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Mister Bates
Aug 4, 2010
So, uh...forgive me if this is a stupid question, but how the hell do I get the ammo back out of the ammo crates once I've put it in? I like the idea of being able to consolidate ammo in boxes instead of magazines but it would also be nice to be able to occasionally use those bullets for something other than decorating the airport warehouse.

(this is in 1.13, incidentally)

EDIT: Also, does anyone have any recommendations for a silenced sniper rifle to use during night operations? I'm using the HK SL9SD right now, and it's perfectly silent and decently accurate within its effective range in the hands of a skilled sniper, but it has poo poo range and I'm not impressed with the damage potential.

Mister Bates fucked around with this message at 01:21 on Feb 10, 2012

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Mister Bates
Aug 4, 2010
Okay, thanks.

I'm considering starting a new game with the most recent version, I'm still playing with the previous one but was doing so well in this current playthrough I didn't want to reinstall and restart. Some random observations from my playthrough so far:

- A merc with Stealthy, Night Ops, decent camo, and good NVGs doesn't need a ranged weapon at all. If you're careful you can literally stroll right up to patrolling soldiers and cut their throats in one combat round.

- Canteens, which I had never much used in previous playthroughs, are the most useful item in the entire loving game.

- I'm finding machine guns to be a lot more useful than I thought they would be, thanks to the suppression system. They're not that good at kill shots on individual targets, but they have proven extremely handy for keeping groups of enemies pinned down, restricting their awareness and mobility so the other soldiers in my team can get the kill.

- The AI does not know how to use smoke properly. While assaulting Balime my team was hit directly with an enemy smoke mortar shell, at which point the AI proceeded to rush its entire force into the smokescreen and I gunned them all down effortlessly with interrupts as soon as they came into view.

- Holding Grumm and keeping it well-defended will cause the Queen to send most of her newly deployed troops to attack it, seemingly regardless of how dire the situation is everywhere else; whether intentional or unintentional, this has the net effect of making much of the game significantly easier if you try and take Grumm fairly early.

- The Rocket Rifles are completely useless.

- Shank becomes ridiculously loving awesome with a few months of intensive training.

- The Queen always uses the same building to hold your captured mercs, even if you raided the sector weeks previously, C4'd a massive loving hole in the wall of the cell, and left a stockpile of perfect-condition gear on the floor.

Mister Bates
Aug 4, 2010
Has anyone ever hired Conrad? He attacked me the first time I reached Alma so I just assumed he was an automatically hostile character for years, but this last playthrough I learned you could recruit him and did so. He's expensive as gently caress and kind of an arrogant jerk but he grows on you after a while, and it just so happens that he's expensive and arrogant because he's really good - insanely high stats, good marksmanship, Deputy trait (basically Squad Leader but less potent), and Teaching. He synergizes nicely with Iggy, Igor, and Ivan, and is also a good choice for leading around a couple of the lovely local recruits like Shank - giving them bonus APs and suppression resistance to make up for their awful stats and quickly training them up when not in combat.

Also, you change firemode by pressing 'B'. That's also how you use underbarrel grenade launchers.

Mister Bates
Aug 4, 2010
I don't know why, but Fox's face in that screenshot makes me laugh hysterically. It looks just wrong enough to be amusing.

Mister Bates
Aug 4, 2010
To be fair, UFO: Aftermath was at least fairly decent, although it was certainly no classic.

Mister Bates
Aug 4, 2010
So, I've started a new playthrough of 1.13, with my current team being my IMP, Igor, Grunty, Barry, Buns, and Ira. I'm playing with the Drassen counterattack on because I'm a masochist, so after taking the airport and flying in a shipment of medical supplies and more ammo for my existing guns (couldn't afford much else at the time) I've ignored Drassen for the time being and focused on capturing and fortifying Chitzena so I'll have a relatively safe guaranteed source of daily income to fall back on in case I get annihilated in Drassen. So far my weapon loadout is still fairly sparse - my IMP's MP-5, which Ira is currently using, two M1 Carbines (Grunty and IMP using them), two Carl Gustaf subguns (Igor and Barry), and one Winchester lever-action (Buns), plus assorted sidearms, a random smattering of knives, and the M-79 grenade launcher Grunty brought with him, with precisely one grenade for it. I've managed to give the entire team Gen I NVGs from scavenging, and they're all wearing leg protectors and Kevlar vests/helmets. I have precisely one Regen Boost and three Energy Boosts for emergencies, one First Aid Kit per team member, and two Medical Kits in Ira's pack.

