Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Filthy Monkey
Jun 25, 2007

Dr. Video Games 0031 posted:

How did you get that many 85s? Did you edit the IMP starting skill numbers?

Also if you have really high wisdom, it would be smart to have a lower marksmanship since that goes up incredibly fast with high wisdom.

Nah, that the standard number of points. Close to my normal IMP scores, except that I put the 65 in strength instead of health. Though I agree marksmanship could certainly be sacrificed instead. My personal preferences for traits most of the time are night-ops/auto weapons or expert sniper, depending on whether I mainly plan to fight during night or day.

Adbot
ADBOT LOVES YOU

Filthy Monkey
Jun 25, 2007

webcomics thread posted:

Attributes, you can dump medical, mechanical and explosives to the minimum because you won't make much use of them and it's easy enough to get specialists to handle them when you need it.

Just wanted to say that I disagree with dropping medical to 0. The other two, sure, zero the poo poo out of them. But dropping medical to 0 means that you can't even apply bandages, and if you aren't being cheesy and reloading every time a merc takes a hit that is likely something you are going to need. Even more so if you are playing on iron man. Somebody like Idiot on the first page has a pretty good idea of how stats should be distributed, though putting the 65 into health is arguable.

Also, you left reflex sights out of the gun additions list in the first post, and they are quite possibly one of the most useful you can stick on. Anything which decreases the AP to fire is great. Even better when combined with a 4x sight (which is more than enough for night-operations, could easily get by with 2x), to make the all-powerful ACOG-combo. Generally, once you get reflex sights, you try to shoehorn them on to every gun you use.

Filthy Monkey fucked around with this message at 14:34 on Jan 12, 2009

Filthy Monkey
Jun 25, 2007

Yeah, that is right, it should be set to true if you don't want him to steal from shipments. I usually use true, even though I never had a problem when I had it set to false. I just slipped him $20 every time I picked something up and it seemed to be fine.

Filthy Monkey
Jun 25, 2007

If you really want to make things easier, hire Scully for a day. His Enfield is a decent enough rifle for single shots, but most importantly it comes with a 4x scope, which is hugely useful at the beginning.

Another good option is taking out the hicks early on, for their shotguns and mini-14s. It is pretty double if you only have a couple of mercs. Just get up on to their storehouse at night and start firing. As they come out of the house pick them off. I've done it at night on iron man mode with just my IMP and Wolf. Plus, their shed usually has a grenade launcher, more shotguns, and a laser sight or two. Handy stuff when you are starting off.

I usually liked playing the game on the second to highest difficulty setting, on iron man, and 'slow enemy weapon progression' turned on to true. Not to make things easier, but just to make things a letter better paced. With the difficulty turned up they will start dropping silly powerful weapons really early if you don't have that option on. Sniper rifles and XAP weapons dropping in Omerta sort of thing.

Filthy Monkey
Jun 25, 2007

Another good thing to know about auto-fire is that you can fire your shots in an arc by holding down the right mouse button and dragging, rather than just clicking on one target. Helpful if you've been ambushed by a group which is clumped together.

Filthy Monkey
Jun 25, 2007

The Law posted:

EDITEDIT: Whoops. If you want to drag your shots, use the left mouse button. That works for me.

Ah, yeah, sorry, that is right. Left mouse button. One would think that after years and years of marching band I would be able to tell the two apart.

trucutru posted:

Any tips for daylight combat at the start of the game? I am playing at experienced level and have a main team of IMP-guy, Wolf, Barry, Razor, Haywire and Gumpy (Thor just left to run some bullshit marathon).

Daylight combat at the start is hard. If I were doing it, I would probably start with a merc with the sniper skill, reload/remake him until he starts with a 7x scope, and then hire a merc for a day that comes with a decent 5.56mm gun, like Magic. Scope's rifle would be even better, of course, but you aren't likely to have a steady supply of ammo for a while. Sniper rifles, big scopes, binoculars, and mortars are what end up ruling daylight combat.

