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Jaywalker

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Posts posted by Jaywalker

  1. 10 minutes ago, Frank said:

    In JA2 it was to be expected that one mine would run out, but I don't think I've ever experienced this happening more than once in every campaign (and I played through that game more times than I kept count of).

    In the original, it was one random mine for the purposes of the Sci-Fi mode. Here it's all of them over time for the purpose of moving your posterior out of town in the early-game.

  2. 7 minutes ago, StoProGratis said:

    Nope, just curious how other people make their IMP's.

    @Jaywalker thank you for a lot info. How you made your IMP? Sniper, MG or some other?

    My IMPs tend to be CQC, all the way back to JA2, I always preferred SMG's and Shotguns. But the builds are universal to some extent. Current one I run is an SMG Grenadier.

  3. 15 hours ago, Melliores said:

    What do you think, do you have any other ideas how to improve the UI?

    The only problem I see is that this hard restricts the Inventory capacity limit to 12 slots, which does not provide support for mods that'd want to go beyond that (e.g.: by changing the formula or adding LBE).

  4. 3 hours ago, Warmonger said:

    What I still do not understand that some tell after three days that they are finished with the game. Can this be fun or is this a work-through day & night. Have they seen all of it .. ?! 

    The game, not 100% but definitely "visited everywhere and eliminated all the enemies that existed, is about 50-60 hours long. I had the entire weekend planned around it and a day off on Friday, with the final battle taking place on Tuesday. 4 days or hardcore gaming, and then I made an attempt at clearing the "Time is Money" (failed that by 2 weeks, since I didn't realize one of the fights was also mandatory) which was a much shorter play-through of about 12 hours.

    Shouldn't be much of a difference between difficulty levels.

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  5. For MG user, you want to go with Dexterity based reaction fire builds, someone like Meltdown will work great, but by far the best person to give an MG to is Raven.

    Your only real concern is the trio of Opportunistic Killer, Fire Routine and Killzone.

    Your absolute priority for a Sniper is Deadeye, and if you have the Dexterity for it either Sharpshooter or Assassination (or both, if you can't access anything else from the 90+), you will be forced to pick up a stealth or an overwatch perk along the way, so it might be better to go with the stealth one.
    Wisdom perks are great on snipers, though your selection here is locked based on what you can access: Distracting Shot and Inspiring Strike are high priority.
    Arterial Shot and Trick Shot is a low priority, since you'll mostly be killing targets instead of disabling them.

    • Thanks 1
  6. 8 hours ago, Raven Charlene Higgens said:

    I want Mike and everyone from JA2 rebels: Miguel, Ira and Dimitri 🙂

    Mike is dead, Miguel is now ruler, so he's kinda tied up outside of any potential mercenary business.
    Carlos and Dimitri are most likely the same story as Miguel, and they definitely have no motivation to leave a country they just liberated.

    This leaves only Ira, from the rebels, as a viable "mercenary" (she was already part of foreign aid, so she might reasonably make the jump to foreign A.I.M.).

  7. 17 minutes ago, Skaldy said:

    It is a FEATURE, when you PROVIDE means and MECHANICS.

    Hint: whine more about me, i mean you were defending 10 lockpicks=5 MG42s yesterday, so, lol

    The solution is for you not to suck at the game.

    I have by now completed it twice on MI, and not once have I run into ammo issues that would cripple me as hard as they do you.

    Even if you just rush through the game for the achievement, there is enough guaranteed ammo only a completely mental person that sprays their LMG from the hip at everything could run out, and even then you are showered with enough 9mm that you could do that and more and still have enough to at least bounce back.

    And yes, 2 picks is equal to 1 LMG, because it's a videogame, not a pocket simulator.
    Items take as much space as is appropriate for their utility: if you'd rather carry LMGs instead of lockpicks, then it is absolutely no wonder you run out of ammo instead of finding it in containers.

  8. 19 minutes ago, Skaldy said:

    Forcing players to play game in certain styles, is not a solution just a band aid and attempt to hide larger mechanical problems.