Having never tried the Drassen counterattack before, I'm turning to the hive mind for advice. Do you folks think I can fight off the attack with that equipment/team loadout? Is there any advice you could give me beyond the basic stuff?

Mister Bates
Aug 4, 2010
So, the Drassen counterattack. It happened. My team is not dead. A few of the militia are even still alive. However, the counterattack was mostly successful, the queen controls two-thirds of the city and it will be a good long while before I'm ready to attempt a counterattack of my own.

I positioned myself on a roof in the southernmost sector of the map as people have been suggesting (specifically, the building north of the public toilet). My loadout was three submachine guns - two Carl Gustafs and one MP5 - two scoped M1 carbines, one M4 carbine and one M79 grenade launcher. The attack came at about midday; I had the militia pull back to the area around where I was bunkered down, seek cover, and after that I just waited. When the royalists started swarming in I did what I could to keep them locked down with teargas from the grenade launcher while spraying moar dakka from the subguns and picking off problem individuals with the rifles. Managed to disable a half a dozen or so with TNT in the road. Used up my only two hand grenades when they started to get too close.

But there are SO. loving. MANY. I think we dropped about twenty or so before I started running out of ammo. Grunty ran out of grenades early on and was using an SMG from that point on; by the end of the battle Igor's SMG was totally dry and his sidearm was running low as well. The militia were getting shredded, three of my people were hit and the enemy was almost close enough to start climbing onto the roof, so I decided to cut my losses and run like hell. Made it to the edge of the map with no losses, retreated, am currently holding the airport with the surviving militia and licking my wounds.

Mister Bates
Aug 4, 2010

SavageMessiah posted:

You can give orders to militia?! :psyduck:

Yep, just click on one of them when you see the 'talk' icon. I think you can only give orders to them one at a time or all of them simultaneously, there's no way to split them up into squads or whatever. The orders you can give are also kind of limited, but it's still possible to get quite a lot of use out of them if you know what you're doing/are lucky.

Mister Bates
Aug 4, 2010
If you're going for dual-wield/Gunslinger IMP, go escort the tourists from Chitzena at the first available opportunity, those .50 Beowulf Automags are loving beautiful in close quarters, especially loaded with hollowpoints.

Mister Bates
Aug 4, 2010
Yeah, once you've taken Grumm it pretty much turns into a full-on warzone. I have to keep a dedicated team there to train replacement militia in order to keep up with the godawful attrition rate. That said, since the Queen wastes almost all of her available forces trying to retake it, everything else on the map except Meduna itself ends up pretty much ignored - fewer patrols, fewer ambushes, fewer reinforcements, and fewer attacks on other towns.

Mister Bates
Aug 4, 2010
So, the new Let's Play thread that's been started got me curious, and I've set up a clean install with the AIMNAS mod he's playing with. I'm really liking it so far. The maps are a lot more realistic and fun, the item selection is ridiculously awesome, and I'm liking some of the new merc loadouts. It's the subtle touches I think are really nice, like giving film and pop culture nerd Gumpy Dirty Harry's gun. I can just picture him applying to join MERC, getting his first real contract and picking up the most badass hand-cannon revolver he can find, posing in the mirror with it, etc. He's completely useless with it, of course, but it's still amusing.

It needs a lot of .ini tweaking before it's really playable, though. Some of the configuration decisions the original modder made are just...weird.

Mister Bates
Aug 4, 2010

x!te bike posted:

The best reaction dialog in the game is when Hamous shouts "Dog!" when he sees a bloodcat. Gets me every time.

Also, what's the best sidearm for my sniper? I was thinking of either a machine pistol or a smg. I'd just like something with burst fire that takes the minimum amount of AP.

Echoing everything Burning Mustache said, with the addition that I rather like the Knight's Armament Company PDW as a backup weapon for snipers and designated marksmen in the mid to late game. If you can get MP-7s, though, use them - they're easily one of the best backup weapons in the game. When you load them with AET ammo they're borderline gamebreaking.

Mister Bates
Aug 4, 2010

Sistergodiva posted:

So I just took Dressen Airport in 1.13, I don't have time to get a Bobby shipment before I get counterattacked. Should I try to take the whole of Dressen first? Or try to hold the airport and get a shipment before taking the rest? Not sure if my guns are enough.

Edit: I've got 16k, Ira, Barry, Igor and me.

More supplies. Unless you exploit the gently caress out of the AI's behavior the starting gear absolutely will not be enough to handle that counterattack. Do you have Chitzena yet? The mine there will give you a bit of daily income that should hypothetically allow you to bring in more poo poo before long.

Mister Bates
Aug 4, 2010

Urby posted:

On my previous play through in JA2 1.13 I pretty much ignored HP bullets, believing that AP is pretty much more useful in any situation...well now do I regret not having used a HP round with the last shot I fired.

Ivan, with his trusty AKM takes aim at a hostile that suddenly turned the corner, a single shot was fired, the round hit its target, leaving the soldier wounded. The bullet having already run itself through an armored body then proceeded to travel through a wall and was finally halted by the body of some innocent child bystander. If only Ivan knew what he had done... :suicide: "bye bye"

Hollowpoint ammo has the potential to be sheer loving perfection. It still does stamina damage even if the armor stops it completely, and on those rare occasions that it does punch through the armor it does an absolutely terrifying amount of damage. Plus, of course, no overpenetration, which makes it a lot safer in urban environments or otherwise cluttered battlefields - which is where HP ammo really shines anyway.

Loading up all of your mercs with it is a horrible, horrible idea, but I'd highly recommend having at least one mag of it on every trooper for situational use. Depending on preference, you might even try one or two mercs using it all the time, with the rest packing AP/match/tracer/AET/whatever.

Mister Bates
Aug 4, 2010

ted_himself posted:

I don't mind, but I can't even get to Drassen! I have been unable to even get to the airport without getting ambushed and having to reload. Makes me think it's going to be drat near impossible later on.

First and foremost, stay off the drat roads. That's where the patrols are, and eventually you absolutely WILL get ambushed by one of them. Stick to the wilderness until you're confident in your team's ability to handle the occasional ambush.

When you actually are ambushed, have the entire team haul rear end to cover immediately, even if it means you'll miss a few easy kill shots. If there's no cover, use smoke, hit the deck, or at the very least spray auto-fire indiscriminately everywhere - you likely won't kill any but the suppression will give you some breathing room. If you don't think you'll be able to handle the attackers, try to punch a hole through their lines and run like hell. Cover your retreat with smoke or teargas if you have it (and you really should).

Mister Bates
Aug 4, 2010

FirstPersonShitter posted:

I'm having issues in my first game with JA2, I keep running into ambushes before I've even got to drassen. I ran into one on the road that I beat without too much trouble so I decided to go through the wilderness and now I've run into an ambush of 8 guys with SMGs when all I have are pistols.

That's....actually pretty weird. I don't think I've ever been ambushed in the wilderness before. What map grid square is it? Also, was it an actual ambush, or did you just encounter a group of enemies?

Incidentally, if you just absolutely cannot stand ambushes, they can be disabled by changing a single line in the .ini file. That's cheating, though, and cheating's no fun. A non-cheat way to avoid them is to get someone with the Scout trait on your team - having one reduces your chance of being ambushed and increases your chance of turning it around and ambushing the enemy.

Mister Bates
Aug 4, 2010
For whatever reason there's always a group of 6 to 10 soldiers camped out in E11 one tile south of where you are, so they may have seen you (enemy detection of your force is influenced by a number of factors and is calculated at regular intervals if you're adjacent to any enemies) and moved to intercept.

Mister Bates
Aug 4, 2010

Sistergodiva posted:

Ok, so I've taken Drassen. What's the best way to keep it? They just seem to eat my milita. Do I have to equip them or something?

Also, I adopted a retarded french girl called Flo, which I'm gonna make into a supersoldier. Right now she just panics though :psyduck:

How long until I can get a merc from the rebels? I have talked to the priest.

Flo actually has really good Wisdom, which means that in the right circumstances she can gain skills stupidly fast. I rarely use her, but a couple of times I've hired her and trained her up as a medic for one of my secondary squads. With proper training she's really not half bad for the bargain basement price.

Mister Bates
Aug 4, 2010

CerebralDonut posted:

She's also significant for being one of the most hated mercs in the game, if not THE most hated

edit - Fidel: "I will not join team with woman who should clean motel rooms. if flo dies, you call me."

That's why I rarely use her. I love Gumpy, though, he's the only merc I'm guaranteed to hire in every playthrough whose name doesn't end in 'Dolvich'. AIMNAS tweaks his hiring skills a little bit so he starts with a tiny amount of Mechanical instead of 0 like in the vanilla game, meaning it's possible to train him up as your lockpicking/repairing/trap disarming guy in addition to your explosives technician. He's got crap agility, but his salary is so low that it's incredibly easy to just keep him behind the lines practicing the stats and skills you need to increase for a few weeks or months while your main team trolls around the country.

On the subject of ambushes, I was actually just caught in one in AIMNAS. It was actually fairly easy, mainly because one of the things the mod does is try to standardize the Arulcan Royal Army's gear somewhat and the yellowshirt thugs/cops are generally equipped with a combination of civilian gear and 50-year-old milsurp crap that's so outdated BR doesn't even sell it. Two of them had old German MP-40s, for gently caress's sake. It'll get much, much harder once she starts sending the actual military after me, of course, so for now I'm just savoring the easy kills while they last.

Mister Bates
Aug 4, 2010

Caufman posted:

I'd replace psycho IMP with Dynamo in mid-game. That dude really needs to kill. I think I'm going to let him have the execution shot on the Queen this game.

He deserves it, considering what happened to his family. Has anyone ever let Ira have the kill shot? I'm actually kind of morbidly curious to hear the resulting harpy screechings. Don't get me wrong, Ira can be a really solid merc with experience, but ye gods is that voice annoying.

Someone should also try to give Hamous the killshot just to see what he says. He always has the best lines.

Mister Bates
Aug 4, 2010
You can actually crate ammo up and magically transform it into any sized magazine in that caliber (didn't know that until I asked around in this thread, funnily enough - it's not really documented anywhere). Ctrl+shift+A on the tactical map automatically crates up all your ammo by caliber, then you just pick up a crate in the sector inventory and click on one of your merc's guns to dispense magazines of the appropriate size. To be honest I don't have a problem with that little bit of abstraction - I actually enjoy sorting my mercs' gear and selecting just the right armor and LBE gear and weapons and attachments and poo poo, but requiring me to manually select the appropriate size and type of magazine is just getting ridiculous.

That said, loading with the wrong size of mag takes more AP, so you could handwave it by saying that the merc is actually removing rounds from the mag and feeding them into the gun's empty magazine by hand, rather than just sort of haphazardly jamming an M1911A1 mag into the magazine well of a Thompson or whatever.

EDIT: Also, is it just me, or is Scope's voice just Ira's voice actor faking a British accent?

Mister Bates
Aug 4, 2010
Yeah, Heavy Weapons skill doesn't benefit machinegunners. You want either 'Auto Weapons' or 'Machinegunner' trait for your squad's MG operator. 'Heavy weapons' is stuff like grenade launchers, rockets, and the like - which Ivan is excellent with, incidentally.

