Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Jagged Alliance 3 from Haemimont Games

Grampy_Bone

Arcane
Joined
Jan 25, 2016
Messages
3,964
Location
Wandering the world randomly in search of maps
I'm past that point and the enemies fought manually still rarely drop ammo while seemingly every autoresolved battle drops at least one stack of 50+ bullets. That's my impression, anyhow. Clearly this calls for further research.
I've noticed if a win a fight very fast I get more drops. Couple battles I blew up half the enemies in the surprise turn when they are all clustered, or when i ambushed the patrols on the bridge, nearly every guy drops something. The fights that drag on give me less.

So perhaps speed is a factor, and because the auto resolve doesn't have a turn counter it's giving players the full benefit of winning quickly.
 

Beowulf

Arcane
Joined
Mar 2, 2015
Messages
2,036
First patch is here and it already addresses the 0AP melee exploit:
Economy: Mines will drop income much slower when they begin to deplete
On combat end, interactables are now automatically highlighted, and toggle state (on/off) is now persisted across maps.
Zooming is now possible in overview mode.
Hand-to-hand specialization can now be used while merc is unarmed
Fixed issue where no mercenaries are available for hire & AIM database would be empty.
Fixed issue where free move APs could be used for an attack.
Fixed issue where music and some other sounds would play in mono instead of stereo.
Fixed giving ammo from one squad to another.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
8,055
Anybody know the specific trigger for Fidel leaving?

Guy said he didn't kill enough people.

My brother in Christ, you just killed like 4 goons with a single grenade in the last fight.

Maybe he needs to kill people with bullets? Not my fault the dude comes with a just a pistol.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,301
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I may be completely wrong, but I wonder if shooting armored body parts will make you less likely to get any armor drops.

I am cheating. I installed the Active Time Pause Mod, and Normal Damage for Auto Fire. It should never have been nerfed in the first place (imo).

I have taken over the first island in my new run. Livewire, MD, Barry, Abu, and Steroid are in my current squad. I want to wait before I get a sixth character, probably Grunty. I don't really want to recruit any of the more expensive mercs at this point.
 
Last edited:

vota DC

Augur
Joined
Aug 23, 2016
Messages
2,343
Someone on steam said he leaves even if his kill ratio is 40% of entire team. Lmao.
In deadly games all Psycho mercs have a death/missions ratio that Is checked sometimes. Maybe too days were passed after last death?
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,301
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I also installed max inventory space for all mercs, fudge it.
 
Last edited:

Fargus

Arcane
Joined
Apr 2, 2012
Messages
4,087
Location
Mosqueow
There is a mod that lets you unclog mercs inventory a bit by storing crafting garbage like lenses, pipes etc in the squad's inventory.
 
Joined
Jun 6, 2010
Messages
2,394
Location
Milan, Italy
There is a mod that lets you unclog mercs inventory a bit by storing crafting garbage like lenses, pipes etc in the squad's inventory.
Yeah, I tried it mostly to see how it looks like.
Surprisingly doesn't really make much difference, contrarily to my initial expectations.

P.S. I've read Steam comments about how mercenary training is "too powerful and effective" and I'm a bit puzzled by them. Given that it typically starts at 2 days length or so, isn't mercenary training a HUGE waste of time and money on anything that isn't the cheapest fuckers on the roster?
 

Grampy_Bone

Arcane
Joined
Jan 25, 2016
Messages
3,964
Location
Wandering the world randomly in search of maps
There is a mod that lets you unclog mercs inventory a bit by storing crafting garbage like lenses, pipes etc in the squad's inventory.
Yeah, I tried it mostly to see how it looks like.
Surprisingly doesn't really make much difference, contrarily to my initial expectations.

P.S. I've read Steam comments about how mercenary training is "too powerful and effective" and I'm a bit puzzled by them. Given that it typically starts at 2 days length or so, isn't mercenary training a HUGE waste of time and money on anything that isn't the cheapest fuckers on the roster?

For stats in the 50-60 range you can get 3-4 points per training session, but stats are kind of worthless at that level considering you need 70 for even basic perks. Wisdom also plays a role as my 50 wis MC rarely gains more than a single point in his skills at levels 60-70 over two days of training. Spending a whole two week period training thus may give you around 7-15 points in one stat or skill, which feels about right. Just enough to bump you to a higher perk or skill tier, if you're willing to burn the time and cash.
 

Ryzer

Arcane
Joined
May 1, 2020
Messages
8,040
This game doesn't add many features compared to JA2 which is a bummer. They added what? Run and Gun, Overwatch, mechanical parts and that's it.
It's a bit sad the budget may have been tight considering the low amount of new features.
 

Pocgels

Scholar
Joined
Nov 15, 2016
Messages
166
From my experience, merc training seems to be more effective the greater the difference between skills of the tutor and student(s), as well as the student's wisdom. So it can be good to pull somebody from 66 to 70 if there is a perk you want, or bring them up to the level of mechanics where they can start fixing stuff, but early on generally it's a better use of your time to be doing something else.

After you get a lot of mines you could just sit on shipment paths and do merc training, because money starts to become a non-issue about halfway through the game. Training isn't OP because it is too good, but rather the game doesn't push you forward nearly as hard as you get further into it.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
8,055
With mods this game is a solid 8/10 for me. Not as good as JA2 all told, certainly not anywhere near a perfect or even great game.

