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Jagged Alliance 3 from Haemimont Games

gogis

Scholar
Joined
Jun 9, 2018
Messages
102
Niggers when you talk about hit chances and what tactics are good or not, tell what difficulty you play on. I play on standard, and the sniper rifles are way too easy.
I play on hardest, but does it REALLY matter? I thought it's only affects composition of enemies. Like more elites and such. Aren't comparative power of guns should stay the same? It's not like burst works better vs elites, usually headshot from sniper is still better (helmets notwithstanding)
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,167
Location
Platypus Planet
Burst Fire is kind of doggie shit in this game, until it isn't. When your Marksmanship is over 90 and you mod your gun to shoot 4 bullets, then it actually becomes good in Overwatch. And also as Strange Fellow said modding your AR to shoot nades is good. Fuck me, it's so good you could just use the AR for that alone. SMGs I found to be less useful but not to the point where it made the game unplayable. I think Burst Fire needs a new balance pass because as it is it just isn't worth it until the very end of the game. Early and mid game it's absurd to even think about it. You pay more in AP and bullets and you _have_ to hit with all 3 bullets for it to be worth it. Otherwise you're paying 2 bullets and an extra AP to do the same amount of damage as you'd have done with the single shot, or worse.
 

Nortar

Arcane
Patron
Joined
Sep 5, 2017
Messages
1,525
Pathfinder: Wrath
I'm on Commando (Hard I think?)
I'm having great fun, it's a bit too easy on normal. I'm wondering why people are complaining it's too hard on the steam forums, for all intents and purposes if there is something that is sucking the fun out of it it would be the low difficulty.

This is the newspeak for modern audience.
If your game has 3 difficulty setting you just don't call the first one piss-easy.
You call it "standard" or "adventure" or some other bullshit that won't hurt anyone's feeling for chosing piss-easy mode.
Coz if it is not called piss-easy than you're not weaksause for playing it, right?

xcdZQ0B.png


Likewise, the middle one of the 3 setting is not hard.
It's "medium" regardless if it's called Commando or even Fucking-Ubermench-God mode.
Being neither lowest nor highest difficulty average is what it is.

But looks like that newspeak has backfired.
Now they seem to believe that if the lowest difficulty is called "standard", then the game could have been made even easier.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,975
I think he is saying he was using common sense and simple options and other players are retarded as a result if they are not capable of the same.

Yet he admitted he "didn't realize rifles were good" at first, and clearly has played the game much longer than I have, so it took him awhile to reach this 'retard' level. Though I will admit, I am the only guilty man in Shawshank, and the only Codex player who doesn't instantly master every game the first second I boot it up. You got me there.
My point is what I said at the beginning, that the game isn't really tactical, because once you realize the dominant strategy (modded rifles + explosives) game becomes easy af, there is literally 0 challenge left. Explosives at least are kinda scarce at the beginning, but you quickly start amassing insane amounts. Pistols/smgs/assault rifles/shotguns are literally useless dogshit trash, melee is situationally good only because it's bugged and gives you literally infinite attacks on a single target, or multiple targets close to each other, MGs are decent for clearing big clumps of enemies, but explosives are better at it. I don't recall any other tactical game I've played in the last decade, that would launch with THAT unbalanced and easy to abuse combat, with 80% of weapon classes being completely useless - and since it has very streamlined strategic layer, character building and inventory management and non-existent economy, if combat is bad then the whole game is bad and worthless.
Uhh, you must have not played Phoenix Point at release where you had multiple builds that could clear the whole map of enemies in single turn :D
 

Jrpgfan

Magister
Joined
Feb 7, 2016
Messages
2,144
Honestly, this was definitely the big surprise of the year for me. I was expecting a nuXCOM clone at best.

With the release of Colony Ship and maybe that zombie survival game and Project Haven, this could be the best year for me for cRPGs and Tactical CRPGs in recent times.
 

Lord of Riva

Arcane
Patron
Joined
Jan 16, 2018
Messages
2,917
Strap Yourselves In Pathfinder: Wrath
But looks like that newspeak has backfired.
Now they seem to believe that if the lowest difficulty is called "standard", then the game could have been made even easier.

I know of this issue but frankly aside from the mainstream games, which I was not sure I would count that towards, i tend to give developer balancing a go. When it comes to indies it is sometimes turned on it's head and the difficulty is completely arse on the highest level, basically at this point in time it's basically a coinflip is something is of adequate difficulty since the options have basically lost meaning.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,975
Honestly, this was definitely the big surprise of the year for me. I was expecting a nuXCOM clone at best.

With the release of Colony Ship and maybe that zombie survival game and Project Haven, this could be the best year for me for cRPGs and Tactical CRPGs in recent times.
Aliens: Dark Descent seems like a bigger pleasant surprise.
 

Morgoth

Ph.D. in World Saving
Patron
Joined
Nov 30, 2003
Messages
36,443
Location
Clogging the Multiverse with a Crowbar
Honestly, this was definitely the big surprise of the year for me. I was expecting a nuXCOM clone at best.

