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Hendrix

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Everything posted by Hendrix

  1. @Image Miroir still got it installed and running on both win 10 & 11 ๐Ÿ˜ I actually preferred that game to JA:1 and JA:DG, although I thought the mercs individual voices from the JA games were really cool to Wages generic 2 voices. The JA2 Demo hooked me however and I played it relentlessly until I later got the full game.
  2. Oh dear god. That reminds me of some of the missions in the old game Wages of War: The Business of Battle. The mercs would be paradropped to the mission map, carrying pistols or small smgs. If you were lucky 4/8 mercs would be in fighting condition when your first turn started, the rest either incapacitated by the enemies or missed the drop zone. Hopefully 2 mercs would be in the vicinity of the equipment canister to get some rifles and giving them a fighting chance. Those missions would normally end in disaster even if the objectives were completed.
  3. @Tzg Have you tried the Stracciatella mod for JA2? Personally I think it's a good mod to get the higher resolutions etc. into the game whitout going 1.13.
  4. A wise approach I would say and one I share. ๐Ÿป
  5. Sure, the last months there's been a lot of people asking for such things. My comment related to the overall attitude among most of the people that has been around here since the forum started.
  6. Just to clarify. Sure there are people who asked for a game with all the features of 1.13. But for the most part people has been asking/wishing/hoping for a true Jagged Alliance game and not a reskinned XCOM2/Wasteland 3.
  7. @Solaris_Wave nah it's the national pride 6,5x55 SWE ๐Ÿ‡ธ๐Ÿ‡ช๐Ÿ˜. The Rifle itself is a Sig Sauer 200 STR (Scandinavian Target Rifle) used for a bunch of different competitions around here. It is possible however to switch the barrel to a 7.62x51 instead. Magazine and bolt works with both calibers. There's even .22lr conversion available for practice.
  8. Extension tubes for scopes are a very effective way for a shooter to shadow the lense from the sun. On my own rifle you can clearly see the line were the extension tube starts on the scope.
  9. ๐Ÿ˜ฑ I ain't going to Grand Chien!
  10. I have said these things several times before but here we go again. ๐Ÿ™‚ I played and enjoyed the new xcom games for what they are, wich is a basically a simplified D&D game. You do not rely on "tactics" all that much but instead on the builds/abilities/perks of the squad to get you through combat. I would not want that sort of gameplay from a developer claiming they are developing a true JA sequel and not a new xcom. Why? Because in JA2 you cannot depend on a mercs stat and equipment alone to get you through combat. If you make stupid decisions you will pay for it. Just because your merc has the highest level and stats possible in the game, a level 1 enemy can still take you out if you are not careful. You cannot run up into a group of enemies and depend on some perk/skill that will melee kill all the enemies around the merc to death when they try to move (like D&D attacks of opportunity). Your snipers doesn't have a perk allowing them to magically engage any opponent the squad can see on the map no matter if the sniper has a line of sight or not to the target. That is the realistic aspect of JA2 that I have enjoyed so much through the years.
  11. @Claudius33 But it is endlessly more than none! ๐Ÿ™‚ Hunting has always been a part of my life, long range shooting is a relatively new interest. Did go through army conscription training roughly 20 years ago. So that's my experience in short.
  12. @Claudius33 I hope I didn't come across as a wise ass, and by no means am I any sniper. I just hunt and practise long range shooting at a recreational level.
  13. The long range shooter in me has to make a statement here. I understand Hรคyhรค's preferences and consider them specifically situational to the Winter war, why? 1. Most of the the shoots were taken at a relatively short range, a skilled shooter with a rifle he is familiar with, would not have much problem landing a shoot at 300 meters using iron sights. Maybe not headshots but definitely 1/3 figure. 2. Due to the combat taking place in the winter in Finland, that means that the sun does not reach very high over the horizon. Making scope glare a problem due to the design of scopes at the time (no scope tube extension) and the sun at a bad angle. By no means do I try to diminish Hรคyhรค's incredible accomplishments in any way. While scope glare is a thing, in a modern setting (I would estimate the at least 50 years) any sniper worth a damn would know how to prevent it with todays design of scopes. Scope glare is very much a video game mechanic to balance snipers. If someone takes 1 shot at you from 300 meters or more, in the very best case you have a general sense of direction where the shot came from. A scoped sniper rifle even unsuppressed is a very stealthy platform.
  14. Yes, I also think that making headshots with a sniper rifle should be a high-risk-high-reward kind of thing, from what I have seen headshots looked way to easy to make with sniper rifles even at long ranges.
  15. Just putting my own thoughts in here altough they already been writen by others, but I have 3 things that really bothers me from what I have currently seen of the game. Again just my personal take and preferences of things. From the 10+ hours of the beta gameplay I have seen from different YouTubers, my overall impression of the game is "Far Cry 3/4 Tactics". Personally wish they had gone for the style of Far Cry 2 instead if that was their intention. I think the characters at their core/base concepts are overall good, but taken much to far with the silly/quirky parts and style (I mean come on, Grizzly sounds just like Hurk!). The combat seemed to strongly favor sniper rifles going for headshots as the very most viable option whitout any downside to it. Again maybe we haven't seen enough of the game yet and that changes. But if it does not change (to me) combat will be a drag. Wish the enemies had shown less suicidal tendencies and tried to keep out of your snipers LOS or limit it with smoke grenades for flanking maneuvers, maybe call in a mortar strike on your snipers position if they stay in place to long. The reactions or rather lack of reactions (falling down etc.) from gunshots and explosives makes the game look very arcadey, to me close to Wasteland 3.
  16. Absolutely. What I specifically meant was that enemies shouldn't bunch togheter when deploying in a sector they are attacking. To further enable them to flank you. If they start bunched togheter you have a much easier job locking them down and they have nowhere to go.
  17. Falling back on my earlier post about sniper rifles looking overpowered, I think theres an additional option to balance them a bit. I would assume the game could fairly easily keep track on your preferred playstyle, like if you are getting 90% of your kills with sniper rifles during daytime. The game could then force you out of your comfort zone by deciding to attack you during night time when you're mercs sight ranges are limited to short or in best case medium range. To make these attacks further challenging the game should be smart enough to divide the attackers in several smaller groups and having the groups trying to flank your mercs, instead of them moving in clusters. The same system could be used on the opposite side of the spectrum aswell, if you are depending on night time stealth, having gear modified and perks setup for this. Then an all out forceful attack during daytime on your mercs could very well be to your disadvantage. Further option could be enemy mortars trying to take out your snipers if you are camping to much wich would be a realistic approach on how to deal with snipers in general, haven't given this last one much thought how it would properly work in game though.
  18. @Solaris_Wave Well I guess a bunch of different marksmanship stats could kinda "fix" the issue but I fear we will then end up dangerously close to classes for the mercs. Therfore my suggestion of having the enemies taking cover in their positions when engaged by snipers and forcing the player to move the mercs closer. Sniper rifles and machine guns should be used to deny the enemies area of access and fixating the enemy to a position while you flank whit the rest of your team and finish them. Another great way to limit sniper rifles are to increase the penalty for aiming at other parts than torso. Making headshots only a decent option for medium ranges were otherwise assault rifles would be your best option. This will also be to easy if you always know the enemies positions since you don't have to consider your own flanks. Completely agree on the part of burst mode for weapons, damage should not be adjusted to limit damage potential! @WILDFIRE hope you didn't think I stole your comment. Guess I missed it when scrolling through the topics. Agree whit you that the combat should be much more chaotic than whats been shown so far.
  19. While watching some gameplay were the streamer was roughly 10 hours into the game I got a feeling that scoped sniper rifles were very overpowered. He was landing headshots consistently (roughly 3/4 shoots altough I did not count) at enemies far away. To me it looked a bit like cheesing through the battles. Move your mercs up, lay them down prone at a good range and engage the enemies while they are trying to close the distance (over open ground) to your mercs. I would like to see (atleast some) enemies being less suicidal to this tactic and instead hunker down in safe positions, forcing you to close the distance, therby enabling other types of weapons as valid options for short and medium engagements.
  20. Speaking of merc changes. While I think Grizzly looks OK overall, is it just me that thinks he now sounds and acts like Hurk from the Farcry games, instead of the pure badass he was in JA2?
  21. I don't argue with you about Rockstars skills in developing games, however. 1. As for not selling shit. I kinda think Rockstar has shown to be a very greedy company, they've been milking GTA Online since release while never really giving RDR Online a chance to reach its potential. 2. I am not as sure as you are that Rockstar would do JA right. I think Rockstar would do their own thing with the IP, not sure they would care at all about the lore. I mean all this is purely hypothetical speaking since I don't see Rockstar interested in producing tactical turn based games. Hell, I do not think I could point at a single current developer that I am sure would do JA right. The original games are very much products of their time.
  22. Raffi? Naah... his Cajun Funk band Rotis and Haggis made it big time! Wonder if we get to hear their greatest hit in the game "Bajun Bayous"? ๐Ÿ˜‚
  23. Another thing I think could look alot better is the move-and-shoot mechanic. The merc running, then stop, then turn, then shoot, then run, then stop, then turn, then shoot and so on. It could be made looking alot more natural and professional if the merc would walk and shoot at the same time. I guess there would be a whole lot of animation work to get it to look right depending on where the enemies are and wich way the merc moves, but it would have a much better flow.
  24. I watched some more gameplay and I reacted to the inventory system, it probably works fine when you have a squad of a maximum of 4 mercs but any more than that I would find it clumsy. I would like (if you are in a clear/safe sector) to be able to drop everything from the mercs backpacks (preferably if you could either select 1 specific merc to drop all or all mercs to drop all) into the sector inventory so you can easily sort through loot and stack items.
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