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Kuno
Nov 4, 2008
Is there a way to resolve the Smiley questline without a big dumb fight at the church? The fight isn't hard for my mercs but the idiot stands right out in the open in the church and seems to get sniped by the end of turn 1 every time I try.

And he doesn't even have the courtesy to drop his dragunov.

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Cuttlefush
Jan 15, 2014

gotta have my purp

Kuno posted:

Is there a way to resolve the Smiley questline without a big dumb fight at the church? The fight isn't hard for my mercs but the idiot stands right out in the open in the church and seems to get sniped by the end of turn 1 every time I try.

And he doesn't even have the courtesy to drop his dragunov.

smoke that boy up

FLIPADELPHIA
Apr 27, 2007

Heavy Shit
Grimey Drawer
The space bar to initiate turn-based combat mod does not work for me. Anyone else having this issue?

I have gotten better at managing my mercs in the lead up to a fight but there are some scenarios where being able to start turn-based would be way better

Squibbles
Aug 24, 2000

Mwaha ha HA ha!

FLIPADELPHIA posted:

The space bar to initiate turn-based combat mod does not work for me. Anyone else having this issue?

I have gotten better at managing my mercs in the lead up to a fight but there are some scenarios where being able to start turn-based would be way better

Hmm I've only tried the space to pause one and I've been disappointed with it. You can't do things like issue overwatch orders while paused I don't think which removes a lot of it's utility. Plus there's no visual indication that the game is paused other than characters stop moving or doing idle animations. Other things do continue to animate though, such as fountains. It's ok for letting you stop to think but in an ideal world I'd like to issue a bunch of orders then unpause them and have them all executed at once.

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.

Kuno posted:

Is there a way to resolve the Smiley questline without a big dumb fight at the church? The fight isn't hard for my mercs but the idiot stands right out in the open in the church and seems to get sniped by the end of turn 1 every time I try.

And he doesn't even have the courtesy to drop his dragunov.

you can recruit him, so

gimme the GOD DAMN candy
Jul 1, 2007
the pause mod is good for moving all your mercs into position. attack commands don't work very well, but movement works fine.

deep dish peat moss
Jul 27, 2006

The pause mod sucks, the superior option is using the Cheat Menu mod for its ability to enter turn-based mode at any time.

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

Flavahbeast posted:

is that the oldest active thread in Games

The "The "What shouid I know before I play this game for the first time?" Q&A!" thread is from 2008, but it's not for a specific game. It's also the origin of the beforeiplay wiki.

Missing Name
Jan 5, 2013


Finally able to install and play for a bit. There is a difficulty curve for sure, but I'm quite rusty at the genre.

I am a horribly broken individual, but I really, really got used to the controls seen in the Brigade E5/7.62/Marauder series. I keep wanting to right-click to rotate the camera around my dude

I also eagerly await the inevitable Tons o Guns mods. Think of the pure debauchery of gun porn people will make. It's perfect.

For example, this is an early gun store inventory for 7.62 with the Mercapocalypse mod. At the worst trader.



(Later inventory screenshots available by request.) Just think, that janky game had enough of a following to create that monstrosity. Now imagine what the JA fan base will do to this new game.

Arrath
Apr 14, 2011


Oh man I remember that LP :allears:

Fighting Elegy
Jan 2, 2007
I do not masturbate; I FIGHT!

Squibbles posted:

Hmm I've only tried the space to pause one and I've been disappointed with it. You can't do things like issue overwatch orders while paused I don't think which removes a lot of it's utility. Plus there's no visual indication that the game is paused other than characters stop moving or doing idle animations. Other things do continue to animate though, such as fountains. It's ok for letting you stop to think but in an ideal world I'd like to issue a bunch of orders then unpause them and have them all executed at once.

sounds like you need 7.62 High Calibre haha.

Lima
Jun 17, 2012

I had hoped for a lil Beavis & Butthead (Razor & Haywire) cameo at the fight with Biff but alas. Been cackling at the other JA2 reappearances.

Blue On Blue
Nov 14, 2012

toasterwarrior posted:

Noticed some other weird balance stuff, some of it is going to be gun nut poo poo but I insist it matters:

1) Did you notice 5.56mm takes thirty parts to craft versus 10 parts for Soviet ammo and 7.61mm NATO? Might be an oversight of sorts, especially since the 5.56 guns in general kinda pale versus both 7.61mm NATO and Warsaw Pact. That said, I figured out possibly why: because there's no specific ammo caliber for the MG42 and the Gewehr carbines, they instead used 7.62mm NATO for them. This leads to a weird power imbalance where you're kinda incentivized to not use 5.56 guns because restocking ammo is very expensive, but you start getting FAMAS rifles and the occasional M16 right after tutorial island. This is also made worse by easy access to a restocking M14 for sale in the north, meaning you can just bypass 5.56mm entirely for most of the game and save it for the Colt Commandos/G36s/Galils when they start dropping.

