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Let's get EXTREME on Deidranna with Jagged Alliance 2! (#3)

Sordid Jester

Educated
Joined
May 15, 2011
Messages
136
Arulco is in peril! A bitch queen, Deidranna, has usurped the throne and thrown the small county into a state of disarray, and the only resistance force has been whittled down to uselessness! Deidranna siphons the country's abundant rich-metal resource into private weapon research and amassing her own private army, leaving the locals in strict poverty. There is nothing left in the country to help the innocent, so they called him in...

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Extreme Shepard guest stars in:

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--

Now, a tiny disclaimer before we begin: Explosives, machine guns, knives and day missions. This will not be efficient. Deidranna will know what's going to hit her, for about a second, before she explodes into bitchy chunks across her throne. You have other Let's Plays for efficiency, and you probably know the ropes well enough yourself. This Let's Play isn't here for that.

We're here to blow shit up and gun fuckers down.

I have edited the weapons progression to slow down, some, so it's a little bit more of a challenge. Drassen counter is off. The bugs will be on.

Chapter One: First Attempt! In this very post.
Chapter Two: Second Attempt! So Close, Yet So Far.
Chapter Three: Third Time's The Charm! And we're off!

--

Let's get it on!

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Here are the settings we'll be going by, but of course, and here are the statistics on this version of Extreme Shepard:

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This Shepard is nothing less than a Soldier, trained for gunning the shit out of the bad-guys whether they're a mile off into the horizon, or invading his personal space a mere ten feet away. Medicine and wrenches are for pussies, the only skills Shepard cares about revolve around guns, grenades, and guns that shoot grenades. He's also a bit of a crappy leader, but he's going to be better than most dead weights that'll pack alongside him.

Due to terrible funds of merely $15,000, Shepard decides to go straight for the hardcore, and hire two of the beefiest motherfuckers he can think of:

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Shepard's expectations are high with these two. High strength means big guns, big guns mean big bullets, and big bullets mean big death for the bad guys. Steroid and Bull can also take a lot of damage, so they can keep on gunning where lesser men would have fallen. Steroid can even fix shit! Nothing can go wrong, right?

...Right?

...Fuck, it does.

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Before even landing his feet on the ground, Shepard's given the option to surrender while the other two still climb down the rope. Any other man would have probably done so, here and now, given that they're already face to face with two enemies, but Shepard isn't that kind of man. Shepard gives the army the finger and threatens to collar-grab every mother fucker in the vicinity, resulting in immediate retaliation.

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Steroid takes a full burst round, and then a cheeky single shot, nearly ending his life before any of Shepard's team get a go! Were he anyone else - even Shepard himself - he'd be bleeding out on the floor, but because it's Steroid, he's ready for more! Clearly, Shepard knows how to pick them.

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Seeking revenge for his comrade, Shepard unloads three shots into the closest guy's head, claiming his first kill in the very first round. This is a good sign, Shepard's accurate and with a gun powerful enough to score quick and easy kills. Unfortunately, this doesn't make up for relatively stupid mistakes his team then makes:

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Bull has taken cover by the sandbags, in a position I thought would protect him when prone. Steroid runs off to the north, with a plan to hide in the house, and flank the remaining enemy that we can see. This was a mistake, I probably should have moved them, or at least Bull, to the building you see in the middle left.

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Shepard decides to make the same mistake, after being shot in the enemy's last turn. This was a doubly horrible mistake, because I forgot to calculate the extra backpack weight affecting all movement. Shepard doesn't have enough points to kneel down, he's an open target.

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In his last turn, Bull sprayed seven shots towards the enemy and missed every single one. He wasn't so lucky when it came to the enemy's go, who lands three shots on Bull, the harder target between Shepard and him. Shepard isn't complaining.

You might notice Steroid laying on the floor at the top. He tried to hop the fence, and ran out of energy on the other side. I guess getting shot seven or so times takes the wind out of you.

Shepard takes a shot and actually hits the guy, and then I make him prone to avoid further fire, and do the same with Bull, expecting it to help.

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It didn't. Bull is shot and hit three times in auto-fire by the enemy east and, worse, two more enemies come from the west, and south. Sherpard is shot once by the woman from the south, and so takes a new position - amdist the sandbags - to take a new target, while Bull sprays and prays on the eastern enemy.

Shepard lands two hits, one of them essentially unaimed. Bull lands a single shot out of a seven bullet spray. Shepard gravely wounds his target, and Bull doesn't even land a proper dent. Shepard begins to notice his mistake in hiring Bull.

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Another three turns pass. Shepard kills the woman and begins firing on two more targets; another new one that appeared from the north, and the man that had come from the west. He hits the man twice, who then retreats behind the building in a critical state. He hits the woman to the north once, as well, to show that no distance is too great to save you from the Extreme.

Bull fires off a burst every single round, and actually empties his chamber before killing the guy. Shepard kills people in three shots. Bull kills them in thirty. Shepard begins to seriously consider sending Bull upfront to simply punch the guys - which is his expertise - and it looked like a plausible idea when every single shot the enemy takes misses over their last few turns.

Steroid makes his flank attack, only to realize the target's dead.

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Oh.. Shit. Two more enemies have entered the fray, and in their latest turn, managed to clip Shepard and burst spray Bull, again. Bull retaliates on the closest guy, but misses every single shot. Shepard doesn't, landing several shots over two turns, but unfortunately, none of them enough to claim the kill. Steroid fires around all over the place, uselessly - even scoring an interrupt, but he's simply too wounded, and with too shitty a pistol to do anything but make noise.

It's not looking good. They try their best to take new positions. Shepard's sweating, but it isn't over yet. He's still hitting people, and he simply has to endure four opponents (one of them hidden, as none of the crew are looking north.). Four! Mere humans! In the future, Shepard has to fight the goddamn reapers, and he's collar-grabbed and killed people, aliens and robots in the hundreds! It's not time to start shitting bricks ye-

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Oh..

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..Shit.

Oh well, at least Shepard has Dynamo and Shank to make his prison bitches. Maybe he could even warm the warden over - she seems like his kind of girl. Never fear, Shepard's story isn't over, yet!

Well, maybe this one is, but there's always Bioware's favourite weapon; The Retcon!

Next time: Shepard tries again!
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,523
Hahaha the moment I saw the settings I knew that this gonna be a short LP :D
 

Sordid Jester

Educated
Joined
May 15, 2011
Messages
136
I'm going to give it another few goes (entirely expecting death), and I'll post the most entertaining result I can come up with as the second try, unless I somehow manage to succeed the instant drop-off-into-death with one of them.

After that, I might consider dropping to Expert, or see about changing the start location, at least. Shepard isn't going to stay down so easily!
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
Haha, that was both expected and hilarious.

Also, is there some reason why you aren't playing with a newer version of 1.13? I see you have the old AP-system. Are you using HAM?
 

Sordid Jester

Educated
Joined
May 15, 2011
Messages
136
GarfunkeL said:
Also, is there some reason why you aren't playing with a newer version of 1.13? I see you have the old AP-system. Are you using HAM?
. . .

:x

This is what I get for not paying attention to dates. The version of 1.13 I downloaded over a year ago is more recent than the one I downloaded for this. I shall make sure to rectify this for the next update, and I'll activate HAM.

Thanks for pointing that out, I'd have never noticed!
 

Sordid Jester

Educated
Joined
May 15, 2011
Messages
136
What Also Didn't Really Happen!
aka: What the fuck, Insane!?

Thanks to Garfunkel, I've updated my 1.13 patch, and now Exteme Shepard is twice as deadly as he had been before! Does this improvement on our spunky commander save the day? Without even needing to read the title, I suspect 99.9% of you already know the answer.

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The proper set up, now that my game's all fixed. With this fancy new screen comes our new fancy and improved Extreme Shepard:

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More aggressive, more explosive, all out more attitude. He's no longer a proficient sniper, but that's exchanged for all out, fast-paced gunning action with a side-dish of being throwing a mean grenade. He no longer gives a shit about Leadership, too, having decided the best leader is the one that fills the other guy with the most holes, in the least amount of time.

Atop that, he's lost his ability to swim, which has left him with a life-long fear of baths. Shepard's a shower man. It wasn't like I saw any swimming pools on the Citadel, anyway.

For this game, Shepard decides to hire four other goons; Barry, Malice, Bull and Grizzly. They're all tagging along for a single day, which if they keep up good speed and efficiency, would be enough time to take over Drassen. Their lack of medical insurance is the factor, here, although Malice is chosen for his ample ability to provide additional suppression fire.

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Needless to say, the idea that the plan needs ruthless efficiency to go perfectly according to, Shepard already expects to be attacking Drassen by himself.

--

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Amazingly, the crew managed to make their landing without a single enemy already pointing their gun at them from nearby. There's also no immediate call for surrender, suggesting the idea that the enemy presence might not be as overpowering compared to Shepard's team as it had been the last time. Damn straight, Shepard's finally getting respect as the ruthless, bullet spitting, biotic grenade throwing, blood letting motherfucker that he won't will be.

Morale is high, even as Grizzly gets clipped by a lucky bullet, a bloody mile away, from a pistol. Malice empties a load in the general direction of the baddy, and scores a couple of hits. The crew start to move into position amidst the sandbags, again, but this time, they prove to be extremely effective.

And then Shepard begins to feel like he's never left Mass Effect at all.

The one enemy spotted before runs up to shoot Grizzly again, before Malice riddles the son-of-a-bitch so full of lead that his ribcage bursts out through his back. Bull gets into proper position and watches the south-eastern building. Barry watches the north-east. An entire turn passes by without enemies running into our view, things began to look hopeful - perhaps the chance to advance and claim a building?

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Unfortunately not, and so begins the decline. Unfortunately in this position Shepard can't actually see anyone, a problem that isn't rectified for a number of turns. Fortunately, Malice was there, and threw out enough bullets to slow the advance of Deidranna's force, even scoring the occasional hit.

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Okay, four, I can handle that, although Barry briefly caught sight of one moving to the north, as well. This could get nasty. Never the less, Malice keeps spraying bullets, and Grizzly helps with a few pot-shots.

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Okay, hold on a se-

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Cut it ou-

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No, seriously, fucking stop it! :x

Over a period of three or four turns, hundreds of shots are exchanged as the enemy number doubles. And doubles again. The only thing keeping us in the game is Malice and Bull's suppression fire and the sandbags, the number of shots that came closer were staggering. Grizzly's still shot up to shit, Malice takes a few wounds, but Shepard's crew are killing them left and right!

Shepard himself shifted to a spot he can actually shoot from, while still being granted some protection by the sandbags. He's still accurate, and absolutely vicious with burst fire. Let none contest against him as the king of popamole.

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Wait, Mailce, what the fuck!? This was actually taken the turn after his death, where the guy laying prone by the south-eastern building had run out and shot him four times in the head. Malice's death spelled the end - Barry, Bull and Grizzly simultaneously shat themselves in the next turn as, without Malice's auto-burst, the enemy had enough guts to start returning the suppression.

Even Shepard was struggling, caught by a few lucky shots that reminded him to leave home with a helmet, next time. Atop that, he ran out of ammo, and at this point realised that he'd left his ammo in his back pack that I dumped off by the fence! It hadn't been in his backpack the last game, and I put too much priority on moving his crew into position to check his inventory before too late.

Barry steals the show, here, scoring three kills with minimal chances to hit and doing heavy damage all around.. with a pistol! Grizzly and Bull also proved unerring accuracy this time, even as they were becoming more injured. It wasn't enough. Shepard's wasted turn in taking Malice's gun had meant that they were all too heavily suppressed. Check out Grizzly's AP at -60!

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Rubbing salt in Shepard's wound, they offer the chance to surrender. Shepard agrees to it, but it turns out it was merely an illusion of choice! Even in other games, Bioware won't let Shepard stray the slightest inch from his fate.

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Barry did his best as the last one standing, almost scoring another kill. It wasn't enough, and now he's become the guards' favourite new pretty-boy at Tixa. Shepard gets gimp status with the Warden.

Compared to the last attempt, in where they scored only three kills, Shepard's crew managed a whopping 15 kills this time! And at the end of it, there were still at least 12 soldiers still running around, five of them critically injured. I don't know if they called in reinforcements from a nearby sector, or what, but that's simply ridiculous either way.

Now I begin to wonder whether I try on Insane, again, but begin in another sector; or turn off non-city reinforcements and see how much it helps, given the success Shepard's crew had in actually killing a large number of redshirts; or kick it down to Expert. I'll decide soon, but feel free to sway my thoughts on the matter.
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
LOL. :lol: That's a little extreme commander. I suggest a tactical retreat.
 

Johannes

Arcane
Joined
Nov 20, 2010
Messages
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casting coach
I didn't realize Insane had such an EXTREME number of enemies even at start. Oh well, you weren't that far from taking over all of Drassen. Didn't think JA2 lp would be very interesting but dying is usually pretty entertaining, was pleasantly surprised.

Going for the houses and roofs on the left should lead to a better start, you'll just wear yourself out in the sandbags. And I suggest taking Buzz at start, good weapon and great shooter with no insurance makes him great early pick together with some meatshields.

Also a thing to consider for Shepard, is to not have his marksmanship that high to start with. It's the easiest skill to increase, and low skills improve faster, and skill increases give you more levels. And having more levels pays off in the long run, at least if you don't die because of bad shooting skills.
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
There's really no fucking way you can take on that many soldiers early on without deaths. And unlike X-Com, deaths are irreplaceable. Those default gears won't cut it especially on high difficulty.

Not saying it's impossible, just extremely frustrating and savescumming to get things done.
 
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You see what we've you've done RK47?!

The EXTREME proliferation of Shepardization will soon infect the whole of Codexia. Shepard will be in every game that's LP'd.

And it will be EXTREMEly glorious.


Great LP by the way, serious incline goin' down here.
 

Thor Kaufman

Arcane
Zionist Agent
Joined
May 14, 2007
Messages
13,953
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ඞ Rape for Justice! 卐
Insane really is insane, as in insane grind.

Expect about 20-32 enemies in every enemy occupied sector and reinforcements thrown at you in similar size if you decide to capture towns and try to hold them.
Nevermind the Drassen counterattack which should amount to 120+ soldiers iirc.
Don't expect to even win the first sector with such mediocre mercs, either. At least try to keep it close combat with short range weapons to even the odds a little.
Maybe tone it down to expert if you want to progress at least a bit in the game. ;)

Godspeed, soldat. :salute:
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
Edward_R_Murrow said:
You see what we've you've done RK47?!

The EXTREME proliferation of Shepardization will soon infect the whole of Codexia. Shepard will be in every game that's LP'd.

And it will be EXTREMEly glorious.


Great LP by the way, serious incline goin' down here.

Shepard needs to reroll with 50 leadership and have 5 female mercs under him.
It's obvious the failure is born from the lack of romance between Shepard and his squadmates.
 

Oesophagus

Arcane
Joined
Nov 19, 2010
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Hmm, thanks to this LP I noticed that my 1.13 wasn't patched properly. I didn't have any of the new stuff like the attachment system, the new action point system, or the new IMP creation system. Had to do a clean install of JA2 for it to work.
Also I noticed that there are some items missing, like wire cutters or camo kits. I couldn't get them from BR, and enemies didn't drop them. It seems to be an issue with the new attachment system. If anyone has this problem, the way to bring them back is:

Open items.xml in Data/TableData

find the item on the list (eg. <szItemName>KCB Knife</szItemName>)

remove the line <AttachmentSystem>1</AttachmentSystem>.

They should start appearing. Also, I recommend backing up items.xml, because the first time I edited it I cocked something up and the game just crashed.
 