Filthy Monkey fucked around with this message at 21:31 on Jan 22, 2009

Filthy Monkey
Jun 25, 2007

Are you using EDB? If so, you should be able to see exactly what it does. It has been a little while since I've played, but from what I remember it is an exceptionally long-range laser and has almost as good of an AP reduction as a reflex sight. As you said, however, it stops you from using scopes. In my mind, its main use would be on a gun you mainly plan on doing bursts or semi-auto on, since you get the benefit of the best laser in the game, and you wouldn't be able to use a scope anyway.

Filthy Monkey
Jun 25, 2007

I love this game entirely too much. I just started a new game of it today, pulling the most recent build from subversion. The only thing I noticed was that it looked like suppression was completely turned off.

My current game is night-ops, but only taking female characters. Currently have Buns and Spider, along with my IMP. Raven, Meltdown, and Vicki will round out the team when I can afford them. Even with the 'slow weapon progression' option turned on, I had a mini-14 drop in the very first battle, which makes things immeasurably easier, especially since the weapon store in san mona was selling a 2x scope.

I've been thinking about a game with Biff, Flo, Larry, Gumpy, Stogie, and an IMP. What is the deal with Larry, exactly? He seems to have a sober state and a stoned state. What sets him between the two?

Filthy Monkey
Jun 25, 2007

Concordat posted:

Also anyone understand the numbers in the ammo types? There's too loving many of them.

Ammo has three main properties. How well it pierces armor, amount of tumble (damage) it does after it pierces armor, and explosive damage on impact. The last one isn't modified so much, except for rocket rifle ammo, I think. Green numbers are better, and red numbers are worse. For armor piercing, lower is better, and for the other two, higher is better.

For example, you'll see that the default values are all 1.0, which is normal, crappy gray ammo. Normal red AP ammo will have an armor piercing property of 0.75, meaning it is better at going through armor. It is strictly better than gray ammo. Hollow Point (blue) is worse at going through armor, with a value of 1.5, but is better at doing damage once it has gone through, with a damage value of 1.7. You'll generally only use this in the very beginning, against bloodcats, or against the alien insect things. Glaser (green) ammo is like hollowpoint, but even worse at going through armor, and does even more damage once it has gone through. Uses are pretty much the same as hollow point.

Some weapons use XAP ammo, which is tined a slightly different shade of red. It has an armor piercing value of 0.5, which makes it very effective at going through all types of armor. There is also AET ammo, which combines the good parts of AP and Hollowpoint, making it good stuff. It wears down your weapons pretty quickly though, and is mostly only available in SMG calibers.

Match grade ammo has the same values as AP, but with an added range boost. It is superior to AP if you have enough of it.

Tracer ammo also has the same values as AP, but gives you a bonus when bursting or in full auto. It can reveal your position at night however.

Elias_Maluco posted:

I believe you right. On of my many, many, tries at the airport sector, I was aproaching by the southern part of the map when I was suddenly attacked my aroung 10 elites. Im almost sure they came from the southern sector.

Is there any way to disable that insanity? Im just not that good.

Also, do I need to restart the game in order to ini changes take effect?

Yeah, reinforcements can get annoying.

Really, given the sort of numbers of you have to fight though, the game is won by getting a line of sight advantage on the enemy troops. Combat is deadly, and you want to be getting the first shots in. If you choose to fight at night, this is done via the night-ops trait and NVGs. You'll mainly be armed with SMGs or 5.56mm carbines. Automatic weapons is another good trait for night-time fighting, as I find that three shot burst modes on some of the guns really shine here. Even better if it is a gun which can equip a flashlight rifle lam.

If done during the day, pretty much everybody will be equipped with a sniper rifle and a bursty backup weapon, along with a heavy weapons guy to mortar otherwise unmanageable groups. I found that two people with anti-material rifles, two with more agile rifles (PSG-1 or M21/M21EBR), one grenadier/mortar guy, and one spotter/mule with binoculars was a pretty versatile team for daytime fights.

The beginning of the game is pretty easily the hardest part. In my mind, how you chose to start depends somewhat on how you plan to fight. If doing daytime fighting, I like my IMP to have the sniper trait. With this trait, you'll start with either a 7x or a 10x scope. The 7x is immeasurably more useful, as most guns which can equip a 10x scope come with them. Reloading until you get one isn't a bad idea. Your first goal is then to get a weapon to put it on ASAP. You can either hire somebody with a decent 5.56mm gun, or go take out the hicks to get an easy mini-14 and some shotguns.

If doing night-time, you'll want your IMP to have night-ops, either alone (expert) or combined with automatic weapons. In this case, you have a chance of starting with NVG2 on your helmet. It is definitely worth restarting until you have them. From there, with your starting weapon, you can fairly easily take on the hicks (abuse the roof of their shack), or take on Drassen or Chitzena. Which you chose to tackle will likely depend on how expensive your chosen mercs are. If my guys are cheap, I'll often go for Chitzena first, as it is usually easier to take, and it gets you set up with some basic equipment.

Filthy Monkey fucked around with this message at 04:40 on Apr 7, 2009

Filthy Monkey
Jun 25, 2007

Agreed about the pistols. There is just no real situation in which you would take one over a larger weapon. Most have a range way too short to even be useful for nightfighting, and those that don't are usually pretty costly to fire. While a couple are neat, SMGs pretty easily outshine them in every usable way. Your first real goal to get SOMETHING better than a pistol on all of your mercs. A SMG, shotgun, or basic rifle. Anything, really.

I feel that some of the heavier machine-guns are of limited use as well. They are potentially good indoors, against the alien bugs and the like, but most of the time you are going to be fighting close-in at night time using an SMG/Carbine, or as far away as you can using a sniper rifle. Expensive to raise and fire machineguns, while occasionally fun, just don't fill a need like most of the other weapons.

Explosive damage also seems stupidly weak to me, by default. Grenades do as much damage as your merc stubbing his toe. If you up it though, mortars then go from "Will severely maim or kill you" to "Assured to send you and everybody near you six feet underground."

Filthy Monkey fucked around with this message at 20:47 on Apr 7, 2009

Filthy Monkey
Jun 25, 2007

You almost have to go the 'noisy night ops' route with shotguns though. Still, they can be pretty fun. In a few games the SPAS-15 has been the first usable gun I found early on. In one I took the airport by sitting Wolf and my Imp, both with SPAS-15s, up on the roof of the building.

The only real problem is that shotties tend to be really bad when you get overwhelmed. You know the situation, you shoot one guy at night, thinking he is alone, and suddenly ten new guys appear in your view over the next turn.

Filthy Monkey
Jun 25, 2007

Selling and buying has always been kind of a pain to me. I mean, I would occasionally alt-sell stuff in the sector screen if I needed some quick cash, but hauling things to sell always seemed too time consuming to be worth it. Most of the time I try to keep my merc cost under the number of mines I have, or over if I am immediately planning on taking over a new mine with said merc. I would normally rather run the clock for a minute to get anyy cash I need for upgrades.

Filthy Monkey
Jun 25, 2007

kaschei posted:

I know I'm just retarded, but how do I shoot down from rooftops? I don't get the cursor, if I right-click I get a cursor but no head/torso targeting info and I seem to be shooting above them. I looked through the hotkeys but nothing seems appropriate.

Press tab, it switches between shooting at rooftop-level and ground-level.

Filthy Monkey
Jun 25, 2007

So they've added shotgun chokes in the most recent version. There are three of them that I've seen so far, all of very low coolness value.







I haven't tried them, but they sound like they could be interesting additions. The bonuses for the third one are pretty amazing. I wonder how badly the 'ineffective pattern' hurts.

I am kind of tempted to play a night-ops game only using shotguns now, just to give them a fair chance.

Filthy Monkey fucked around with this message at 16:06 on Aug 27, 2009

Filthy Monkey
Jun 25, 2007

I decided to try out the three chokes and the duckbill on a spas-15. The rifled choke is awful. Ineffective spread pattern doesn't even begin to cover it. Headshotting with the full choke is hilarious though. I made a video showing the duckbill, rifled choke, imp mod choke, and the full choke.

http://www.youtube.com/watch?v=HQUNLnCAnA8

Flechette rounds with a full choke pretty much turn a shotty into a hilariously high-power short/mid range rifle. Don't underestimate flechette rounds. They are a lot better than that 0.8 armor modifier would lead you to believe. Even bodyshots are pretty much a guaranteed kill.

It makes me wish for a shotty which could use a 4x scope.

