Jump to content

Hendrix

Members
  • Posts

    315
  • Joined

  • Last visited

  • Days Won

    44

Posts posted by Hendrix

  1. 2 hours ago, Solaris_Wave said:

    F58B5D03-4E14-48BA-9BFB-0ADF6E99BB1B.webp.edd52ce1eca8e90bef5c582b7bd449c1.webp
    F356FE67-B596-4556-8C70-4F30B790AE16.jpeg.5ba8ba5add2a36cd135415ba57051c5d.jpeg

     

    The Colt Defender Mk.I shotgun.

    Reminds me of the Winchester Liberator shotguns (Ian has a great video on those).

    Apparently it's the same designer behind both, Robert Hillberg.

    • Like 1
  2. 2 hours ago, Solaris_Wave said:

    I haven't actually done more than look at the photo of the gun, so I don't know if you are able to fire off each barrel individually as well as release an entire salvo.

    Whitout knowing anything about that specific gun I would guesstimate that it is a volley gun and in that case,  yes the barrels would fire simultaneously.

    Those kind of guns were used to some extent in ship to ship combat but the shooter would often injure themself due to the harsh recoil.

  3. Hmmm...

    From the 12'ish hours of gameplay I have seen, I would rate this game in 2 different ways.

    From the viewpoint that this is a tactical turnbased game, I would say 7/10, could be a 8/10 with expanded features.

    From the viewpoint that this is a Jagged Alliance game 5/10. The style is simply too much "happy-go-lucky" and I didn't even count the fact they turned Grizzly into Hurk.

    • Like 2
    • Thanks 1
  4. 20% of huh... well yesterday the news here in Sweden reported that the Embracer Group stock had plummeted over 70% the last 12 months, close to 50% just these last 6 months.

    I wonder if the rather short reveal of an release date has anything to do with this. 🤔

  5. 1 hour ago, Solaris_Wave said:

    but I like the creativity of a post-apocalyptic scenario with cars, bikes and trucks.

    and the extensive use of hockey/rugby shoulder pads!

    I watched several of those in the very best case B minus level movies back around 2006-2010, sadly my memory of them are pretty blurry since I mostly watched them drunk.

    • Haha 1
  6. On 5/21/2023 at 1:15 PM, Solaris_Wave said:

    We also have the 'Tacticool' gun with too many attachments:

    AAD4A870-854B-4B92-9FE2-22F4CF7C82D5.webp.47c2289be3d5c5be1084cfc6d5498c24.webp

    Made me remeber the G3 Chuck Norris carries in Missing in Action 3

    https://www.imfdb.org/wiki/Braddock:_Missing_in_Action_III

    and the M60 Dolph Lundgren uses in The Punisher

    https://www.imfdb.org/wiki/Punisher,_The_(1989)

    Know I mentioned it in some other thread but I just can't help but love those bulky 70's and 80's type of weapon modifications. They just look so fantastically cumbersome and while they might give a gun some extra edge it sure comes at a great cost of user friendliness. 😂

  7. 49 minutes ago, Sarin said:

    I agree with the decision. Though I feel it should have been presented quite a bit differently. Though it's probably way too late for a change...

    When you target an enemy for the shot, the game should go into first-person perspective, showing the highlighted target through the sights of the mercenary. You get a pretty good impression about the size of the target, which body parts can be hit, the sights will sway to show how capable is the merc of taking the shot. You won't get CtH, but you'll be presented with good enough impression of it graphically. You'll be working off the same information that a person would actually have in that situation.

    Cool idea, but wouldn't the transition between first person and isometric become tedious after a little while? 

    Maybe it could be an option you could use if you wanted to, by hitting a specific button/key?

    Myself I think the developers are right by not including a straigt % for CtH. I have never taken a shot IRL were I thought "here I have a 87% CtH". I have missed shots I were certain I would make, as well as hit shots I were certain I would miss.

    If they would add any CtH I would prefear it much more vague, something like:

    Impossible - no LoS, or way out of effective range for the gun.

    Bad - 0 to 33%, why 0% and not 1% ? Because since projectiles are still simulated it might effect something close by the target or hitting something between the merc and target.

