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Jagged Alliance 2

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    Lord YodLord Yod Registered User regular
    edited November 2007
    I always got to the assault on any of the last 3-4 towns and gave up. Usually when I try to take Grumm. Hopefully I can find my CD and it will install, because I feel the need to get halfway through this again. Anyone want to do an LP?

    Lord Yod on
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    NocrenNocren Lt Futz, Back in Action North CarolinaRegistered User regular
    edited November 2007
    I tried doing a LP way back when. Problem was I didn't want to do a blow by blow write up of every major gun battle so it was a little dry. That and my writing needed some work.

    If you do get the LP, you going to use the 1.13 mod? Where you can have more gear, and more custom mercs? If so, can I be one?

    Nocren on
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    Lord YodLord Yod Registered User regular
    edited November 2007
    I've never done an LP before... also never beat the game before. Also never used the 1.13 patch.

    I'll certainly think about it though.

    Lord Yod on
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    Sharp101Sharp101 TorontoRegistered User regular
    edited November 2007
    I'm thinking of playing this game for the first time this weekend. I loved X-com, Fallout and Silent Storm... so this should be up my alley.

    Who knows, I may start my first LP (The Halflife LP being the guy's first run through was awesome, Maybe a Noob JA2 run would be good?)


    Any support or problems with Widescreen monitors? I cant find much info on it.

    Sharp101 on
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    Lord YodLord Yod Registered User regular
    edited November 2007
    Well I finally found my Gold disk and installed it last night. It's been a good 2 or 3 PC's since I played it last. I'm having the same problem I've had with other lower-resolution games, namely that they play in a tiny as fuck window.

    Anyways if you're new to the game, and not using 1.13 (I've never used it), there are a few things to keep in mind:

    -Wisdom is the best attribute. It governs how fast other attributes are raised through usage. All your early mercs should be judged primarily on their wisdom scores, later on you can higher specialists with lower wisdom if needed.

    -Agility is #2 in my book, as it governs how quiet you are when in stealth mode and whether you get an interrupt when you see a bad guy.

    -Marksman is obviously very important.

    -Explosives is not so great. Grenades aren't modeled well in the game, and the only other use is land mines and blowing holes in doors or walls. While that sounds awesome, you get less opportunity to use it than you really should.

    -Your custom merc doesn't need any mechanical skill at all.

    -Night ops guys are a major balancing factor in the vanilla game. It's not all that hard to beat the game using 8 guys with stealthy and night ops perks. Stealthy obviously makes you quieter when moving in stealth mode, while night ops improves your stamina and overall effectiveness at night. (Non-night ops guys have dick for stamina at 2am)

    Lord Yod on
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    Tim JamesTim James Registered User regular
    edited November 2007
    Aww, grenades suck? I loved chucking them over a wall in Silent Storm.

    Tim James on
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    Lord YodLord Yod Registered User regular
    edited November 2007
    I forget the exact details, but basically they're a) not powerful enough and b) not modeled to the correct body parts. Essentially, you throw a grenade at a guy's feet, it blows up and hits him in the legs, wounding him.

    Stun grenades are kinda useful, but honestly your time is better spent just shooting the fuckers.

    Lord Yod on
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    Bill CosbyBill Cosby Registered User regular
    edited December 2007
    ok I recently got this game and just started playing it. I seem to have some how spit my squad into 2 squads and I can't figure out how to combine them. It's very annoying to only have half your squad go to the next area.

    Bill Cosby on
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    -SPI--SPI- Osaka, JapanRegistered User regular
    edited December 2007
    Lord Yod wrote: »
    I forget the exact details, but basically they're a) not powerful enough and b) not modeled to the correct body parts. Essentially, you throw a grenade at a guy's feet, it blows up and hits him in the legs, wounding him.

    Stun grenades are kinda useful, but honestly your time is better spent just shooting the fuckers.
    Gas grenades however, are awesome. I love using those to clear out buildings.

    I've considered doing a LP of this a few times. If I did one however I would most likely use the money cheat so I could start with a couple of million dollars and get great mercs from the start so it has them as constant characters. Plus after playing through it a few times this is how I usually do it anyway, so I can just jump in with ultimate badasses.

    -SPI- on
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    Steel AngelSteel Angel Registered User regular
    edited December 2007
    Bill Cosby wrote: »
    ok I recently got this game and just started playing it. I seem to have some how spit my squad into 2 squads and I can't figure out how to combine them. It's very annoying to only have half your squad go to the next area.

    IIRC, get both squads into the same sector, then click on the field that says "Squad 2" or whatever and reassigned them.

    SPI, are you talking about tear or mustard gas? I never had much luck with grenades, but I also tended to lose interest around the time when I imagine they would be more useful. I typically got burned out partway through Grumm, which seemed to be all building fighting, which seldom went as I expected since some gray shirt would hide somewhere and interrupt me whenever I tried to get a clear line of fire to them (or even worse, open a door). Throwing knives are the real treat of throwing though IMO. The chance of a silent instant kill when you throw one from behind results in all sorts of cool moments (though I have the thrower's partner armed with a silenced SMG in case it doesn't work).

    Steel Angel on
    Big Dookie wrote: »
    I found that tilting it doesn't work very well, and once I started jerking it, I got much better results.

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    Lord YodLord Yod Registered User regular
    edited December 2007
    Bill Cosby wrote: »
    ok I recently got this game and just started playing it. I seem to have some how spit my squad into 2 squads and I can't figure out how to combine them. It's very annoying to only have half your squad go to the next area.

    On the map screen, each merc is listed with an assignment to the right. If you click that, you can reassign them all to one squad. (You'll need to use this in order to reassign people as doctors, healing, training, etc)

    Re gas grenades: They're awesome for a little while, and then the bad guys start turning up with gas masks. Then they're less useful.

    Lord Yod on
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    Steel AngelSteel Angel Registered User regular
    edited December 2007
    Lord Yod wrote: »
    Re gas grenades: They're awesome for a little while, and then the bad guys start turning up with gas masks. Then they're less useful.

    If I ever get around to taking another stab at the game, I suspect I'll try to mess around with smoke grenades at least. It takes a bit for the cloud to appear in JA2, but I remember popping those things like candy in X-Com.

    Steel Angel on
    Big Dookie wrote: »
    I found that tilting it doesn't work very well, and once I started jerking it, I got much better results.

    Steam Profile
    3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
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    Lord YodLord Yod Registered User regular
    edited December 2007
    I guess I never really bothered with grenades in JA2 because they aren't really necessary. If you play it right, with a good 8-man night ops squad, the enemy never even knows you're there. And at that point the grenades are just dead weight, honestly.

    Lord Yod on
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    NocrenNocren Lt Futz, Back in Action North CarolinaRegistered User regular
    edited December 2007
    Lord Yod wrote: »
    Well I finally found my Gold disk and installed it last night. It's been a good 2 or 3 PC's since I played it last. I'm having the same problem I've had with other lower-resolution games, namely that they play in a tiny as fuck window.

    Anyways if you're new to the game, and not using 1.13 (I've never used it), there are a few things to keep in mind:

    -Wisdom is the best attribute. It governs how fast other attributes are raised through usage. All your early mercs should be judged primarily on their wisdom scores, later on you can higher specialists with lower wisdom if needed.

    -Agility is #2 in my book, as it governs how quiet you are when in stealth mode and whether you get an interrupt when you see a bad guy.

    -Marksman is obviously very important.

    -Explosives is not so great. Grenades aren't modeled well in the game, and the only other use is land mines and blowing holes in doors or walls. While that sounds awesome, you get less opportunity to use it than you really should.

    -Your custom merc doesn't need any mechanical skill at all.

    -Night ops guys are a major balancing factor in the vanilla game. It's not all that hard to beat the game using 8 guys with stealthy and night ops perks. Stealthy obviously makes you quieter when moving in stealth mode, while night ops improves your stamina and overall effectiveness at night. (Non-night ops guys have dick for stamina at 2am)

    Agility and Dex also govern how many Action Points you get (AP of course determining what you can do during a turn and how often)

    I would recommend the 1.13 mod for a variety of reasons
    A) More guns. Can't go wrong with more guns.
    B) Some tweeks such as being able to tab/space through different squads in the same sector.
    C) Increased militia cap with the ability to train roving patrols (However there are no drops when militia do the kills).
    D) Sell equipment from the main screen. Though this is a VERY reduced cost.
    E) No Questioner for your custom merc, just pick his portrait, voice, stats and abilities.

    Nocren on
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    -SPI--SPI- Osaka, JapanRegistered User regular
    edited December 2007
    Lord Yod wrote: »
    I guess I never really bothered with grenades in JA2 because they aren't really necessary. If you play it right, with a good 8-man night ops squad, the enemy never even knows you're there. And at that point the grenades are just dead weight, honestly.
    I always found the real problem is that you have to stand up to throw them and 9 times out of 10 you get left without any AP and you get left standing there like a sitting duck. Generally when I do use grenades they've been shot out of a M79.

    -SPI- on
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    MonniMonni Registered User regular
    edited December 2007
    You can throw nades while crouching if you use the v1.13 mod/update. You can also easily increase their damage too. In my games the grenades are terrible balls of concentrated death.

    I heartily recommend v1.3. It's just so awesome. <3

    Monni on
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    Sharp101Sharp101 TorontoRegistered User regular
    edited December 2007
    For the most part I'm understanding everything... but a few things I'm confused about.

    How do I throw grenades. Or how do I use explosives on a timer?

    Also, Character Damage. They get hurt and their bar gets lower. Sometimes it goes yellow (hurt/bleeding?) I can bandage yellow damage back up to Pink damage. What exactly is the difference between all these different damage types? How exactly do I rest the guys?

    Sharp101 on
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    -SPI--SPI- Osaka, JapanRegistered User regular
    edited December 2007
    For grenades and explosives, put them into the character's hands to use them. The damage system works in that when you get shot or otherwise injured you have the main damage which takes down your health bar and the injury damage which leads to bleeding etc. You can bandage that up to stop bleeding, but you can't regain the health you lost. To do that you need to either rest the merc or have them be patient and another doctor, although that requires (large I think) medical kits.

    -SPI- on
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    Sharp101Sharp101 TorontoRegistered User regular
    edited December 2007
    Ok, makes Injury stuff makes sense.

    How do I rest?

    When I put the grenades in someones hands and use them, it just throws them like any object and it sits there on the ground (mortar rounds specifically, it says I can use them as grenades) and for explosives, TNT came with a Timer, I can attach the timer to the TNT, but how do I set it?

    Sharp101 on
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    Lord YodLord Yod Registered User regular
    edited December 2007
    Sharp101 wrote: »
    How do I throw grenades. Or how do I use explosives on a timer?

    IIRC you right-click to get the targeting cursor, then left-click to throw.
    Also, Character Damage. They get hurt and their bar gets lower. Sometimes it goes yellow (hurt/bleeding?) I can bandage yellow damage back up to Pink damage. What exactly is the difference between all these different damage types? How exactly do I rest the guys?

    You have your total health and your current health. Damage knocks current health down. Wounds will cause bleeding, which will cause further damage. Equipping someone (skilled with medical) with a medkit or med pack, then right-clicking, then clicking on the wounded merc, will start the bandaging process. (Higher medical skill = faster bandaging time) As I recall, wounds affect basically everything you do.

    Outside of combat, give your medic a medical kit (the big one) and then set them to the 'doctor' job, they'll start patching people up. Put the wounded on 'patient'. This is how you restore current health to full. (Once again, higher medical = faster, also I believe your medkits are more efficient)

    To make people rest, there is a column on the map screen that has a label that looks like a bed, just click that and they'll go to sleep. It's best if you closely monitor this. Don't let your guys go too long without sleep, it drastically impacts your stamina/effectiveness and eventually they'll start passing out on the move. Ideally you have your whole squad rest for about 6 hours at a time.

    Lord Yod on
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    Lord YodLord Yod Registered User regular
    edited December 2007
    Several things:

    1) I finally figured out my old school games problem. I had updated my graphics driver using a custom setup as ATI no longer supports my card, and the new program has a hidden feature for running low resolution stuff either centered or full screen. So now I can actually see what the fuck I'm doing!

    2) Holy shit is it great to be playing this game again.

    3) Oh my, this 1.13 patch is full of modly goodness. I've barely gotten into it at all, only enough to see the fifty bajillion weapons available on Bobby Ray's, and the couple of neato things you can do.

    Now I read somewhere that not all features of the patch are enabled at all difficulties, is that true? Can anyone list them out for me, or link me to an FAQ or something?

    For my current game I'm going with custom + Igor + Dr. Q + Shadow for 1 day. Used Shadow to capture Drassen, then fell back to the airport to heal up. Unfortunately the enemy retook the mine while I was doing that, but that shouldn't be a problem as I now have about 6 clips of glaser ammo for each merc, in addition to silencers and other goodies.

    For my custom I'm going with the vanilla Agility/Wisdom/Marksman 85, Dexterity/Strength 75, Leadership/Health 65, Explosives/Medical/Mechanical 0, Night Ops/Stealthy build.

    I've never really been inconvenienced by not having exp/med/mech skills with my custom merc, I always end up hiring Magic (who has mechanical in the 80's IIRC), Dr. Q (med >85) and Igor can train up explosives like there's no tomorrow with a single land mine.

    Oh and talk about this game some more. Any hidden gem weapons added by the patch I should know about?

    Lord Yod on
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    NocrenNocren Lt Futz, Back in Action North CarolinaRegistered User regular
    edited December 2007
    Gun level depends on 3 factors.
    1. Amount of guns available (selected at start)
    2. How many towns you've retaken
    3. How frequently you're encountering Black Shirts.

    Also, don't be afraid to buy used gear and repair up. It's often a good way to get a good rifle early in the game, though ammo will be scarce for it for awhile.

    More gun tips:
    Yes, you can buy a single 100 rd box of 5.56mm for all your assault rifles. Just make sure that you load/unload so that they're in the proper magazines before combat. Improper mag reloading DOUBLES the reload AP cost.

    Sniper Rifles: Many are bolt-action. This means two things. A low AP cost to fire the weapon, but it usually takes a turn to cycle the next round into the chamber (which costs AP). And while we're talking about SRs, cold-packed ammo, fired from a suppressed weapon is quieter then a mouse's fart.

    Pretty much all the guns in 1.13 are based as close as possible off the real thing, so don't be afraid to pause the game and do some homework. Also, unlike vanilla JA/JA2, not all gun equipment/mods are compatible with all guns. And some guns only work with certain types of add-ons. There's a list somewhere that I'll see if I can dig up that lists what gear is compatible with what firearm.

    Nocren on
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    Lord YodLord Yod Registered User regular
    edited December 2007
    Nocren wrote: »
    Gun level depends on 3 factors.
    Also, don't be afraid to buy used gear and repair up. It's often a good way to get a good rifle early in the game, though ammo will be scarce for it for awhile.

    Oh yeah. If you don't do this, you're in for a tough fucking fight. Usually I try to get everyone equipped with silenced guns before I head for Chitzena.
    More gun tips:
    Yes, you can buy a single 100 rd box of 5.56mm for all your assault rifles. Just make sure that you load/unload so that they're in the proper magazines before combat. Improper mag reloading DOUBLES the reload AP cost.