Mister Bates
Aug 4, 2010

TastyLemonDrops posted:

If you won your first fight, just pick up Ira at the rebel base and have her heal you. She starts with a medkit and you get her in like the first ten minutes.

She also has the 'Paramedic' trait, which means she's much more effective at the 'Doctor' job than most mercs and can perform emergency surgery to restore health in the field.

Mister Bates
Aug 4, 2010

A Lamer posted:

BiA. It turns out I need to take the mines near Cambria, and then the pumping station south of Drassen before I could recruit her. Got that finished up and now she's in my squad. Doesn't have Paramedic, though.

Sorry, I thought you were talking about 1.13. This is getting confusing. :psyboom:


EDIT: What the gently caress, AIMNAS mod? Seriously, what the gently caress? I was clearing the central sector of Drassen and rounded a corner to reveal....this. I had already cleared out this area before, so either these guys snuck past me en masse or they appeared out of loving nowhere in the middle of the map.

Mister Bates fucked around with this message at 23:14 on Feb 17, 2012

Mister Bates
Aug 4, 2010
Ended up working out okay in the end.

Mister Bates
Aug 4, 2010
Conrad's price works out to just a bit lower than Gus, I believe. He's not quite the most expensive merc in the game, but he's fairly close. His one major advantage is that his price stays the same the entire game, he doesn't ask for an increased salary as he levels up. As a result he's more valuable as a long-term hire than some of the more expensive AIM guys, who will gradually charge you more and more as time passes.

Mister Bates
Aug 4, 2010

dud root posted:

Welp I just got addicted to this game. I managed to take down a small ambush of only 6 enemies, but they were armed to the teeth with ARs with attached grenade launchers, laser sights, and much better armor. Now I'm upgrading my trusty MP5Ks to ARs & it rules

edit: question- how do you combine half empty ammo in the sector inventory?

Either pick up one mag and then ctrl-click on another to merge those two mags, or go down to tactical view and press ctrl-shift-A to sort all ammo in the sector into crates by caliber.

Ctrl-click merging also works with various other things, like partially depleted medkits.

Mister Bates
Aug 4, 2010
The current version of AIMNAS is significantly less buggy than the older versions, although there are still a few - in particular, the one I caught a screenshot of earlier, which causes reinforcements to spawn in the center of the map occasionally rather than at the edges.

In terms of what it does, yeah, the main thing it does is add a metric fuckton of new items, some of them really cool that should be in the vanilla game (for example multiple types of camo uniform, including camouflage specifically designed for night ops), some of them okay, and some of them completely and totally loving useless (it adds several civilian guns in .22LR, for example, as well as about fifty billion almost completely identical utility vests, leg rigs, belts, and packs). It also makes a few gameplay and AI changes - you can only train militia in sectors that have some sort of military or police building, for example, and there are more and different kinds of facilities; in addition, armor is now repaired in a different way using a different item, and the stats for it have been tweaked so that there's no one uber-armor, they all have their advantages and disadvantages.

It has a few lovely 'features' as well - for example, the Shift-N auto goggle change no longer works properly because allowing helmets to store NVGs and sun goggles at the same time was unrealistic or something.

Overall I think AIMNAS is a fun experience, and I'm probably going to be playing it a lot, but strictly alongside vanilla 1.13, not as a replacement of it.

Also, Fonz: That generally means he's unconscious.

Mister Bates
Aug 4, 2010

Filthy Monkey posted:

Out of curiosity, what kind of vest and leg rigs do most people use on their mercs? Unless I have a merc which is very specialized, like a 40mm grenader, I usually just go with a TT Utility vest and two SAW pouches. The TT Utility vest seems like a pretty usable general purpose vest, and the pouches hold all the extra ammo I could need.

I generally use either the RU-106 or the German Flecktarn vest on regular combat soldiers. TT Utility Vest for my demolitions/engineer guys, Hongkong Police Vest for my grenadiers, LRAK-SAW vest for squad machinegunners. As for leg rigs, at least one of them is always an MP Holster for a backup weapon and ammo, and the other one is usually a canteen/utility combo.