Sordid Jester

Educated
Joined
May 15, 2011
Messages
136
After some consideration, I decided that Insane simply is far too insane, and that it requires far too much abuse of non-EXTREME methods of taking Deidranna out that Shepard would rather walk out half-way through the LP than keep it up.

So on that light, here are the new settings!

Third Time's The Charm!

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Evidence that Shepard's experience in Bioware's games leave him too weak when it comes to proper difficulty. Sorry, Shepard!

I decided to put the weaponry progression back onto normal, with an idea of getting big, meatier guns to fire wildly in the general direction of the suspected shadow of a bad guy. With a much easier game to follow suit from this, Shepard's statistics have changed, as well;

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I decided to follow-up on a few suggestions, lowering Shepard's marksmanship and increasing his leadership and explosives ability (although these points were free). He's no longer a bullet-spitting madman (or, at least, no longer an effective one), but instead all out explosions for maximum EXTREME effect. Rocket launchers, grenade launchers, and good old fashioned thrown grenades and mines - if it can explode, Shepard's dealing with it. This puts him in more of a supporting role, allowing me to lower his health, too, by a modest sum.

Atop that, 50 leadership, and he's a real lady's man with the Show-Off. He's still not going to be taking them to any hot-tubs, though.

Shepard decides to hire four bitches respectable ladies to help him kick off; Buzz, Buns, Raven and Meltdown. They're given a day to demonstrate their performance under Shepard's command. And to shoot a few bad guys, too.

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Buzz and Raven bring a pair of decent rifles with them that'll probably be passed down to Meltdown and Buns, later, when Shepard has the money to rehire. Shepard himself has started with a crappy pistol, but more importantly, with an M79 and three 40mm grenades! Hopefully, the moment we take over Drassen airport, Shepard will be able to buy a full pack of 40mm grenades so we can bring some serious incline back to this Let's Play.

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Landing within a now banally familiar territory, Shepard and his crew make their move toward the west to scout through the buildings in the most optimal move to make this early. I think. Anyway, Raven spots the first enemy and thanks to her combination of sharpshooting accuracy, and a gun that actually has a range beyond the tip of her nose, she scores a kill with a single shot.

A single shot. Serious :decline: We're going to make sure we demolish half of Deidranna's estate once we get there.

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A few more turns, and three enemies come into sight, all running around inside and out the white building south of Shepard's squad. Shepard, Buns and Meltdown watch the north, while Raven and Buzz take care of the goons that don't even take a single shot. Jeez, guys, it's only a single drop in difficulty! Buns scores the last kill after getting bored, after deciding that she has no qualms against wasting mere pistol ammo.

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This bastard sneaks in from the side where Buzz had been watching before, scoring an easy shot on Meltdown that does.. nothing, really. Buzz retaliates by shooting the mook in the head, and then laughing about it afterwards.

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Not satisfied with killing only one man, Buzz also finds this one, and promptly proceeds to empty his head of it's brain, giving Bioware and Bethesda another potential customer in the future.

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That'd been the end of it. Buns proceeds to put a plaster over Meltdown's booboo, while Shepard talks with the locals, some. He throws a letter at Fatima, and then pulls off a few dance-moves, buying her respect enough for her to lead them to the rebel hideout. He takes a good look of the wrecked buildings along the way to get a good idea of the kind of destruction he needs to dish out if he's going to be even more EXTREME than Deidranna.

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Dimitri foretells of Arulco's future when it comes to Shepard saving the day in the only way he knows how.

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Meet the fifth girl to enter into Shepard's crew. It's Ira! Shepard actually got a level directly after Ira's classical line, before he made a crass remark about how he dates women that can't read maps, or something. Sounds about right with your fan-base, Shepard. No offence! There's a joke about you and linear corridors in here, somewhere.

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And there we are. Apparently, the difference between Insane and Expert is about a 500% rise in difficulty. I apologise for the step down, I tried a few more games on Insane but Shepard couldn't handle even Omerta without the use of tactics that aren't fun enough for an EXTREME Shepard LP.

Next time, Shepard uses his grenades in Drassen!
 

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