Whitout savescumming?but in other cases using a rifle with a silencer is way better. I've cleared maps entirely with a single guy using this method.
Sounds but it is not. In JA3 cover gives straight penalty to attack chance, so does darkness, being prone and many other things like choosing body parts like heads. Game rolls the check and if you miss you miss completely. This is exactly same like in nuXcom. Then in nuXcom they calculate misses that can hit random objects and destroy them. They can never hit another target. JA3 lets you hit other targets in addition to objects.Eh, that sounds exactly like this system. It's not like Phoenix Point is something beyond "chance roll". Bullets come out of the gun and will hit random stuff if you miss. It's very much like Silent Storm in that aspect.It is really not simulating anything. It is straight hit chance roll and if you miss that roll you miss character completely and at best the bullet can hit something behind although that happens rarely. Phoenix Point is actually simulating it.That is not correct. Xcom had very abstract boardgamey shooting, this doesn't. It's not perfect, but it is simulating the ballistics. If calling this Xcom, you might as well call Phoenix Point Xcom.Combat is Nu-Xcom
Activate official mod that shows you numbers and you will see yourself. I do not care what you think, this is how it works. Mod breaks down all bonuses and penalties into exact numbers. All the shit is revealed.I don't buy your silly hypothesis that game doesn't simulate bullet physics and use nuxcom model of rolling a dice. You have on-the-path hits all the time (no, I am not talking shotgun/grenades), you have visual red overlay notification when you have chance to hit your buddy, you even have fucking "you will lose reputation killing that useless peasant 10 meters behind that brute you trying to burst with your mighty FN FAL" modifier and icon in your targeting preview. Have you actually played fucking game or just theorizing?
Game have ton of problems but that's not one (stupid nuxcom pod mechanics, RTS components, etc etc)
And don't start with "but they released mod showing exact percentages!" crap. First, it's super easy to calculate by many ways by functions which is a core in any 3d engine and second - it's could be as precise as caclulations in openxcom where your snipers have 300% to hit to be really 30% because of all stupid twigs on the way
You obviosly have not played game (enough) and you also obviously didn't even read my post (I literally mention devs mod it in my post and why it doesn't mean shit). I literally had occassions when I had to reposition my sniper because he kept dudding his perfect shots to open enemies hitting rail on the roof close to him, exaclty like you miss perfect 666% sniper shots to twigs and branches in openxcom. Keep copingSounds but it is not. In JA3 cover gives straight penalty to attack chance, so does darkness, being prone and many other things like choosing body parts like heads. Game rolls the check and if you miss you miss completely. This is exactly same like in nuXcom. Then in nuXcom they calculate misses that can hit random objects and destroy them. They can never hit another target. JA3 lets you hit other targets in addition to objects.Eh, that sounds exactly like this system. It's not like Phoenix Point is something beyond "chance roll". Bullets come out of the gun and will hit random stuff if you miss. It's very much like Silent Storm in that aspect.It is really not simulating anything. It is straight hit chance roll and if you miss that roll you miss character completely and at best the bullet can hit something behind although that happens rarely. Phoenix Point is actually simulating it.That is not correct. Xcom had very abstract boardgamey shooting, this doesn't. It's not perfect, but it is simulating the ballistics. If calling this Xcom, you might as well call Phoenix Point Xcom.Combat is Nu-Xcom
Phoenix Point gives every weapon a certain circle of possible projectile trajectory. Then it randomly fires projectile inside this circle and lets projectile simulation do the rest. Old UFO did the same. This in effect lets you rarely miss shots from close range. Also in PP you can put enemy head at middle of your circle but still hit torso or hands.
In JA3 if you are close and it is 60% hit chance, it will always be 60% hit chance no matter what you do. That is same shit as nuXcom.
Activate official mod that shows you numbers and you will see yourself. I do not care what you think, this is how it works. Mod breaks down all bonuses and penalties into exact numbers. All the shit is revealed.I don't buy your silly hypothesis that game doesn't simulate bullet physics and use nuxcom model of rolling a dice. You have on-the-path hits all the time (no, I am not talking shotgun/grenades), you have visual red overlay notification when you have chance to hit your buddy, you even have fucking "you will lose reputation killing that useless peasant 10 meters behind that brute you trying to burst with your mighty FN FAL" modifier and icon in your targeting preview. Have you actually played fucking game or just theorizing?
Game have ton of problems but that's not one (stupid nuxcom pod mechanics, RTS components, etc etc)
And don't start with "but they released mod showing exact percentages!" crap. First, it's super easy to calculate by many ways by functions which is a core in any 3d engine and second - it's could be as precise as caclulations in openxcom where your snipers have 300% to hit to be really 30% because of all stupid twigs on the way
The thing is, you can also exploit that quite a bit by triggering the pods to force everything to go to where you want it to be. I do wonder whether that mechanic was a band-aid to fix some other unexpected design flaw, or whether they explicitly designed the encounters with it in mind. I could see it both ways. I can live with it in XCOM, but it never felt especially good. Should have no place in Jagged Alliance.nuXcom would be brain dead without the pod scatter mechanics since targets standing in the open suffer from HIGH bonus hit and crit chance against them. Taking all the perks, gear and stat increases into account, that means from early mid-game on most targets caught standing in the open get instagibbed.It blows my mind that of all the things they could have stolen from nuxcom, they took the free enemy movement when encountered. Was there ANYONE who thought that was a good feature?
Without pod scatter you'd run up to a group and either wipe it in one salvo or cripple it into impotence and mop up the next turn. Rinse and repeat for the majority of the 50-100 hour campaign. Not sure why people imagine that'd be a fun game to play.