Mister Bates
Aug 4, 2010

Nordick posted:

Welp.

Came around looking for info on the new Back in Action game, and because of all the negative stuff I've read so far, I just decided "gently caress it" and heated up ye olde JA2 again, especially since 1.13 seems to have a lot of new stuff from when I last played.
Rolling with two IMPs, mainly to get me through the tedious early stuff faster, and imo one extra IMP won't make things that super-easy or anything. One's an ambidextrous gunslinger with high leadership, and the other a sniper/hunter with a bit of mechanical ability. Had to restart the game after a few minutes though, because I AGAIN managed to pick the most annoying voice set for my female IMP because it had the best sounding sample. Goddamnit I do that poo poo every time.

As for other mercs, I hired Steroid for the first time, well, ever, and holy poo poo how have I not done this before? That guy is loving hilarious. I do kinda miss my usual homies (Igor, Malice, Fox, Hitman), but I wanted to get some different faces for a change. Ira I will give the same treatment as before, that is using her as a decoy until she eventually dies. I don't care how useful she is as a trainer and/or backup medic, I loving hate her guts. Another option is to keep her alive long enough to marry her to the hillbillies.

You can marry people to the hillbillies? I always mortar the hillbillies. How exactly does not killing them benefit you in game terms?

Mister Bates
Aug 4, 2010

FirstPersonShitter posted:

I have the same problem, I take all 3 drassen squares and a hundred dudes with crazy guns and bulletproof armour roll up and piss on my corpse.

Is the 'New Aggressive AI' option in the INI turned on? It allows the Queen to commit much larger forces to attacking your territory, and she'll do it more often. I've been attacked by upwards of 50 hostiles at once with it active.

Mister Bates
Aug 4, 2010

FirstPersonShitter posted:

It's set to false. Maybe I should play on novice instead of experienced or something.

It's still really annoying me that my mousewheel doesn't work cause I hired Gus for one day with the 1919 machinegun loadout so my IMP machinegunner merc could have a cool gun but it's just not very good without being able to narrow the aim down.

I'm not much of a fan of the 1919, I prefer faster-firing MGs that can spray more lead downrange faster, like the FN Minimi or a rod-and-spring'd MG3, even if they're less accurate and do less damage. I don't really care if my machinegunner never hits poo poo, as long as the shots hit or fly past the general area my target is in, they'll suppress him. If you're looking for pinpoint accuracy than you should consider switching to a different class of gun.

Mister Bates
Aug 4, 2010
Is there a way to take the Chalice from Balime without killing the polite old museum security guard? Can I just knock him unconscious and run like hell, or steal his gun?

Mister Bates
Aug 4, 2010

brainwrinkle posted:

NCTH code guts

I have never tried NCTH before because new things frighten me, and now I don't have any particular desire to ever try it.

Mister Bates
Aug 4, 2010
Awesome blossom, I think I may actually try a playthrough with NCTH active now.

Mister Bates
Aug 4, 2010
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.

Mister Bates
Aug 4, 2010
And getting on a roof is a matter of standing next to it and then click-dragging like you're changing stances, up past 'standing'. Getting down works the same way in the opposite - stand at the edge of the roof and click-drag your merc's stance down past prone.

Mister Bates
Aug 4, 2010
I never knew Ivan was married. :smith:



(And yes, of course I reloaded)

Mister Bates
Aug 4, 2010

membranoid posted:

Where the hell are the deliveries from Bobby Ray's at in Wildfire?

The little shed with the 'Shipments' sign on it near the airport's western gate. They'll be in the crate roughly in the middle of the room.

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Mister Bates
Aug 4, 2010
I've gotten as far as the battle for Meduna without Mike showing up before. I also had one playthrough where he showed up but I didn't notice, he died in a mortar blast without any of my mercs ever actually seeing him.

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