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Povok

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Everything posted by Povok

  1. I miss Dimitri. Poor Dimitri. Unlikely to see him return though. He was useful in a support squad (decent marksmanship even) as a repair guy and a mule to carry stuff around.
  2. I wouldn't say must, but iis sure would be nice. Especially Spike obviously. Both would also fit nicely tto the game to fill that gap of missing mercs with high leadership. Spike amongst veterans/elite, Kelly obviously amongst legendary mercenaries.
  3. 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.
  4. Probably same. It looks like leadership is going to be more important than in JA2 and at least until entire roster of available mercenaries is going to be known it is a relatively rare skill.
  5. If you want to keep Magic with a hat, this is something more like him: Aware, focused, in control, lethal.
  6. Heh, I saw a nice "easter egg" in one of the screenshots. It's a direct corelation to the events in the movie Idiocracy where crops were dying because they were being "watered" with energy drinks and diminishing. Looking forward to find more of them in the game.
  7. I did a similar thing with Company of Heroes 3 last fall (release was then postpponed to february this year) and there are no other words, better for it than Cartmans: Youtube - Cartman explains what you get with pre-ordering That being said - sometimes you just know you'll buy something and take the leap of faith.
  8. Does it reallly mattter? I just grabbed it.
  9. Exactly this, I just don't get it how publishers don't get this... I mean... It's not like they don't have examples of how things turned out when they didn't listen to cummunity what is expected of a JA sequel.
  10. Rating the game we've seen only limited footage from unfinished product? That's just being unfair and negatively reviewing it at this point is at least counter-productive. While I might not like some changes I saw, it's still something I'm greatly looking forward for. Also saying it doesn't trigger nostalgic feelings is straight up lie... Why else would you be ranting it doesn't match your vision of a successor?
  11. The only way to watch them, as they are not intended to be watched in the right state of mind (especially when considering that creators also usually weren't when they said: "YES! This is want we want!" ).
  12. Oh, I forgot to add one of games I greatly enjoyed: Partisans 1941 https://store.steampowered.com/app/1227530/Partisans_1941/ It's more like commandos, but it has some nice added perks. Like choosing which characters to take on missions and equipping them with weapons (and selecting skills/proficiencies they have). There's also an interesting mode to survive as much waves of enemies as possible, which is for single-player and could be great for co-op but unfortunatelly it's not going to be added.
  13. I'd probably pick Igor. At first he was my choice because he has decent stats and is extremely affordable, but he just tries so hard and is a real grunt who usually earned place in my A-team where he was a support to Ivan who was a heavy weapon specialist. The dialogues between them also helps them to be (some of the) favourites.
  14. This is obviously an impossible task. There is always someone that is going to complain about a certain feature, because he just doesn't like it. And there's always someone that's going to trash talk everything. BUT if practicaly everybody that is familliar with the game aggree that something doesn't work (like Magic's portrait), well then there is surely something to it and it should be addressed because then something obviously is wrong.
  15. Hehe, nice point. Stating doubts and opinions doesn't make it further than personal preference. I personally dislike the fact that number of action points is reduced and part of the turn is "reserved" for moving around. What must be taken into account when sequels are created is that large part of community doesn't expect "revolutionary" changes to the game. Ya know - because we actually like previous game. That being said - 20 years is a long time and just a graphical overhaul is just not going to cut it.
  16. Now that's a nice piece of information. I was interested in a way Perks are granted/assigned/obtained. It makes more sense like you described it (tied to attributes rather than just level).
  17. What are your thoughts about the perks/traits mercenaries have? I'm thinking about how it's going to affect gameplay and defining characteristics of each mercenary. Are they going to obtain them through leveling? I'm a bit concerned about that. I believe I saw Gus having 12? Sure, more expensive mercs should be better, but not to the point where "rookies" with similar stats are useless compared to them. Having few (fixed) perks ment you knew exactly who to hire for what job, because they had an edge in that field and you knew exactly who you would prefer to use, while enybody else could still do same job, just not that good (stealthy approach, night attacks, auto weapons...). With the ability to hoard perks through levels you just need a high level merc.
  18. Any thoughts on Phoenix Point? I'm considerig grabing it until/before this releases. Also Hard West was on my to-play list.
  19. I kinda liked Trevor - I believe in one of my (longer) playthroughs I had him at level 8 or 9 - his price was just outrageous though. I see a nice "Outback" DLC here where Trevor comes in with a band of australians. As it goes for smaller number of available mercenaries - just make the game work, additional stuff can then easily be added through updates/expansions/DLCs.
  20. I couldn't agree more. I see no problem with shared stash if it is inacessible during combat. Using it to prepare before combat begins can definitely be useful, but as soon as you start moving around a sector with enemies present i'd say it should be disabled. I see a bigger issue in merc carrying capability/loadout which is tightly related to this mechanic. Not having weight restrictions on carried items means any character can be heavy weapons expert because there is no need to have strenght to carry around ammo boxes for that minimi you casually jog around with (while having a couple of RPGs in your backpack).
  21. I can't really aggree they don't show resemblance - I personally had noproblems rocognizing practically all who were present in previous games. Sure it's different style, but it's them. There are however some misses that need to be addressed. Fidel as mentioned - yes the portrait style MUST be same like all of others. Like it is now - it's just sloppy. Shadow - he was also one of my favorites but I never really liked his portrait because he looked like he was lost/oblivious or something. This one has this strange grin that's too visible because of that light that falls on his face - perhaps just remove that? But largest miss is IMO the best mercenary available (Ya know, now that Mike is gone. ). I mean, you simply cannot make such a change... Just remove the hat and that stupid smile. We have a friendly guy - it's Ice. Magic is something else... JA1 JA2 JA3?
  22. I'd say this is something that's almost definitely on the to-do list. Also that written alert might be just something that wasn't removed yet, because it was implemented like this for testing purposes before animations were available. I do agree these issues must be pointed out as it is an easy overlook but also an easy enough fix.
  23. It seems quite a weird question to ask if 18+ content is going to be in-game... Considering the fact he game is all about using guns and killing people (also given an option to massacre entire village), in the meantime using drugs to recover... It's definitely NOT a game for kids. So... Yes, I see no problem also seeing an exposed boob on a poster in a mechanical garage...
  24. I'm having exactly these "concerns" especially because of heavy weapon specialists. I know every time I was preparing for an engagement I was carefuly considering what I am going to load up my heavy weapon guy with... things being HEAVY and all. It also impacts the tactical phase of the game. You can't really carry around a HMG, RPG, a mortar AND ammunition for all of these... Running out of ammo - rarely, I did always check ammo though - and usually equipped aid kit (stacks) only to half a squad. It's still a vivid memory after all this time when I repositioned two mercs so that one would throw appropriate ammo clip to a merc that then continued the fight. (Of course there were also missed attempts whet the clip would just hit the merc but this also nicely corelates to real life like when I throw keys to my girlfriend and they just bounce of of her. :-D) As said it just doesn't feel right but I do get it it's more simplified and takes some micromanagement away that might be considered unnecessary by many. Like it was also mentioned before: Tactical battle: personal inventory only Out of battle: shared inventory is available to grab from in order to prepare for battle (Like sector inventory or "supply cart" with somewhat limited capacity that's dragged around between sectors? Perhaps both even?)
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