Jump to content

Povok

Members
  • Posts

    54
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by Povok

  1. 19 minutes ago, ShadowMagic said:

    The m14 in JA2 ain't that heavy but still delivers quite a punch.

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

     

    34 minutes ago, LoboNocturno said:

    Strength comes slower though

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

  2. 22 minutes ago, Grim said:

    Basicly, Leadership. Lorewise it's the boss, and anyway there aren't many Leaders in AIM to choose from (especially in the beginning, as they all are expensive).

    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.

  3. Heh, I saw a nice "easter egg" in one of the screenshots.

    image.png.8a4f06cb5302056fb86e021944ddedbd.png 

    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. 

    • Like 1
  4. 35 minutes ago, DougS2K said:

    The last game I pre-ordered was Dayz which was about 10 years ago. I learned from that mistake and never pre-ordered again. However, I will be pre-ordering this as I feel there is a solid game here despite it's issues.

    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. 

    • Like 2
  5. 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? 

  6. On 5/23/2023 at 11:45 AM, Hendrix said:

    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.

    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!" :classic_biggrin:).

    • Haha 2
  7. 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.

    • Thanks 2
  8. 8 hours ago, Solaris_Wave said:

     Could they have handled them without criticism?

    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.

  9. 1 hour ago, Elite77 said:

    Because I don't like them? Lol. No offense.

    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.

  10. 23 minutes ago, Grim said:

    AFAIK, there are talents, speciality traits, psychological trait, and perks. (names?)
    Talents are the special action or passive unique to a character.
    Speciality traits are equivalent to JA2 perks (ambidextruous, auto weapons...)
    Psychological traits are like in JA2 (hidden there), fear of insects, psycho, ...
    Perks are the boni you can get each level (so 9 max?), from the perk table, with unlocks by attribute level (70/80/90) and number of perk points already spent in the line.

    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).

  11. 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. 

  12. On 5/7/2023 at 8:55 AM, LoboNocturno said:

    I never really played with Trevor, the 1 & only Australian merc, yes he had 1 of the highest wisdom stats together with Henning von Branitz.

    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.

  13. 20 hours ago, MateKiddleton said:

    I picked 2, but don't mind a shared stash if it was inaccessible in combat. Merc loadout/carry weight should be an important consideration in JA games.

    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).

  14. 19 hours ago, MagicShadow said:

    Over a page worth discussing the size of mugshots the most important aspect is being overlooked..
    NONE of these characters show any resemblance with the original ones except for their names.
    Look at my profile pic.. THERE you see Shadow. Not that Dancing Bear - Toy Boy variant in the game 🤣

    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. :classic_wink:).

    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... 

     JA1image.png.f0edd6d14a2c860570ef4ee921a9fd00.png JA2image.png.1e5c01b22785d990279e694887ecdce3.png JA3?image.png.cda7882623ca9dfd9337dace8722bbca.png

    • Haha 3
  15. On 4/23/2023 at 10:55 AM, scope112 said:

    Wow this is really bad on multiple levels. The enemies don't even flinch and keep walking. The game also feels the need to alert us that the explosive barrel explodes.... I mean come on, we see the explosion already 

    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.

  16. 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...

  17. On 5/12/2023 at 5:36 PM, Solaris_Wave said:

    So, as well as not needing to carry magazines, each merc no longer needs to carry medical items? If they get hit, they can just pull a bandage from the magic invisible supply cart? Are there any penalties to drawing from the shared inventory instead of the merc's own? Will it cost more action points?

    Also, what about support weapons with large ammunition? A merc could carry an RPG but thanks to the shared inventory, now doesn't have to worry about the weight and space of extra rockets. As long as there are enough in the supply mothership, that merc can move around unencumbered and reload to their heart's content.

    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...

     

    On 5/12/2023 at 5:55 PM, Stuurminator said:

    Everyone be honest, when was the last time you ran out of ammo during a battle in a (unmodified) Jagged Alliance game? When was the last time that you actually had to think over how many magazines to carry? The same goes for first aid supplies: in JA2, I had everyone carry two small first aid kits in one stack and never had reason to think further about it. One can argue that actually adding ammo or first aid supplies to a merc's inventory is pointless busywork.

    But.

    I'm willing to do that busywork for the sake of verisimilitude. Mercenaries just pulling ammo and first aid supplies out of a shared pocket dimension doesn't feel right. And yes, I know it's a abstraction, and that in-universe they're probably just carrying all the ammo and bandages they need from the group supply and restock ones the fighting is over...but it still doesn't feel right.

    Maybe I'll get used to it. Maybe, after I've played for a few hours, I won't even notice the difference, and maybe I'll benefit from not having to waste precious seconds mindlessly dragging-and-dropping ammo into the same inventory slot I've devoted for hours already. I'm approaching JA3 with an open mind. But from my position here, before playing the game, it still just doesn't feel right.

    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?)

     

    • Like 1
×
×
  • Create New...