With the release of Colony Ship and maybe that zombie survival game and Project Haven, this could be the best year for me for cRPGs and Tactical CRPGs in recent times.
Aliens: Dark Descent seems like a bigger pleasant surprise.

Have times become so desperate for tactical fans that this half-baked AA trash galore is now being lauded as the second coming?
 

Lord of Riva

Arcane
Patron
Joined
Jan 16, 2018
Messages
2,917
Strap Yourselves In Pathfinder: Wrath
Honestly, this was definitely the big surprise of the year for me. I was expecting a nuXCOM clone at best.

With the release of Colony Ship and maybe that zombie survival game and Project Haven, this could be the best year for me for cRPGs and Tactical CRPGs in recent times.
Aliens: Dark Descent seems like a bigger pleasant surprise.

Have times become so desperate for tactical fans that this half-baked AA trash galore is now being lauded as the second coming?
why are you so unbelievable gay
 

Jrpgfan

Magister
Joined
Feb 7, 2016
Messages
2,144
Honestly, this was definitely the big surprise of the year for me. I was expecting a nuXCOM clone at best.

With the release of Colony Ship and maybe that zombie survival game and Project Haven, this could be the best year for me for cRPGs and Tactical CRPGs in recent times.
Aliens: Dark Descent seems like a bigger pleasant surprise.

Have times become so desperate for tactical fans that this half-baked AA trash galore is now being lauded as the second coming?
I completely ignore anything with "GmbH" in it. Sorry.
 

Grampy_Bone

Arcane
Joined
Jan 25, 2016
Messages
4,060
Location
Wandering the world randomly in search of maps
Not sure if people realize you get extra shots in Overwatch than your AP would normally allow, and different weapons/mods can get even more shots. It's completely viable to run an overwatch merc and provide covering fire each turn. This has a denial effect since the AI will try to avoid overwatch cones if it can, and you can use it to set up ambushes or otherwise control enemy movement. So there is a role for burst-fire guns to play, just maybe not the role people wanted. Of course MGs are the kings of overwatch, assuming you want to pay the ammo cost. ARs are the budget option.

Really though it's absurd you can't buy ammo. I'm not low or anything but still, what else are you spending money on? Some kind of system where you need to make contact with local arms dealers to grow your supply and increase stock would have made sense, not to mention centralized player bases with recon vehicles, insertion choppers, etc. Missed opportunity to enhance the strategy layer.
 

Jinn

Arcane
Joined
Nov 8, 2007
Messages
5,599
Really though it's absurd you can't buy ammo. I'm not low or anything but still, what else are you spending money on? Some kind of system where you need to make contact with local arms dealers to grow your supply and increase stock would have made sense, not to mention centralized player bases with recon vehicles, insertion choppers, etc. Missed opportunity to enhance the strategy layer.

My biggest gripe with the game is a lack of a store/bartering system. I understand it was a little easier to balance that way, but a huge wasted opportunity for a more varied economy and some exciting equipment acquisitions. Shame on them! Surely the overhaul mod that'll eventually get made will add this vital missing component.
 

Smashing Axe

Arcane
Patron
Joined
Dec 29, 2011
Messages
2,835
Divinity: Original Sin
Anyone have luck with stealth commando / close range squads that aren't melee? I wanted to SOGmaxx and kit out Shadow + Flay + Fox + Larry with NVGs, gas, and masks but these SMGs do pitiful damage and the run and gun isn't really worth it when one flashbang can completely ruin you. Might have to just limit them to night but it's tough since I'm getting army'd
I've been having some great success using shotguns, modded ak-47s (with suppressors) and a sniper. Barry's shaped charges are also incredible if your enemies bunch up close together (I took out 7 guys with one throw)

I haven't found a way to make SMGs work. Just too low damage. Shotguns you need to mod for narrower firing arc and improved damage and range.
 

Jrpgfan

Magister
Joined
Feb 7, 2016
Messages
2,144
Btw I was experiencing shit performance, then I realized I was using DLSS with 100% native resolution so it was upscaling the native resolution to downscale later. So if anyone is having the same issue make sure you have it bellow 100% if you have DLSS on.
 

Jrpgfan

Magister
Joined
Feb 7, 2016
Messages
2,144
Really though it's absurd you can't buy ammo. I'm not low or anything but still, what else are you spending money on? Some kind of system where you need to make contact with local arms dealers to grow your supply and increase stock would have made sense, not to mention centralized player bases with recon vehicles, insertion choppers, etc. Missed opportunity to enhance the strategy layer.

My biggest gripe with the game is a lack of a store/bartering system. I understand it was a little easier to balance that way, but a huge wasted opportunity for a more varied economy and some exciting equipment acquisitions. Shame on them! Surely the overhaul mod that'll eventually get made will add this vital missing component.
If they don't want to add a batering system they could atleast put more "flea markets" around the world(maybe giving the better hardware for the ones that are harder to reach or in some secret spot). It won't be as practical as Bobby Ray but atleast will add to the atmosphere/immershum.
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
6,235
Pathfinder: Wrath
Well started my 3rd new game because my second FUBARed as I try to assault a fortress 5 v 16, mines running out and all and no money

I can't imagine starting the game without Barry, he is probably the most cost effective explosive specialist. Decided not to have the OP hacker girl this time around (the one with PDA showing all of enemies so long you have intel) and opted for a steroid bound polacks that's half retarded. Fox for medic instead of Michael. And an IMP to save money on, frankly money seems really tight this game.
 

