of weapons mods can be revoved, except some like JA2's rod & spring or gun barrel extender.
  16. And a My Team tab on the laptop. Koinsky is the streamer's IMP.
  17. What you have on the SAT View. Apparently there are more info if you click on the mouse central button, but the streamer didn't show it so far.
  18. @Kordanor I understand your point of view. Again I'm happy with the game as it is, I did mentionned it in another thread didn't I? Sorry I've never played FTL, I trust you. It's just suggestions. Not only RPS. "Jagged Alliance 3 wants to escape the spectre of XCOM by never telling you the odds - PC Gamer" As far as I remember Silent Storm had many options to customize the game. There were preset levels from easy to insane (I don't remember the exact names) but in addition you could tailor things like damage reduction/increase, must carry a downed merc out of the aera ... JA3 has a fair set of options already : Dead is dead (deaths and choices are final), To the bitter end (no save during combat), Lethal weapon (mercs die when their HP are exhausted, no downed state), Forgiving mode (what it says). CtH could be restricted to Forgiving mode. However, call me idealist, I personally like to think that players can make choices by themselves, especially for a solo game. What if a player wants CtH, save anytime and Lethal weapon? Does it bother another one? Yet, I share your concern, if CtH becomes available, will I use it? Nevertheless, forbidding an option because I'm at risk to use it or because I want the players not to have it because it's not my vision of the game or because I want to differentiate JA3 from XCOM, hm, hard choice. Fortunately the choice it's not yours or mine, it's Haemimont and THQ Nordic call.
  19. I totally agree with what you wrote. YES Show CTH makes the game easier, Preventing the foes initial repositioning makes the game easier. YES Do not show Cover, Do not show LoS makes the game harder and somewhat frustating. Default options (no CTH, initial repositioning, show cover, show los) obviously match the developers vision. Players must be severely warned about changing any of these options. But's it a solo game, why not let the players choose how they want to play it? My purpose here is to give better chances to attract players. Look at this review that unfortunately will be read by many : rockpapershotgun The guy who made the execellent videos on French, though enthusiastic about the game often commented : why not give me the percentage instead of + and -? Let's say I am reluctant to try the game because there's no CtH, even if JA3 sounds appealing. Wow, they put the an option, CtH is available, let's try it! Several hours later being hooked by the game, I get used to it ... What if I switch back to the no CTH option? Hey, that's more self rewarding ... No option, perhaps one potential customer lost. Same thing for the XCOM syndrome. How many times have you read in this forum or the Bear's Pit or Steam, it's just XCOM with JA skins. And yet, except for visuals and (maybe) the initial repositioning, JA3 has nothing to do with XCOM. You can't cope with XCOM like visual help, be my guest.
  20. I agree with your option 3 show minimal information. Like Reloecc, I'm afraid that Classic interruption mode would require too much modifications. I like JA2 classic interruption mode, but Overwatch is not that bad. After all covering a specific direction and be ready to shoot makes sense. According to one of the youtuber enemies can use overwatch too. As for the hotkey forcing turn based mode, thanks for recalling it in that thread.
  21. It's quite a challenge to satisfy both JA2 vets and new players fed with XCOM regarding the combat. May be some options should do the trick and make everybody happy. Hopefully a least some of them could be implemented without significant modifications of code. It's just display/do not display options that do not change the combat itself or a trigger/do not trigger option the foes initial move. 1/ CTH (journalists/influencers can kill the game just for that) This is the way : Do not show hit percentage You know nothing, Jon Snow : Show hit percentage 2/ Foes repositioning when the party is detected (some are complaining that kills the ambush they have prepared) I'm ready for anything : foes repositioning is allowed I love it when a plan comes together! : foes repositioning is not allowed 3/ Show / Do not show cover on projected location (in order to get rid of the the game is too much streamlined potential criticism) Behind that rock I'm not a sitting duck : Do not show cover You sure I can duck behind that little rock? : Show cover 4/ Show / Do not show lines of sight/fire on projected location (same reason) I'm sure I snipe him from there : do not show lines of sight Are you sure I see him from there? : show lines of sight In bold the default options.
  22. To be more precise there is no Squad Inventory but a Squad pool of ressources for crafting such as medicinal herbs or spare parts.
  23. From the videos I saw : Aiming system works by right clicking as in JA2, the choice of body parts is made by clicking on different icons, shooting on hands is now possible. If the shot is successful, the effects applied if any, depend on the targeted body part. JA2 crosshair was more elegant IMO. However there new are possibilities. Bottomline : less elegant but effective and somewhat enhanced. Not a big fan of the UI inventory as it is. It seems filters (weapons, ammo, armors ...) are missing, maybe still on the todo list or perhaps I missed something. Drag and drop is ok. Looks effective though. I might have got it wrong but Sector inventories look replaced by a squad inventory that follows the squad (as an invisible pack of mules, or a cart or whatever you may imagine). Not sure but I think you can't access it in combat mode. You have to pick items, otherwise they stay in the sector. Only nice to have but that could be improved by an inventory sector as in JA2. UI in general looks ok, many options, keys binding, enhanced conversation system. I encourage people to have a look at the serie of videos in French I mentionned above. They show a lot of things including 2 intense battles on large maps that definitely show the combat has nothing to do with XCOM. Nevertheless when a merc changes position the UI shows thru a 'ghost' image of the merc if the projected location provides cover, lines of sight, and what will be the remaining AP. Some will love it, some less. For me it's fine.
×
×
  • Create New...