Jump to content

Melliores

Members
  • Posts

    173
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by Melliores

  1. @Solaris_Wave It is a design choice - Steam update history can be viewed without starting the game. GoG has a similar feature in GoG Galaxy. In general it is better to store any software changes outside of the executable so they are readily available at any time. Some developers choose to also display them within the Main menu at a prominent place - I have seen this only in early access games that do a lot of updates like Against the Storm for example.
  2. There will be a dev stream on Monday, the 24th of July. Let us see whether they say something about adding more ammo sources and a proper trader. Dropping all weapons does not work like you think @Solaris_Wave. Back in JA2(and 1.13 by extension) players would cheese the game picking the hardest difficulty, going into the more dangerous sectors and then just camping, till they get a good rifle or machine gun. On the hardest difficulty the game would throw at you better equipped soldiers and sooner. This made the game actually easier on the highest difficulty. @Skaldy I am 37 and played JA1 (since 1995), JA Deadly Games and JA2 (since 2000). Have been playing JA2 + mods for more than 2 decades. You have your whole life ahead of you. 🙂 I am not going to ask anymore about your gamestyle and approach, as it seems you are taking this personally. However you are not the first one to share that you are running out of ammo. The community and developers would very much benefit from understanding how and why you are running so fast of all your ammo. Blaming RNG is the easy way out - I reckon there is something else going on. Might be even a bug - hence why it is important to share more details from your games.
  3. @Skaldy Weapon availability is not random - most of the key weapons like the HK 21 can be obtained regularly (100%) at specific places on the map. Same goes for unique weapons that you can get from certain quests and bosses. Traders, while they have a very limited selection of weapons, always offer the same ones - Fleatown at H9 has a Glock, Auto-5, knives and MPK5. The Poachers' Camp at C5 always has a very nicely modified Dragunov. Moreover, enemies for me tend to drop a lot of AKs and MP5s. Less so 7,62 NATO weapons but those also can be seen from time to time. Can you please let us know how you equip your squads and what drops do you usually get? The game does not allow you to resupply only by using loot, you need to check the traders and craft some ammo as well.
  4. @Skaldy I get the impression you haven't played any of the previous Jagged Alliance games? Difficulty - the main source of difficulty always started with which mercs you can hire and what equipment can they bring on the mission. If you could start directly with an AK from the first sector, that makes a huge difference. In Jagged Alliance 3 they kind of overdid it, as new players are not yet aware they shouldn't be spending big before they capture at least one mine. The balancing can be improved, but this is 100% how Jagged Alliance plays - the scarcity of resources, equipment and personnel was always the main hurdle to overcome. Sat view Ops - they are there to allow to do more than just pass time on the strategic map and are direct legacy from JA2. The crafting and scouting are new additions and can benefit from an extended tutorial, possibly a quest even to introduce those operations to you. Towns - there are rewards for liberating towns and getting to 100% Loyalty. For example for Pantagruel this allows to control the Fosse Noire mine. Port Cacao opens the Museum for you, as well as the Junk trader. Small things but they do count and give character to each of the towns. Moreover, if you talk to the nameless villagers sometimes they will actually give you a few items and ammo as a reward for liberating the town and resolving its quests. Loyalty - apart from mine income and price of training of militia, Loyalty is required to solve quite a few quests or negotiate for extra rewards. Town defense - this is exactly how it worked back in JA2 with two slight omissions - in JA2 you could actually give orders to militia to move from one town sector to another (within the same town). You could also give weapons on the tactical view to militia members to better arm them. In JA3 when you use the auto-resolve feature with militia, you actually receive more loot and ammo as the game considers none of the weapons to have been fired. @Solaris_Wave It is not pure RNG - Here is what I have in my two principal squads Charlie squad: Taking stock : 9x19 mm - 1000+ rounds 7,62x39 mm WP - 1000+ rounds 7,62x51 mm NATO - 300+ rounds and around 500 rounds in Meltdown, who is in separate Heavy weapons squad 12 mm shotgun - 275+ rounds .44 - 260+ rounds .50 BMG - 174 rounds HE rockets - 12 40 mm grenades - 16 Mortar shells - 9 Alpha squad: Taking stock : 12 mm shotgun - 95 rounds .44 - 140 rounds 7,62x39 mm WP - 420+ rounds 7,62x51 NATO - 113 rounds 9x19 mm - 350+ rounds 5,56 mm - 275 rounds HE rocket - 7 I have plenty of ammo, especially 7,62 WP, 7,62 NATO and 9 mm. I think that some players tend to rely too heavily on burst fire and do not use often Aim or mod their weapons for accuracy.
