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Jagged Alliance 3 from Haemimont Games

Humanophage

Arcane
Joined
Dec 20, 2005
Messages
5,515
Another suggestion is to not take Livewire, her Talent is massive OP. With intel, you can know where every enemy is, making the game less fun, imo.
I would also say Ivan is too OP. I am deliberately not taking Ivan, Livewire, and Fox. In fact, the whole reason I trained Barry in mechanics was not to have Livewire. I agree that she is also annoying, but actually a rather realistic character that way. It's definitely a type that exists and it's amusing how they nailed this image. Although it wasn't nearly as pronounced in 2001.

But also, training is so fast that uniques, talents, and perhaps wisdom are the only things that really differentiate between mercs. The most clumsy mercs can quite easily get to 90 Agi/Dex, for example.

Both Ivan and Fox, while still great mercs in JA 3, are still fair game, not brokenly unfair like Livewire, the best merc by far.

In JA 2 Ivan was strong as well. But he is expensive till you control at least 2 or 3 mines and Fox is not an S tier merc, although she is great for the 100 DEX and Striking Looks Perk. She doesn't have great Wis, nor Medical and Marksmanship, but will be top tier by the middle to end game. She is probably the funniest merc, so I like to take her and only choose Dr. Q when I want a full melee/close range squad (with Fidel, Scully and so on). MD is a retard, I don't like him, although he is good if you bring him in the beginning and if he manages to survive till his wisdom score makes him top tier.

Barry is also top tier, S tier even, and better than Fox. He is 93 in explosives and with his high wisdom, you won't even need to hire a mechanic: he can do both roles and produce regularly one of the best grenades in the game. You won't need to hire Steroid nor the loony Ukrainian girl (although she is bad, in general, her perk is one of the strongest in the game, so it's alright to bring her if you think Barry is way OP). Vicky is too expensive for the early game on the highest difficulty. I like to take Raven-Charlene duo, cause his LDR is brutally good and in this game, we can't raise it when we train militia like in JA 2 (LDR is important for moving around quickly). Both are quite expensive, and it's tough to get Vicky alongside the cops.
I am playing with the following squad:
1. IMP as the basic assault/sniper rifle user.
2. Buns as a light sniper. I'm just a Buns simp in general, she was my favourite merc in JA2.
3. Blood for some stealth. I also started using him for shotguns, whilst using his special for additional mobility. From an RP point, makes sense to have a black in Africa.
4. Larry for a mixture of explosives and shotgun. He is a weak though as it takes forever to train him.
5. Hitman as the heavy sniper. I originally thought he'd be good for machine guns as well.
6. Grunty as the machine gunner. I put him on overwatch before the battle starts and he mows half the enemies down when they scatter.
ctfHeal.png


I also wanted to take Nails because he makes a good shotgun user, and shotguns are kind of fun. But there's no space left really. And I kind of wanted one of the old mercs like Fauda and Len work with the magazines. Barry, Kalyna, and Meltdown are dead - the former mauled by a crocodile and the latter suffocated by a zombie.

Ivan just looks way, way too strong. Killing someone with a shotgun is 4 AP, he restores 3 AP and gets free movement. This is just endless AP.

I have no trouble with money as I am mainly using cheap mercs.

Pretty cool. I'm considering doing another vanilla run, on hardest and dead is dead, but not forced iron man (will not save scum, though). And I'm considering going with Grunty and Hitman, along with Ice, Foxy and Barry. Will use Meltdown and Blood, eventually, cuz somewhat cheapish. Is Grunty that good? He has some cool perks, but meh marksmanship. My IMP is the leader and negotiator. LDR is extremely important in this game for moving quickly, and Raider is way too expensive.
Grunty is pretty good, but you need to be strategic about him because he can blow your cover as he always has that surprise attack. Hitman isn't that great as a starting character because his stats are very low, so he only gets good after training. Blood is very strong especially early on, as is Barry. Barry's grenades are extremely powerful. But it's best to use them with some other character who has more combat-oriented traits. Haven't tried Ice because having two blacks is a bit too much for me.
 

Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,241
Steve gets a Kidney but I don't even get a tag.
I didn't particularly enjoy how Grunty would often start combat by turning around and shooting a fellow mercenary in the head. I like Hitman better, sure he's slow but he's a crack shot. Blood and Barry are both ace, that's true.
 

Humanophage

Arcane
Joined
Dec 20, 2005
Messages
5,515
I didn't particularly enjoy how Grunty would often start combat by turning around and shooting a fellow mercenary in the head. I like Hitman better, sure he's slow but he's a crack shot. Blood and Barry are both ace, that's true.
This can be avoided by positioning Grunty into machine gun overwatch before combat starts.
 

Jeskis

Brother
Patron
Joined
Oct 30, 2023
Messages
179
Codex+ Now Streaming!
After a short initial interest I can’t get back to the game. I think its main problems are unappealing setting and story. Without anything fueling my interest it just becomes tedious to do stuff. It’s a quality game though, sad. Really if it was set in some janky postapo I would have been much more interested.
 

Ryzer

Arcane
Joined
May 1, 2020
Messages
8,024
After a short initial interest I can’t get back to the game. I think its main problems are unappealing setting and story. Without anything fueling my interest it just becomes tedious to do stuff. It’s a quality game though, sad. Really if it was set in some janky postapo I would have been much more interested.
32862.jpg

Accurate.
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,874
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Are they done patching this yet? Wondering if I should wait few more months or try this already.
I just checked over the roadmap stuff. Game is currently v1.4 which has all the gameplay updates, quality of life, etc. v1.5 is still to come, but that is mod support and custom maps. I think substantial updates of the main game are over for the forseeable.
 

Morpheus Kitami

Liturgist
Joined
May 14, 2020
Messages
2,713
I didn't particularly enjoy how Grunty would often start combat by turning around and shooting a fellow mercenary in the head. I like Hitman better, sure he's slow but he's a crack shot. Blood and Barry are both ace, that's true.
As someone who hasn't yet purchased the game, is this is a glitch or does Grunty just have a chance of randomly going "BLOOD FOR THE BLOOD GOD" and offering one of his fellows as a sacrifice as combat begins?
 

Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,241
Steve gets a Kidney but I don't even get a tag.
I didn't particularly enjoy how Grunty would often start combat by turning around and shooting a fellow mercenary in the head. I like Hitman better, sure he's slow but he's a crack shot. Blood and Barry are both ace, that's true.
As someone who hasn't yet purchased the game, is this is a glitch or does Grunty just have a chance of randomly going "BLOOD FOR THE BLOOD GOD" and offering one of his fellows as a sacrifice as combat begins?
Grunty has a special ability where if combat starts while he is in range of an enemy, he will take a shot at him for free. Grunty doesn't particularly care if there is a friendly person in the line of fire.
 

geno

Savant
Joined
Aug 21, 2018
Messages
779
Location
Spain
JA3 DevStream 33 - Discussing Patch 1.5.0 - New Game Rules
1.5.0 is almost upon us.

This week we'll talk about the new Game Rules that will be included in the coming patch and we will be talking about the new Game Rules in patch 1.5.0. After that we'll continue with DevsPlay with Lyubo.

The dev stream will begin at 16:00 CET / 15:00 GMT

Twitch - https://www.twitch.tv/haemimontgames
Seems like we are getting another big patch with the modding tools.
 

Saduj

Arcane
Joined
Aug 26, 2012
Messages
2,597
Started playing this over the weekend. Thumbs up so far. My squad is Custom Merc, Igor (only recently added), Livewire, MD, Barry and Buns. Buns and the custom dude are the most effective in combat. Barry is my favorite and still undetected.

The quality of life update I'd most like to see is the addition of mine sweeping the current map to the Operations menu. Leave in possibility of injury and everything but FFS don't make me do it manually.
 

Fatberg Slim

Educated
Patron
Joined
Mar 4, 2022
Messages
99
Location
Q-Link
I finished the game recently (v1.4) and generally agree with the good-for-what-it-is comments that others have already made. My team (leadership IMP, Nails, Fox, Tex, Ivan, and Magic) was balanced and never got too annoying. If I play it again it would be years from now with a completely different team and approach to working through the map.

Some random observations:

- I never found a use for SMGs. Run and Gun was inaccurate every time I used it, and assault rifles or a silenced pistol for stealth seemed to be a better option in every case (not to mention rifles)
- Giving my IMP merc the Night Vision trait was probably a waste compared to how powerful it is in JA2
- Was there any unique gun variant that was an improvement over a modded generic version?
- It was fun to enable Tex’s reverse-weeb LARPing by only giving him a Winchester rifle with a basic optic scope :lol:
- The game was stingy with lockpicks. I went the last 1/4 or so of the game without one, and went the BLM route by giving Magic a crowbar and making him do all the looting peaceful demonstrating. Next time I’d force doors open and save my lockpicks for containers to avoid breakage
- Looking back, I’m not sure how worthwhile it is to actually spend time and resources to train militia compared to how it is in JA2 (or guards in JA, although they are a lot easier to manage). Next time I might try not doing that and see how much it matters
- Most enjoyable battle was my team of 5 against 20 – 25 enemies in the Old Diamond mine, and ambushing them while they were marching through the narrow pass of the map by raining dynamite on them Sunset Riders-style :salute:
- For the recently added features, I only used Bobby Ray's to order magazines whenever available and a mortar at the end of the game since I couldn’t find one. It’s less convenient compared to JA2 since the delivery areas is limited to one side of the map and there’s no Skyrider to quickly ferry your shipment to you, so I usually just picked up my stuff whenever my team was in the area. The U-Bahn questline was OK but not worth starting a new game to try out. I have mixed feelings about the setup (unfrozen Nazis developing supersoldaten is a bit tired, although doing it by experimenting on the African unterrassen is a new approach). I like that there were more interior fights, skill checks involving multiple attributes which I don’t think I saw elsewhere, and some impact on the larger world, but there wasn’t much variety in exploring and fighting in each sector
 

GloomFrost

Arcane
Joined
Dec 9, 2014
Messages
1,122
Location
Northern wastes
Started playing this over the weekend. Thumbs up so far. My squad is Custom Merc, Igor (only recently added), Livewire, MD, Barry and Buns. Buns and the custom dude are the most effective in combat. Barry is my favorite and still undetected.

The quality of life update I'd most like to see is the addition of mine sweeping the current map to the Operations menu. Leave in possibility of injury and everything but FFS don't make me do it manually.
What, no Ivan? Igor disapproves. Decline.
 

Saduj

Arcane
Joined
Aug 26, 2012
Messages
2,597
Last night I tried attacking the prison. Did not go well.

I sniped all the outside guards except for one melee dude who doesn't seem to know how to exit the pit he's in. Then I had the brilliant idea to take a few potshots at the main building to see if anyone would be foolish enough to rush out. AI was solid enough not to be baited but what did happen is the game got stuck in turn based mode. Kept getting messages that enemies were hearing gunshots when nobody was firing. I moved all my guys around the entire map in turn based stealth to the front of the complex, bypassing the underground path I was obviously supposed to take. Sniped the boss through a window, which took half a dozen head shots. At this point, I get cocky and start sending mercs up to windows to see if I can get a good angle on anyone. I had mercs up in the towers covering the door and I even pulled them down to participate. Managed to kill another enemy or two but then machete rape squad comes rushing out the door and windows. During same turn, snipers take position on rooftop and use pin ability. Machete guys can move a long way before attacking twice, at which point the target dies. I had no way of dealing with them all in one turn, let alone the snipers (one had the ability that makes him go prone instead of taking first hit in combat, so I wasted a headshot there). Checkmate, AI wins. This was like turn 36 and there had been shorter combats and real time sneaking before that. Probably wasted an hour an a half.

What I did was akin to walking up to a hornet's nest and poking it with my finger. But I was still impressed with the AI in this case. When it was mostly safe to turtle, that's what it did. And once I put my mercs at risk, it launched a very effective counter attack. I wasn't too impressed with the AI before this and wonder if the prison guards have specific instructions.
 
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Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,241
Steve gets a Kidney but I don't even get a tag.
I wasn't too impressed with the AI before this and wonder if the prison guards have specific instructions.
I suspect they do, because I had the same experience that you had, and was similarly impressed. Just goes to show that the best AI was scripting all along.
 

Saduj

Arcane
Joined
Aug 26, 2012
Messages
2,597
I suppose when I try it again, I should check out the underground path. But I really want no part of fighting inside the building. My squad is not kitted out for close quarters stealth. And a firefight inside the building should produce similar results to what happened last night. So unless there is some cheese option like poisoning the vents or whatever, I don't see it as being all that attractive a path for me.

I've had Barry lugging around C-4 and remote detonators since the tutorial island. I think this is the spot to use them.
 

Saduj

Arcane
Joined
Aug 26, 2012
Messages
2,597
Cleared the prison. C-4 plan worked best with my squad but I did try the underground path....

Went underground, killed the guards down there and then saved. I knew I wanted to try the C-4 thing but I also wanted to see the other path.

Let the prisoners go, Luigi agreed they would help me fight the guards. Took the stairs up to the building and they lead to a a door leading into Jackhammer's office. Prisoners, armed with pistols, spawn in big pile outside the building and start fighting some outside guards that weren't there before. I open the door and..... Igor whiffs on the Jackhammer stealth kill :lol:. Now my team is cornered in a building full of alerted enemies. I knew this wasn't a good idea. I guess what is supposed to happen is stealth kill followed by guards all rushing outside to deal with prisoners....

Reloaded and went back outside the way I came in, without releasing prisoners yet. Some of the enforcers I had killed previously respawned but not the grenadiers in the front towers. Put the two best shooters up in the towers. Igor, MD and Livewire are hiding in nearby cover. Barry put a remote charge against the long wall on the side where Jackhammer's office is. He also put a proximity C-4 charge just outside the doorway on the same wall. Then I equipped him with molotovs and hid him behind a pillar near the doorway. When the remote charge went off, Jackhammer and the enforcers started heading to the doorway. The shelving and whatnot on the other side of the explosion made passing through impossible but I could shoot through that wall a little bit. One of the enforcers set off the other C-4. Then Barry set Jackhammer and two enforcers on fire with a molotov and started heading for cover. One of the snipers joined in and used pin on the next turn but from there it was pretty easy to kill the enforcers and Jackhammer as they rushed out. Sniper was easy to shoot from positions in towers. From there just had to clean up the last sniper and respawns.
 

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