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Jaywalker

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Posts posted by Jaywalker

  1. None of what you suggest "fixes" any "problem".

    Militia being dumb is series tradition, and while they could stand to be a bit smarter, the same can be said about the enemy and they more than adequately provide the most vital service they exist for: defend sectors in auto-resolve.

    Mines running out is intended to stop you from camping a single one forever as you train up all your mercenaries to 90+ in all stats, it does exactly what it should in exactly the way that is necessary.

    The inventory is hardly restrictive if you have even ONE strength based character which while unfortunate is how they decided to make that attribute valuable to have.
    Even on this you are merely swapping one problem for another, and Strength is a bad enough attribute as it is.

    Dropping tons of gear you cannot use over some gear that may hold value is stupid, almost no game does this, because it's pointless busywork clicking away through all the trash instead of being excited about the one good item you might get. This is ultimately an RPG, and one where you won't find a "Rifle +1", so you may well not drown in a sea of garbage.
    The economy is nowhere near stringent enough for this to be necessary either.

  2. It is a weakness that the story requires those people to be invulnerable, but at the same time this is decidedly leaning more into the RPG aspect than any of the previous games and judging by those merits it is definitely acceptable that you cannot ruin said story by knowing it beforehand.

    There is only a small amount of cheating involved, and other than Ernie you can at least defend everything else you hold if you're in the area to react quick enough.

  3. You can always make your IMP the mechanic, and there is Kalyna for fixing gear between battles.
    Nails if you enjoy his brand of tough guy is a great substitute for a dedicated mechanic or explosives expert, even though compared to someone like Vicky he was absolutely FUCKED by the favoritism in terms of trait distribution.

  4. 19 hours ago, Sargrat said:

    I miss so much:

    - manual activation of turn based mode
    I prefer setup my team in real time, acting stealthy, and decide to active turn based mode.
    I select a merc to act and then, depending on all mercs/enemies stats, there is an order to play for each caracter, like JA2...

    When did you last play JA2? You are literally getting a superior version of that in JA3: you don't have to manually open the turn based, you just set your dudes outside of detection range (you would already be in turn based due to enemy contact in JA2), and you then get your full turn with one interrupt if you are spotted.

    As to the facing and strafing, there is no need for it: it serves no practical purpose, as you are already at no risk of interruption, there is no directional vision (SAME AS VANILLA JA2), and there is no weapon raise/turn costs to pay up front by doing so.

  5. 17 hours ago, GODSPEED said:

    Want to kit out your squad with fresh new weapons, buy loads of ammo and pay extravagant shipping fees? Sure, go ahead! So easy to sink $10k in one order.

    Oh.. and mercs are expensive in JA2 in comparison. Every single time a merc levels up in JA2, when you sign a new contract, he asks for more. Each merc will request more or less different wage upgrades. Dr. Q starts off fairly cheap, but ramps up to be a very expensive merc very quickly!

    There absolutely are ways to spend money outside of mercs, most of them also happen to be in the exact areas you visit when you have least of it and aren't yet swimming in guns looted from enemies or quests, making it an actually meaningful decision to do so.

    Mercs also do go up in price with skill, they just don't do it in "steps", but rather gradually and quietly via a constant reevaluation.
    They will also routinely ask for a one-time bonus either as a random event or as a bribe to stay on the team when something or someone they don't like happens.

    The finances are tuned around presenting you with a challenge at the stage of the game where money being tight is a major plot point (your operation is funded by diamond miners who want their mines back), and much like in JA2 you hit a point where that concern evaporates and you are left with literal millions of dollars and not even the full catalog of Bobby Ray's is going to make a dent in that amount.

  6. 1 hour ago, LXant said:

    More opportunities to recruit (free) Mercs, like Chimurenga, Luigi and others. What's a bit lacking is the total absence of anything resembling a resistance movement.

    The reason there isn't one is because [spoilers] and [spoilers], it definitely makes sense.

  7. 17 hours ago, Melliores said:

    With the FAMAS they can make:

    • First shot only costs 4 AP and has automatically 3 Aim levels. Due to the red dot it is a crit.
    • Second shot can be either a single (7 AP) or burst (8 AP) at 3 AIM levels. Due to the red dot it is a crit.

    That's not exactly how the Red dot works, it sets Marked on a Aim 3+ shot, but that shot will not be a crit itself, you need to make a followup that hits to consume the mark and score a crit (anyone can do it, not just the original shooter).

  8. 14 minutes ago, sandman25dcsss said:

    Regarding multiple squads in fight people suggest closing "initiate fight" window and waiting for arrival of second team. For some players it does not work.

    It works for all players, but there are conditions: not an ambush, not an unknown enemy, not yet engaged in combat (e.g.: you can't kill 1 dude, then wait for night time).

    • Like 1
  9. 18 minutes ago, GODSPEED said:

    The triangle doesn't get smaller or wider. Everyone is hit regardless how much I aim or not. Does damage increase with aim levels?

    Shotguns can actually hit their target, and that hit will follow all the normal rules for a hit being delivered, so with a +crit at aim over 3 one, you will crit and kill.

    Matter of fact, with the right ammo it's pointless to bother with aiming for the limbs: shoot the guy you want gone, and let the ammo turn everyone else into cripples.

  10. 42 minutes ago, Skaldy said:

    All assault rifles in game have same modding potential outside aim boosters, hence it doesnt matter if you compare them fully kitted or not...

    They absolutely do not, and FAMAS is one of the best weapons to give to a weak shooter as it accepts both a Bipod and a Grip at the same time, while also being cheaper to fire than the AK-47 that's available around the same time. It's major downside is that it doesn't have any Barrel options, so it won't hit the 3AP firing cost of the AUG, or gain any range.

    You also get one modded for clearing out the Ernie outpost, which gives the weapon a lot of staying power for how unjustly low it's stats are (all it needs to be your best friend for stealth play is a suppressor, at which point it can stay with you forever).

  11. She doesn't really do anything that'd be worth doing, she's not Grizzly who can shoot an LMG accurately from the hip, and you don't need to be mobile for the perfectly accurate explosive weapons.

    She... she kinda sucks. Not even that great as a novelty.

  12. To be fair, the game is perfectly playable and enjoyable without a store selling literally every piece of gear.

    On the contrary, much as I like this kind of mod on a repeat playthrough, I think it diminishes the first-time experience by trivializing the existing parts and ammo economy.

    • Like 4
  13. 10 minutes ago, D13 said:

    I wonder why they thought it would be a good idea to enable auto start by default?

    Because for most players, you will play this like an RPG and only have one squad, and on top of that it's part of the tutorial on the passage of time that it starts when there is a reason for it to happen (anyone does anything).

    It's annoying for the 30 seconds it takes a person with above room temperature IQ to turn it off, and those of us below that will not have a problem most of the time.

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