  5. The patch is already live and the most important changes are: - you can now zoom in and out on the Overhead view of a sector. - mines will now deplete at a slower rate. There are a bunch of other changes as well. 🙂
  6. Militia training or lack thereof has no bearing on the town's loyalty and by proxy - the associated mine's income. Militia only serve to defend from incursions into your own territory. I have no idea from where you received this notion that more militia = more loyalty = more income. You can actively defend sectors with your mercs, but this is more expensive due to their wages, the opportunity costs are higher - they can be taking new towns/mines/outposts and solving quests in the meantime. Also, when you auto-resolve battles, the game tends to drop more loot and ammo. All the weapons dropped in auto-resolved battles are fully loaded (the game does not consider the enemies to have fired their weapons) so you get even more ammo this way. You want to auto-resolve battles if you know you will be winning them. 🙂
  7. @Skaldy If you use basic Machine guns from the start - MG42 or FN Minimi, then those will be quite inaccurate. You need a bipod, a good scope (I prefer the Termal one), a good stock and if the weapon supports it - a foregrip. Oh, and a basic tip for machineguns - never fire one without a bipod and in prone position! Most of them do not have a bipod installed by default. The key difference maker is modding out your machinegun for accuracy. Not all shots should hit, you are aiming at least half the burst to reach the target. In the case of the HK21, this is 4/8 shots and they are lethal. With a good merc you can even aim for the head.
  8. @Uncle Nick If you calculate the salaries of those two mercs for a single day stationed defending a sector you will figure out quickly that it is cheaper to train militia instead. They require some upfront investment but no daily salary afterwards. Your income depends only on the towns loyalty and some decisions made during quests related to that mine. Militia only guard the sectors, preventing their loss and by extension - loss of loyalty. Higher loyalty also makes it significantly cheaper to train militia in that town.
  9. Some backstory - I was preparing for the N-Night counter-attack on Port Cacao (K9). Managed to bring the old gang together, trained 8 Veterans, even had to hire Meltdown to have a Psycho on the team (for story reasons if you have played that town). Gave her a fully kitted out HK21 maschinengewehr - extended twisted barrel making her range up to 36, Thermal scope and other choice mods. Meltdown also has the Heavy weapons specialist trait - firing and setting up Machine guns and heavy weapons costs one less AP. Now, what does this mean in practical terms - you place Meltdown somewhere with a height advantage. On her first turn you set up the HK21 with Y ( a simple overwatch). The gunner (Meltdown) takes prone stance and has a bonus to accuracy from this position, due to the emplaced machinegun. What happens on the following turns: - The gunner can shoot normally for 3 AP (it can be lowered to 2 AP if you place a certain Mod on the barrel of the HK21 and sacrifice some range). You can aim 3 times, for 6 AP per shot at range of 36. With the Termal Scope, at 3 Aim levels you remove almost all malus. - You can have two 6 AP bursts as Meltdown has 12 AP to start with each turn. This means a total of 16 bullets flying towards your enemies. - On their turn the Overwatch remains active. Anyone trying to approach you from open ground will be gunned down mercilessly. - Each burst with 7.62 standard NATO does anywhere between 150 and 300 damage. And this is without any additional damage perks for normal or Overwatch shots. An upgraded HK21 holds 180 rounds or enough ammo for 22,5 bursts. This should be plenty to finish 4-5 battles with some support. The machineguns are really, really overpowered. I dread to think what will happen if you can buy readily available ammo from a shop in their thousands. 🫠
  10. @Uncle Nick You can train them to become Veterans. Once you train 8 recruits, your next training session will upgrade 4 of them to Veterans. They have better equipment and are stronger in a fight - it is recommended to train all your militia to Veterans provided you have the time and money. Veterans can become Elites only through combat.
