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VidarNL

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Posts posted by VidarNL

  1. One of my best friends and I basically grew up playing JA1 and JA2. Absolutely LOVED it, put ourselves and another friend in the game (through mods) and had years and years of fun.

    Then a few years ago, my friend was diagnosed with autism. Not full-on autism, but it's definitely impacted his life over the past 10-15 years. His energy levels are just completely off, doesn't handle being bombarded with lots of information and having to make tons of choices in a split second. When he games, he plays relaxing games that don't require a lot of thinking, like Farming Simulator. Which is what makes co-op JA3 absolutely amazing in my opinion:

    - He can have as much control as he wants; I can take control of everything and he can just watch it like I'm streaming, he can just control 1 or 2 mercs or however many he wants

    - He can still look around everything on his own (AIM website, Notes, Email and inventory screens work independently for example), set up Operations independently of me if he feels like it, etc

     

    The ONLY thing that's kind of spoiling or at least diminishing the fun is that one co-op player can not hear what the mercs controlled by the other player are saying. (only in the big dialog screens with NPC they all pipe up) This is such a huge bummer, because that's what makes the mercs so likeable. Basically, if he only controls one merc, he only hears that merc.

    PLEASE FIX THIS!

    • Like 2
  2. 1 hour ago, D13 said:

    I think scouting needs to become more valuable, and by that I mean making the game harder without scouting.

    For example, instead of showing enemy numbers and types in nearby sectors by default, that information could be revealed only as the result of a successful scouting operation. If that operation was performed by mediocre scouts, show basic information, like ranges ("5-10 enemies in this sector"), and exact numbers and details only if scouts are good at scouting. It would not require constant scouting throughout the game - one can successfully take sectors without knowing what to expect, which can even be more fun - but for certain key battles, one would want to scout, and that's where scouting would shine.

    Similarly, why show enemy routes by default - instead, scouting could reveal shipment routes (because scouts discover the tracks left behind by frequent shipments, and mingle with the locals to gather intelligence about usual shipment schedules, and so on).

    In JA2, the strategic map would initially show enemy groups as question marks, and only reveal their numbers after reaching adjacent sectors. JA2 also left you in the dark about where a group of enemies was headed. JA3 shows the precise composition of enemy attack squads right after their departure, including their ETA, even behind enemy lines, all without scouting. So after JA3 gives me all that valuable information for free, I can spend resources on scouting, often only to learn that a map has a "flanking opportunity" and a "vantage point", which I could have figured out myself by looking at the map.

    I mainly use scouting to find hidden stashes. Sometimes it's nice to see a vantage point right away, but a good look at the sector would tell you that too.

     

    I agree that you really shouldn't know much info about shipments and enemy groups way off on the other side of the map. Scouting could/should show troups in the area, maybe a day away.

  3. Overwatch is only really triggered once the enemy has spotted you. If you're not in turn-based mode yet, it's basically just an "in case things start happening" thing.

    The cone is the area they'll watch, and if someone moves in(to) it, they'll try to shoot it.

    Keep in mind that:
    - they only shoot with burst (if your gun has burst mode)
    - they only shoot at the chest
    - the number of AP they had left when you put them on overwatch determines how many shots they can fire in overwatch. 
    - once combat starts, they're locked into overwatch for their first turn. So if you've set up overwatch on your whole team -1, use the last merc to shoot an enemy, the rest of them spend their first turn in overwatch (after the "scramble turn" that the enemies get).
         - Fox gets her AP back for her first turn because of her Talent. 

     

  4. 9 hours ago, Elder III said:

    I strongly disagree. Searching for loot is one of my favorite parts of the game, and having your character's stats matter is also an integral part of the game. As for mines and traps, it's a war zone, you should expect dangerous things and prepare for them.

    Not saying I don't want to look around for loot. I love that. I'm just saying that I hate needing a Merc with a skill of X in Mechanical just to see a looting node for parts. It makes me have to bunch them all up to make sure there's always someone who can spot anything, which gets very annoying in small spaces and with small items, like a mobile phone to hack.

     

    Maybe everyone can spot everything, but just a mechanic can actually get the parts from a car and hack a computer for example.