Filthy Monkey fucked around with this message at 04:09 on Aug 28, 2009

Filthy Monkey
Jun 25, 2007

I forgot to mention, but somebody had asked. The chokes are bought, and not made. I don't know their exact coolness level, but it appears to be quite low. I was able to buy them immediately after capturing the airport, though I had already taken chitzena.

You can't use a choke and a barrel extender at the same time. Between the two, the chokes appears to be much more effective at focusing your shot.

The chokes can't go on a lot of shotguns. The Super 90, SPAS 12, SPAS 15, Saiga-12k, FP6, and SDASS are the only ones I have which appear to be chokable.

There are a few other new things they seem to have added as well, or perhaps I just have a bad memory. There is an illumination shell that can be fired out of a mortar. There are also three 5.7x28mm conversion kits you can drop on to an M4 rifle. I don't think I would take any of the resultant guns it produces over the P90 though.

Again, this is all the base 1.13 JA2, without any further mods.

Filthy Monkey
Jun 25, 2007

SirViver posted:

Why however you'd chose such a converted rifle over the P90 I don't know.

The big advantage of the converted rifle over the P90 seems to be the attachments it can take. Namely, it can fit a rifle lam and acog, while the P90 can't. Of course, it is also slower than the P90, both to bring up and fire, is louder (takes an AR suppressor too, instead of a pistol), and can't fit a trigger group. Honestly, the trigger group is one of the things that makes the p90 what it is, in my mind. I use burst fire with them 80% of the time. Without it, you might as well just use a magpul.

Here is the largest of the three converted variants.



The middle converted one.



The smallest has an integral silencer, but only has a range of 16. That is too low for a late-game nighttime weapon in my eyes.



Compare to a magpul



Or a decked out P90



I love the P90, honestly. It is such a little workhorse gun. Extremely accurate 20 AP bursts of SAP or AET ammo are fantastic. My only problem with it is when your night vision gear gets good enough, you'll start to get interrupts outside of its effective burst range. Going for aimed shots with its 2x scope is a waste. That is more of a magpul situation.

Filthy Monkey fucked around with this message at 18:00 on Aug 28, 2009

Filthy Monkey
Jun 25, 2007

I've been testing out the shotguns more. I think that my current favorite choke-capable shotty is probably the SPAS-12. Sure, it is low-coolness, and the accuracy isn't great, but it is relatively quick for a shotgun, good range and damage, and is semi-automatic. Put a reflex sight, 2x scope, full choke, and LAM-200 on it, and load it up with flechette ammo. Just go to town bodyshotting whatever you come across, and the vast majority of guys will bite it on the first hit. Loaded up it has a range of 22, which isn't something to sneeze at for a shotgun. It makes a nice weapon for noisy night-ops. You may want to keep a second handy, or some sort of backup weapon though, as reloading it in combat is agonizingly slow.

I only wish that some of the shotguns could mount better equipment. A semi-auto shotgun which could mount a rifle lam and ACOG would be absolutely killer. Some of the in-game shotguns have Picatinny rails according to Wikipedia, and they still can't mount that equipment. I suppose it doesn't make much real-life sense, even if it would be useful in-game.

Right now, shotguns seem to lack that 'killer weapon' you see in a lot of the other weapon classes, which is why I think it is kind of underused. SMGs have the P90. Carbines have the Magpul. Assult rifles have the...well, I guess the Shrike, Vintorez, Steyr ACR, and such. I honestly don't find myself using assult rifles much though. They kind of fit in the hole of "too big/slow/noisy for night-ops, can't mount a 10x scope for day ops". Sniper rifles have all sorts of crazy poo poo like the OSV-96.

The H&K CAWs, at first glance, kind of looks like a 'killer weapon', but in practice it falls short. It does a lot of damage and has SAP ammo, but it is slow, can't mount chokes, and often doesn't seem to do as much damage as shotguns which can use flechette ammo. The full-auto fire is so slow as to be a gimmick.

What are peoples experiences with explosives? Hand grenades, grenade launchers, and such? I had gried out grenade launchers a bit with Grizzly in the past, but I wasn't terribly impressed. Aside from mortars, which were amazing, all of the explosives seemed to do really pitiful damage. Stun grenades seemed like the only explosive which was somewhat useful. I didn't test these extensively though, so I would be interested in hearing how other people use them.

I was thinking about trying a shotgun/grenades/heavy weapons noisy night-ops team. I've played silent night-ops and day-time sniper enough that I've kind of neglected these weapon types a bit. I was thinking of Buns, Ivan(night-ops and heavy, likes buns), and Gaston(night-ops and sniper, likes buns), to mix up the party

Filthy Monkey fucked around with this message at 01:17 on Aug 29, 2009

Filthy Monkey
Jun 25, 2007

While those are great shotties, the USAS-12 more for full-auto and the jackhammer more for single shots, neither one can mount chokes. With how much difference the chokes make, I am not sure I would want to go without them.

Actually, now that I think about it, I might just mod it in so that chokes are usable on those two, and the neostead. Shotties need a little love anyway, when you compare them to guns like the P90 or Magpul. Choked jackhammers would be a nice choice for the shotgun/heavy weapons game I am planning on. The jackhammer raises on the quick side for a shotgun, fires single shots on the quick side, and is pretty accurate.

I would be half-tempted to mod it so that you can put rifle lams on the shotties with picatinny rail, but that is probably going too far.

Full-auto on the USAS with the rifled choke could actually be pretty amusing if you ran into a group. Then again, a grenade might just work better.

With all of the VOG jumping grenade love, I am definitely going to have to try them. Aside from the odd mortar here and there, and RPGs for Meduna, I haven't used heavy weapons all that much.

Has anybody found ways to make good use of gas/smoke grenades?

Filthy Monkey
Jun 25, 2007

So adding the ability to put the chokes on those shotguns was easy enough.

Here is a video which better shows what the rifled choke does, using a full-auto USAS-12. Suppression is set at 100%. I have no idea as to why it is off by default in the current SVN version. Bonus clip of a close range. full-auto full-choke to the head as well.

http://www.youtube.com/watch?v=KSSCEaQ2E8k

I tried out the CAWS again, even with a choke, and it still does crummy damage with its SAP compared to flechettes. Don't let that 0.5 penetration deceive you. It isn't as good.

Filthy Monkey
Jun 25, 2007

Were I doing that, I would probably go for stealthy night-ops. Give your guy expert night-ops, and use something like the P90, Magpul, or VSS Vintorez as your final gun. Early game will probably be a silenced 9mm MP5 or colt. A stun grenade or two might be handy to carry around for bad situations as well.

I normally play with Bobby Ray's on 'great', and at that level the gun dealer in San Mona can stock 2x scopes, pistol silencers, MP5 guns, and the colt right at the start. To be fair, I also play on expert and iron man, and even with the slightly upgraded Bobby Rays it doesn't manage to hold up to the level of the enemy gun advancement.

Easy way would probably be to hire your IMP and leg it to the gun dealer in San Mona first thing. Wait for him to restock his inventory until you get your mp5/colt, scope, and silencer. If they are damaged, go to the dealer at the gas station to buy a toolkit. If you are playing with just an IMP, you should certainly start him with 35 mechanical skill.

With that, you should be pretty well equipped to handle Chitzena or Drassen.

Filthy Monkey fucked around with this message at 17:18 on Aug 29, 2009

Filthy Monkey
Jun 25, 2007

Galenus posted:

I've begun to hear the '!' noise in my head whenever I get spotted during missions. I've also never been able to figure out how to get a link to the gun shop.

The gun shop is behind the porn store, in C5. In the right-most building, near where you enter, there is a chest. Open it and there will be a porno tape. Give the porn tape to the chick in the porn store, then wait until she leaves. Talk to the guy at the counter, and he will let you in back to talk to the gun dealer, Tony.

Tony doesn't carry a lot, but he rotates his stock every day and a half or so. He also usually cares items somewhat better than you can buy from Bobby Rays at the time, though there is a chance they will be damaged. Tony will also buy any guns or ammo you have.

If you start on excellent Bobby Ray's settings, tony can carry some pretty good poo poo to start off. I normally don't like doing that though, as it breaks the feel of progression a bit.