  11. Yep, chalk it down to translation issue. They should have used Rauchschwache Pulver instead. Keep in mind that not all translators are specialized in firearms and military matters. It is probable that while the translator might have been very experienced and fluent in German, they were not aware of the differences between different explosive powders. 🙂 I would report it via the Bug report menu ingame - that should allow them to address it in their next patch and possibly have a second editorial pass over all of the translations.
  12. Can you please include links to those mods for players who are not that well acquainted with the Steam workshop (or other sites)?
  13. Yeah, the shops can use more variety, a proper interface and possibly a barter system. Ammo on the other can be plentiful for certain calibers, not 7,62 NATO though. Which is what you are struggling with, Warmonger. 🙂 I am currently using a mostly Eastern European roster and a lot of 7,62x39 mm. Ivan with a RPK-74 and a Dragunov is a sight to behold - the silent burst sniper that gets 3 AP per kill. 🙂
  14. In english it is called Gunpowder, which is an encompassing term for all explosive powder used in firearms. Are you playing the game in Deutsch and what word are they using in the translation? Sounds like a translation issue to me.
  15. There is a simulation of bullet physics. The game takes into effect the penetration of the bullet and how hard any obstacles are along the way. For example shooting with an Anaconda with armor piercing rounds has a Heavy penetration rating. The shot interface said it was a clear shot and Barry was right next to a window. Next to the window there was parked car and the enemy was hiding just next to its trunk. Barry produces the shot - the bullet goes through the wall, pierces the car and hits the enemy. The enemy is killed, the car explodes and the wall is no more. Barry is also slightly wounded due to the explosion. Morale of the story - do not rely to heavily on the shooting interface and check your surroundings. Even if the bullet hits the target its trajectory can destroy your own cover or flooring. Also AP rounds can be really powerful in urban environments.
  16. Yep, some of the FAMAS rifles have an advanced scope on them. Also if you buy weapons from the vendors, most of them will come with an advanced scope as well. The Dragunov from the Poacher's camp (C5), comes with a Thermal scope for example.
  17. Well, do not open the Bear's Pit forums then. 🙂 There are literally players over that that state "I hate this game because it does not have this " and it is mostly a feature of the 1.13. A toggleable feature at that that not all 1.13 players use. It can be a very ... awkward place if you want to have a sane discussion there.
  18. @GODSPEED Have you browsed the Bear's Pit forums? There were a lot of mods that added quality of life features for JA2, the most beloved of those being Straciatella. However if you go to those forums you will see quite often the opinion that you either like only JA2 v. 1.13 or you are unwashed Xcom 2 player. There is a lot of name calling from those long-time players, even including against other JA2 mods. Or how you should play JA2 v.1.13 the proper way if you have installed it. For example anything not using the new inventory system with the LBE is considered a heresy, although that is a toggle in the .ini file and when starting a new game. If you browse the main forum here you will see a few opinions that not only want a better inventory system, they want that very specific 1.13 inventory - and if it is not included, then they will not play any other game in their life. From what I gather, no one hates JA2 1.13 - people simply dislike the elitist behavior of a group of JA2 1.13 fans that even resort to spamming to get their voice heard.
