korenzel
Educated
- Joined
- May 18, 2010
- Messages
- 278
TABLE OF CONTENTS :
Introduction :
Intro 1 : Foreword
Intro 2 : Massacre at Omerta
Intro 3 : Browsing the Web
Intro 4 : Mercenary List
Chapter 1 : Setting up a Foothold
Update 1 : First Blood
You can participate in this LP by claiming one of the existing mercenaries of the game. You can check the Mercenary List for detailed profiles to help you choose.
----------------------------------------------------
Welcome, to this Jagged Alliance 2 Let's Play. Since other ongoing games on the codex have gone silent, and this one ranks pretty high on my top games list, I'll do my best to do it justice and entertain with what will most likely be a very long effort.
I'll be playing V1.12 Gold, the last official build. Why am I not using the extensive 1.13 community mod ? Because I find it adds more detrimental than useful features. Extended equipment selection is nice, but scopes and binoculars provide too easy a way to spot enemies, and sniper rifles mow through their ranks far too easily. The improved AI makes the soldiers leave their hiding spot, making them much less dangerous, especially in buildings. The mod counters this by using very large amounts of enemies per sector, planning to overwhelm the player with numbers rather than ability or tactics. The chance-to-hit bar is a nice addition, but I prefer relying on my knowledge of the mercs abilities. The ability to have six IMP characters can give one his perfect team but also breaks the game's otherwise tight financial situation. Looting everything the soldiers have is more realistic, but breaks the economy even further. Most formulas are reworked. All in all, 1.13 is a very different game from the original, with little else than the graphics in common.
So here we are, at the starting screen. Let's browse through the options before starting up the game.
Here are the options used. Nothing noteworthy to speak about.
I will be playing the game on Iron Man Experienced, because I could never master the game enough to win in Expert difficulty while playing Iron Man, and my goal is for this LP to finish and not become abandoned once I hit Alma or Cambria. I will not be playing Iron Man all the way however, and will reload if more than half of the mercs involved in a single map pass away, and try the map again.
The gun selection is set to Tons of Guns, which will give a more extended selection of guns to choose from. From my experience it doesn't add too many guns, and the default FN-FAL and C-7 remain the best weapons, but it's nice to have a little more variety.
Game Style is set to Sci Fi, and we will see what difference it makes on the game when it does.
As stated, Iron Man mode prevents saving during combat AND in enemy occupied sectors. This is a very important addition, since I expect most deaths to occur during real time mode, as mercs get ambushed from campers behind doors or around corners by a burst to the face.
Experienced difficulty is I find the best suited to me. Expert is very difficult, especially in the beginning and at the very end, and holding towns is an ordeal. I'd rather spare myself and you from reading about the hundreth time I have to manually recapture the Drassen Mine from yet another elite assault.
Introduction :
Intro 1 : Foreword
Intro 2 : Massacre at Omerta
Intro 3 : Browsing the Web
Intro 4 : Mercenary List
Chapter 1 : Setting up a Foothold
Update 1 : First Blood
You can participate in this LP by claiming one of the existing mercenaries of the game. You can check the Mercenary List for detailed profiles to help you choose.
Mercenaries :
A.I.M :
-Claimed
Robert James "Bee" Sullivan (Scully)
Carl "JagreenLern" Sheppards (Reaper)
Kyle "Coyote" Simmons (Shadow)
Louisa "Thor" Garneau (Buzz)
Charlene "SCO" Higgens (Raven)
Dr. Clifford "Roxorowski" Highball
Thor "JoKa" Kaufman
Fidel "Undead Phoenix" Dahan
Dr. Daniel "Azira" Quinten
Ernie "ironyuri" Spragg (Red)
Monica "Anus_Pounder" Sonderguard (Buns)
Cynthia "chzr" Guzzman (Fox)
Helmut "Spectacle" Grunther
John "GarfunkeL" Peters (Bull)
Ivan "Roderick" Dolvich
Barry "Sov" Unger
Igor "Sergiu64" Dolvich
Steve "Vaarna_Aarne" Bornell (Grizzly)
Dr. Q. "Kashmir Slippers" Huaong
Dr. Michael "TNO" Dawson
-Unclaimed
Gus Tarballs
Earl "Magic" Walker
Sheila "Scope" Sterling
Rudy "Lynx-Eyed" Roberts
Trevor Colby
Kirk "Static" Stevenson
Corporal Len Anderson
Victoria Waters
Sidney Nettleson
Ron "Raider" Higgens
Stephen Rothman
Edgar "Nails" Smorth
Ice Williams
Peter "Wolf" Sanderson
J.P. "La Malice" Viau
Frank "Hitman" Hennessy
Keith "Blood" Hanson
Dr. Donna "Spider" Houston
Bobby "Steroid" Gontarski
Norma "Meltdown" Jessop
M.E.R.C :
-Claimed
Jim "S.A." Wallace (Cougar)
Rebels :
-Unclaimed
Ira Smythe
Freelancers :
----------------------------------------------------
Welcome, to this Jagged Alliance 2 Let's Play. Since other ongoing games on the codex have gone silent, and this one ranks pretty high on my top games list, I'll do my best to do it justice and entertain with what will most likely be a very long effort.
I'll be playing V1.12 Gold, the last official build. Why am I not using the extensive 1.13 community mod ? Because I find it adds more detrimental than useful features. Extended equipment selection is nice, but scopes and binoculars provide too easy a way to spot enemies, and sniper rifles mow through their ranks far too easily. The improved AI makes the soldiers leave their hiding spot, making them much less dangerous, especially in buildings. The mod counters this by using very large amounts of enemies per sector, planning to overwhelm the player with numbers rather than ability or tactics. The chance-to-hit bar is a nice addition, but I prefer relying on my knowledge of the mercs abilities. The ability to have six IMP characters can give one his perfect team but also breaks the game's otherwise tight financial situation. Looting everything the soldiers have is more realistic, but breaks the economy even further. Most formulas are reworked. All in all, 1.13 is a very different game from the original, with little else than the graphics in common.
So here we are, at the starting screen. Let's browse through the options before starting up the game.
Here are the options used. Nothing noteworthy to speak about.
I will be playing the game on Iron Man Experienced, because I could never master the game enough to win in Expert difficulty while playing Iron Man, and my goal is for this LP to finish and not become abandoned once I hit Alma or Cambria. I will not be playing Iron Man all the way however, and will reload if more than half of the mercs involved in a single map pass away, and try the map again.
The gun selection is set to Tons of Guns, which will give a more extended selection of guns to choose from. From my experience it doesn't add too many guns, and the default FN-FAL and C-7 remain the best weapons, but it's nice to have a little more variety.
Game Style is set to Sci Fi, and we will see what difference it makes on the game when it does.
As stated, Iron Man mode prevents saving during combat AND in enemy occupied sectors. This is a very important addition, since I expect most deaths to occur during real time mode, as mercs get ambushed from campers behind doors or around corners by a burst to the face.
Experienced difficulty is I find the best suited to me. Expert is very difficult, especially in the beginning and at the very end, and holding towns is an ordeal. I'd rather spare myself and you from reading about the hundreth time I have to manually recapture the Drassen Mine from yet another elite assault.