But much better than expected and in 2023, not releasing a burning pile of shit is almost an accomplishment.

I would say this is on par with Aliens: Dark Descent. Enjoyable games that are a little rough but otherwise good installments in their respective IPs.
 

Shaki

Arbiter
Joined
Dec 22, 2018
Messages
1,719
Location
Hyperborea
I think a lot of the problems of this game, come from replacing good JA2 interrupt mechanic with nuXCOM overwatch shit.

For example, lack of interrupts means you can just run right to enemies faces on your turn and guarantee their deaths by spraying them from close range-> They had to nerf autofire because of that.

The longer I play the more I miss the old interrupts, even in vanilla JA2 the system was great at making up for the stupidity of the AI. If you were dealing with a room full of enemies, you had to get creative and make your entrance from the other side by breaking the wall with explosives, etc. because just opening the door and walking in resulted in x interrupt attacks to your face and guaranteed death, as it should be. Here, there are no interrupts, so you just open the door and walk into a room full of enemies and kill them all in one turn. Being able to just run wherever you want fully safe during your turn is such a massive decline. I think it's the root of most balance problems in JA3.

At least they could have enemies start using overwatch to set up ambushes, to make up for lack of interrupt, because right now a lot of them seem to be scripted to just sit in rooms and wait to be slaughtered, despite being alerted, with only ever placing overwatch on top of your characters, never using it preemptively or to deny certain approaches.

It's especially comical when you have Livewire and you can see enemy guys with her passive skill, just skipping their turns inside a room, never moving until they see you, even if they hear bullets and explosions. It seems to me that enemies scripted to patrol can approach your guys based on sounds/vision of their other teammates, but the ones scripted to stay in place, will stay completely frozen until you walk in their line of sight, no matter what. I had this in a prison map for example, where like 4 guys inside a room just refused to ever move despite me slaughtering everyone in the rooms next to them. If they set up an ambush, ran behind cover and pointed overwatch at the door, that could be cool and realistic, but watching them just sit there doing nothing, until I was kind enough to open the door, run to their faces and shot them to death, was such an unfun moment, idk if I'll be able to even force myself to finish it, probably gonna wait a couple of years for modders to fix it to give it another chance.
 
Last edited:
Joined
Feb 19, 2005
Messages
4,649
Strap Yourselves In Codex+ Now Streaming!
I think a lot of the problems of this game, come from replacing good JA2 interrupt mechanic with nuXCOM overwatch shit.

For example, lack of interrupts means you can just run right to enemies faces on their turn to and guarantee their deaths by spraying them from close range-> They had to nerf autofire because of that.

The longer I play the more I miss the old interrupts, even in vanilla JA2 the system was great at making up for the stupidity of the AI. If you were dealing with a room full of enemies, you had to get creative and make your entrance from the other side by breaking the wall with explosives, etc. because just opening the door and walking in resulted in x interrupt attacks to your face and guaranteed death, as it should be. Here, there are no interrupts, so you just open the door and walk into a room full of enemies and kill them all in one turn. Being able to just run wherever you want fully safe during your turn is such a massive decline. I think it's the root of most balance problems in JA3.
That sounds terrible.
 

Surf Solar

cannot into womynz
Joined
Jan 8, 2011
Messages
8,837
After playing it a bit again, I really can't understand how people find this is a worthy successor to JA2.

- 3d instead of prerendered 2d sprites
- cringy zoomer art style
- soulless "minimalistic" UI design
- no bobby ray
- no skyrider
- why do mercs have "individual" perks?
- mess of an inventory while simultaneously dumbing down individual gear slots (no helmet+gasmask etc)
- no fixed camera
- pseudo xcom pod mechanics on first turn
- "magic" like "abilities" per turn instead of simply shooting
- cringy voice acting
- zoomer reddit tier dialogue
- "cinematic" killcams/aim cams



Why again are people enjoying this?
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,528
After playing it a bit again, I really can't understand how people find this is a worthy successor to JA2.

- 3d instead of prerendered 2d sprites
- cringy zoomer art style
- soulless "minimalistic" UI design
- no bobby ray
- no skyrider
- why do mercs have "individual" perks?
- mess of an inventory while simultaneously dumbing down individual gear slots (no helmet+gasmask etc)
- no fixed camera
- pseudo xcom pod mechanics on first turn
- "magic" like "abilities" per turn instead of simply shooting
- cringy voice acting
- zoomer reddit tier dialogue
- "cinematic" killcams/aim cams



Why again are people enjoying this?
Because people enjoy nuXcom too much.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
24,265
After playing it a bit again, I really can't understand how people find this is a worthy successor to JA2.

- 3d instead of prerendered 2d sprites
- soulless "minimalistic" UI design
- why do mercs have "individual" perks?
- no fixed camera
- "magic" like "abilities" per turn instead of simply shooting
- cringy voice acting
- zoomer reddit tier dialogue
- "cinematic" killcams/aim cams
Isn't this rather positive?
Combination of rather distant first mine, and lack of ways to get ammo and repair parts early makes things feel weird. Considering the rather low income from mine in comparison to JA2. And there is something amiss. On the other hand, if you play solo, you have plenty of money.
 

Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,241
Steve gets a Kidney but I don't even get a tag.
It's cool that you want to play JA2. Go play JA2. It has Bobby Ray's and Skyrider in it, unlike all other Jagged Alliance games. It also looks almost exactly like JA2.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom