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Melliores

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Everything posted by Melliores

  1. With the right perks late game (Sharpshooter adding damage to your first shot and Anatomical knowledge giving you +50% crit damage) you can very much headshot any enemy with a 5,56 round. Now, probably not bosses, though everyone else is in peril of your sniper merc and their Steyr AUG or your weapon of choice. 🙂
  2. From the dev stream last evening, 1.03 patch is coming late this week or early next week: - On easiest difficulty, mines will only deplete to 50%, and on the medium difficulty they will only deplete to 20%. - Looking at difficulty on hardest difficulty to see how to make it harder. - Going to try to have a level designer on another stream. - Find new ways that the player can spend money. Possibly new merchants? - Increased time between enemy attack spawns on easier difficulties. - Increased travel speed. - Fix to enemies in the prison to make it so they are not as stationary. There was a script issue as per Boyan. - Boat on Ernie is free in case you somehow run out of money there. - Reduced damage on MGs a bit, bugfix so that MGs are less accurate when setup (apparently they were getting full benefits of aiming always). - Reduced MG number of bullets per shot based on AP (always shot max number of bullets before). - Increased drops of gunpowder so you can craft more ammo. Seems that they want us to use the crafting system to better address our supply needs - Looking at availability of parts/meds; maybe for next patch. - Fixed some bugs with perks that made explosives dmg bonuses count twice. Barry will not be able to do as much damage but will still be very, very good. - Made distance count for mishap chance for grenade launchers and RPGs. Works for both enemies and mercs - no more 100% sniping with a RPG. - Mod tools mid-August; 1st batch for IMPs, chars, UI, etc., 2nd batch for map/campaign editor. - Soundtrack on spotify. @sandman25dcsss Balance reasons - If an item is around 90-100% condition, it does not cost any parts and 15 to 30 minutes. They wanted I guess to at least have some money cost (hours still cost your money in salaries) to give you some time to think when do you want to do repairs.
  3. It is better to try to compare weapons by role instead of type. For example, the Steyr AUG has a great sniper configuration. It is more accurate than a proper sniper rifle with 11 accuracy per AIM level, 13 with Match ammunition. It has also 36 range which only the M82 can better. Important to note - the AUG only cost 4 to fire Single shot and 5 in burst. It can kill at least two targets per turn provided you can crit on your headshot. Give an AUG to Kalyna and use her special talent - penetration won't matter at all. The Dragunov SVD has a scary Overwatch configuration - Light stock (one extra shot per Overwatch), Reflex sight and a Bipod. All this with 36 range and good critical chance. Give it 7,62 WP Hollow Point that you can buy from the Fleatown Market and handle it to a merc who can crit on Overwatch. It stops anyone in their tracks, better than any other burst weapon for Overwatch/Interrupt. 🙂 We can go on but first we need to define roles in which to categorize the weapons. 🙂
  4. @5Cents The machinegun is still an excellent area of denial weapon. Set it up on Overwatch and you can still use all your AP to shoot, while you will be having interrupt shots against anyone in the area of effect. Moreover, some of the machineguns are better than even sniper rifles for long-range elimination of targets. They are still very good without having to inflict a debuff called Suppressed. And both your mercs and AI will simply stay in place or take cover if they cannot get away from the cone of a machinegun. 🙂
  5. About grenades - they do not need be in your hand for you to be able to use them. The game correctly recognizes this and places them in the inventory, where they should be. The only reasons for you to place a grenade in your hand is to have a choice between two different types (if you have others in your inventory) or just to free up space. The game does recognize the shaped charges in Barry's hand from what I recall? I tend to always receive them first in his hand, where I keep them to save up on inventory space.
  6. Did you intercept the squad before it reached the sector where Biff is located (A8 if I recall) or you managed to catch them enroute? You must not enter the A8 sector where Biff is, otherwise that will trigger the Refugee camp crisis once you decide Biff's fate.
  7. The only way to postpone the Refugee camp crisis is when you get a distress call from Biff, to intercept the attacking Légion squad before it reaches his sector. The Légion won't send additional squads and you should be safe for a few months leaving Biff up north. Just do not approach the A20 sector within 2 tiles, that will also trigger the Refugee camp crisis automatically.
