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LXant

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Everything posted by LXant

  1. Well, I certainly hoped for some additional content in form of expansions/DLC. But I also understand that every project has to end at some point and then it's time to move on. The important part is that the game turned out great and wasn't left unfinished in any way. The first true JA game in a long time deserving its name.
  2. All they need to do is to force mod approval for the first few posts, and enable creating threads at 10 posts or so. Problem solved. Not great, but the spam gets old rather quickly and isn't funny anymore.
  3. This was/is the line-up of games, so you don't have to watch the whole thing: Alone in the Dark Gothic The Last Ronin Last Train Home Outcast: A New Beginning South Park: Snow Day! Space for Sale Tempest Rising Titan Quest II Trine 5: A Clockwork Conspiracy Way of the Hunter Wreckreation As you can see, Jagged Alliance 3 is not listed. Watch it if you're interested in any of the other games, it's roughly 4m per game anyway. Mostly trailers from what I can see.
  4. Gewehr is single shot only, with 36 dmg at 32 range and 3% crit and a 5 shot magazine. You can only add two modifications, and shooting costs 7 AP at aim lvl 1. FN-FAL is 30 dmg at 30 range with many auto-increases for aim thanks to the mods you can put on that weapon. Among the possible mods is the same thermal scope you have on sniper rifles, and you can change into 3-burst and full auto if you want for even more dmg, but you don't have to. Makes the weapon incredibly versatile, as it is an AR as well as a shorter-ranged sniper rifle. Not to mention that is has more crit than the Gewehr. It's 30-45 dmg (or more) for 5 AP per shot, so you can shoot twice even when aiming. Then there's the magazine, starts at 30 bullets and can go way up. No need to reload in combat thanks to that. Overall it has better aim and more or less behaves like a light sniper rifle. Saying that modifications are not needed, when the weapon can have up to 8 mods, leaves so much potential on the table, it's baffling that you would think that. Do we play the same game? I won't even talk about the "you have to click too much with the FN-FAL" argument, that has absolutely no bearing on the gun's performance whatsoever. Same for "I don't go to Port Cacao", that's not the point. The point is that you can get the FN-FAL the moment you leave Ernie, making it 100% guaranteed available in the early stage of the game. Chips for mods are also easy to come by, as it's a common drop from scrapping the bought Fleatown weapons.
  5. But then you have to conquer a map that is full of stronger enemies (with the annoying Lighting Reflexes perk), instead of just fighting the (weak) Legion and then holding on to everything without any problems.
  6. If you are the attacker and haven't deployed yet, you can just close the tactical overview window and play on. Send in your other squad to reinforce your stranded mercs. But if you already went into tactical view and deployed your mercs, all you can do is try to sneak away and retreat.
  7. Except it's really not. It is limited to only two modifications and has a decreased range of 32 vs the 36 you get with all other sniper rifles. It's okay-ish and better than pistols or the cheap MP40 you find in the beginning, but even a FN-FAL, which is available the moment you are in Port Cacao, outperforms the Gewehr 98 in every way. It only feels powerful, because your early options are between a pile of crap and dirt. So it shines bright as the only 30+dmg/30+ range weapon among 15-18 dmg/range 14-20 weapons.
  8. From a standpoint of efficiency, and because you don't have unlimited mercs at your disposal, it's better to focus on defence and not "waste" a squad to deal with the troops at the Refugee Camp. Loot will be plenty anyway. You can have one merc triggering the all-out attack by simply moving him to one of the last squares near the Major. It can be your weakest merc, because he won't have to fight. He'll simply retreat when he meets the defenders on the square he was moving to. The important part is that he triggers the army attack. At that point you should have all four recruitable mercs, 15 AIM mercs and your IMP, minus the one triggering the event. So 19 defenders in total. Now, if you bring enough explosives with you and Ivan, maybe also Barry, you can intercept all(!) 5 or 6 army squads, who start on the square right of the Wassergrab mine, for a total of 60-70 enemies. Thanks to Ivan and a bunch of explosives you can clear them all out in one single turn, greatly reducing the amount of mercs needed to defend anything. The rest of your defending forces should split between Port Cacao mine (3 squads will hit it), Pantagruel (also 3 squads will hit it), the A2 mine (1 squad will hit it, so 1 mercs with 8 veteran milita for auto-resolve will be enough) and Fleamarket (2 or 3 squads will hit it). Do this and you have almost nothing to retake, just a few outposts here and there, but nothing too important. All except the big fight near Wassergrab should be auto-resolvable, leaving you with tons of loot. I found this the most efficient way of dealing with the situation, but I'm open to suggestions on how to improve!
  9. She is a good choice in the beginning, because she has high marksmanship, the rifle and a cheap price tag going for her. The downside is her low wisdom, which means she won't become better as fast as other mercs, and will gradually fall behind. Which is not as bad as it sounds, because as a sniper she remains stationary anyway, so no need to level her dex/agi. The low Str (small inventory space) is the main problem I see, and her low wisdom means she can't be trained fast. But she is a solid and cheap choice and if money is tight, she is a good alternative to many of the more expensive high marksmanship mercs. I usually take her with me.
  10. Not one to disappoint you, but no, it won't. If you want, I can tell you all the things that go into the ending.
  11. He explained it: training and skill books. Especially training is powerful, if you have a good teacher. When you start at zero, you get up to 30 skill points and more for two days of leveling. And even in higher skill ranges you still get 2 or 3 for a two day training session. That also means that no, you can't do training if you play solo. You need another merc to train you, who has a higher skill than you.
  12. There is a separate entrance to the underground level. It's not that unfeasible to first go there and then use the other way out, where you end up in Jackhammer's office on your way to the surface. But that aside, it's the first I hear about imprisoning Jackhammer? I always killed him. Is there any benefit to not killing him?
  13. Skills get increased fairly often, especially if you have high wisdom and let others train you. The higher their skill, the better. Otherwise you're learning by doing, and I think the limit is one skill point per 24 hrs. You get health by healing from wounds, Leadership from training militia and so on. Then you can (and should) always buy all the magazines you can get your hands on. Free skill points once per week, Fleatown alone has two of those traders. At least you have high wisdom, that's the hardest to train. But after that comes leadership, which determines the speed of your squad. There's no reason not to have it on 85 with your IMP character.
  14. Then it seems there's no way to avoid the event. Maybe if you avoid taking any mines at all? Other than that I'm out of ideas.
  15. It may have something to do with the number of mines you capture. I think 2 or 3 set a countdown in motion, and then it just happens. Try to avoid getting a 3rd mine and see if that changes anything. I'd avoid A2, not talk to Chimurenga when you have 100% loyalty with Pentagruel, and only keep the mines of Fleatown and maybe Port Cacao. Other than that, in my experience Biff has not much to do with the Refugee Camp event.
  16. That much may have a bit of truth in it, everything else is you making wrong assumptions about me. But I suggest we leave it at that, as it gets off-topic.
  17. The thread title is "JA3 future", and patches with fixes are not only expected, but also what the devs said they are currently working on. A poll about that is pointless. This is more about future content, expansions, DLC etc. Content I want and which I know will cost money. What gave you the idea I expect free content?
  18. Not to be rude, but it shows. We're talking about future content and possible expansions. Fixes are part of regular updates and should never, ever, even remotely, be considered as part of paid updates. It's one thing to have a few bugs here and there, happens with complex software. But selling the fixes for extra cash? Thanks, but no thanks. I find the very idea repulsive beyond words.
  19. The game directly tells us that [spoiler] is [spoiler] and [spoiler], so there is enough reason for [spoiler] to [spoiler]. As you can see by my sound argument, a resistance movement is the only logical conclusion.
  20. 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. Other than Chimurenga's communists, who are more a political movement than a resistance, there's nothing. Would be a good source for new people to get. Then there's the whole expansion of new weapons, better equipment with its own modifications etc. Just three slots for body equipment isn't that much, and the existing options aren't as plenty as I'd like them to be. Better shopping options, a shop UI etc. should come as a free update and not a paid expansion. So I'll mention it in name only, but explicitly say that I don't want it to be any kind of paid expansion or dlc. Then we also have some interesting border regions beyond the sectors we can access. Would be interesting if they put something there for more missions, more quests, more content in general.
  21. I doesn't work if a) combat is already going on and b) if you're defending. It only works if you're attacking.
  22. I found more M82 than Desert Eagles tbh. At least ammo isn't such a problem here, because there's a trader around the Pentagruel mine, who sells .50 cal ammo. I really hope they bring Bobby Ray's back at some point.
  23. Yes, it is everything I hoped it would be. Of course, one can always argue about certain weapons being or not being in the game, about certain stats and balancing, or about drop chances for ammo. But that's not the point, you can change those things rather easily. But the core of the game? It is Jagged Alliance and I couldn't have hoped for a better base for future development, be it either official expansions, mods or anything else.
  24. 1) He dies, the evidence is on the table, which you found apparently. Although it requires a leadership check, so look up your quest log if you really collected the evidence 2) You need 4 pieces of evidence, and you need to deal with the Refugee Camp, meaning you have to clear it. That should clear your name if you did everything right 3. No, otherwise there would be no point in collecting evidence against her. She goes on trial after the events of the game, the ending should tell you as much
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