Filthy Monkey fucked around with this message at 17:32 on Aug 29, 2009

Filthy Monkey
Jun 25, 2007

Barrelfox posted:

Returned just now but both the regular save and the quicksave wont load... I get a failed to load error message as if the entire thing had corrupted itself in saving.

I've seen some oddities going on with the saving as well. I had the problem, but only intermittently. The saves themselves weren't actually bad. Try restarting JA2 once or twice, and trying to load the save. That, or try starting a new game, then loading the save.

Filthy Monkey
Jun 25, 2007

#1 and #2 definitely both point to alt being stuck. I haven't encountered it, but a little googling found this.

"It's a bug with alt-tabbing and it's not unique to JA2, it happens in a lot of games (especially fullscreen ones). Essentially, alt gets stuck "On" when you alt-tab out of the game so anything it modifies will be stuck. All you need to do to clear it is just hit the alt button again when you tab back in, you shouldn't need to hold it down."

As for #3, no, you can't rotate the map. You should see the red outline of the guy firing from inside the house though, if you have line of sight to him.

Filthy Monkey
Jun 25, 2007

The hotkeys are definitely good to know. Two I would highly recommend, which are easy to miss, are shift-f and shift-s, in tactical mode. shift-f unloads all of the weapons and attachments on the guns in the sector, and shift-s sorts the inventory screen. They make sorting though the results of a battle much easier. I played a few games of 1.13 before learning about them, and they are quite convenient.

Filthy Monkey
Jun 25, 2007

The game is pretty tough to screw up, honestly, so I wouldn't be worried about doing everything perfectly. So long as you aren't losing characters you care about in battle, and you have mine income to afford the mercenaries you've hired, you are in good shape.

I would suggest playing with the mercenaries though, and not an all IMP team. A lot of the charm comes from the character personalities, and not needing to pay removes a chunk of the challenge. It is fun having characters that aren't always perfect.

As for removing ammo, right click on the gun, and then click on the ammo counter on the gun picture.

Starting equipment is based upon what traits you chose, and even then it is randomized somewhat. Picking the sniper trait starts you with a 7x or a 10x scope (the 7x tends to be much more useful). Picking the night-ops trait usually starts you with some 2'nd gen goggles on your helmet, which is very useful. Picking the auto-weapons trait usually starts you with a 200 round belt of some type of 5.56mm ammo. I've seen it with AP, HP, and tracer. I believe it might also sometimes give you a foregrip. I think heavy weapons can start you with some mortar shells. I've started with retractable stocks, folding stocks, and tripods sometimes too, but I am not sure what controls those.

As for the starting gun, I think it may be tied to your marksmanship skill. I usually start mine high, which means the 10 mm MP5. You'll get either two or three extra clips for it. I've heard that a low marksmanship will start you with a pistol, but I've never done it.

Filthy Monkey fucked around with this message at 02:27 on Aug 30, 2009

Filthy Monkey
Jun 25, 2007

Eh, I don't think there is any right number. The game can be completed with one or as many as you want. How many I personally tend to hire usually depends on who I plan to hire more so than anything else. If I am using more expensive mercs, I might not be able to immediately field as many as I would like. It also depends on how I plan to fight.

For night-ops, I find smaller teams work well. My main assult team is usually four guys or so. I find that more just tend to get in the way. Night-ops is more about quality than quantity. That doesn't mean I won't have more mercenaries though, for training militia, repairing, hauling crap, or the like.

For day ops, I usually go with larger teams. A normal late-game day-ops squad for me might consist of the following six:

1-2)Two anti-material snipers, who are set up looking down the lanes I expect enemies to come from. These guys will be using the big gently caress-off sniper rifles, and shoot prone.

3-4)Two mobile snipers, who will use faster semi-automatics like the M21, PSG1, or Dragunov. These guys pick off anything that doesn't come down the lane my anti-material snipers are looking down, and shoot from a crouch.

5) One heavy weapons guy, who throws grenades and mortars at any groups. Blows holes in walls I don't like. Good for taking down/delaying any large groups your snipers would have problems dealing with in time.

6) Finally, one spotter/hauler, who does nothing much more than hold binoculars, wear super-heavy armor, and spin in circles every round. He wastes his AP looking around so that the others don't have to. He is usually is loaded out with extra ammo like mortar shells or grenades.

