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Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Gadzuko posted:

You can do this in JA2. Might not even need 1.13, I can't remember now. Go to burst/auto and click and drag the cursor over where you want to spray.

You can spray in vanilla JA2. What 1.13 adds is a proper suppression mechanic where the enemy loses morale and AP rather than just lies down (which would normally just benefit them).

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Tippis
Mar 21, 2008

It's yet another day in the wasteland.

NovemberMike posted:

What is with the retarded gun nuts modding this game? 5.7mm isn't the god calibre, Flash Suppressors don't work that way and why are there 20 different AKs (I'm counting all the weird variants like the Valmet M82 here)?
If you think 5.7 is the god calibre, wait until you come across 4.6mm AET — the MP7 will pretty consistently turn black-shirts' heads into tiny blood fountains and leave nothing but a pile of severely cracked Spectra helmets in its wake.

1.13 treats it as the proverbial (if short-ranged) finger of God. :commissar:

x!te bike posted:

Jesus christ my icecream truck just got ambushed by a bunch of tigers. I love this game.
Hey, it's a warm country and all that fur must be awfully uncomfortable to lug around. I sympathise fully with the blood cats' actions.

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Zereth posted:

Okay maybe I am thinking of one in... 4.7mm caseless? Something. It's faster than the Five-Seven, at least.
That could still be the MP7. Those micro-calibre guns can get a bit fuzzy if you just look at the rounds.

MP7 — 4.6mm
G11 PDW — 4.7mm
Five-Seven (and P90) — 5.7mm.

It might vary with the version, but yes, the MP7 is pretty much the fastest thing in the game. No draw cost, silly low fire cost, and ridiculously quick in every other way as… and full auto when the situation calls for it. The only thing that keeps it from completely outclassing every pistol is its size, which restricts how you can carry it and and with what equipment attached.

The P90 gains range and damage at the cost of speed (and size, obviously) over the MP7.

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

LGD posted:

Yeah I forgot that the MP7 is genuinely faster than the P90 because it can mount a reflex sight while the P90 theoretically has the advantages of the reflex built in (and before the reflex sight there isn't any significant difference in speed). I still tend to think the P90 is an overall better choice in 1.13 though because despite costing an extra 2ap to take a shooting action over the MP7 (4 if you need to raise it) it has nearly 50% more range, has twice as much weapon accuracy (50 vs 25), shoots just as fast once you pay the initial cost for autofire, and has notably better handling/recoil characteristics. Also more damage, bigger magazine. If you're incorporating a PDW/SMG into your setup as a dedicated counterpart to longer ranged weaponry (i.e. 7.62mm battle rifles) then those advantages are easily worth the loss of a little speed. The MP7 with AET ammo is probably the king of backup weapons for "oh poo poo" scenarios at close quarters though.
No argument there, really. I just fell slightly in love with it when it saved my hide in the Orta tunnels. 100% interrupt kills in spite of particularly shoddy tactics on my part — what can I say? :D

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Mister Bates posted:

I generally prefer to run with three or more squads in the late game, but I never attack with more than two at a time - more than a dozen guys at once gets to be kind of hard to manage. The main reason I even have that many is so that I've always got at least one squad combat-ready if needed, even if some of them get completely trashed in a particularly difficult fight. It also allows me to attack multiple sectors simultaneously if I so choose, which can speed up the capture of a city immensely.

The third squad is for filling up with the heavy weapons specialists, all carrying mortars and as many shells as they can put on their person (weight restrictions? pff… it's not like they're going to move), and then you fill the entire map with craters and vast clouds of mustard gas. The other two squads pick off anyone who accidentally wanders outside the safety of the gas… :D

Takes about 90% of the game to save up for it, but it's sooo worth it to take Meduna without moving more than 5-10 tiles into the map.

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Ceyton posted:

I always play with drop-all on, and alt-LMB selling disabled. It just makes more sense that way.