  8. @marcinl0 If you want to do it justice, you need to actually create a small website that can be accessed via your laptop. Including with a shopping cart, images and what not. Possibly add something funny or even include easter eggs. From a design point of view you would want to introduce several websites, not just one. Like we had the flower service and Insurance company back in JA2. Now, after creating and fine-combing the website for bugs, they will need to playtest how deliveries are made and in what way they affect game balance. For example, and this is only an idea in my head, there can be two services - by boat and dropping a crate with a parachute from an airplane. The boat will be slower, cheaper but you will be able to choose to which sector it will deliver the goods. The airplane will be faster but you will only be able to choose the vicinity where the crate will be parachuted. You will then have to go there and look for it in the adjacent sectors. The landing might damage some of the goods. They would want to make it as interactive as possible with the rest of the game. This takes time and testing, not something you can do within 2 to 3 weeks. Keep in mind that they explored of lot of ideas and some of them were put on hold or left for a later date. They might already have some idea on how to tackle the ammo and weapon availability that has nothing to do with internet shopping. We know that the Adjani valley is only one part of the country of Grand Chien - possibly a traveling merchant can come up to a few ports and accept requests?
  9. Just to clear some airs: To apply Suppressed status you actually need to hit your target. This can be done either via full Auto or by hitting them in the groin area with any shot (single, burst, long burst, full auto, special). Suppressed status lowers by 4 the character's AP for that turn and removes the ability to flank enemies. So even if they have ridiculous Free move, they will not be getting any damage bonus from it by Flanking you. This means that going full auto with early game rifles and SMGs is a waste of ammo as they have low base accuracy and almost no bullets will hit. If you want to counter the bigger Free movement range on Mission impossible, simply aim for the legs. It gives them a 300% slower movement for one turn, which essentially makes them sitting ducks. Tex's special talent is very good for this.
  10. @marcinl0 The Dragunov in game uses 7,62x39 mm WP rounds. All soviet rifles and machine guns actually use that for simplicity. This is I guess to make the loot drops easier to handle. Dragunov in real life uses 7,62x54R. AK-74 uses 5,45x39 mm. However these callibres are not available in game and thus they use the 7,62x39. @Solaris_Wave If you are asking from a coding perspective - just a simple variable that is part of the Free movement formula. If you are asking from a roleplaying perspective - drugs, training and whatnot. I know for certainty that a well-conditioned infantry soldier can outrun or outpace me while I am not carrying anything heavy and they are hauling a 30 kg backpack and weapons with them. You can say that on easier difficulties they are not that well-trained and thus the base value they have is actually for civilians. Do not underestimate what a good condition training can do for your body. 😉
  11. They said that their next goal is to release the first batch of mod tools around the middle of August. I would expect a patch between the 10th and 17th of August. Also keep in mind that it will probably include mostly bug fixes and said mod tools, not new features like Bobby Ray's. Do not get your hopes up. It is to be expected that the first patches include bug fixes to make quests run smooth, improve performance, remove graphical glitches and more.
  12. @Beak The Custom Settings mod has a Sector inventory sort feature. I haven't tried it yet but apparently it works as expected.
  13. The only must have mods are those that provide bug fixes or extra settings. The Custom settings mod achieves a lot of what some of the more picky players have requested - way to modify the drop rates of certain items, change the number of mercs you can recruit and even apparently now has sorting functions for the sector inventory. 🙂
  14. Speaking of the extra bullets per burst mod, do you think it makes a difference on a machine gun? The machine already fires 8 bullets per long burst which in almost 90% of the cases is plenty of damage against one or even two targets.
