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chr_isso

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Posts posted by chr_isso

  1. 42 minutes ago, D13 said:

    Yes, if a game like this is well made, there are many "valid" approaches to play and finish it, requiring different strategies, and that can make subsequent playthroughs more interesting. I haven't finished JA3 yet but so far it seems to be doing this well.

    I'm playing my initial campaign with a "realistic" mindset: I have a mission and a clear objective, I want to reach it as efficiently as possible, taking no unnecessary risks, and if something does not help with the mission it will be ignored. For me part of the fun is to figure out what NEEDS to be done, what actions have positive risk/reward ratio, and what are distractions that might overstretch my merc team and financials. Example: if our task is to free a hostage, and some villager tells us about an unrelated place where "dangerous and scary things" are happening - the rational reaction is "thanks for the heads-up, we'll stay well clear of it, good luck though" 🙂 

    Or when a stranger asks us to take a massive detour and attack a heavily fortified sector, all in exchange for an unspecified reward - I'll pass. Had that stranger offered a more tangible reward, like military support by a faction he controls, I might have decided differently.

    okay and then there's players like me how take every task, who wants to explore almost every sector of the game and who ... takes his time and creates youtube videos if I discover something interesting or something that might be useful for "casual" players.

    but i guess both approaches to a game are totally fine. 

    • Like 1
  2. 22 hours ago, Jaywalker said:

    It's not about like or dislike, it's about setting the correct expectations.

    Jagged Alliance 3 is a sequel to Jagged Alliance 2, not the 1.13 mod: "1.13 had it" is NOT a valid argument to include any feature or function.

    Is the inventory management in JA3 too basic? Yes.
    Should it in any way resemble 1.13? Absolutely not.
    So on and so forth on pretty much any topic.

    couldn't have said it better. get my thanks for that.
    JA3 is a promising base for all the mods that are to come, i guess we can all stay tuned.

    • Like 1
  3. 2 hours ago, Melliores said:

    The price very much matters.

     

    Some comparisons :

    At 20 loyalty the price of training militia might be anywhere from 1500 to 1800 for 4 militiamen.

    At 100 loyalty this drops to 600 for each round of training.

     

    You also have to add to the cost the wages of the mercs doing the training - the more leadership and certain perks/talents they have, the faster it will be.

     

    So if you save some money and time, you will be able to train more militia for the same amount of money. About 3 to 4 times more militia. That will help with overall finances.

    okay, but you don't usually wait to train militia until it reaches a certain percentage of loyalty, so I simply would not take that into consideration.
    Plus on sectors where you simply can't get any loyalty at all (outposts) the costs don't matter at all..

    Regarding perks/talents: See my video. I made the comparism sheet at the end.

  4. 1 hour ago, Remi1987 said:

    My most annoying issue is squad travelling in the grand strategy map view.

    I have a trillion misclicks in the command view regarding travelling. squads accidentally start travelling when I try to click a sector etc. Also the cancel button is at times right mouse button and at times left mouse button. Very confusing.


    MY SUGGESTION: Have a single click as a waypoint, and have a 2-3 second mouse click HOLD to confirm an entire travel journey. Then the right click, with a pop up warning, to cancel.

    Then the icons are also not intuitive enough. When the game is on pause I want to see a red pause button, and when the time is moving, a green play button.

    Bug: Pathfinding and combat; I've missed an encounter, screenshots here. I moved the sea squad a sector up and the enemy was heading down. Reloaded the game, screenshotted the issue, and find a work-around.

    Screenshot also shows that from my H10 sector I couldn't go directly to H9, I had to go first to G10 prison (see 1st screenshot below).

    Looking fwd to see devs fix this, there are many bugs in here still.

    (Regardless of this, game is FANTASTIC)

    IMG_1206.JPG

    IMG_1207.JPG

    You're on water, there is no aquatic/boat combat.
    So you can't encounter enemies on the route. You could have moved to Fleatown Market if you wanted to combat the enemies yourself.

    plus, what @sandman25dcsss wrote: Disable all automatic actions in the options. 

  5. 4 minutes ago, Bearson said:

    Strangely I havent found any dragunovs and m24s yet, so still using gewehrs for sniping 🙂

    FN FAL is using 7,62 NATO, not WP

    FAMAS is just too underpowered for me ATM.

     

     

     

    why did I combine sentences with an AND?
    Dragunovs AND FN-FAL (not 7.62WP) AND M24 (not 7.62WP) AND Shotguns (also not 7.62WP)

    First M24 was to be found on the Haunted Mansion for me, one of the dead soldiers in the upper corner, close to the locked shack/building.

    but i agree: FAMAS + AK47 feel underpowered!

  6. M-14 is not my favourite, but dang, Dragunovs and M24. Pure Love.
    You get plenty of 7,62WP so I got 5 Mercs with Dragunovs and FN-FAL / Shotguns as secondaries.
    Some also carry MP5 or FAMAS as third option.

  7. 24 minutes ago, Bearson said:

    Another thing:

    When all mercs in a squad are selected, the one with the highest stat for an action (lockpicking, disarming explosives etc) doesnt get picked automatically.

    yeah, good point! it's always the closest one.
    That's why i usually pick Livewire, send her across the hole map - she is so smart (Wisdom) that she finds all the stuff.
    Barry defuses, someone else picks it up.

    But it's laborious.

  8. 18 hours ago, Warmonger said:

    JA3 is a true follower of JA2. It uses better graphics of course and creates a more complex world. The KI acts good, better than the one of JA2, the fights are advanced with all these additional options and fun to watch. The atmosphere? Well, it is growing but the "Major" fx does not come up to  "Deidranna2 whom I hated from the first moment on. The "Major" for now is not really existing while  Deidranna always was. Well the atmosphere of JA 2 is hard to reproduce and I forgive it away, if does not work at once. So we have only this management difficulties of the stuff, healing, supporting and so first of all to be made better. JA2 was simple and good with that, while it also always lacked depots and I used to have depot-sectors where I put in what did not need currently for later. Anyway it is a good game. But if it will get the evaluation of 90 will depend at least maybe on these management questions. 

    how many hours are you into the game yet?
    The Major is perfectly fine...

    • Like 1
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