Moderators: Arcanis, LawBeefaroni
ChrisGrenard wrote:I'm starting up the game right now as well. With regards to the 1.13 mod, check this out. It looks like there are 4 mini-updates to help things along. Don't know if you need them or not.
Carpet_pissr wrote:1. What the hell is that color map in one of your screen shots? Shows red, green, etc. Is that an alternate AP range map or something? If so, how does one turn it on?
Carpet_pissr wrote:2. How are you getting the text at bottom left of your screen like "50% to hit" - I do not see that.
Carpet_pissr wrote:3. In playing just the first scenario, (playing on Experienced), it seems a lot easier than I remember it. I am consistently hitting people with a .38 from way far outside the range, according to the game (it shows "outside of effective gun range". Any thoughts on that? Would 1.13 have broken or changed something in regard to that as far as you know? Could be just because I am on the first scenario and everything is uber easy.
Massena wrote:Shinjin wrote:Skeptic wrote:Mercs I (usually)avoid...
Flo - 'Nuff said.
I usually pick up Flo as a cheap militia trainer and just keep her out of combat.
Yeah, Flo is one of the only early MERC types that I pick up. She just trains away and carries stuff from the airport to the front lines. Usually with Ira or Hamous or some of the other freebies.
Lord Percy wrote:A few quick questions. I started playing this today, and I've just taken all of Drassen. I seem to remember that this should open up Bobby Ray's, but I don't have the link to his store in my laptop yet. When am I supposed to get this?
Also, taking Drassen seems to have spawned an army from hell. I managed to train a single squad of militias before they attacked, but it's looking pretty grim. There are red and gray shirts coming in from all sides. I put myself on top of a roof so I could easily pop in and out of cover, but this is just insane. I wiped out one squad of enemies right when it entered the map, and now there's a whole NEW squad there that has taken its place, including a gray shirt with an assault rifle. My guys are equipped with two SMGs, two shotguns and a pistol. It's been a long time since I last played this game, but I don't remember this happening. Does it has something to do with the 1.13 patch? Right now I'm just hoping the militia on the other side of the map can hold out long enough for me to wipe out everything on my side, before everything from their side reaches me as well. I could really use a grenade right about now...
Eightball wrote:I'm surprised no one likes Ice. He's kind of the poor man's Magic...I generally always take him. He trains up very, very well.
Dreadnought wrote:You get Bobby Rays link from the Link page on the A.I.M. website.
And a merc isn't even in a squad when they are training Militia so I don't know what you are talking about Sceptic. And you can always fire her if you have no more room for mercs.
Massena wrote:Tough setback. But that's one of the things I really love about the early part of the game; if you let down your guard, even the redshirts will pound you.
I've noticed you haven't put Buzz on a roof. With her range and marksmanship, isn't she an ideal rooftop sniper? Find a building with good visibility, use your other mercs to protect the flanks of it, and have her snipe away.
I know, I know, easier said than done. Especially against what's coming. Any particular strategies you're going to try out?
Lord Percy wrote:Don't forget to force open the back door of the church if you have someone strong enough, because it contains a shotgun with slugs. It only comes with seven shots, but if you picked up some ammo from one of the previous maps, it should prove to be more powerful and accurate than a pistol. Also, I think the slugs are armor piercing, which is what you'll need for the coming battle (gray shirts). Still, I think you're screwed.
Skeptic wrote:Your best bet is to put everyone into the back of one of the buildings with only one entrance(and no LOS through windows) where you can bottleneck the enemies ...taking them down one at a time as they come through the door. Meanwhile your militia will be killed off in short order but you can survive this so long as you don't run out of ammo.
Hate to admit this but I would have hit reload...unless that is against some cardinal rule of AARs(which sounds about right I guess). Also like someone else said, my usual strategy is to put my best sniper(be it Buzz, Raven or whomever) on the roof of the northeastern most building and systematically make my way across the map using the roofs and cover.
Unagi wrote:...that the Jagged Alliance 2 Gold edition being distributed as of now (January 2006) by Trymedia will not work with any fan made mods.