This is what I do. Drop everything + no selling from inventory + drastically increased repair times to reduce the effect of getting “too good” guns early. You can still use them, but just like carting around stuff to sell, if you come across a well-equipped group of blackshirts, you now have to move all those shiny new guns back to home base where “team repair stuff” sits and does nothing else than work in the repair sweat-shop 24/7 to keep stuff in order. Picking up a gun from the ground and trying to use it is a good way to get yourself killed after your shiny new gun jams for 8 rounds in a row…

As a side-effect, any time a nice gun drops with a barrel-extender attached, it's basically lost to me — shooting the extender off because I want to attach something else will hurt the gun as well and increase the already painfully long repair time. This change also makes you take a much closer look at the repair difficulty of some of the “better” guns and come to the conclusion that, nah, a simple AR15 or AK family gun might be a much better choice for clearing the road from roaming soldiers, because there's no point in wasting precious gun maintenance time on such a routine and unrewarding task.

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Bilal posted:

Whole thing felt like a great hectic action sequence. I really wish JA2 had more close quarter/indoor combat and more movement. The way the turnbased system works, movement just costs too much and you automatically switch to turnbased as soon as you spot an enemy. So what happens is you send your squad in, see a guy, everyone goes prone, snipe the first guy, the rest of the enemies run towards you and you shoot them one by one from the same position. It's boring, but if you try to get up and run towards them they shoot you to pieces and you don't get any interrupts because you dared move more than 2 tiles last turn.
Turn on “real-time sneaking” if you haven't tried it already.

As long as you aren't spotted and no-one lives long enough to raise an alarm, you can be in pretty much constant non-turnbased and sneak around to get everyone in the perfect spot for the next kill. It removes that whole “automatic turn-based” bit as long as the opponents aren't taking any combat actions, and you decide when to trigger turn-based, often for a single turn (or even a single action). This gets particularly interesting once you've collected a couple of high-end binoculars and can send people out to act as spotters for the people further back who keep popping everyone with silenced marksman/sniper rifles.

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Magic posted:

Ahhpple posted:

Sometimes when I tell a merc to do something in combat mode the cursor turns into a stopwatch as usual but my merc does nothing and they just sit there. I'm forced to alt-f4 because I can't click on anything else and my merc will never get around to doing what I asked no matter how long I wait. Is this a bug or something? What's the cause of it so I know not to do it?
I vaguely remember this - is the stopwatch there and you can move the camera around but nothing happens? The game will resume eventually, but it can take from 30 seconds to a few minutes (but no longer).

I think it happened during militia turns, I think pressing esc would break it and hurry the AI up. Or if you quick save a lot then quitting and re-loading may be better.
It's usually a pathing issue — the game tries to figure out how to get somewhere or do something and fails at figuring out how. Normally, it times out after a preset time (30s for pathing), and you can dig around in the ini files to reduce that. I've reduced it to 10s, and (very) occasionally, it causes me to lose turns of some characters, and especially for militia trying to swarm into a small area, but better that than losing everything since the last save.

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

DEVILDOGOOORAH posted:

Shotguns can be pretty good indoors, and outdoors at reasonable ranges. Sometimes the damage might not be high, but it will still drain the enemies energy. That said I rarely use them outside of early game. The CAWs is pretty cool but ammo is scarce. I'm sure you can buy some in Billy Ray's now, but I don't think it used to be an option. If you're going against armored enemy, a non shortened shotgun with slugs and a 2x scope can be effective.

edit: Usually I'll have someone with an Ithaca model 37 though, I like to keep it handy for close encounters.
Funnily enough, I almost exclusively use them outdoors at medium range, especially once some of the autoshotguns start to pop up. Hand it to some support character/mule and load it up with buckshot, and start throwing pellets downrange. Hitting is entirely optional — the main effect is that everything even remotely hostile will drop to the ground and sit suppressed at a consistent -200 AP, letting the more capable shooters pick them off.

…the ammo can get a bit costly, though. :jihad:

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

wargames posted:

P90 with spring and rod is OP as gently caress.
Yes, but look at the bright side: you can then load it with AEP ammo and get rid of the things that weren't overpowered before that.

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Cold-loaded and suppressed SCAR-Hs. :D

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Rascyc posted:

Best advice as a new player is to turn off Drop All Items or you're going to be lost in a mess of weapons.
…and the second advice is to learn the sorting and consolidating shortcuts by heart (which, ironically enough, I have forgotten): strip and consolidate items; merge ammo; and bring everything to the active character. Getting into the habit of doing all of those after a large fight will do a lot to reduce the item clutter.

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

SpookyLizard posted:

it'll also make the game piss easy unless you disable selling crap, limit yourself form selling it, or just not buy anything. You can fight a decent sized battle and find like 400+ items in it.

As I think I mentioned many many pages back, my favourite solution to that balance issue is to massively bump the repair time for items. Just about anything that drops will be in poor shape, especially more advanced weapons and equipment, so while you can certainly get some stuff earlier than you otherwise would, you'll have to spend a whole lot of manpower to get it back into working order, and even more to keep it that way.

The extra money you might get for all the items will be spent on you going “gently caress this noise, I'm buying everything new from scratch” every five days.

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

The only “issue” — in the most generous sense of the word — I've ever come across with the Steam version is that you generally want to copy it out of the steam installation folder and into a new one in your standard program or games directory.

Not only will this generally make mod installers behave a bit better (some of them can be a bit naïve in where the files will be), but you also remove the risk of Steam “updating” your spiffy new multi-mod setup and forcing you to start over.

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Mans posted:

Magic, Reaper, Shadow and Gus can probably hold out the Drassen counter attack by themselves.
Having tried it, I can safely say that yes, yes they can. Although I did catch a lucky break when someone tried to throw a stun grenade into the room they were hiding in and it got magically caught on the door frame instead and ended up right in the middle of a group of enemies. I'm not entirely sure whether a game can swear over its own mechanics, but I'm fairly certain it did at that point. :D

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Obligatory https://www.youtube.com/watch?v=1XCv0X6SqUg :bustem:

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Xerxes17 posted:

Col. John Matrix didn't need to aim his M60 and neither do you :colbert:

His ammo belt also became longer when he fired.

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Mans posted:

you know what was missing in JA2?

Tetris

https://www.youtube.com/watch?v=J6y8QIl34EA

Buns has pretty lousy aim for a geriatric nurse and olympic sharp sooter.

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

I'd argue that it's simply a matter of no-one wanting to put up with the amount of grogs required to make it work for 20 years.

Yes, some of it is '90:s design sensibilities, the whole inventory system that somehow accidentally turned out to be perfect for this kind of game, even though it's been horrid for almost every other game that has tried something similar being a prime example. Some of it is just what I'd describe as lucky focus — they picked the right things to geek out on (perception limits and cues, bullet travel near and around obstacles, health fitness-for-action tracking). But look back at vanilla JA2 and what is it at its core? XCom with inventory juggling and cheesier voice acting. The rest is two decades of grog crust accumulating on top of a fairly simple basis.

These games were a thing at the time, between JA2 and Fallout Tactics and Desperados and Commandos (and, as I found while going through the Mobygames list, Hooligans). It didn't really survive the transition into the current full 3D era (the XCom series tried, but it was pretty bad). It's not until now that the isometric/3D mix, to say nothing of the often nostalgia-fuelled (re)acceptance of 2D pixel graphics that it has become possible to even attempt a game with a similarly basic foundation again. The last two XComs probably couldn't have been made earlier than they did because the sensibilities just weren't there yet.

Maybe now it's possible again, but that still leaves the happy accident of striking the right balance between simulation, cheese, micro- and macromanagement, and of course mod:ability.

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Elias_Maluco posted:

I dont care about thousands of different guns either

But… but… but…

P90 AET to cheese the Orta facility!? :derp:

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Alchenar posted:

Posting to follow this thread and say yep I'm the guy who was burned on Back in Action and would like a game that tries to do something new.

The problem with simulation-style tactical games is that they tend to fall into the trap of it turning out that explosions are the solution to most problems, so will be particularly interested in how they tackle that one.

Scarcity, cost and weight/size worked well enough for JA2. At least right up until the point where you could create a dedicated mortar squad for the final assault on Meduna… but by then you had earned it. :haw:

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Quite. I'm starting to lean towards that too.
While it's obviously intended to show off, these videos suggest that they might actually have a clue about what they're doing and something that might even be considered a good reason for doing things that way.

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Tippis
Mar 21, 2008

It's yet another day in the wasteland.

I find it curious that he uses a sleaze line in a sleaze situation to illustrate the supposed poor writing. I'm wondering if he thinks it's juvenile because it seems like something no-one would ever say, or that it's juvenile because it's a very mild and toned-down version of the language you'd get if you stumbled across such a location irl.

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