  5. 8 minutes ago, VidarNL said:

    Yeah it's totally unrealistic to know a patrol or diamond shipment is moving between two points all the way on the other side of the map. Unless we have our own satellite or spies or something, which we don't. 

    It's bad enough that we know the exact route they're taking.

    Actually, that's what Livewire's Talent could be changed to: see things on the map that are further away.

    • Like 2
  6. 15 minutes ago, Biff said:

    That's a good point. I'm still not even sure what the point of gathering intel is when we magically know so much about the enemy already.

    Yeah it's totally unrealistic to know a patrol or diamond shipment is moving between two points all the way on the other side of the map. Unless we have our own satellite or spies or something, which we don't. 

    It's bad enough that we know the exact route they're taking.

    • Like 3

  7. Please tone down Livewire's Talent. It's so OP that it's just not fun taking her along. Maybe limit it to the starting positions and types of enemies once you enter, so you can plan better, but then once the enemy's first turn starts, you can't see them anymore. Makes sense to me; with the intel, she can check what kind of enemies were assigned to the sector, but how could she track where they move to once they start moving? (Unless she's hacking into some satellite that just happens to be constantly positioned over this country for however long your mercs are there, which I doubt, especially in 2001)

     

    Actually, this kind of info in the second paragraph above could (maybe even SHOULD) all be available from the Scout Area operation (how much could maybe depend on a Wisdom check and/or amount of intel you have on a particular sector).

     

    Maybe she just needs an entirely new Talent. Like... gathering some intel without having to scout (not all possible intel, just maybe hidden stashes? Sounds good to me, since she's somewhat of a thief, some of her voice lines suggest so anyway), or when she hacks machines, she gets more intel or even some intel that you can't normally get through hacking?

    • Like 2
    • Sad 1
  8. Don't know if it's already the case, but shooting in the arms should shorten the range of grenade tosses considerably, both for enemies and your own mercs. After all, you don't have much strength in an arm when you've just been shot in it, right?

    Also, making explosives stronger based on your EXP stat makes no sense at all. Explosives (should) do a set amount of damage.
    I also like the idea of the throwing accuracy being affected by DEX. Makes sense, and makes the DEX stat more useful as a main stat for something rather than only supportive for other stats.
     

    • Like 3
  9. 7 hours ago, shadoww said:

    another one;

    we should able to move squads between placaments. right now if i have len join in raider's squad then i wont be able to split them again without doing bazillion of clicks to rearrange all of these guys looks like below.

    wyvfWeU.jpg

    This is a separate issue, nothing to do with inventory. I suggest creating a new topic for this to make sure it's seen better.

  10. 13 hours ago, shadoww said:

    there should be an option for not sharing squad supplies with newly created squad when you create an another squad.

    THIS. So much this. I spent probably a couple of hours the other day trying to move mercs around squads and give the right squads the right ammo for their guns, but I think ammo kept getting redistributed when I moved someone to another squad.

  11. Playing this on a laptop has an i7-12700H processor, 16GB RAM and a GTX3060 and it runs well. No stuttering for me or anything. Currently playing on medium with a few things like textures up to high. Clamped the FPS to 60 because honestly, a turn-based game doesn't need more, and it mostly stays on 60. If I didn't clamp it, it would go up to 90-120 fps or possibly more, but after a while, the fans would start trying to send my laptop into an orbit around Earth.

    I could play with everything on Ultra if I wanted to, but then the above problem occurs as well.

  12. As someone with terrible memory, I'd love to see a UI element that shows the environmental effects on a map when I'm fighting in tactical view. Too often I'm so engrossed in the fighting that I don't realize how the different env effects affect the fight. A small square somewhere far to the right of the screen that I can mouse over for more information would be fine. 

    Or am I just missing something?

    • Like 2
  13. could swear I saw in trailers and streams that you could rename your squad's, but it doesn't work for me. 

    Now I have squad Foxtrot, Delta and Alpha, in a random order. It drives me nuts. I just want to call them A-team, B-Team, Militia Trainers, Delivery Team, Ammo Crafter, whatever...

  14. If I have more than 1 squad, I can't share the meds, gunpowder and parts when all teams are in the same sector. At the moment I can only give the entire stack from one squad to the other squad, leaving the first one with none. 

    I'd love to be able to split these items like other items so I can give some of the one squad's supply to the other.

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