Even then, there is nothing wrong with using multiple squads, if you so choose. I can see a complete squad of snipers and a heavy weapon squad, maybe.

One of my favorite generic cheapo teams is Fox, Wolf, Bull, Grizzly, and Nails, along with an IMP. Everybody likes each other, making for some nice banter, all of your skill bases are covered, and everybody is pretty cheap to hire. Using these guys for my day-ops setup, I might have my IMP and Wolf be the anti-material snipers, Fox and Nails be the mobile snipers, Grizzly be the heavy weapons guy, and Bull be the binocular bitch.

Filthy Monkey fucked around with this message at 02:36 on Aug 30, 2009

Filthy Monkey
Jun 25, 2007

I don't even much like playing with Bobby Ray's on excellent, to tell you the truth. I think it still goes too far in breaking progression. 'great', I find, is a good compromise between keeping Bobby Rays useful without putting it completely over the top. Normal Bobby Rays, playing on expert, tends to get too far behind the enemy weapon curve to keep it useful.

I am currently playing a game where I plan to never fire anything except for shotguns, grenades, or heavy weapons. I started off with a single IMP, proficient in night-ops and sniper. I fled the landing sector without killing anything, and immediately went to the weapon shop in San Mona. I sell my MP5 and 10mm ammo, and come out with a super 90, a 2x scope, some lockbuster shells, and a few grenades.

I think "So what can I do with this?". I immediately head to the hicks. I open the door to their storehouse, and close it behind me. I give the guard inside a head full of lockbuster, and take his SPAS-15. I then set myself up in the corner by the door, with my weapon drawn. As the hicks individually file in, each gets a head full of lockbuster in turn.

The spoils were three spas-15s, two mini-14s, a few crummier shotguns, and enough buckshot to let me capture a couple of sectors.

The big goal is for me to get a reliable source of shotgun ammo right now. I can buy all the lockbuster I need from Tony, but that isn't going to cut it for serious fighting. I think that I might hire Grunty, give each of us a 2x scoped SPAS-15, and clear Drassen.

Once that is done, I'll probably add in Buns and Gaston, for something different.

Filthy Monkey fucked around with this message at 17:19 on Aug 30, 2009

Filthy Monkey
Jun 25, 2007

I agree with you. I think that turning 'slow enemy weapon progression' on is the way to go on expert, along with 'great' level Bobby Rays. Otherwise the enemies occasionally tend to carry ridiculous stuff at the very beginning.

Part of the fun of the game is roughing it with bad weapons, like going against the hicks with one character using a shotgun and nothing but lockbuster ammo.

Heck, the stuff they carry can even be pretty good with slow weapon progression on. In the last expert game I played with slow weapon progression turned on, I took Chitzena first. The counterattack force ended up carrying an M21, along with some other good gear.

Filthy Monkey fucked around with this message at 17:15 on Aug 30, 2009

Filthy Monkey
Jun 25, 2007

That wiki is old. Ancient old. 2085 is prehistoric. Follow the OP and get it straight from their subversion repository.

Filthy Monkey
Jun 25, 2007

Jinnigan posted:

just installed JA2 off of steam and the 1.13 patch, but running into some errors - the game won't recognize saves between sessions (i.e., closing JA2 and then opening it again somehow corrupts the saves), though loading saves made in the same session causes no problems

Restart JA2 once or twice. Something is odd with the current build, in that it will sometimes fail to load saves. They aren't actually corrupt. Restarting seems to fix it.

Filthy Monkey
Jun 25, 2007

moller posted:

I'd say that it engages at a similar speed to PDWs, but at a longer range and while taking rifle accessories.

This is really it. It is extremely quick, can take an acog-combo and a rifle lam, and has a good range. Think of it is an extremely fast nighttime sniping weapon. The P90 is more for slapping a trigger group on and bursting.

Filthy Monkey
Jun 25, 2007

I thought that only one mine would dry up. I've played some long games before, and have never seen a second bite it. Normally one dries up, and one gets infested if you are playing sci-fi.

Filthy Monkey
Jun 25, 2007

In my mind, there are two real ways to go with a shotgun.

Rifled choke with slugs is pretty great early on. The shotgun becomes like a high-power, high-accuracy (due to the +20% on the choke) 5.56 mm rifle.

Later on, once they become available, flechette rounds with a full choke. It won't give you the accuracy bonus, and has lower range, but it is full of enemy-shredding hilarity. I suggest just going for bodyshots with this, as one solid body shot is usually going to be a kill.

Filthy Monkey
Jun 25, 2007

SVN update works fine for me. I just pulled it and 7zipped it up as tight as it could go to fit under rapidshare's size limit. Here it is if anybody is having problems getting it other ways.
http://rapidshare.com/files/378141370/JA2SVN.7z

Just extract everything into your game directory, overwriting whatever is there.

Filthy Monkey
Jun 25, 2007

Senso posted:

I started playing this today, I'm on Vista but running the game in XP compatibility mode. I find it weird that characters always walk/run backwards and I have to keep forcing them to turn around, even when not in combat mode.

Also, most of the keyboard shortcuts don't work, when I'm not in combat mode I can only make one guy move and sometimes the others follow.

In short, the game seems to behave weirdly. I just checked out 1.13 from the repo. Are those known problems or I'm just being picky?

EDIT: Also, I saw Fatima walk east but because my dudes walk backward and I can't seem to make them run, I lost her and have no idea where she went.
I think your alt key is stuck. Try hitting it in game.

Filthy Monkey
Jun 25, 2007

A rifled choke and slugs isn't a bad way to get some range out of early shotguns, yeah. When it comes to late game though, a full choke and flechette rounds is almost always the way to go. A headshot with that will do MUCHO damage. Hell, even a bodyshot will usually take a guy out.

Filthy Monkey
Jun 25, 2007

Wow, that new weapon accessory system looks neat. I've already played though the game multiple times, but once that is in I think the game would be good for another playthough. JA2 with 1.13 is such a great little tactical shooter.

Filthy Monkey
Jun 25, 2007

I think that a large part of what makes the mod so successful is the fact that most every feature can be enabled or disabled via ini. There is less contention and drama over every single feature, as anybody who wants a feature can have it in, and anyone who wants it out can have it out. It makes it so that you don't have to have giant flamewar threads about whether or not feature 'x' really belongs.

Adbot
ADBOT LOVES YOU

Filthy Monkey
Jun 25, 2007

I agree with the people who suggest slow weapon progression. In my mind, slow weapon progression, putting Bobby Rays's one above the lowest setting, and difficulty one below the highest setting is the way to play the game.

I play it with the setting that doesn't let you save in battle too, but that might not be for everybody.

Ice isn't such a bad pick to start, I think. His colt is a really useful gun early on, since it runs on 9mm ammo. If I had only him, I might try to take Chitzena first to try to get some gear and some source of income. After that, I would probably hire Blood and go hit Drassen.

There are a few different things you can do to start out. An easy one is to start with only your IMP, and head down to the hicks immediately. It is very possible to take down the hicks with nothing but your starter gun. Hell, I've actually done it with nothing but a crappy shotgun and lockbuster ammo. You can get inside the storeroom, wait crouched in the corner by the door, and blast people as they come in.

The hicks give you a couple of useful things. First, you get some shotguns and shotgun ammo. Second, you get a mini-14 and ammo.

If you are playing night-ops, you should be able to arm a couple mercs with spas-12s from the hicks. They'll pack more punch than whatever crummy pistols the less experience mercs start with.

If you are playing day-ops and started with the sniper perk, you might have a 7x scope. A sniper imp with a 7x scoped mini-14 is enough to take Drassen on his own.

If I need to repair the stuff, I can always hit up the gas station. The guy there can sell repair kits, and of course Mag Dog can be hired there, who can repair.

I'll usually take anything I don't want at that point and sell it to the gun dealer in San Mona. The San Mona dude can occasionally sell decent stuff early on actually. It is worth checking his inventory.

At this point you have your imp, some shotguns and rifles, more cash than you started with, and potentially some equipment from Tony. You can either try to take an easier city like Chitzena on your own, or go hire some mercs with your new wealth and arm them with your new equipment.

Filthy Monkey fucked around with this message at 20:01 on Apr 21, 2010

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply