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ninjalex

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Posts posted by ninjalex

  1. On 7/23/2023 at 9:40 AM, Applodeon said:

    One example is at the Haunted Mansion after you clear out the Legion. Second one to raise its ugly head, so far, has been at the siege where Biff is.

    The BIFF-one is very clear that there is a large assault on the way against them, so going there it's obvious that there will be an event.

     

    I mean, a game could always be pure sandbox, and not scripted, but then you don't really have the story elements outside those you make yourself, that can get kind of boring.

    The BIFF one gives plenty of time to prepare and organize. It's worse with the other big event where you suddenly get betrayed and are surrounded by enemies that will wreck you unless you reload and cheese it, and even then it's really difficult.


    I mean, realistic yeah, but not so fun for my enjoyment of the game.

  2. I can't find if it's mentioned here before, but the whole Loyalty-thing has a few issues. Where leaving a zone leads to a drop in loyalty. There is a zone where you can head into the basement, on that zone, but it counts as a "retreat" exploring the basement under the map and you get a loyalty drop..

    Should probably be fixed

  3. 4 hours ago, ShadowMagic said:

    Neither is this game Tropico Alliance really a JA game. It shares some similarities but also lends features from other games.
    I mean, they couldn't even remake the Mercs in a fashionable way to start with; the heart & soul of classical JA.

    Jesus christ you're still going on about this? You're not even playing the game lol.

    • Like 2
  4. 1 hour ago, Warmonger said:

    I apologize if I've overlooked something here or post it twice.

    The thing is, I was just at the refugee camp in E6 and I met a Colonel Fauxcau from the Grand Chien Army. I won the fight there, but now a major attack is coming that I can't stop, across the entire map and anywhere?! No idea to stop this. Is that common? What do I do now or is this the end of the game? I actually have pretty good mercenaries running around in two squads, own good mines, make enough money, but what just is happened seemes to be some kind of punishment for playing too independently?!

    Did....did...you pay attention to the story line?

  5. 22 minutes ago, Chillin said:

    The game's economy is completely broken, and the balance prevents any enjoyment,  with a few save/load attempts per level as it use to be. It's frustrating how much time it takes to win a single battle (when it's possible to win!) with constant save/loading, and that's on Easy mode!

    I'm sorry, but if you having trouble winning battles on easymode while savescumming. I'm gonna say you need to drastically change your tactical approach to the game.

     

    23 minutes ago, Chillin said:

    In JA2, you had the option to recruit 1-2 sharpshooters, equip them with good guns, and conquer 10-20% of the map, securing a mine and starting to earn money to build a larger team. But here, that strategy doesn't work. The first mine only produces $2,600 per day, which isn't even enough to cover the salaries of 2-3 mid-range mercenaries.

    You have to approach it differently then JA2 where you conquer each city with their corresponding mine. Here you can focus mines and grab a couple of them instead of conquering cities/zones and still they produce. So if you want income: Focus mines, and utilize other sources of income. The game is somewhat designed for the mines not being sufficient for top mercenaries, so hijack diamond transports and find other sources of income. Personally I'm playing the commandos difficulty and after grabbing a second mine, income for a mid tier team was no problem.

     

    25 minutes ago, Chillin said:

    Alright, I managed to find a couple of Gewehr rifles and added suppressors, but why can't I buy or craft ammo for them? And no, it doesn't drop from snipers either (I rarely come across another loaded rifle on a dead body).

     

    You can craft ammo for them. You have to use operations at workshop/repair shop. Which gives you the craft ammo option.

  6. 1 minute ago, LoboNocturno said:

    ant Once we mod the game, we seriously need to re balance the weapons, make the assault rifles obviously stronger (they were the primary weapons of our mercs but in JA3 its the sniper rifles.

    Maybe your mercs in JA2. Not mine.

  7. 22 hours ago, LoboNocturno said:

    I want to tell a few facts here about our IMP, what i directly noticed after 10 hour gameplay is our merc (even if our IMP has a solid leadership) it just doesn't feel like a leader or commander of our squad like it did back in JA2 (where our merc thrown some speeches once a while, directly from the game you could feel its our main merc and the leader of the team, as he/she would have the letter of Enrico), i would always let my IMP talk to the NPC`s most of the times but its greatly missing in JA3.

     

    I dont want to cry too much but the base game has only 5 or 6 portraits (models, i like the models though all are serious looking) in total which is too small imo (there should be some more in the base game) and also we dont have a voice option again (all have their American accents which is pretty dull imo.) Yes with modding we can change all that but still the base game should offer us more options imo.

     

    So overall in the base JA3 IMP creation is pretty poor, no voice options to choose from, cant select a flag of nationality for our merc (which could be easily done) and most importantly our IMP is not giving us the leader feeling anymore.

    Agree with the portraits and the sentiments on role of the IMP. It feels really lackluster.

     

    I guess when the entire game is voice-acted for the other MERCS it would be a lot of work to voice act x amount of different voices to make the IMP a central part of the game.

  8. Just now, CersaisAdvocate said:

    Actually the thing that concerns me the most are the small sector Maps. Everthing else will eventually be fixed by the devs or modded in.

     

    Agree with this, attacking a sector and spawning ON TOP of enemies on the border is awfully frustrating. Every map should've probably be at least 10-20% larger so you can decide on an approach. Not sure if it's different when you get to sectors further east in the game.

  9. 1 minute ago, CersaisAdvocate said:

    It is legit to point out that the game lacks behind JA2 vanilla in some aspects.

    It is, but the forums is flooded with "THIS IS NOT JAGGED ALLIANCE" because of some minor inconveniences or design choices, and it's up to some of us to point out that a lot of it is actually fucking whining because their expectations were basically new graphics 1.13. And all of this crying is discouraging people from trying and buying the game. We have people here that have complained for almost 100 posts for 6 months about how the characters look and they clearly state they aren't buying or trying the game.


    I've seen reviews after 10 hour play saying they "HATE THE GAME WITH PASSION" and it just boils down to, this isn't the exact modded game they played 20 years ago.

     

    I think it was pretty clear that Haemont decided to make a game not as complex as JA2 1.13 that probably could have some broader appeal, but to keep the spirit of the games and to build on the core concept, while leaving a huge modding opportunity in place, so people can get the game they envisioned.

    • Like 3
  10. 56 minutes ago, Scent_mg said:

    Pretty graphics are all well and good, but in JA2 it was the tactics and hours of fiddling with gear that made it what it is, unique.

    Uhm, I don't think I played the same game as you, because very rarely was hours of fiddling with gear necessary. Unless you're talking about the 1.13 mod that made the inventory and gear system incredibly convoluted and complex, then you're playing a different game than JA2.

    The developers had one vision for the game, which everyone could enjoy, and the opted for incredible level of modding, so people who have these preferences can get the game they imagined down the line.

    I mean, if your MAIN CRITIQUE of a game is that you can't spend hours nit-picking on gear then I think the developers should be pretty happy.

    This is another case of "I'VE PLAYED A MOD THAT CHANGED THE PREVIOUS GAME AND THIS GAME IS NOT LIKE THE MOD THEREFORE IT IS NOT JAGGED ALLIANCE"

    This game is a bit simpler than JA2, and you can be disappointed about that (I am) but it's true both in gameplay and in spirit.

    • Like 1
  11. 7 hours ago, Solaris_Wave said:

    So, in other words, combat is back to single shots aimed at the head, which was what I was urging the developers to get away from as that method of play pretty much dominated JA2.

    Why is ammo scarce? How are enemy soldiers supposed to deal with it? Shouldn't they suffer an ammo shortage as well? Have they got special weapons and ammo that dissolve as soon as they die and your mercs get near it?

    Well, there are negative reviews on steam because they introduced mechanics to make SMGs more useful. And I've used run and gun a couple of times, it adds a fun factor, but people complain that it's stupid. Getting shot in the head is deadly, so it's kinda natural that is the best option to deal with opponents, maybe it's not fun for everyone, but it's a weird thing to complain about lack of realism in some aspects of the game and then complain it's not gamey enough in others.

    Ammo is scarce because of design, it's meant to be a "struggle for survival" kind of thing. All games that are not modded has limited drops from enemies, just because it is a game and not a realistic simulation and it's supposed to be a difficult build up. If not you could go into the first zone with pistols, take down enemies and then be fully rigged for the rest of the game. There is a natural build up over the course of the game. Personally I've captured a decent chunk of the map, and still haven't struggled properly for ammo. I've had to make some choices to divvy up what kind of weapons caliber I've used to avoid running out, but that's how it is.

    It was the same in JA2, I could mow down 5 enemies and get one pistol, a medkit and some shotgun slugs instead of proper ammo.

    It's probably gonna get modded. So people can get the game they want after a while.

  12. 11 hours ago, ShadowMagic said:

    It was already clear on forehand this game would not resemble JA2 in many aspects.

    How often did I warn you guys. A meager 7 oo 10 score on Steam says enough. 

    The more I have seen from non commercial ingame footage the less interested i became in buying it.

    It's just not JA. 

     

    Maybe you should post 10 more posts a day about how its not JA because you don't like how your favorite character looks. This is about as JA as you can get it.

    The 7 out of 10 score basically comes down to:

    - Didn't like the game because of personal preferences

    - Didn't like the game because didn't understand mechanics (like people complaining about why some mercs have more inventory slots than others and not understanding why)

    - Didn't like the game because of too much banter (oh no, not our SUPER SERIOUS MILSIM game JA that definitively didnt have banter)

    - Didn't like the game because it differs from 1.13, and proceed to call it "not jagged alliance" when they compare it to a mod

    - Didn't like it for actually sound reasons (design choices in tactical combat: Map sizes, the internal logic of enemies etc, lack of functions like real time pausing which makes encounters unneccesarily stressful).

     

    But when people complain that opponents are bullet sponges that won't die and I run around on Commando-difficulty one-shotting everyone in the head I'm wondering what these guys are doing tbh (and I had a LOT of people in JA2 still surviving a headshot on expert difficulty soo).

     

    There are many reasons to be a bit disappointed with this game, but when you have reviewers "HATING IT WITH PASSION" after 10 hour play, then nothing short of a re-imagination of 1.13 would be enough for them, and all reviews have to be seen in the filter of cultist level fans.

  13. 5 hours ago, sandman25dcsss said:

    You are already playing Ukrainian story when lawfully elected president was overthrown by some guys who immediately started killing own population for wanting to continue speaking in their own language (Russian). It was in 2014, if you don't remember.

    Hoooooooooooooooooooooooooooooooooooooookeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeey

    • Haha 1
  14. 6 minutes ago, Grim said:

    2) Healing the closed wounds (gray part of the health bar). It can be done with doctoring operation, using meds. Meds can be found in containers (explre the maps carefully) and harvesting plants (explore even more!). BUT beware that simply resting normally or in R&R heals quite well. Don't spend meds for just a few HPs lacking.

    Yeah I know this, I just find that having constant lack of meds makes it difficult to heal. But resting and R&R also heals is interesting, I will try that. My experience from JA2 is constant healing and that it takes super long if you dont actively doctor.

  15. I spent 8 hours yesterday playing, so I'll say I'm invested. Coming up on 10-15 hours somewhere now. I'm having a lot of fun, what about you?

    There is a thread for some grievances already, but I'd like to make a first impressions thread.

    + The game looks great

    + Combat feels pretty good, overwatch works pretty well! It's not as good as JA2 but I can't put my finger on what, that's just the "feeling"

    + Solid stupid banter and jokes(thanks Steroid for being Steroid and Fox for hitting on me every time I hit a shot)

     

    - Some keymapping that is lacking, it's difficult to micromanage your team when you have to tab through. Especially when you need to set up fast overwatch

    - It's annoying that climbing a ladder makes you unable to do any other things, which leads to not being able to start combat because somebody on the other side of the map is climbing a ladder

    - HEALING IS SO NON-EXISTENT. I mean, I have a med kit in my inventory, but because I don't have meds I can't heal. That's kinda weird. And am I really dependent on harvesting on maps to get enough heal? Maybe I just haven't discovered the right place.

    - Still unsure about scramble movement rounds, but they are somewhat negated by proper overwatch.

     

    I'm enjoying myself. It feels good. There are some pet peeves, some mechanisms I feel are lacking and some things I wished were different. But all in all it's pretty solid.

    I think with mods this game can go from a pretty solid game to an incredible game. The foundation is there.

    So what do you guys think?

     

  16. Based on 10-15 hours of gameplay:

    I'm having a blast. But other changes desperately needed

    - Keymapping for mercs, come on Haemont. Not allowing me to toggle bind 1,2,3,4 makes it difficult to micromanage your team in realtime (especially considering lack of pause that is mentioned here.

    - Free deployment on defensive combat. Being forced to start in a little box section in the city when defending a zone is ridiculous. The entire point is that defensive positions have a major advantage. Usually combat also happens immediately so you can't get your snipers in positions before enemies have closed in. Unless you have a lucky deployment zone. 

  17. Just now, sandman25dcsss said:

    You still don't understand. Check the situation I described: 1 enemy, grenadiere merc and sniper merc, 99-100% CtH. You are talking about something else.

    And you are constantly saying you don't want to make a tradeoff because you NEED to know that it's going to work 100%

    Your scenario is just whining about having to making a potentially sub-optimal choice because you don't have full information, and that is what I'm trying to explain to you IS a core tenet of tactical decisions.

    • Like 1
  18. 1 minute ago, sandman25dcsss said:

    You do not understand what this discussion is about. You had a choice between 2 options in the described situation and you are forced to select one based on roleplaying because by hiding CtH you don't have enough information to select the only correct answer. The answer depends on situation indeed, but you cannot differentiate the situations because of your own preferences. 

    I subscribed to CtH mod along with other hundreds of players so yes, I am going to play my "chess" soon.

    I totally understand. It's just you want something else than me and several others. Including what the developers have in mind for the game. They want a fog of war, they want uncertainty, they want a RNG-factor. They want you to have to make those trade-offs because you don't know for certain how your actions will play out. And you don't want to make those trade offs. You want zero risk, because you want full information about all actions. You want a math puzzle, not a tactical game. And that's fine, but calling it roleplaying is fucking lol.

    • Like 1
  19. 12 minutes ago, sandman25dcsss said:

    You are close to realizing why there was a poll thread about roleplaying/strategy/tactics created yesterday. Unfortunately the poll shows JA fans have no idea what they are doing. They make decisions based on roleplaying and call it tactics. 

    You are aware that tactics are highly dependent on information available? Meaning you adjust your tactics to your situation. In real life as in games, what you seek out to do might not work, so you have to change tactics. A shot might hit, it might not. There might be wind, you might miscalculate that wind. You fail to calculate distance. You fail to breath correctly when pulling the trigger.


    This is fucking hilarious to be honest. "I DONT KNOW IF MY SHOT HITS SO ITS ROLEPLAYING AND NOT TACTICS"

     

    Like I said, if you want a math game. Go play chess.

     

    It's fascinating to see somebody gatekeeping how people play a game. A game they don't even play themselves lol.

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