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Tuckus

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Posts posted by Tuckus

  1. 1 hour ago, sandman25dcsss said:

    Does it mean optimal behavior in JA2 was to move with that particular merc 1 tile, check surrounding to make sure no new enemies appear in sight, move 1 tile again, check surrounding to make sure no new enemies appear in sight, move 1 tile again and so on?

    Then I can see why devs removed that feature.

     

    Basically the first tile of a move cost an additional AP. So you certainly had theoption to advance one tile at a time. I know some people around here really do not like options of this kind

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  2. The dark gritty realism in JA2 was in the setting, from the bombing and devastating losses in Omerta to Angel’s sister's forced prostitution, to Dynamo’s imprisonment and the conscription we learn about in Alma 

     

    Ira’s and Dmitri’s little sector overviews could get a little dark at times

  3. 1 hour ago, Povok said:

    And obtainable quite earlier that c7 if I recall correctly. Whereas m4 is non-existent.

     

    You don't train strength in JA2, you FARM strenght in JA2. :classic_wink: image.png.72d4a4fc442d569c035660cce6f7e7a1.png


    m4 is the commando. Really good with a barrel extender . The only problem with the m14 is 7ap cost

     

    try melee for training str+dex. Best done with a night time gank squad in a sector with buildings

  4. 2 hours ago, Jaywalker said:

    “Complexity" is not valuable for its own sake.


    The xcom devs made the design decisions they did because the game was designed for consoles, not because they were better. 
     

    small maps, lack of granular control over APs, a vestigial inventory and more all militate against strategy and depth. Plus its fun to closely coordinate the actions of the team within a turn

  5. 1 hour ago, Stuurminator said:

    My kneejerk response is to prefer option 2, but if I take the time to look back on my time playing not just this but any tactical combat game, I can't remember a time that ammo or medical supply distribution has had a meaningful effect on my game. Maybe it's just been busywork all along and I never realized it.

    It’s busywork if you don’t like it, gameplay if you do. Why have more than one generic rifle or pistol, other than to tweak your dopamine receptors with kit upgrades? Inventory gear with distinct characteristics and making decisions about who has what and when adds depth and variability to combat. Imo the new xcoms are almost completely lacking that lind of emergent gameplay and their combat feels shallow and redundant despite cool special abilities and “snake titties”

     

    on a phone, sorry about the errors 

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