  15. So I managed to play today the big battle against Siegfried, Bounce and their soldiers. Siegfried's soldiers had a very good AI - they move from cover to cover, use grenades, fire burst fire instead of full auto and evade any machine gun Overwatch (normal overwatch was still a trap for them though). From what I gather though, they only had one AI role assigned - while taking cover and trying to close in and get a better shot, they did not try to snipe me. There were no snipers among them. I think the AI framework of JA3 can benefit from having enemy units have 3 AI Roles assigned to them, so they alternate between them. In the case of the battle at B12, the AI correctly identified that I had the high ground on the hill and they did not try to storm it. But the firefight did not go in their favour at all mostly because they tried to maneuver too much around the buildings. We need more AI that have multiple weapon roles and are able to use them like Siegfried's soldiers. 🙂
  16. Do not forget that the game is also on GoG - you will get around 20% of the Steam sales there at the least. So I would say a conservative estimate of 250 000 units sold so far. Also keep in mind that a good chunk of the players took advantage of the preorder discount. Estimating total sales would be very difficult. 🙂
  17. @GODSPEED There are a few matters that do not make it that simple to program a sensible AI in JA3: JA2 is 2D, there is very, very elevation to the maps. It was easy to tell the AI to simply climb on the roof and they did not a ladder or any other point of access. JA3 has multiple levels of elevation and fall damage does exist. This makes path finding, especially for Brutes and other close quarters units a challenge. JA2 had a lot of indestructible terrain. Those trees are stronger than titanium and we should have used tree bark from Arulco instead of ceramic plates. All this impossible to destroy cover facilitated the path finding and decision-making logic of the AI. Now, in JA3 there is a lot of destructible terrain and even if you can not destroy the concrete wall with your rifle, it is possible to penetrate with certain calibers. The AI has to be taught not only to avoid certain cover but also to know that it can destroy it and go through it. As well as go under the target and simply shoot through the ceiling. Again, we have a lot more scenarios and options that the AI has to consider. In JA3 the AI does use trained animals. It is a valid strategy to first let the animals loose and then wait before rushing forward. Here we have different categories of AI that need to be independent from each other but still able to work as a team. Explosives. Not used much in JA2 but for some reason in JA3 both you and the enemies have access to plenty of them. Due to this cornucopia of things that go boom, we need the AI to be more aware to not cluster their units and also to be more liberal with their explosives. They do carry weapons with under-barrel launcher but I have yet to see them use it. Now, the AI pummeling you with explosives won't be fun for most players, so I guess this can be reserved for a specific difficulty. 🙂 All that text just to say that you need to consider that just because something was codded/modded back in JA2 does not make it neither a viable, nor an easy addition to JA3. The games have their differing systems.
  18. @Jaywalker Yep, that is correct. Which makes the ability to actually fire two times per turn (or even 3 if you do not want to aim) all the more valuable. You can also use the red dot to set up an enemy for another heavy hitter. A good combo is aim for the groin and then let someone else finish the enemy. Works with explosives as well.
  19. JA3 barely had any marketing budget to begin with, let alone budget for underhanded tactics. If you watched any of the dev streams, especially on Youtube, you would have seen that there were barely 100 to 200 people watching most of the time. The reviews for the game came out on the 13th of July and there was no prehype videos or content from Youtubers. Compare this with Baldur's gate 3 or Starfield who were getting so much content months before their release. I have no data how much was the marketing budget provided by THQ Nordic. On Youtube and Haemimont's website there was more content for their other new game - Stranded: Alien Dawn, than for Jagged Alliance 3. The demo itself is a very nice touch which could been launched at the start of July but I guess that is up to the publisher. Very few games nowadays have a working demo which you can download.
  20. The radius of the circle is only for demonstration purposes (how many Aim levels you have applied to that shot). It does not display your chance to hit. Aim levels Melee attacks can only apply 1 level. Firearms by default have 3 levels Sniper scopes (x5 or x10) only add 1 extra level. So you can have a max of 4 levels with any of the Sniper scopes. The Sharpshooter perk (Dexterity) adds another 2 aim levels with firearms. Combine this with a sniper scope and you will have 6 aim levels. Aiming is not universally good. Each level gives you a specific bonus to accuracy = type of weapon + Aim attribute of the weapon + Dexterity bonus. We are still to see the exact formula from the game files. This means that a weapon with low Aim bonus (AK-47 has only 2) is not really worth it. Due to the vertical grip you might want to aim at least 1 level, but going all 3 is not very productive. You can very much fire any weapon with a Single shot/long burst cost of 4 AP twice per turn. FAMAS is a good example but also any machine gun that can equip a bipod, vertical grip and some scope (for accuracy). You can even lower the cost of machinegun attacks to 2 AP per long burst with a Perk and a mod (on some of them). So a fully aimed shot will cost you 5 AP per long burst. It is up to you to decide how to play in the end - having more aimed shots per turn is very much viable but you need to configure your weapons for it and use the right ones. Aiming just for the sake of it is not very efficient, you need to be sure you get a good accuracy bonus while doing so. If you are not sure how the numbers work, install the Chance to hit mod for a few battles to see some of the accuracy bonuses and maluses. I do not use it personally but it can help you learn the game.
  21. @shadoww Ah, that is the crux of the issue. 🙂 The weapon (FAMAS) performs admirably even in the hands of poor shooters. But you have to leave them in place prone (for the bipod) or at least crouched (if you want to use the Take cover action for extra AP on your next turn). This works great both in defense and offense, but it is a very static approach. By the way, you can still use the quick prism scope if you first shoot, then move. Need a merc with good Agility though, as they tend to have a bigger Free move range. @Skaldy Using full auto on early game assault rifles is just a waste of ammo. You will need a very good merc specialized in autoweapons with high Marksmanship to even land 3 of those 15+ bullets. The FAMAS can do more damage with single shots or single shot + control burst for the sole reason that those shots will actually hit the target. The accuracy is so good that you can even aim for the head and get a guaranteed crit. And most importantly - any Merc can do this with a FAMAS, they do not need any perks or good Marksmanship.
  22. Nope, I am not forgetting that - both attacks with the FAMAS will be guaranteed crits. Anywhere from 25 to 40 damage or more depending on armour and body part. And one of the attacks with the FAMAS can be a burst as well. You can have at minimum 2 crits per turn with a FAMAS on a merc with 60 Marksmanship. The same merc will have a very difficult time hitting something with that AK.
  23. @shadoww The FAMAS has the following perks compared to the AK-47: Better Aim bonus per each level - 4 (FAMAS) compared to 2 (AK-47) Can equip Quick Prism scope. This gives 3 Aim levels on your first shot every turn if you start with it. Requires 1 AP less to shoot. Single fire is 4 AP, Burst and Auto are 5. both weapons can equip a red dot, vertical grip and bipod Let us take an average merc with 12 AP. 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. On the other hand, the AK can do: First and only attack is either single (5+3=8 AP) or burst (6+3=9 AP) at 3 AIM levels. Due to the red dot it is a crit. Or they can go forgo the 3 Aim levels for the red dot and do 2 single shots at 1 aim level (for the vertical grip bonus) for 6 AP each. The FAMAS is both faster and more accurate which is great for average shooters with little to average AP. Also due to the better accuracy they can be used as a pretty good stealth weapon for headshots up close. The FAMAS uses 5,56 NATO, which has Light penetration. Depending how east you go early in the game, you can actually find quite a lot of 5,56 rounds - they do less damage but the weapons that use these rounds tend to be a lot more accurate. Thus you will actually be saving on ammo because you will get more hits. Regarding ammo penetration - each weapon uses the standard penetration for the caliber they use. The AK-74 is the sole exeption as far as I know here the base penetration is actually upgraded.
  24. @username55 On my normal playthrough I soloed Camp la Barière with Igor and a machete. Managed to kill 13 légion men, at night. They had at least half of them on patrol as well. Igor does have the Stealthy perk and very good Agility. Do you actually first prepare you takedown and then simply click right next to your target? Also you might want to wait for nighttime if you are having difficulties sneaking around.
  25. Let me introduce you to my anti-capitalist silent sniper: Usually fires Hollow point 7,62 WP bought from the Fleatown market. Normal shot costs 4 AP, with Ivan you get 3 AP back on a kill. Normally you can do 4 fully aimed long bursts, later in game that raises to 6 fully aimed long bursts. If you do not want to aim it costs you only 1 AP per kill. And because it has not one, but two good reliability bonuses, you can keep firing for a long time before the weapon condition drops below 70%. It is also very, very accurate thanks to the bipod and grip.
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