2) The lack of 7.62x54mmR is also telling since it turns Dragunovs into insanely cost-efficient marksman rifles. You're getting accurate near-guaranteed insta-kill headshots from sniper ranges with it while only spending a single round of common Soviet rifle ammo.

3) Making your IMP a squad leader/teacher is the meta move mainly because there's no cheap squad leader mercs you can hire from the getgo. Raider is great but is a top tier elite merc that will burn a hole in your starting treasury. Recruit Kalyna has 50 leadership (and 67 mechanical) but has abysmal wisdom and no leadership-related traits. Thor has 61 leadership and 72 medical but no leadership-related traits. Wolf is the weird one and a possible oversight: he has the Teaching perk and his unique trait speeds up operations considerably, but he has garbage leadership at 18. I feel like Wolf should've started with more Leadership, especially since his bio kinda hints at it.

EDIT: drat, I forgot about Hitman. Looks like he's the good pick for early squad leader; Teaching perk and 58 Leadership, which isn't great but he's got decent combat stats except for dexterity.

yep pretty much all agreed

i was all in with gewehrs for my snipers, and ammo was raining from the skies

once i switched to m24's now i am constantly keeping an eye on my ammo, of course i made the stupid move to also outfit my rifle men with FAL's , so its doubly not good sometimes

once i find two comparable rifles in another calibre i'll switch, but what is the recommended choice?

and I skipped mg42's and went straight with the 5.56 minimi when I found it, and i am either not using it because its out of ammo or using it for 1-2 battles and then... you guessed it being out of ammo again

i put all the saved up gunpowder I had into making more 5.56 (like 30 gunpowder) and it only lasted enough for a handful of battles.

Smiling Knight
May 31, 2011

Newbie question — early on, I was using .44 Match and .44 Standard ammo for the Gewehr 98 rifles I found. At least, I’m pretty sure I was, it was labeled as ammo for rifles and I remember splitting up stacks for my two rifle users. But now my rifles have switched to 7.62 Armor Piercing, which I am out of, and I can’t find a way to reload my rifles with the old .44 bullets. Am I missing something in the UI? Or am I misremembering what ammo I used to use for these?

Arrath
Apr 14, 2011


The G98s use 7.62 as well. It's the cowboy lever actions with 4 round magazines that use .44

Sandwich Anarchist
Sep 12, 2008

Smiling Knight posted:

Newbie question — early on, I was using .44 Match and .44 Standard ammo for the Gewehr 98 rifles I found. At least, I’m pretty sure I was, it was labeled as ammo for rifles and I remember splitting up stacks for my two rifle users. But now my rifles have switched to 7.62 Armor Piercing, which I am out of, and I can’t find a way to reload my rifles with the old .44 bullets. Am I missing something in the UI? Or am I misremembering what ammo I used to use for these?

Misremembering.

Also, Ammo Breakdown mod. Let's you trade ammo out for the same parts or gunpowder you'd spend making it.

This one buffs the damage of Burst and Autofire attacks by 25 and 30% respectively, but doesn't affect Long Burst attacks, aka LMGs.

Sandwich Anarchist fucked around with this message at 04:01 on Jul 20, 2023

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Blue On Blue posted:

yep pretty much all agreed

i was all in with gewehrs for my snipers, and ammo was raining from the skies

once i switched to m24's now i am constantly keeping an eye on my ammo, of course i made the stupid move to also outfit my rifle men with FAL's , so its doubly not good sometimes

once i find two comparable rifles in another calibre i'll switch, but what is the recommended choice?

and I skipped mg42's and went straight with the 5.56 minimi when I found it, and i am either not using it because its out of ammo or using it for 1-2 battles and then... you guessed it being out of ammo again

i put all the saved up gunpowder I had into making more 5.56 (like 30 gunpowder) and it only lasted enough for a handful of battles.

Don’t use machine guns for baby fights. Use them when they would make a difference or you are wasting ammo. They are far too powerful and ammo hungry to use just because it would make an easy fight faster.

Sandwich Anarchist
Sep 12, 2008

Captain Oblivious posted:

Don’t use machine guns for baby fights. Use them when they would make a difference or you are wasting ammo. They are far too powerful and ammo hungry to use just because it would make an easy fight faster.

Yeah my gunners bring an AR with them for most engagements. They only bring out the LMGs for forts and hard fights.

