Yosharian
Arcane
Way ahead of you
That's one of the ways they add difficulty. In Commando, enemies get +30% Free Movement. In Mission Impossible, they get +60%. I started on First Blood to learn the ropes, just now restarted on MI difficulty and.. wow. It's a huge step up haha....but the enemies don't seem to play with the same rules though. I don't think even Mouse can move 15 squares and still have enough APs for two pistol shots.
How to tell you're playing JA3 on higher difficulty without telling you're playing JA3 on higher difficultyThat's one of the ways they add difficulty. In Commando, enemies get +30% Free Movement. In Mission Impossible, they get +60%. I started on First Blood to learn the ropes, just now restarted on MI difficulty and.. wow. It's a huge step up haha....but the enemies don't seem to play with the same rules though. I don't think even Mouse can move 15 squares and still have enough APs for two pistol shots.
I personally think you aren't emphasising how good the voice acting, sound & music are. The atmosphere of this game is fucking tremendous. IMO the music alone is insanely good, way better than it has any right to be with a game of this quality.
I used an M14 with burst on my main IMP merc most of the game, and it was very good. Quick scope means two full aimed bursts per round, four bullets to the head usually enough to kill 1-2 guys. He rarely missed, good at hitting partially covered targets, and even better after damage/accuracy bonuses from AGI perks. Even my snipers couldn't do better than 1 per round unless they were perfectly lined up for two kills with one bullet. Would have been even better with a G36 but I never found one, or maybe an AR15 with a crit build. FN FAL does better damage but I didn't like the high maintenance level, and an AK-74 couldn't mount a quick scope for some dumb reason.Burst fir is all right.
This. The burst fire will be sensible only when a mod comes along that reduces accuracy and that can be combined with the restored burst damage one. To be honest, the reduced damage didn't bother me too much precisely because accuracy is artificially high, so it effectively works out about the same as it should have been where it'll still outperform single shots for mercs with high marksmanship.I've said this before but the problem with burst fire is it's too accurate, so the damage nerf is necessary. I'm all for making the damage even across firing modes but only if burst fire accuracy is capped much lower and can't be aimed at limbs/heads. Being able to laser-focus four bullets into someone's head at range is absurd.
I used an M14 with burst on my main IMP merc most of the game, and it was very good. Quick scope means two full aimed bursts per round, four bullets to the head usually enough to kill 1-2 guys. He rarely missed, good at hitting partially covered targets, and even better after damage/accuracy bonuses from AGI perks. Even my snipers couldn't do better than 1 per round unless they were perfectly lined up for two kills with one bullet. Would have been even better with a G36 but I never found one, or maybe an AR15 with a crit build. FN FAL does better damage but I didn't like the high maintenance level, and an AK-74 couldn't mount a quick scope for some dumb reason.Burst fir is all right.
I've said this before but the problem with burst fire is it's too accurate, so the damage nerf is necessary. I'm all for making the damage even across firing modes but only if burst fire accuracy is capped much lower and can't be aimed at limbs/heads. Being able to laser-focus four bullets into someone's head at range is absurd.
I've actually tried it and didn't liked it. Had 96mrk sniper. 14AP is super easy in endgame with all morale buffs you have access to. You not going to have 100% HS without SOME aiming. And weather effects will ruin you.I used an M14 with burst on my main IMP merc most of the game, and it was very good. Quick scope means two full aimed bursts per round, four bullets to the head usually enough to kill 1-2 guys. He rarely missed, good at hitting partially covered targets, and even better after damage/accuracy bonuses from AGI perks. Even my snipers couldn't do better than 1 per round unless they were perfectly lined up for two kills with one bullet. Would have been even better with a G36 but I never found one, or maybe an AR15 with a crit build. FN FAL does better damage but I didn't like the high maintenance level, and an AK-74 couldn't mount a quick scope for some dumb reason.Burst fir is all right.
I've said this before but the problem with burst fire is it's too accurate, so the damage nerf is necessary. I'm all for making the damage even across firing modes but only if burst fire accuracy is capped much lower and can't be aimed at limbs/heads. Being able to laser-focus four bullets into someone's head at range is absurd.
Snipers should be able to score 2 headshots per turn. You can put a quickscope on the sniper rifle to assure 3 aim levels on the first shot, but truth be told late game snipers with their high MRK can score headshots without aiming, so you just need to pick those with high AGI to have at least 14 AP's per turn. Or let them drink in a bar from time to time.
I got some mods on my page, one of them is basically mandatory for managing your sector stash. No fucking sort button, what were they fucking thinking??Inventory Management is fucking awful.
I don't know.. this one floored me tbh. Hoping it's coming in a patch.I got some mods on my page, one of them is basically mandatory for managing your sector stash. No fucking sort button, what were they fucking thinking??Inventory Management is fucking awful.
Alas, this is the principal failing of Jagged Alliance 3.Is Calvin Barkmore in this game?
It is just one of many failings.Alas, this is the principal failing of Jagged Alliance 3.Is Calvin Barkmore in this game?
This mod introduces a suppression system, which is reflected in 5 new combat effects. While a counter tracks the suppression for each unit in the background, your units and opponents can acquire the following statuses:
- Shot At
- Under Fire
- Under Heavy Fire
- Suppressed
- Pinned down
The higher the status, the fewer APs are available to your characters in the next round and, in the case of interrupts, also in this round. In addition, units run the risk of panicking or going berserk.
Switch to JA2 1.13 and you will skip the kids and wife and go straight for gaming.Yeah, having played this a bit more on the mainland, the annoyances are getting more prominent. The inventory management screen is indeed an unbelievable abomination once you start getting more stuff and soldiers to play around with, just a total misfire on a PC screen. Especially repairing equipment in a sector with multiple squads is a total nightmare since the mercs assigned to the task can only fix their own squad's stuff.
The game economy (and some leftover assumptions from JA2) is starting to bite me in the ass too. As noted before, single shots are generally superior to burst fire even in close quarters so I'm starting to run low on ammo because I stubbornly kept firing those 3 shot bursts wondering if there's something I missed. I can definitely see where the sniper strategy comes from: the Gewehr campers are picking up kills left and right while my assault squad goes around tickling goons to death. It's like the sniper rifles are the only gun in the game that actually FEELS right. They're not necessarily overpowered per se, but everything else is underpowered in their main function... killing enemies. And if single shots are the best way to get some mileage from your assault rifles, why not go all the way with sniping?
That being said, a well-placed machine gun with a bipod racks up fearsome body counts too, and melee attacks, explosives & shotguns have their moments to shine in close, but it's a bit deflating to see how the game mechanics drift towards a singular advantageous approach. Maybe someone will eventually figure out a way to balance this all out, the game certainly seems moddable.
Other thing I'm having trouble with are the Meds (but enough about Nassim Nicolas Taleb). They aren't being sold at the flea market and since I generally try to roll with how the combat goes, my guys are getting wounded often. The early game stockpiles are a long gone memory, and I may have to start getting used to having slightly injured mercs taking part in firefights. As a double-monocled long-time Jagged Alliance enjoyer, I made the assumption that wounded mercenaries are increasingly useless in combat the closer they get to death, but it doesn't seem to be the case here at all (the same applies to enemies, better nick down those "almost dead" Zulus before they run across the map to slice Igor's ear off). Wounds reduce maximum HP but that seems to be the extent of it. Maybe autistically doctoring the squad to full health after each firefight wasn't the way to go but still... Though I admit that the idea of a ragtag group of mercenaries headed by a Polish bodybuilding retard having their own Anabasis scavenging for herbs in the Central African savannah is kind of entertaining. And not that out of place, I mean. 50 years ago we had Swedish noblemen flying personally procured WWI-era biplanes in the Biafran war. It's a strange continent.
Having got all that griping out of the way, Jagged Alliance 3 is still nothing less than glorious and just oozing with incline almost everywhere. It's just as good as JA2 at the time of its release, and I'm tired of pretending that game didn't have its set of issues - or areas of improvement - especially back then.
Every night after the kids are asleep and I've slap-and-tickled my wife to her fleeting satisfaction, I sit down on my PC and hit Grand Chien with as much enjoyment as we all got from Arulco back in the day. It's a good time to be alive.