Strange Fellow
Peculiar
- Joined
- Jun 21, 2018
- Messages
- 4,241
Meh. I'd rather have suppression that works like a status effect than no suppression at all.
Well, they didn't do that much in vanilla JA2, iirc they actually unlocked in a later 1.13 build, making machineguns actually worth a damn.You are right - they don't. Because near misses don't do anything. There is no area suppresion, it is only applied as a status effect from flashbangs, AR's auto-fire and MG's long bursts. And perhaps shooting your enemies in the groin, but I might have mixed it with a different status effect.
That's the biggest mechanical difference from JA2 - the fights in Arulco felt more organic, but in Gran Chien they are more mechanical due to the perks and special statuses usage.
But at least it registered in the system. That's tangent anyway, I was more about the overall feel it produced.
That's what you get when your system is based on Firaxis' excom and only very loosely on the game you're allegedly remaking.
Cue: modern gamers wouldn't get it, so that's why we did it like this, I mean ffs, that's almost 25 years ago, most of them weren't even alive.
Yeah, it worked to some extent. I've also haven't played vanilla in ages, but it was lowering the stance and spending the required AP in the process. What it did was fudging with interrupts and AP carryover to next turn,I might be remebering wrong, but in vanilla JA2 characters could be forced to lower their stance and lose some AP's for their incoming turn that way. Better suppression system was indeed introduced in 1.13 or NAS, or whatever it was before they combined the features.
I am playing 1.13 "stable" version from 2014 and I have noticed my characters AP going into negative even when not getting hit so I guess suppression does work.Yeah, it worked to some extent. I've also haven't played vanilla in ages, but it was lowering the stance and spending the required AP in the process. What it did was fudging with interrupts and AP carryover to next turn,I might be remebering wrong, but in vanilla JA2 characters could be forced to lower their stance and lose some AP's for their incoming turn that way. Better suppression system was indeed introduced in 1.13 or NAS, or whatever it was before they combined the features.
but was nowhere near as crippling as it should. What it really needed to feel like an actual thing was allowing the AP to go into the negative, which meant guys without leftover AP would still be affected
and that the regular AP pool for the next turn was also affected.
At least don't pretend that that AI is any superior. 69 scrubs in early game is analogous to nigger faction in JA3In Incline news 1.13 is crazy! I liberated top left SAM site and Mine and game sent a stack of 69 (!) soldiers at me.
And I didn't even get a chance to fill them all with militia. At least I got additional free Merc there that is part of 1.13 mod and it seems I will need to let that mine fall and do some partisan tactics by waiting for the stack to split up. I got a decent 8 man squad now and I can take on 15 or so enemies without casualties unless I get unlucky.
If I can keep this mine I can finally hire a small team of top mercs to start clearing right side of the map south of Dressen.
I guess so, I'm sorry that I didn't go Free Runner + Frogleaping like every other sniper build.Voluntarily giving yourself 5 wounds for +50% damage seems like an extremely shitty idea since a sniper will oneshot most guys anyway.
Do you really need all that dex, and marksmanship? Those two stats just kind of build on their own across the game without much any effort on your part (even agi is fairly easy to cheese).Feel free to tell me how shit my builds are
They do tend to rush forward in hopes of overwhelming you but they will also try to run from the side to flank you if they can.At least don't pretend that that AI is any superior. 69 scrubs in early game is analogous to nigger faction in JA3In Incline news 1.13 is crazy! I liberated top left SAM site and Mine and game sent a stack of 69 (!) soldiers at me.
And I didn't even get a chance to fill them all with militia. At least I got additional free Merc there that is part of 1.13 mod and it seems I will need to let that mine fall and do some partisan tactics by waiting for the stack to split up. I got a decent 8 man squad now and I can take on 15 or so enemies without casualties unless I get unlucky.
If I can keep this mine I can finally hire a small team of top mercs to start clearing right side of the map south of Dressen.
Zerg rush! Yes, they are climbing into fullauto
They do tend to rush forward in hopes of overwhelming you but they will also try to run from the side to flank you if they can.At least don't pretend that that AI is any superior. 69 scrubs in early game is analogous to nigger faction in JA3In Incline news 1.13 is crazy! I liberated top left SAM site and Mine and game sent a stack of 69 (!) soldiers at me.
And I didn't even get a chance to fill them all with militia. At least I got additional free Merc there that is part of 1.13 mod and it seems I will need to let that mine fall and do some partisan tactics by waiting for the stack to split up. I got a decent 8 man squad now and I can take on 15 or so enemies without casualties unless I get unlucky.
If I can keep this mine I can finally hire a small team of top mercs to start clearing right side of the map south of Dressen.
Zerg rush! Yes, they are climbing into fullauto
I just had one such fight, 8 vs 16 elite soldiers. I had to use most of my grenade launcher ammo to survive it. Smoke grenade also saved my ass as it cut off flanking route for them long enough for my wounded guy to crawl back into safety and for me to thin out the numbers of front rushers. Luckily they had no snipers or Mortar dudes in this fight.
I noticed another big difference between JA2 and nuXcomed JA3. Explosives seem to always hit with pinpoint accuracy in JA3, it is why they are way too effective there. Here even with my dude with Demolitions he still misses half the time when throwing them. And I do not even try to use grenade launcher with merc that does not have Heavy Weapons perk. He is costly (Brain) but a master of LMG and Grenade Launcher and most effective member along with Buns that has our only effective Sniper rifle (I only got 1 10x scope)
Re: the sniper build, perk choice looks ok. When it comes to attributes:Brothers I have started a Steam page here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3017444441
Feel free to tell me how shit my builds are
No, but I spent enough hours watching other playing it trying to figure out if it as decline as previews and dev diaries seemed to show. And it is decline, then I decided to play JA2 1.13 first while waiting for an overhaul mod for JA3 that turns it into a proper tactical game and closer to JA2They do tend to rush forward in hopes of overwhelming you but they will also try to run from the side to flank you if they can.At least don't pretend that that AI is any superior. 69 scrubs in early game is analogous to nigger faction in JA3In Incline news 1.13 is crazy! I liberated top left SAM site and Mine and game sent a stack of 69 (!) soldiers at me.
And I didn't even get a chance to fill them all with militia. At least I got additional free Merc there that is part of 1.13 mod and it seems I will need to let that mine fall and do some partisan tactics by waiting for the stack to split up. I got a decent 8 man squad now and I can take on 15 or so enemies without casualties unless I get unlucky.
If I can keep this mine I can finally hire a small team of top mercs to start clearing right side of the map south of Dressen.
Zerg rush! Yes, they are climbing into fullauto
I just had one such fight, 8 vs 16 elite soldiers. I had to use most of my grenade launcher ammo to survive it. Smoke grenade also saved my ass as it cut off flanking route for them long enough for my wounded guy to crawl back into safety and for me to thin out the numbers of front rushers. Luckily they had no snipers or Mortar dudes in this fight.
I noticed another big difference between JA2 and nuXcomed JA3. Explosives seem to always hit with pinpoint accuracy in JA3, it is why they are way too effective there. Here even with my dude with Demolitions he still misses half the time when throwing them. And I do not even try to use grenade launcher with merc that does not have Heavy Weapons perk. He is costly (Brain) but a master of LMG and Grenade Launcher and most effective member along with Buns that has our only effective Sniper rifle (I only got 1 10x scope)
wait, does this mean you finally played JA3?
Join us and play JA2 1.13 instead. Then you will understand true incline.Get out of this thread fuckos
Why would I waste hours playing shit JA3 when I can enjoy my first playthrough of 1.13 for JA2? I already wasted hours watching people play JA3 to learn if it is really shit.Just play through the free demo and then you can keep bitching about it without being ignorant
I've wasted seconds seeking out JA3 stuff in the JA3 thread due to you posting your JA2 stuff.Why would I waste hours playing shit JA3 when I can enjoy my first playthrough of 1.13 for JA2? I already wasted hours watching people play JA3 to learn if it is really shit.Just play through the free demo and then you can keep bitching about it without being ignorant
Go cry to your mommy..I've wasted seconds seeking out JA3 stuff in the JA3 thread due to you posting your JA2 stuff.Why would I waste hours playing shit JA3 when I can enjoy my first playthrough of 1.13 for JA2? I already wasted hours watching people play JA3 to learn if it is really shit.Just play through the free demo and then you can keep bitching about it without being ignorant
We are simply not the same.