I guess it's mostly due to how cover works in XCOM vs. JA.The thing is, you can also exploit that quite a bit by triggering the pods to force everything to go to where you want it to be. I do wonder whether that mechanic was a band-aid to fix some other unexpected design flaw, or whether they explicitly designed the encounters with it in mind. I could see it both ways. I can live with it in XCOM, but it never felt especially good. Should have no place in Jagged Alliance.nuXcom would be brain dead without the pod scatter mechanics since targets standing in the open suffer from HIGH bonus hit and crit chance against them. Taking all the perks, gear and stat increases into account, that means from early mid-game on most targets caught standing in the open get instagibbed.It blows my mind that of all the things they could have stolen from nuxcom, they took the free enemy movement when encountered. Was there ANYONE who thought that was a good feature?
Without pod scatter you'd run up to a group and either wipe it in one salvo or cripple it into impotence and mop up the next turn. Rinse and repeat for the majority of the 50-100 hour campaign. Not sure why people imagine that'd be a fun game to play.
I savescummed the shit out of the game at first as I was trying to figure out the kinks of the mechanics. I'd just run around a camp initiating stealth kills just to see how things played out. Now that I've gotten a feel for it I'm much more comfortable with just going with the flow. Things to be aware of: stealth killing is not a 100% guarantee. I'm taking all those perks on level ups that increase this chance. I also have the perk that gives you an additional 5% crit chance per aim level. My sniper is using a Dragunov which has a base 10% crit chance. Sometimes my guy won't succeed at the stealth attack but they have a high crit chance and able to crit hit the enemy to death anyway, which is just as good. Hitting enemies in the melon seems pretty reliable if you are Hidden. Protip: if enemies don't see your character even during combat, you can hide again. Being spotted doesn't mean it's game over.Whitout savescumming?but in other cases using a rifle with a silencer is way better. I've cleared maps entirely with a single guy using this method.
One of the messages in the giant gun mod....Sorry the first mods are comically large guns and visible chance to hit.Hopefully one of the first mods is visible clothing on mercs.
https://steamcommunity.com/app/1084160/workshop/
need to use the dev mode/cheats one to fix it.One of the messages in the giant gun mod....
Don't subscribe to this, it will be impossible to remove. I tried:
* Disabling the mod in game.
* Unsubscribing from the mod.
* Verifying game files through Steam.
* Completely uninstalling and re-downloading the game.
I still got the big guns
Also i heard the armor doesn't show on your mercs... I get why this wasn't a thing in JA2 but here? Thats really lazy.
I heard you can buy guns in flea market, and I also heard that shops doen't restock.please tell me i can at one point later on buy weapons like the old days. Scavenging shit from dead soldiers sucks ass.
Some nerdy-ass game dev: "But it'll ruin the BALANCE of our simulation game!"Basically, it's weird that enemies are not dropping guns they use.
You could imagine that was all they could smuggle into the country. Before you got airfield everything had to go through border checks.>Go into battle with a goddamn revolver and 12 rounds of ammo.
Yeah I hated this about JA 2 as well.
Yes, there are places you can buy guns and ammo (in the most retarded way possible, but still). Shops do restock, at least on ammo.I heard you can buy guns in flea market, and I also heard that shops doen't restock.please tell me i can at one point later on buy weapons like the old days. Scavenging shit from dead soldiers sucks ass.
Yes, machine guns are awesome, but they chew through ammo like a motherfucker. I'm constantly starved for 7.62, and I'm only running one MG.Getting my hands on the first machine gun in the game, and subsequently mowing down entire enemy squads, may have something to do with it.
Haven't found anywhere yet. Scrap everything and be happy, because scrap is a more valuable commodity than cash. You can sell scrap for cash at the market if you want to.Is there anywhere to sell shit or does it all go to scrap besides diamonds?
>Be someone who is a professional mercenary, kills people and doesn't afraid of anything.Basically, it's weird that enemies are not dropping guns they use.
>Go into battle with a goddamn revolver and 12 rounds of ammo.
Yeah I hated this about JA 2 as well.
I always thought it'd make sense for (post-JA1) AIM to be just a little bit concerned about merc equipment in the low-low tiers - just to maintain some sort of service standard. "Here's a vest and a gun that won't immediately blow up in your face and thus embarass AIM as an organization. We're deducting these out of your pay, have fun. Dipshit." That sort of thing. Some of that gear is comical on those maps.>Be someone who is a professional mercenary, kills people and doesn't afraid of anything.Basically, it's weird that enemies are not dropping guns they use.
>Go into battle with a goddamn revolver and 12 rounds of ammo.
Yeah I hated this about JA 2 as well.
To be fair, the low-cost mercs you're hiring at the beginning of JA2 are anything but professional, according to their bios. And the expensive ones do come with reasonably decent toys.
Textbook Codex autism.What's people's issue with the art? I think it does well at being readable with a good level of quality (aside from animations), the atmosphere during this frantic night battle in the church town was great
Only problem I have with MG is the lack of ammo. Otherwise, it's really damn good and fun to use/ambush people with.The game is growing on me a bit, despite some persistent frustrations. Getting my hands on the first machine gun in the game, and subsequently mowing down entire enemy squads, may have something to do with it.
You can actually have multiple squads in the same map if anyone was curious.
Overwatch trapping is probably the way to go in this game since the AI is actually braindead and will run towards you, especially if you bait them with something as silly as opening a door.
The fixed camera angles for overwatch are ridiculous and awful.