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Matt141 posted:Decided to start a second run where I focus on the north side of the map to see how that questline works on my own, though from what I have read saving him apparently doesn't stop the military from taking over the map, though I wonder if you can just delay their appearance by simply not going to the refugee camp when you are told to go there. I think some of the stuff is triggered based on how many towns/mines you own. I got the 'go to the refugee camp' after maybe two towns, and 'rescue Biff' after three. The military invades immediately after the refugee camp ambush, so delaying that would be a good idea if you're not ready.
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# ? Jul 17, 2023 00:19 |
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# ? Jun 8, 2024 10:21 |
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Deltasquid posted:OK, seriously, gently caress the ghost fight. What the hell. There's just no good positioning. as long as you get your people on the side of the bunker where they are not setting up the heavy machine guns you are pretty much golden. just kill the closest dudes on your first turn, which having a shotgun makes it pretty easy.
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# ? Jul 17, 2023 00:38 |
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Blue On Blue posted:this For one gun powder you make 50 bullets
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# ? Jul 17, 2023 00:47 |
Black Griffon posted:yeah my hosed up trait is that I actually want to sit and sort through different helmet coverings and webbing after a minor engagement. I think it's why I ultimately never got very far in modded JA2. I miss arranging my LBE and figuring out how many grenade vs magazine pouches and medkit pockets I want. Speaking of, I also miss loading up magazines and all that vs the squad ammo pool. I know, I'm hosed in the head.
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# ? Jul 17, 2023 00:53 |
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Deltasquid posted:OK, seriously, gently caress the ghost fight. What the hell. There's just no good positioning. Just spend your first turn running away as far as possible. They are slow on catching up and you can set up overlapping fields of overwatch that will shred them.
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# ? Jul 17, 2023 01:24 |
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Spoilers for fleatown questline ending: Has anyone done the questline involving this games kingpin analogue? I've just done his quest and feel like I missed something. Rescued Luigi (Jackhammer is a real piece of poo poo, hiding in his room getting automatic reaction shots with his AA-12) and headed back to the mansion. Get the option of supporting either Luigi or Kingpin but to be honest I feel like I don't really know why I would want to support one over the other. Choosing the option to support neither turns both groups hostile. Played through twice, once signing with kingpin which seems to get me a bunch of loyalty with fleatown, some money and the promise of a future quest. The other time I killed them both, that fight is an absolute monster, as soon as you select the dialogue option you are insta-surrounded by over 20 guys, first time I did it my entire team was stood in the middle of the square and got absolutely evaporated on the first turn. You can cheese it pretty easy though since combat doesn't actually start until you talk to someone so I dropped some remote detonated TNT in the middle of both groups, ran everyone up to the roof and had my fastest merc initiate the conversation and the sprint up to the roof once combat starts. First turn I blow both of the TNT which absolutely decimates both groups and makes it actually winnable. Still got banged up real bad though because some of the dudes have a lot of health and can apparently take a TNT blast to the face and keep attaching. However after doing it I'm not sure its even a good idea? You get way less loyalty, and no one seems to care. Feels like you should get something for winning such a huge fight but it kinda seems like you don't? Feel like I missed some story beats here. Game is cool, I miss the variety of 1.13 though. The gameplay is probably better than JA2 but its missing army man dressup simulator. I also don't love a lot of the outfits that mercs wear, some of em are look like goofy costumes. I made my team Raider, Raven, Wolf, Grizzly, Scope and an IMP focused on Medical/Explosive/Mechanical skills since they were the only mercs I could find who bothered to put a vest on.
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# ? Jul 17, 2023 01:34 |
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Holy God, the shotguns in this game have actual range. I grudgingly bought the Auto-5 for sale in Fleatown for Barry to make better use of the ammo variety and holy poo poo, Barry is even more of a killing machine. Love the guaranteed bleeding + Exposed.
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# ? Jul 17, 2023 01:46 |
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Okay after playing a whole lot more of this game (13 hours arleady sheesh) here is the single biggest tip I can give to anyone who is struggling: Learn how the Hidden status works. Pressing H switches your soldiers into Stealth mode, which makes them Crouch (unless they are Shadow, who can stealth while standing/running) and gain the Hidden status. This is notably not the same thing as just "being out of line of sight" and understanding how it works is a huge, huge tool in your arsenal. Your soldiers can go into Hidden status any time they are not currently visible to an enemy, this includes hiding while in combat. Doing so takes I think 2 AP? Maybe 3. Plus any cost necessary to crouch if you're not already crouched/prone. While you are Hidden, the enemy cannot see you even if they have line of sight to you. They have to detect you before they can see you or take any actions targeting you (e.g. shooting at you). The enemy can detect you if:
As far as I know, using a Suppressor does not affect Hidden status - it reduces/removes the radius where enemies will hear your shot which places them into Alert status, but does not necessarily make them detect you. In short, you can (and should, whenever you can) enter Stealth mode, including when you are in combat and not currently in line of sight to an enemy. This brings me to why this is so strong:
So for example, if your entire squad is hidden and you take a stealth headshot on a target and it kills that target, the enemy has not detected you and cannot take any hostile actions targeted at you even if you have alerted them. If there's a group of three enemies standing around looking at each other, you can stealth headshot one which will alert the enemies who saw him die and, here's the big part: they will run straight at you, wherever you shot from, not bothering to take cover along the way. They will also not enter Overwatch or anything else like that, literally the only thing they will do is blindly run straight at you. This includes e.g. Snipers who are on a tower - they will climb down the ladder off the tower and run straight at you. So during combat, you can sneak around taking stealth headshots that instakill things they hit (mostly) without ever losing your Stealth status. When you miss, or get a non-fatal hit and lose your stealth status, all you need to do is crawl out of line of sight, wait for the next turn, and hide again. If you keep your distance from enemies and use strong weapons capable of one-shotting them on stealth hits (i.e. single-shot rifles) you can effectively (and easily) clear almost every combat encounter in the game without the enemy ever having a chance to even fire their guns at you. This even works in most cases where you get thrown into unexpected combat without the ability to position yourself - like the Ghost ambush? Just crawl out of line of sight and hide everyone on the first turn.
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# ? Jul 17, 2023 02:00 |
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You know how after you take Ernie Town, the Fort sends a squad to retaliate? Well, I was in the Rust when that happened, and got pulled into combat with the squad before I could make it back to the village. I just laid Grunty down in the road outside the bunker with the machine gun and he laid waste to the few survivors of a Barry Special when they came running towards the source of the explosion that killed 3/4 of their squad. Barry did the same thing to another squad heading for the port near the Diamond Red mine - killed 7 out of the 8 squad members and severely wounded the leader. Barry Unger!
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# ? Jul 17, 2023 02:17 |
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I'm tempted to turn off the mine depletion but I also kinda want to play "legit" the first time through just to see what was intended. I really prefer to play nice and slow and I love the infinite money endgame of JA2. I guess I'll see what happens. Militia seems to be of pretty limited usefulness. My first two militia-only autoresolves were both predicted to be defeats, one of them turned into a win and the other was lost. Both had the full 8 militia but the win came on one that had 3 veterans, so I guess getting vets even right at the start is pretty useful. Expensive though, hence my thoughts about the mines.
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# ? Jul 17, 2023 02:19 |
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Once I take Ernie, should I immediately go after the fort on the island, or should I train some militia, get that machine gun placement for Basil, and maybe find Herman, then go over to the mainland to secure a diamond mine first?
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# ? Jul 17, 2023 02:30 |
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I think mine depletion is probably less of a big deal when i'm done doing the 'exploring' of what's possible in the game and instead am gunning for important points and running multiple squads, etc.
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# ? Jul 17, 2023 02:30 |
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There seems to be a bug with the perk "hit and run". It's suppose to give free movement when you score melee hits, but you can use the free movement to do more melee attacks. So if your merc is good at melee, you can kill anyone if you can get in range. Couple with the perk that gives grit (shield) when you score melee hit, you just become invincible as you go from enemy to enemy stabbing them all to death while tanking all the shots at you.
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# ? Jul 17, 2023 02:31 |
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Unlucky7 posted:Once I take Ernie, should I immediately go after the fort on the island, or should I train some militia, get that machine gun placement for Basil, and maybe find Herman, then go over to the mainland to secure a diamond mine first? The bunker has a lot of useful weapons and I believe doing it first lowers the shield rating on the fort.