Pegultagol

Erudite
Joined
Feb 4, 2005
Messages
1,184
Location
General Gaming
I'm playing through the game right now and reached the mainland, and overall impressed with the game so far. I appreciate that many map sectors have something interesting going on, and exploration nets resources that continue to feed the loop of hiring mercs, liberating territory, resupply and hiring more mercs. I find I really need to 'live off the land'.

I also think the devs did an OK job with the strategy layer, with sector inventory ('sector stash') streamlined as things like crafting is now tied to the weapon itself, making each one feel more customized and valuable.

The omissions are, as many mentioned already, the absence of online shopfront for gun purchases, no real market for guns, and crafting resources scarcity seems contrived (i.e. gunpowder). I do miss vehicles so far and especially Skyrider, but that puts into perspective of how to think ahead and coordinate mercs' actions against time.

Sometimes the dev's desire to weave a bit of narrative or drama into certain events goes against my expectations for a Jagged Alliance game. One such example is the Haunted Mansion sector where the second phase of the event is some special kind of scripted bullshit that puts everything into a lurch. Sure, it tests the mettle of your squad as they react against stacked odds and that act in of itself tests one's resourcefulness and skill, but I never experienced anything like that aside from maybe Drassen counterattack in JA2.
 

Smashing Axe

Arcane
Patron
Joined
Dec 29, 2011
Messages
2,835
Divinity: Original Sin
I'm playing through the game right now and reached the mainland, and overall impressed with the game so far. I appreciate that many map sectors have something interesting going on, and exploration nets resources that continue to feed the loop of hiring mercs, liberating territory, resupply and hiring more mercs. I find I really need to 'live off the land'.

I also think the devs did an OK job with the strategy layer, with sector inventory ('sector stash') streamlined as things like crafting is now tied to the weapon itself, making each one feel more customized and valuable.

The omissions are, as many mentioned already, the absence of online shopfront for gun purchases, no real market for guns, and crafting resources scarcity seems contrived (i.e. gunpowder). I do miss vehicles so far and especially Skyrider, but that puts into perspective of how to think ahead and coordinate mercs' actions against time.

Sometimes the dev's desire to weave a bit of narrative or drama into certain events goes against my expectations for a Jagged Alliance game. One such example is the Haunted Mansion sector where the second phase of the event is some special kind of scripted bullshit that puts everything into a lurch. Sure, it tests the mettle of your squad as they react against stacked odds and that act in of itself tests one's resourcefulness and skill, but I never experienced anything like that aside from maybe Drassen counterattack in JA2.
Yeah Haunted Mansion round 2 as well as the Fleatown church put me in a position where I had to reload several times just to survive. I do enjoy the difficulty spikes but kind of wish you had some warning about them so you aren't placed in an unwinnable scenario. I'd be seriously impressed with anyone that can do a blind vanilla ironman.
 

lycanwarrior

Scholar
Joined
Jan 1, 2021
Messages
1,523
I'm playing through the game right now and reached the mainland, and overall impressed with the game so far. I appreciate that many map sectors have something interesting going on, and exploration nets resources that continue to feed the loop of hiring mercs, liberating territory, resupply and hiring more mercs. I find I really need to 'live off the land'.

I also think the devs did an OK job with the strategy layer, with sector inventory ('sector stash') streamlined as things like crafting is now tied to the weapon itself, making each one feel more customized and valuable.

The omissions are, as many mentioned already, the absence of online shopfront for gun purchases, no real market for guns, and crafting resources scarcity seems contrived (i.e. gunpowder). I do miss vehicles so far and especially Skyrider, but that puts into perspective of how to think ahead and coordinate mercs' actions against time.

Sometimes the dev's desire to weave a bit of narrative or drama into certain events goes against my expectations for a Jagged Alliance game. One such example is the Haunted Mansion sector where the second phase of the event is some special kind of scripted bullshit that puts everything into a lurch. Sure, it tests the mettle of your squad as they react against stacked odds and that act in of itself tests one's resourcefulness and skill, but I never experienced anything like that aside from maybe Drassen counterattack in JA2.
Yeah Haunted Mansion round 2 as well as the Fleatown church put me in a position where I had to reload several times just to survive. I do enjoy the difficulty spikes but kind of wish you had some warning about them so you aren't placed in an unwinnable scenario. I'd be seriously impressed with anyone that can do a blind vanilla ironman.
I exited out of Haunted Mansion before round 2 started and will revisit later. Those fights were tough, especially those with automatic machine guns pinning you down with AOE bursts.
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,735
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
I survived that Haunted Mansion fight thanks to foggy night. Many enemy shots grazed till I got to good cover. BTW undisarmed mines are actually useful in that situtation, newcomers step on them a lot.
 

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