    Average - 34 to 66%

    Good - 67 to 100%

    • Like 1
  8. For me Sci-Fi mode is not a priority, I think getting other parts of the game right is more important.

    I would guess a maximum of 15% of my started playthroughs of JA2 is in SF-mode. Actual choose SF-mode whit my latest 1.13+AR play. But once the bugs show up, all focus is kinda dropped from the other aspects of the game until you have solved the problem (killed the crepitus). So overall I am not really a big fan of how it was implemented. Would prefear if the extra stuff that is added was a bit more spread out over the playthrough.

    Wouldn't mind if it was implemented though as it could mix things up depending on what changes it would bring.

    • Like 1
  9. Hmm...

    Initially I would have gone with Wolf, Fox and Grizzly, + IMP.

    But having seen some gameplay I belive a more Wasteland-ish approach is the "best way" to go and have a skill-diversed team.

    So currently I think I will go with: Barry, Fox or MD and a merc with high Mechanic (Steroid makes sense but I don't like him), + IMP. The IMP would be high in leadership and combat effective stats and very low mechanical, medic and explosives.

    Once money is good, I would expand the team with either 1 heavy hitter such as Ivan/Shadow/Reaper/Len or maybe 2 mid range ones such as Ice and Wolf. Kinda think 1 really good merc makes more sense and leaves 1 position open in the first squad.

    Another idea I had for a starting team is Thor and Fidel and a IMP with high Mechanic skills.

  10. I think it is strange (and bad combo) to have a dark and (relatively) realistic story/setting for the game but having the combat and character building in line with the new XCOM games/Wasteland 2&3. Who do you try to target with such an approach? I don't believe people who wants a new XCOM game are very interested in a very down to earth and realistic setting? Neither do I belive those of us that wants a realistic setting wants a combat system were the mercs are super heroes.

    To this day I still love the combat in JA2 (both vanilla and modded) because I never experience the mercs being super heroes no matter what level or equipment they have. You are most often punished rather than rewarded for doing something "brave" in the game. I don't want JA3 to be a simulator, but I neither want it to be D&D.

  11. 1 hour ago, Stuurminator said:

    It would affect the atmosphere for sure, but perhaps not for the better.

    There's a reason tactical combat games typically don't depict enemies begging for their lives or screaming in agony or calling out for their mothers when mortally wounded, even though these things may be realistic. You don't want players to feel sympathy or pity for the enemy when you're expected to slaughter hundreds of them over the course of the game. Seeing enemies desperately try to save the lives of their wounded comrades, and being incentivized to gun them down in the process, is probably not the gameplay a lot of players are looking for.

    There's also the fact that, in Jagged Alliance, first aid can save a merc's life but usually doesn't get them back in the fight, due to the penalties they suffer even after being bandaged. This is worth in the long run for the player, but since you're not expected to leave any survivors among the enemies, this means first aid on the enemy's part is just a waste of time.

    Personally I think it could really add a layer to combat. Are you ruthless and kill every enemy, then you force them to fight harder against you and never give up. They won't show any pardon for one of your own downed mercs. On the other hand if you show mercy to downed enemies, maybe enemies could decide to give up instead when a fight is going badly for them.

  12. One very specific question I have is how do you prevent Sniper rifles and rocket launchers to be the ultimate problem solvers in the game?

    From the roughly 10 hours of gameplay I have seen so far, sniper rifles looked supreme (overpowered) compared to other weapons types?

    • Like 1
  13. I do recall some old .dll file was driving me nuts trying to get the game to run.

    The game claimed the .dll was missing from the C:\Windows\System32 folder in windows, despite placing the .dll in that folder.

    However placing the .dll file in a different folder, (if I remember correctly the windows\SystemResources) folder fixed the error and I could launch the game.

    Be aware you will probably have to try a couple of different compatibility settings.

    The PC were I have the notes of how I got the game to run is packed down at the moment since I am moving my home office to a different room. Will probably have it all running by the end of next week.

    • Thanks 1
×
×
  • Create New...