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# ? Jul 17, 2023 02:46 |
Unlucky7 posted:Once I take Ernie, should I immediately go after the fort on the island, or should I train some militia, get that machine gun placement for Basil, and maybe find Herman, then go over to the mainland to secure a diamond mine first? The world is your oyster. That said, the fort's function is to send out attack parties to reclaim territory. Other forts can also do this from the mainland, so bolstering Ernie's (and any other forts/towns/mines you take) defenses is pretty key. I am not sure if the MG is just there to make played out defenses easier or not, but you'll get plenty of MG42s. You should definitely secure the island first. Doing so will take, like, a few hours, so it's not an issue for your bottom line. And unless you're on hell mode your money isn't that tight anyway. Also something to keep in mind; only one or two mercs can actively train militia, and it's based off leadership. You could just hire some other merc and keep your brute squad trucking.
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# ? Jul 17, 2023 02:53 |
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The hospital at H12, the Sanatorium, is bugged. When you get there, some zombies attack, and will attack you or the guards. Once you kill them all, the guards will identify the bodies as allies and turn hostile towards you lmao.
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# ? Jul 17, 2023 02:53 |
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Gamerofthegame posted:The world is your oyster. Since Ernie is on an island, if I capture the fort, does that mean that I do not need to train militia or can other forts send attack parties across the water? I also do want to heal my current wounds (Got 3), but that would take about 5 hours with my team so it’s not prohibitive I think.
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# ? Jul 17, 2023 02:59 |
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As far as I can tell, outside of a couple scripted story events the only thing enemy squads go after is enemy-controlled diamond mines to pick up diamond shipments. You only need to worry about defending the settlements that they pass through on the way - in practice for me this has meant that Fleatown is the only location they have ever passed through and it's the only place my militia have ever been in fights. The only two scripted story events I've seen so far that sent a squad somewhere else was one squad that got sent on Ernie as part of the village defense, and the military squads rolling through after the big wave defense event in the north. deep dish peat moss fucked around with this message at 03:08 on Jul 17, 2023 |
# ? Jul 17, 2023 03:02 |
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You really should not worry about mine depletion. It is not a real problem unless you are serially loving around.
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# ? Jul 17, 2023 03:03 |
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Urgh these darn mines at Emerald Beacham I just poo poo out of luck disarming any of them if my highest explosives is 45?
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# ? Jul 17, 2023 03:04 |
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I haven't tried but I assume that you can just shoot the mines to detonate them after you've detected them
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# ? Jul 17, 2023 03:07 |
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Jack B Nimble posted:Urgh these darn mines at Emerald Beacham I just poo poo out of luck disarming any of them if my highest explosives is 45? 45 is not enough. Prioritize hiring an actual explosives expert. It is an important role.
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# ? Jul 17, 2023 03:10 |
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Having a blast so far, Blood and my Imp scout and stab ahead, then fall back to wolf and grunties mg spot. Works everytime.
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# ? Jul 17, 2023 03:10 |
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Unlucky7 posted:Since Ernie is on an island, if I capture the fort, does that mean that I do not need to train militia or can other forts send attack parties across the water? You will get attacked across water. You really don't need to worry about 5 hours lol, just explore the whole starting island, it has a lot of good quests and stuff to find. There's plenty of time. deep dish peat moss posted:As far as I can tell, outside of a couple scripted story events the only thing enemy squads go after is enemy-controlled diamond mines to pick up diamond shipments. Forts generate random assaults on your controlled sectors just like JA2
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# ? Jul 17, 2023 03:10 |
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One of those moments where its just basic AI stuff but it felt so much like a straight up spite action where I cleared most of Diamond Red and then in the last two guys one decided to chuck a pipe bomb right into a cluster of civilians. I think the main complaint about the game I have right now is just the general UI jank. Its hard to click interactables, too easy to click others (love spending all my AP to close a door I was trying to go through). Also feel like half my problems with the stealth mechanic are just the UI.
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# ? Jul 17, 2023 03:17 |
Unlucky7 posted:Since Ernie is on an island, if I capture the fort, does that mean that I do not need to train militia or can other forts send attack parties across the water? Attack teams can leave by ports (and path through ones held by you, too, for some reason) to attack Ernie. At the very least the one inland to the direct east of it will. Militia also just cost a little time and 800 bucks, ooooh, scary scary, so train them all the time. Also you are too worried about time. You will have to stop twelve hours eventually to rest because your gang is tired. Contracts by default are measured in five days, and you can easily set them up for 14 days without worry, especially after a single mine. You have a time table in the form of several months, if even that. deep dish peat moss posted:As far as I can tell, outside of a couple scripted story events the only thing enemy squads go after is enemy-controlled diamond mines to pick up diamond shipments. You only need to worry about defending the settlements that they pass through on the way - in practice for me this has meant that Fleatown is the only location they have ever passed through and it's the only place my militia have ever been in fights. nah forts specifically send out gangs; they're the white highlighted shields in their roster. the diamond crew is technically something else
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# ? Jul 17, 2023 03:22 |
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Holy gently caress do not go to the refugee camp to talk to Corazon until you are very, very ready, both strategically and tactically. It is very, very bad.
