Tuco Benedicto Pacifico
Arcane
It's really not.Do you mean it's another XCOM clone?
You'd know, if you actually played it.
It's really not.Do you mean it's another XCOM clone?
If causing grognard butthurt is the goal I'd go with "universal acclaim" insteadShould I cause butthurt adding "Codex Consensus: Neutral-Positive" to the thread title?
Good tactical game? Yes.So is this game actually good?
Good Jagged Alliance game? Opinions are all over the place.
Do you mean it's another XCOM clone?
I think you might have to limit yourself a bit, not going full snipers, aka optimize the shit out of the game, even if a game like JA is meant for it. I run a random crew with usually only one sniper. I like my close-combat smg dudes, but it's pretty clear that the sniper is the dominant one in firefights.Agreed on both points, in that order of importance too. The lack of sector inventory sorting is baffling to me. I was replaying JA2 recently in anticipation and I was thinking about all the cool new sorting options JA3 would likely have... Then the first time I closed and reopened sector stash with everything still unsorted I died a little inside.Yes. I fell in love with the game.
There is only a handful of things that disappoint or frustrate me.
The biggest one is the UI and inventory management, which is pretty barebones (and might be the reason why there are no real vendors, but you purchase predefined items by interacting with the map).
And for the combat it's this damage reduction. At the beginning I didn't think it would be that big of an issue, but the way this damage reduction works for bursts and full auto actually promotes the degenrate silent sniper gameplay.
Basically if you single shots are preferred, than why not use those with highest single shot damage - hence why sniper rifles trump assault rifles in this game. And if you pick a sniper rifle, why not attach a silencer.
Machine guns have their own niche and are actually useful, but you need to manage your ammo well if you are using one of those - either craft a lot of your MG ammo, or switch to a different ammo standard for the rest of the team.
Im curious why burst and auto fire needed a damage nerf. They are already pretty inaccurate without it. I do think it is funny that a lot of issues with the game are re-creating issues that existed in JA2 as well.
That said, also agreed about falling in love with the game. It feels like a JA game to me.
I think you might have to limit yourself a bit, not going full snipers, aka optimize the shit out of the game, even if a game like JA is meant for it. I run a random crew with usually only one sniper. I like my close-combat smg dudes, but it's pretty clear that the sniper is the dominant one in firefights.Agreed on both points, in that order of importance too. The lack of sector inventory sorting is baffling to me. I was replaying JA2 recently in anticipation and I was thinking about all the cool new sorting options JA3 would likely have... Then the first time I closed and reopened sector stash with everything still unsorted I died a little inside.Yes. I fell in love with the game.
There is only a handful of things that disappoint or frustrate me.
The biggest one is the UI and inventory management, which is pretty barebones (and might be the reason why there are no real vendors, but you purchase predefined items by interacting with the map).
And for the combat it's this damage reduction. At the beginning I didn't think it would be that big of an issue, but the way this damage reduction works for bursts and full auto actually promotes the degenrate silent sniper gameplay.
Basically if you single shots are preferred, than why not use those with highest single shot damage - hence why sniper rifles trump assault rifles in this game. And if you pick a sniper rifle, why not attach a silencer.
Machine guns have their own niche and are actually useful, but you need to manage your ammo well if you are using one of those - either craft a lot of your MG ammo, or switch to a different ammo standard for the rest of the team.
Im curious why burst and auto fire needed a damage nerf. They are already pretty inaccurate without it. I do think it is funny that a lot of issues with the game are re-creating issues that existed in JA2 as well.
That said, also agreed about falling in love with the game. It feels like a JA game to me.
I think you might have to limit yourself a bit, not going full snipers, aka optimize the shit out of the game, even if a game like JA is meant for it. I run a random crew with usually only one sniper. I like my close-combat smg dudes, but it's pretty clear that the sniper is the dominant one in firefights.
I think you might have to limit yourself a bit, not going full snipers, aka optimize the shit out of the game, even if a game like JA is meant for it. I run a random crew with usually only one sniper. I like my close-combat smg dudes, but it's pretty clear that the sniper is the dominant one in firefights.Agreed on both points, in that order of importance too. The lack of sector inventory sorting is baffling to me. I was replaying JA2 recently in anticipation and I was thinking about all the cool new sorting options JA3 would likely have... Then the first time I closed and reopened sector stash with everything still unsorted I died a little inside.Yes. I fell in love with the game.
There is only a handful of things that disappoint or frustrate me.
The biggest one is the UI and inventory management, which is pretty barebones (and might be the reason why there are no real vendors, but you purchase predefined items by interacting with the map).
And for the combat it's this damage reduction. At the beginning I didn't think it would be that big of an issue, but the way this damage reduction works for bursts and full auto actually promotes the degenrate silent sniper gameplay.
Basically if you single shots are preferred, than why not use those with highest single shot damage - hence why sniper rifles trump assault rifles in this game. And if you pick a sniper rifle, why not attach a silencer.
Machine guns have their own niche and are actually useful, but you need to manage your ammo well if you are using one of those - either craft a lot of your MG ammo, or switch to a different ammo standard for the rest of the team.
Im curious why burst and auto fire needed a damage nerf. They are already pretty inaccurate without it. I do think it is funny that a lot of issues with the game are re-creating issues that existed in JA2 as well.
That said, also agreed about falling in love with the game. It feels like a JA game to me.