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.

Blue On Blue posted:

yep pretty much all agreed

i was all in with gewehrs for my snipers, and ammo was raining from the skies

once i switched to m24's now i am constantly keeping an eye on my ammo, of course i made the stupid move to also outfit my rifle men with FAL's , so its doubly not good sometimes

once i find two comparable rifles in another calibre i'll switch, but what is the recommended choice?

and I skipped mg42's and went straight with the 5.56 minimi when I found it, and i am either not using it because its out of ammo or using it for 1-2 battles and then... you guessed it being out of ammo again

i put all the saved up gunpowder I had into making more 5.56 (like 30 gunpowder) and it only lasted enough for a handful of battles.

i mean you are using a lot of nato rounds when your enemies are running around with typically warsaw gear

and there is no shop to buy from, annoyingly, so most of your ammo comes from loot, so...

Blue On Blue
Nov 14, 2012

Captain Oblivious posted:

Don’t use machine guns for baby fights. Use them when they would make a difference or you are wasting ammo. They are far too powerful and ammo hungry to use just because it would make an easy fight faster.

never said baby fights, trust me i only use the mg when its needed

and its still dry more often than not

bees everywhere
Nov 19, 2002

I picked a good day to give Ivan some TNT and a grenade launcher. I was a little concerned when the game warned me I should consider retreating, but then it let me deploy right next to their spawn point, and, well...



Captain Oblivious
Oct 12, 2007

I'm not like other posters

bees everywhere posted:

I picked a good day to give Ivan some TNT and a grenade launcher. I was a little concerned when the game warned me I should consider retreating, but then it let me deploy right next to their spawn point, and, well...





Only four soldiers for that? Bold! What fight is this? I have some ideas but not positive

brainwrinkle
Oct 18, 2009

What's going on in here?
Buglord
I currently have Fox parked in Fleatown Market to train militia and buy the 60 Warsaw Pact ammo approximately daily. I figure that plus the RPK from Port Cacao should pair nicely.

I'm starting to think that short barrel mods might be the way to go for most non-rifle mercs. -1 AP is quite substantial.

Snooze Cruise
Feb 16, 2013

hey look,
a post

bees everywhere posted:

I picked a good day to give Ivan some TNT and a grenade launcher. I was a little concerned when the game warned me I should consider retreating, but then it let me deploy right next to their spawn point, and, well...





beautiful

piratepilates
Mar 28, 2004

So I will learn to live with it. Because I can live with it. I can live with it.



I started a new game to try things out, and after taking Ernie at the start, Pierre's gang launched a counter assault shortly after.

I hadn't had that happen to me the first two tries, where I went even farther (through H3 and the bunker, and in one of the save games going to Fleatown).

Is the counterattack on Ernie a thing that's supposed to happen each time? Very confused why it happened this time (and very quickly) but not the other two times.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

piratepilates posted:

I started a new game to try things out, and after taking Ernie at the start, Pierre's gang launched a counter assault shortly after.

I hadn't had that happen to me the first two tries, where I went even farther (through H3 and the bunker, and in one of the save games going to Fleatown).

Is the counterattack on Ernie a thing that's supposed to happen each time? Very confused why it happened this time (and very quickly) but not the other two times.

It’s supposed to happen relatively quickly. That’s how you shave off the fourth shield on the fort.

Panzeh
Nov 27, 2006

"..The high ground"
Major game spoilers:

So, I decided to try to avoid triggering the betrayal and it ended up triggering on its own once i got close to The Major's base. I'm pretty sure you're not allowed to rescue the president before you're betrayed, though i think there's no timer, it's just a trigger.

I do think there was someone who said that if you want the easiest game, it's probably best to trigger the betrayal early so most of the spots on the map still have Legion garrisons, though the PMC and army factions have better drops.

You can also recruit Spike (The Major) but i don't know the conditions.

rojay
Sep 2, 2000

Last time I played that part I was still in Rust when the counter-attack happened. They had to come through me and I got to deploy Barry near the watch tower. Poor bastards came up the road in a cluster and one shaped charge ended the encounter.

I'm still figuring things out in this game but one thing I've figured out is that Barry is the loving tits.

Pretty great that a small Bulgarian developer managed to pull off a Jagged Alliance game that feels like a Jagged Alliance game, from the combat to the mercs and the satirical humor.

