Jump to content

Claudius33

Members
  • Posts

    104
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Claudius33

  1. @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.

  2. 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.

     

  3. 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

     

    • Like 1
    • Haha 8
  4. 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 🤪.

  5. @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

    6 hours ago, Reloecc said:

    Thing is.. JA2 is meant to be (a little crazy) military simulator. While XCOM is meant to be tactical arcade game.

    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.

     

    • Like 1
  6. 8 hours ago, Solaris_Wave said:

    I think that would make more sense than simply being told, "No, you can't." or the bullet being totally fine up to so many spaces away and then somehow magically falling to the ground, one space after that max distance.

    Free aim is available.

  7. 4 minutes ago, Reloecc said:

    I meant: In xcom games, you don't bother with meds / ammo / granades etc. You don't care its weight and what merc will carry it. JA3 devs said "we do handle weight in inventory", but on the other side, you can just put important stuff in squad inv, where you don't care. So.. it's just closer to xcom, not same.

    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.

  8. @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.

     

  9. @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. 

  10. 1 hour ago, Kordanor said:

    Additional options always sound good on paper, but I don't think that they aren't always a good thing in reality, if they break the developers vision.

    What I mean is that on a game like Jagged Alliance Ironman Mode is a nice optional thing, because the game is not designed around ironman, a game like FTL on the other hand, would completely break apart if you have ironman as optional. People would just play through it, and then possibly even complain that the game sucks and is too small and easy.

    And I think the same could be true with some stuff here:

    • Show CtH:

    There was a paradigm change within Haemimont to remove CtH, and at the same time they also seem to have added the Abilities which basically give you extra shots here and there for a discount, to basically create more chaos, have everyone shoot more often. If you add CtH back then this is clearly the more advantageous way to play, which would destroy the developers vision on how the game is meant to be played, and possibly destroy there balancing with it. I am quite sure, that this would lead to totally different gameplay, and the game would be much easier that way, basically meaning that they would need to also implement a difficulty increase, which somehow would need to be selected at the same time to even things out, which makes it even more problematic.

    • Enemy repositioning: 

    This is also tied together with other game mechanics. If your merc group can attack all enemies in open positions in the first round, and ideally then kill every one of then right away, that would throw balancing off. You would now need to implement mechanics which counter that. Like higher viewing ranges (enemies see you earlier) and similar. I don't think that having this optional would work. It would basically lead to fights which are only consisting of setting up positions and then destroying the enemies within 1-2 turns. ESPECIALLY if hit chances are also shown. So I think a toggle will not work. I am not a fan of repositioning either, but I think it should be removed and the balance by other means (enemy viewing distance and other components) needs to be rebalanced to compensate.

    • Show cover: 

    I don't see the benefit of removing that. It just leans in to people who claim that JA is too close to XCom, but which seem to have played no other tactics games besides of that. Cover works very differently than in XCom. People who like XCom are irritated that cover is not working like they think it would, people who despise everything xcom did, claim that the game with showing cover is too close to XCom whithout actually understanding how the mechanics work. I see why it could feel like a thing which should naturally be hidden to please these two camps. But I think that this would just be a cave-in to players who have no idea how things work, and at the same time this would open up a batch of new problems. For example some abilities you have require cover. 
    Example:
    Frogleaping – increased Free Move range when starting your turn in Cover.
    If you don't show cover symbols, it would mean that basically it's down to luck (experience) whether this actually counts as "cover" for that purpose or not. Which can make it feel very frustrating.
    Cover symbols are not something XCom exclusive and they work very differently in other games where they are used. Phoenix Point being one example, Urban Strife being another. In both games they are just a helpful indication. And I think people should just get away from their XCom perception. Having the display optional would create a batch of new balancing problems / lead to a lot of frustration.

    • Show LoS:

    I think this is something which is so obvious that players should know what they get into when they really remove it. I think it will lead to a more frustrating experience, but players who disable that, are certainly absolutely aware of that.
    I would not disable this myself, but here I see the least harm to implement an option to do so. It certainly will make the game much harder, but I feel like thats then exactly how you would expect it.

    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.

    • Like 1
  11. 17 minutes ago, Hongweibing said:

    Good idea, and it's also probably smarter to organize all such suggestions is a single topic. Regarding the CTH, while I'm fine with it either way, I'd suggest having three options regarding aiming in general, rather than just CTH (having more might be confusing): 

    1) Show all information (basically, what we saw in the beta version + CTH)

    2) Show detailed information (only what we saw in the beta version, without CTH)

    3) Show minimal information (similar to JA2 - just choose body part and how many points you spend on aiming - no other details like damage, critical chance, factors increasing/decreasing CTH etc. - especially since those factors seem obvious to me - I mean, you don't have to be a genius to understand that if you spend more points aiming, have high marksmanship, shoot from an elevated position etc. your chance to hit is higher, while if your gun is in poor condition, you aim at the head, the range is not optimal etc. your chance to hit is lower - but that's a separate debate)

    Here I think the issue is not so much the repositioning as such, but rather that it applies to all enemies once spotted. So rather than simply not allowing repositioning as the second option, I'd suggest the following:

    1) New mode: basically, what we saw in the beta - enemies get a repositioning round once they spot you.

    2) Classic mode: like in JA2 - switch to turn-based mode upon spotting an enemy, and repositioning is allowed based on an "interrupt" action of sorts once the enemies spot you - if the enemies' stats allow them to interrupt (higher level etc.), they can reposition, or even attack you, but otherwise, you get to finish the round uninterrupted.

    (regardless, I think that there has to be an option to manually enter turn-based mode whenever you want)

     

    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.

    • Like 1
  12. 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.

     

     

    • Like 3
  13. 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...