ArchAngel
Arcane
- Joined
- Mar 16, 2015
- Messages
- 18,927
Storyfag complains about story and characters but says combat is OK. LOL wtf!
Storyfags everywhere!
I get all that with JA2 1.13 that I am currently playing and also I get good combat and big battles and whole thing feels like a war.The more I play this, the more I realize that not only is it a solid strategy/tactics game, it's secretly the full fledged RPG I never knew I wanted. Character advancement is much less stingy than earlier titles, with enough level-ups and new perks to keep your squad evolving even if you never hire more than a team of 6. But you CAN hire more, and in essence have multiple "parties" operating at once, calling back to the team splitting mechanic in Wasteland, which I always expected more from. Turns out this here is the realization of that ideal. When I look at the map, my primary concern isn't conquering territory (although that's important too); I'm mainly checking the Notes tab for unfinished plotlines. It's a quest log. There's so much more to pursue here than "paint the map and kill the enemies", and building up not just your roster but each individual merc scratches the RPG itch so satisfyingly. My mind is kinda blown.
The more I play this, the more I realize that not only is it a solid strategy/tactics game, it's secretly the full fledged RPG I never knew I wanted. Character advancement is much less stingy than earlier titles, with enough level-ups and new perks to keep your squad evolving even if you never hire more than a team of 6. But you CAN hire more, and in essence have multiple "parties" operating at once, calling back to the team splitting mechanic in Wasteland, which I always expected more from. Turns out this here is the realization of that ideal. When I look at the map, my primary concern isn't conquering territory (although that's important too); I'm mainly checking the Notes tab for unfinished plotlines. It's a quest log. There's so much more to pursue here than "paint the map and kill the enemies", and building up not just your roster but each individual merc scratches the RPG itch so satisfyingly. My mind is kinda blown.
Still haven't picked this up, something about how the tone of it appears, is keeping me away.
It seems very..cartoonish? Or overly campy?
Is there anything remotely serious about the tone of the game?
Or is it essentially like what Bethesda did with fallout 3 in turning the campiness to 11?
JA2 had it's silly moments for sure, but I don't feel like it was the entire theme of it. JA3 seems like those moments are it's entire fucking identity...or am I off base?
It is goofy, but humor has different tone than self-aware fourth-wall breaking Marvel bullshit that infected everything.Still haven't picked this up, something about how the tone of it appears, is keeping me away.
It seems very..cartoonish? Or overly campy?
Is there anything remotely serious about the tone of the game?
Or is it essentially like what Bethesda did with fallout 3 in turning the campiness to 11?
JA2 had it's silly moments for sure, but I don't feel like it was the entire theme of it. JA3 seems like those moments are it's entire fucking identity...or am I off base?
Still haven't picked this up, something about how the tone of it appears, is keeping me away.
It seems very..cartoonish? Or overly campy?
Is there anything remotely serious about the tone of the game?
Or is it essentially like what Bethesda did with fallout 3 in turning the campiness to 11?
JA2 had it's silly moments for sure, but I don't feel like it was the entire theme of it. JA3 seems like those moments are it's entire fucking identity...or am I off base?
Yeah, a lot of the character writing either misses the tone of the originals or simply makes up completely new hooks, which don't fit well. I always loved Grunty for being an understated professional with a thick German accent and that was it - now his entire personality centers around an Oedipus complex? Why make fundamental changes to the old characters if you didn't like them? Just create new ones. Still, some of the characters are as true to the originals as you could ask for with a new voice cast. Since Tex is my favorite of all time and his personality wasn't changed at all, I can take the weak portrayals with the good. (I just wish they'd at least paid for an ESL actor, his Japanese accent is terrible.)
Karen-grade response lmaoAs an American, I found the whole Karen side quest EXTREMELY offensive!! She was a scared white woman, far from her home country, stuck in a refugee camp with a bunch of savages and yet they had the GALL to mock her misfortune, making her out to be some kind of sheltered, entitled princess!!
I've half a mind to write Haemimont a letter letting them know PRECISELY how I feel about this slanderous mischaracterizarion of our nations women!!
Storyfag complains about story and characters but says combat is OK. LOL wtf!
Storyfags everywhere!
Sounds like mods are already moving in a good direction. Maybe in few months up to 1 year this game will be worth playingBeen trying an ironman run while testing some mods. After a few dead starts I got a good campaign going, captured a few mines and got a full party of dudes. Then it all went wrong when we tried to assault the Good Place. Those prison dudes are quite a bit tougher and more accurate than the regular mooks, and we had a horrible start as I forgot there are moving searchlights and let everyone get spotted before we'd even breached the outer wall. That made getting up to the main building very tricky, with dudes overwatching out of every window in the place. We made it over there with only minor injuries thanks to liberal use of smoke grenades, but then got pincered by dudes coming down off the roof. Some cleverly set machine gun overwatches from the prison guards and we were done for. No one made it out alive.
But, this being a Jagged Alliance game, the death of every single hired soldier doesn't mean the end of a campaign. I put together the best B-team I could with what little cash I had in reserve, and they managed to mop up the few enemies that remained using only shitty pistols and a couple of grenades. Not sure if I'll continue given that most of the cool mercs I had yet to try are now deceased, but we'll see. At least they were avenged.
Some notes on a few of the mods I tried:
- Pinned Down: Adds proper suppression, with a tiered system of AP-decreasing status effects that get more severe the more bullets whizz past you in a turn. Works on proximity, so shooting near a cluster of enemies applies suppression on all of them. It even forces pose changes on heavily suppressed units. Very cool, but it feels like the effect triggers per attack instead of per bullet. In any case, great mod, highly recommended.
- Bleeding Mod: Adds bleeding effects to all bullets in the game, simulating the old systems of open wounds. More incoming damage means more bleed stacks means more bleeding damage per turn, and every stack of bleed decreases AP as well. Good stuff. Makes heavily wounded units a lot less effective, more in line with the old games. Also makes bandaging very important which makes the action economy more interesting. It was almost never a good use of a turn in the base game, but with this mod it is.
- Revised Wound Effects: Adds AP loss on hits. A good companion to the bleeding mod. Combine those two and getting shot is a big deal, which is great.
- Revised Autofire: Makes automatic fire work like it should, i.e. with progressively worse chance to hit for each bullet. Also sets auto damage to 100% instead of 50% like in the base game. I honestly can't tell how well it works, but it seems to make auto fire less accurate in general, which keeps the full bullet damage from being OP. It also makes enemies more dangerous, as they love to shoot bursts. Overall an improvement over the base game.
- Revised Mags: Adds magazines for guns, for mercs to keep in their personal inventories. Doesn't remove ammo from the shared stash, but makes it so that reloading directly from the stash takes triple the AP of reloading from a magazine. It's a great idea, but the implementation isn't quite there. You can't remove a magazine from a gun without scrapping it, which makes magazines very hard to come by, and some guns don't have magazines at all. In the end I enjoyed it just for making reloading cost more AP, which makes things a bit more challenging. Hopefully there's some further development on this that makes mags easier to come by.