  19. Use the Drop all mod. If you install also the Mod enabler, you can even edit that mod to only make ammo have a 100% drop chance. Enemies drop quite a lot of loot with a 100% and players have attested that just by completed Ernie island they had literally thousands of 7,62x51 mm (NATO standard) rounds.
  20. You have to give us more information - what is the game version you have installed (Steam, GoG or dare I ask, downloaded from somewhere else). What are your system specs and do you get an error message from your Windows. Have you installed on a PC, Steamdeck or some other device. And any other information you can give us.
  21. The gold watch can be found indeed in the backyard behind the Red Dragon. Also there is a MERC backpack in one of the alleyways behind the truck. For both you will need a merc with a least 90 Wisdom to notice them. I found both on my first visit to those sectors and had both Livewire (94) and Barry (at 98 Wisdom at the time). So I do notice almost everything on the maps. The game is very much finished, however some mechanics can be better explained - like that you rolled for a Wisdom check but failed it.
  22. The price very much matters. Some comparisons : At 20 loyalty the price of training militia might be anywhere from 1500 to 1800 for 4 militiamen. At 100 loyalty this drops to 600 for each round of training. You also have to add to the cost the wages of the mercs doing the training - the more leadership and certain perks/talents they have, the faster it will be. So if you save some money and time, you will be able to train more militia for the same amount of money. About 3 to 4 times more militia. That will help with overall finances.
  23. Silent Storm balanced this more on the enemy side - it had more numerous enemies and they were fast. The main tactic was to rush you in order to make you relocate and thus not shoot on your turn. Some things that can help balance the game loop: - introduce a short range aiming penalty for some weapons. Thus, you will want to switch to a pistol if the enemy gets too close. - have the enemies use more grenades, including gas grenades. Give them weapons with a grenade launcher. Most of the weapons that currently drop are optimized for Overwatch (which does make sense) but we need more enemy variety in roles and approach. Chucking grenades at a lone sniper might make him relocate, especially with tear gas. - Make the enemies throw flares and use flareguns at night. Even if one or two die before launching the flares, this will illuminate a big portion of the map and will make you think twice where to position your snipers. - introduce counter-sniping. The current Snipers the enemy has also rush, but usually to the back. They rarely take some cover though. Introducing a better behavior where they climb to high ground and go prone might help. Also give them more weapons with a bipod - the accuracy bonus from that modification alone should be enough to make counter-sniping dangerous. - have more animals. They can have guard dogs at certain bases to make it harder to sneak to good positions for sniping. Also hyenas could be faster. Currently they are as fast as humans which is strange. Or they could go with a different approach, make the other fighting styles more optimal. 🙂
  24. Melliores

    Omryn

    Omryn really, really hates being underground. That is not joke, if you initiate combat with him in the squad underground, his morale will drop down permanently by two levels. You will need to resolve a few quests in a certain way to return his morale to Stable status and this might take up to two months in-game. I can see this being an issue if you have to assault a bunker with him and you enter in more than one combat.
  25. A good route to take that will simplify most of your choices is first to land on the mainland on the upper right corner and capture the mine at A2 (Diamond Red). Fair warning, you will need a stealth approach for that battle and possibly one or two silenced rifles. The Gewehr 98 with a silencer also works. That income from that mine does not depend on the loyalty of a nearby town and you even get a quest to recruit additional workers from other towns, including the Refugee camp. Here you can see that choices matter - if you get to the Diamond Red mine later in the game, after a certain event happens at the Refugee camp, you won't be able to recruit workers from there. After Diamond Red head to Pantagruel and talk to Chimurenga, the Maquis leader (communist rebels). Agree to his quest and distribute the manifesto for extra loyalty with Pantagruel. Once you reach 100%, he will agree to hand you off the operations at Fosse Noire, the mine next to Pantagruel, a pretty big and lucrative one. You can then head to Fleatown until you receive a distress call. After you answer that call, you can leave the meeting at the Refugee camp for later and explore the map, capture more towns and mines and resolving quests.
×
×
  • Create New...