I don't think it's optimization. In CQC enconters snipers are weak, while properly perked Igor can down 3-4 enemies in a turn. You are really better with all tools in a box. Shotgun for debuffs, snipers for long range, melee for CQC. Building all long guns is not optimized at all
I don't think it's optimization. In CQC enconters snipers are weak, while properly perked Igor can down 3-4 enemies in a turn. You are really better with all tools in a box. Shotgun for debuffs, snipers for long range, melee for CQC. Building all long guns is not optimized at all
You won't have CQC if you drop them from 30 tiles afar. And those 3-4 enemies downed by Igor in melee accounts for abusing the 0AP exploit?
I'm not arguing here for the sniper rifles, I'm trying to not make them meta weapons.
I've had good success using blood and his throwing knives. With a bit of luck he can easily take out 3 non elite enemies on his own. Dr Q can reliably take out 2 when using the knockdown on one.
And shotguns. Yeah, they are a blast.
If causing grognard butthurt is the goal I'd go with "universal acclaim" insteadShould I cause butthurt adding "Codex Consensus: Neutral-Positive" to the thread title?
I heard all mines will deplete eventually, is that true?
Just like in JA2. One of my early mines depleted already. I am more interested if timer is running on mines I do not control
I have still not see this miss one body part, hit another and I have also spent hours watching people playing it. Also didn't devs themselves confirm that if you miss one body part you will not hit another.Good tactical game? Yes.So is this game actually good?
Good Jagged Alliance game? Opinions are all over the place.
Do you mean it's another XCOM clone?
I'ts more similar to Wasteland, but better
let's recap.
- You have something similar to XCOM pod activation mechanic, but not really. It's not POD, it's per individual, all enemies who see action will react. Unless you initiated combat with agressive action, they tend to seek cover on first round, but it's wildly inconsistent, I encountered both shooting and stabbing when they supposed to run for cover. I don't have enough data of why this happens. If you initiate combat yourself, all your shoot/overwatch guys will have their AP spent
- You DO NOT have double action of XCOM. I'ts AP, just like in JA2/Wasteland. I wish they inflated AP number, like 1.13, for granularity, but we get what we get. I think they tried to copy JA2 instead of 1.13, which is questionable decision, but whatever. AP depends on same stats and expended with different speed depending on stance, just like JA.
- Despite couple retards here insist that game have binary hit/miss system like nuXCOM, it's properly simulates bullet physics. You will get stray hits, you will get wall penetration, floor destructions with fall damage and hits to different (from which you intended) body parts. Game literally have free aim mode (which you should use for better shotgun cones) if you dislike XCOM-like selection of targets. Once you get your first MG, any doubts about that will dissipate. Pretty much like JA2 minus bullet drop (which many people disable in 1.13 anyways)
- The cover system, it's basically visual. You see that pile of rubble? You see it red-broken-shield when you stay, it becomes half-shield when you crouch and full cover when you prone. Bad news it's not gonna provide any cover the steeper the angle from enemy to that cover. Not like nuXCOM, where full cover is full cover., unless you perfectly 90+ degrees flank it. Not to mention, that you don't see shit and can't shoot directly through that cover, so expect crouch/prone hopping. General advice - don't rely on UI cover representation at all - if it looks shabby or questionable it's indeed shabby and questionable.
- Overwatch system. Very similar to XCOM, but it's cone (unless you have merc with 360 degree), be careful with setup, because your merc can leave cover to set it up.
I think you getting so much feedback about it being close to nuXCOM than to JA2 because a) people are generally morons b) they don't play both games like I do regularly (and I play openXCOM too a lot). This game is infinitely closer to JA2 than to XCOM, not even close, even if it's need a lot of fixing.
Do I really need to kill all the commies in Pentagruel to take control of the mine?
Not that that's a problem.
No, you'll get to 50 loyalty just by fighting the Legion, then you can do 1 or 2 quests (preferably including distributing this work of propaganda).
And the commie leader will realize that the revolution betrayed its own ideas and will step down giving you the mine.
They did the same in nuXcoms as well. This game only added penetration and missing shots able to hit other targets which is better than nuXcom but still not full projectile simulation. And it can be easily proved if you can miss shots from standing next to enemy.They didn't do the missed shots hitting other limbs because of people being confused in some interview
Literally everything in games is computer calculations, the point is that the guns aren't just stat lasers that either do damage or not but an actual thing that spews bullets (can see in my video the AA12 breaking the railing and floor) that can break shit or hit the wrong target
That's one of my favorite things about it, and how each merc has their own personality that causes them to react differently to whatever's happening. For example Raider has the highest leadership stat in the roster, and it's reflected in the way he encourages your team and boosts them up.The game is soulful with a shitton of reactivity to your choices both big and minor.
Cool, I will restart, and try this.
That's one of my favorite things about it, and how each merc has their own personality that causes them to react differently to whatever's happening. For example Raider has the highest leadership stat in the roster, and it's reflected in the way he encourages your team and boosts them up.The game is soulful with a shitton of reactivity to your choices both big and minor.
I think I went to Cacao too early, first place I stopped after the starter island. It looked like the least well guarded mine and easiest to defend.On Commando difficulty, I was able to preserve the lives of all but one. Rude Trudy just starts too isolated to rescue in time.I got sucked in last night until 1am which is always a good sign. All the combat grannies died to the last, but took out half the attack force in return, and I got to loot their guns. Win-win.
To be fair I save scummed after seeing where the town defenses were actually deployed (in my mind we were able to coordinate after I basically sat there waiting for 3 days).
And yeah I already have 15 hours in the game over 2 days played, while still trying to do normal weekend things. It's different, which we all knew it would be, but it goddamn sure scratches the itch.