    We've been through this quite a few times already, it's not a PROBLEM, it's a FEATURE, the game presents you with a problem to solve.

    As a hint: whining on the forums is not a solution.

  9. 8 minutes ago, StoProGratis said:

    How can you craft high precision bullets by your hand?

    You cannot, which is why you need to do it in a sector with a properly equipped workshop.

    Quote

    Spending 30 parts to create 30 bullets when silencer costs 20 parts???

    You can't exactly shoot a silencer, now can you?

  10. You will repeat it, because you have no argument of your own and no reasonable line of argumentation beyond nit-picking ultimately inconsequential breaks from realism.

    Small items take one slot, big items take two. It's not that far removed from any other RPG that uses slots, and it's not even all that far removed from the previous game in the series, where everyone had slots of 2 sizes, that restricted what you can carry in terms of dimensions, often also with a reckless disregard for "realism" in terms of item size (MP5K is not the same size as a Minimi or a Mortar set).

  11. 30 minutes ago, Skaldy said:

    It is when you claim this is a mil-sim. As ex-mil i find it even funny. Dude, 10 lockpicks=5 mg42, you will never have argument to justify it. Game has many stupid, lazy mechanics, pick your battles. You cant DEFEND everything.

    I have only ever referred to the game as an RPG. It has mil-sim aspects, but realism is clearly not the goal, and from a gameplay perspective having a convenient shared stash for basic supplies and your personal pack having no impact on combat performance is infinitely more straigh forward than having to fiddle with all the controls for dropping, repacking and optimizing your gear before every battle.

  12. Honestly, if you start the fight in the thick of things you don't need to reach the next target, you just need to shoot them, which negates most of the cost of heavy armor.

    Hell, other than missing out on the camo vest, you can sneak in it unimpeded, based purely on agility and perks. My first run had my IMP be a heavy stealth guy with a shotgun and a pistol for mobility.

  13. 10 minutes ago, Skaldy said:

    lol, no it is not normal. You have zero arguments to justify this, even worse we are talking about inventory system

    For any Party-based RPG game you can name that does not, there will be at least an equal amount of ones that have a party stash that is shared by all characters in some capacity.
    Even in the cases that do not, there is very rarely a system in place more complex than "this is what one person can carry", which JA3 more than has and limits by strength in terms of slots.

    Both of the recent Pathfinder games have shared inventory accessible to all party members, restricted only by their combined strength (including pets and summoned creatures) and a separate weight of equipped items.

    JRPGs have since the dawn of time only had a list of items carried by the party, unrestricted by any parameter other than an occasional single stack limit.

    Wasteland 2 and Wasteland 3, which JA3 is closely modeled after, have the same exact system, and not once was it a point of complaint in those titles.

    It is not unusual for an RPG to have a basic inventory system that does not affect combat performance.

  14. It's perfectly normal for modern RPGs to only count the weight of the stuff you have equipped.

    This isn't JA2 1.13 LBE pornography where you need to spend a few AP's to drop the pack for "realism", this is assumed to be an automated action that you do not need to perform or even manage in any capacity.

    You are using a heavy weapon, you move slower, you don't, it is reasonably assumed you drop it before the fight starts.
    It's convenient, and you still have to manage who exactly is holding what for hot-swaps and navigate the much more meaningful scarcity of certain resources (like specialty ammo or explosives).

  15. What bothers me most about this is that they already have a working "shotgun" spray for Tex's skill.
    Tex makes a cone and takes actual shots that can fail or mishap following the normal shot rules (i.e.: hit an ally if they're in the way) without any of the shotgun magic.

    They could have just made shotguns work the same way, just without the animation.
    Or better yet, make them work the way Ice's skill works, and just fire a # of pellets at the target randomly.

    • Thanks 1
  16. 18 minutes ago, J1v1n said:

    You have to manually bandage mercenaries who got wounded after battle.

    You don't actually have to do it, they will recover after ~2h of time depending on how injured they were, and all persistent effects end immediately at the end of combat (not even clearing a sector, your wounds stop bleeding the moment there is no enemies alive who believe you should be bleeding).

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