Also: https://www.youtube.com/watch?v=V7DcPUxA0-w You don't know if you don't know the Gert Jonnys, friends.

rojay fucked around with this message at 06:15 on Jul 20, 2023

bees everywhere
Nov 19, 2002

Captain Oblivious posted:

Only four soldiers for that? Bold! What fight is this? I have some ideas but not positive

Spoiler because it's about the big story event mid-game It was just after the big fight at the refugee camp, I split up my mercs to go defend the nearest towns and I ended up with two groups of enemies arriving simultaneously near Pentagruel.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

bees everywhere posted:

Spoiler because it's about the big story event mid-game It was just after the big fight at the refugee camp, I split up my mercs to go defend the nearest towns and I ended up with two groups of enemies arriving simultaneously near Pentagruel.

That’ll do it. Figured it was something like that to be so many dudes.

Der Waffle Mous
Nov 27, 2009

In the grim future, there is only commerce.
Returning to the H3 bunker is one of those cases where I don't know if the game just spawned guys weird or its intentional design by an rear end in a top hat.

you enter the underground, there is no deployment screen so all your guys enter the bunker where they stand. Also right in the deployment zone is an enemy soldier, with another four guys including an elite assault trooper in the first room. You have no time to react and the guy in the spawn will activate. If you have Grunty in the party he *will* unload into your own guys to shoot the soldier since he's closest. The other soldiers, as a reaction apparently, will immediately set overwatch on the spawn, including a shotgunner at fairly close range so any action is going to result in your entire team bleeding or worse.

DropTheAnvil
May 16, 2021

Der Waffle Mous posted:

Returning to the H3 bunker is one of those cases where I don't know if the game just spawned guys weird or its intentional design by an rear end in a top hat.

you enter the underground, there is no deployment screen so all your guys enter the bunker where they stand. Also right in the deployment zone is an enemy soldier, with another four guys including an elite assault trooper in the first room. You have no time to react and the guy in the spawn will activate. If you have Grunty in the party he *will* unload into your own guys to shoot the soldier since he's closest. The other soldiers, as a reaction apparently, will immediately set overwatch on the spawn, including a shotgunner at fairly close range so any action is going to result in your entire team bleeding or worse.

Yup, absolute bull poo poo of a start. I had the same thing happen, and you just have to suck it up.

Croccers
Jun 15, 2012

Missing Name posted:

Finally able to install and play for a bit. There is a difficulty curve for sure, but I'm quite rusty at the genre.

I am a horribly broken individual, but I really, really got used to the controls seen in the Brigade E5/7.62/Marauder series. I keep wanting to right-click to rotate the camera around my dude

I also eagerly await the inevitable Tons o Guns mods. Think of the pure debauchery of gun porn people will make. It's perfect.

For example, this is an early gun store inventory for 7.62 with the Mercapocalypse mod. At the worst trader.



(Later inventory screenshots available by request.) Just think, that janky game had enough of a following to create that monstrosity. Now imagine what the JA fan base will do to this new game.

Why even bother putting .22 in apart to puff up the numbers of guns?
I really hope mods don't go this route with your only choices being Massive floods of Crud or Basic Game Selection. Even v1.13 takes it a touch too far. Who cares about 1565644 variants of the AK47 being in game?

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
I care

Snooze Cruise
Feb 16, 2013

hey look,
a post
gun mods are boring


now a mod that is just different objects you can stab people with besides knives??? that is cool. screwdrivers. fork. pencil. so many possibilities.

Arrath
Apr 14, 2011


Hah! I found a way to down the slave master at the north mine without him killing any slaves. It just took sniper shots from stealth from two snipers, and a shaped charge at his feet.

sebmojo
Oct 23, 2010


Legit Cyberpunk









Arrath posted:

Hah! I found a way to down the slave master at the north mine without him killing any slaves. It just took sniper shots from stealth from two snipers, and a shaped charge at his feet.

thus to all such as he

TeaJay
Oct 9, 2012


Boy, the difficulty spike after Refuge camp is real.

I went to intercept one of the patrols going to Fleatown and had a huge number of enemies who made short work of me even with two squads. Would I better off to let them take the towns, rest a bit and then just start taking stuff back?

Croccers
Jun 15, 2012

TeaJay posted:

Boy, the difficulty spike after Refuge camp is real.

I went to intercept one of the patrols going to Fleatown and had a huge number of enemies who made short work of me even with two squads. Would I better off to let them take the towns, rest a bit and then just start taking stuff back?
Pretty much. They're a lot more manageable when they're only 12ish guys and not a blob of 25+ dudes.

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TeaJay
Oct 9, 2012


Yeah, that went a lot better. Surprisingly my militia was able to win one fight so now I'm in control of Fleatown and my income has gone to poo poo.

Are the enemies sending patrols to take back towns as aggressively as before, or am I safe to split my team to go and take mines back across the world?

Also I assume I want to take Ernie Island back when I can, as well.

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