I don't know officially but I've always felt like dexterity helps with shooting.Quitch wrote:I've minned dex because, AFAIK it's used to throw stuff and work with both tools and medical kits. Besides the odd grenade Quitch won't be doing any of that.
Without Miguel or Raven's husband, you will find it hard to beat Buns teamed with Ira at militia. They probably will beat you sooner than later.Quitch wrote:Leadership is used in the training of militia. I'll later on grab another merc with a high leadership and really pump out those militia. Once you've filled a town the new ones go on patrol, so I can own the countryside and have support in taking towns. The longer I delay the more powerful the enemy get, so fast militia is a must for me.
I dig Ice. But he's usually on my 2nd wave hire. He, Buns and my IMP forms the core of my team 1, the range weapon team.Eightball wrote:I'm surprised no one likes Ice. He's kind of the poor man's Magic...I generally always take him. He trains up very, very well.
Teaching ability helps that as well. It also helps with militia. That's why the team of Buns-Ira rocks so much.Quitch wrote:I thought the teaching ability was purely for Trainer - Student relationships?
Agreed! Much too costly for a pure militia trainer (okay, he's a decent merc, too, but there are better for better value).Quitch wrote:In my last game I used Raven's husband for militia. Expensive though.
Agreed! Almost always an immediate hire for me. Between him, Wolf and Maddog, my team's equipments are always in good repair. Repair to sell is also a good bit of business.Skeptic wrote:Barry Unger - His stats are insane for how much he costs. Only drawback is that he does not start with a toolbox or a good gun.
Another first hire for me. He starts with a shotgun (which depends on the random) which is amazing at the beginning of the game. His beginning mechanical ability keeps equipment in shape, even though he gets surpassed by Barry fairly quick. He is also a solid alternate militia trainer who can help you raise others' stats in free time since his physical ratings are so high.Skeptic wrote:Wolf - Sometimes I grab him just to have someone who is not hated who starts with a toolbox and decent gear.
I used to take him a lot but have shied away recently. He takes a bit of time to improve and I've liked others' progress a bit more.Skeptic wrote:Igor - Another good buy(cheap with good stats) for the long term but not if taking Steroid(until after I fire that sod!).
Agreed, great buy. Although, of late, Blood has taken his place on my squads.Skeptic wrote:Thor - Probably the best buy in the game(yes, even better than Cougar). Can even be had in the beginning because he requires no medical deposit and only costs 10k for a full week. His stats are freaking insane!! Str, Dex, Agl, Hlth, are all 83+ and Wisdom is like 94!! Good medic. Skills are not jaw dropping but they work(Stealth and...HtH? can't remember).
He's awesome. He's always shot much better than his ratings says he should. The only caveat is to give him a non-burst gun. In early game, his ability to sneak (due to high agility) and knife toss (due to dexterity) for silent kills can be amazing. Especially with roof-top snipers.Skeptic wrote:Razor - I always get this guy. Not entirely sure why except he is entertaining and(like all the M.E.R.C. guys) cheap! His stats are not bad(some of them are actually very good) and he can run up and knife someone like no one else.
Hmmmm. Haven't used Q since the demo. I shall have to try that. Like you, I go with Foxy just for her comments. Especially since Wolf is a permanent member of my squads (squad 2, close quarter unit).Skeptic wrote:Fox or Dr. Q depending on whether my IMP is a martial artist or who else I plan on hiring. I my IMP is a MA or I plan on getting someone(or have hired someone already) like Blood then I will grab Fox(her sexual innuendos are priceless!). Dr. Q. has better stats & skills though.
Not to mention pretty darn funny!Skeptic wrote:MadDog - He just kicks ass and is free to boot!
Especially with Fox. But she starts off a decent shooter and becomes a DEADLY sniper/long range shooter very, very quickly. And very cheaply. She always get my first sniper rifle.Skeptic wrote:Buns - Does not work well with others.
daedalus wrote:Teaching ability helps that as well. It also helps with militia. That's why the team of Buns-Ira rocks so much.Quitch wrote:I thought the teaching ability was purely for Trainer - Student relationships?Agreed! Much too costly for a pure militia trainer (okay, he's a decent merc, too, but there are better for better value).Quitch wrote:In my last game I used Raven's husband for militia. Expensive though.
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