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# ? Jul 17, 2023 03:29 |
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I'm about 3 months in to my main save (it's July 8th 2001) and I haven't seen a fort send an attack yet edit: Oh, the shields on forts are their assault squads. If you do the objectives to remove the shields they stop sending squads, which is why I haven't seen any I guess (confirmed by the fact that if you mouseover the shields while they're empty, it says the fort has no assault squads). And apparently they only get sent from revealed forts? Because if there are any forts on the right side of the map they're not sending any at me. These are the only moving squads I've seen all game long outside of the scripted ones, just diamond couriers that always take this same route (called "Diamond Shipment" in the squad name): So I guess the answer is just make the objectives that remove shields a priority and you'll never need to defend anywhere but Fleatown (outside of the army arriving event and possibly any similar events later on) deep dish peat moss fucked around with this message at 03:44 on Jul 17, 2023 |
# ? Jul 17, 2023 03:31 |
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Quick guide to raising loyalty in Port Cacao from personal experience: The Port (K9):
The Mine (K10):
The Garbage dump (L9):
The City (L8):
Port Cacao may also be a solid first target. It's not too challenging, except for one specific part that would be easier with foreknowledge. It seems quite easy to raise loyalty very quickly. brainwrinkle fucked around with this message at 04:38 on Jul 20, 2023 |
# ? Jul 17, 2023 04:05 |
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So far I've gotten pipes from disassembling pistols at 100% condition twice, and disassembling a 98% condition pistol gave me nothing. Can anyone else confirm if the 100% condition seems to matter? I'm playing on Ironman, which I somewhat regret. My IMP bled out after the fight at Red Mine went bad.
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# ? Jul 17, 2023 04:10 |
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brainwrinkle posted:So far I've gotten pipes from disassembling pistols at 100% condition twice, and disassembling a 98% condition pistol gave me nothing. Can anyone else confirm if the 100% condition seems to matter? As far as I can tell pipes mostly come from whether or not the weapon has a preexisting modification that uses a pipe but it may also have an element of chance.
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# ? Jul 17, 2023 04:15 |
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Waiting for the 7.62 mod (was that the name of the jagged alliance esque game ?) As others have said I want to be swimming in guns parts ammo types and outfits edit: yep this one : https://store.steampowered.com/app/289890/762_High_Calibre/ i remember it having a metric fuckload of guns, gun mods, clothing, just 100's of poo poo to pick from you could sit and play army man dress up for hours, it was glorious ! Blue On Blue fucked around with this message at 04:47 on Jul 17, 2023 |
# ? Jul 17, 2023 04:26 |
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Took over western Grand Chien and got to Refugee Camp part two but I think I am gonna restart. Things are going well but my perk selections and IMP build could have been better I think
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# ? Jul 17, 2023 04:28 |
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Pantagruel or Fleatown first, what do you guys think?
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# ? Jul 17, 2023 05:14 |
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toasterwarrior posted:Pantagruel or Fleatown first, what do you guys think? Fleatown is more centralized and gives you alot of control of the map.
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# ? Jul 17, 2023 05:18 |
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Just had an enemy assault path through that general area so Fleatown it is, cheers!
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# ? Jul 17, 2023 05:22 |
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is the m1014 bugged or am I just misunderstanding how weapon mods work? the stock m1014 has -6 range and none of the mods seems to change it
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# ? Jul 17, 2023 05:32 |
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So is there a place to put my guns other than having someone (Steroid) be a mule for them?
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# ? Jul 17, 2023 06:37 |
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https://i.imgur.com/VITRVJr.mp4
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# ? Jul 17, 2023 06:41 |
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# ? Jun 8, 2024 10:21 |
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some of the greatest tactical minds of a generation
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# ? Jul 17, 2023 06:43 |