    100rd box? Wow. Anything I need to do to use this?
    Sniper Rifles: Many are bolt-action. This means two things. A low AP cost to fire the weapon, but it usually takes a turn to cycle the next round into the chamber (which costs AP). And while we're talking about SRs, cold-packed ammo, fired from a suppressed weapon is quieter then a mouse's fart.

    I saw a fantastic variety of sniper rifles available. Any in particular that are better than others? I was planning on going with either the Barrett, AWM, or maybe that Russian one.

    Lord Yod on
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    NocrenNocren Lt Futz, Back in Action North CarolinaRegistered User regular
    edited December 2007
    Lord Yod wrote: »
    Nocren wrote: »
    Gun level depends on 3 factors.
    Also, don't be afraid to buy used gear and repair up. It's often a good way to get a good rifle early in the game, though ammo will be scarce for it for awhile.

    Oh yeah. If you don't do this, you're in for a tough fucking fight. Usually I try to get everyone equipped with silenced guns before I head for Chitzena.
    More gun tips:
    Yes, you can buy a single 100 rd box of 5.56mm for all your assault rifles. Just make sure that you load/unload so that they're in the proper magazines before combat. Improper mag reloading DOUBLES the reload AP cost.

    100rd box? Wow. Anything I need to do to use this?

    Machine Guns. There's also C-mags (100 round magazines, these look like the classic drum mags) but fitting the adapter on a gun takes up a slot permanently.
    Sniper Rifles: Many are bolt-action. This means two things. A low AP cost to fire the weapon, but it usually takes a turn to cycle the next round into the chamber (which costs AP). And while we're talking about SRs, cold-packed ammo, fired from a suppressed weapon is quieter then a mouse's fart.

    I saw a fantastic variety of sniper rifles available. Any in particular that are better than others? I was planning on going with either the Barrett, AWM, or maybe that Russian one.[/QUOTE]

    Drugnov? It's good. I prefer the PSG-1 and MSG (military variant) myself. No reason other then I'm an HK whore.

    You'll soon see that numbers-wise generally all the 5.56ers do roughly the same damage and have roughly the same range. It all comes down to personal choice. And don't be afraid to take some armor and turn it into a field kit (medic, scout, mechanic, etc). These usually give you some nice bonuses (scouts give an increased in camo, medical kits can be stored onto a medic's vest for example) and here's another tip: It takes very little AP to remove something from a vest/pocket, but a couple AP to put it back.

    Like I mentioned I've got one more SAM site, the military base and Maduna left to retake. This is of course, not counting any side missions.

    Nocren on
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    Lord YodLord Yod Registered User regular
    edited December 2007
    Ah okay. I was wondering what was up with the 'kit' options. I imagine the spec ops kit makes you quieter?

    So the enemy managed to retake Drassen Mine while I was recovering from my assault. I equipped my custom and Dr. Q with silenced weapons, throwing knives, and some nice armor I found, and set them on it at 0200.

    Holy shit, there is a fuckton of guys there. I started off on the NE corner and made my way west along the northern edge. Along the way I killed 3-4 elites and at least 6 others. I get there, leave Dr. Q on the roof of the plastic surgeon's building as overwatch, and send custom down to the mine area. Kill a guy on the roof, then on the next 2 turns get interrupts as more guys climb up to see what happened. Lucky headshots take care of them.

    Then, through a progression of lucky saves, I find out that Dr. Q is about to be overrun by 9(!) elites + extras. He manages to take out a few with throwing knives, and I manage to get Mr. Custom back up there to help him out, but holy shit.

    Now I've got Mr. Custom on the roof of the surgery, facing the alley between the church and the other building. Dr. Q is on the ground, taking cover on the corner of the surgery. And from their position, they can see 8 enemies, 3 of them elite. I'm not sure how I'm going to get out of this...

    Lord Yod on
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    zeenyzeeny Registered User regular
    edited December 2007
    I'm finishing my Bloodlines replay tonight and I'm moving onto this again....

    Edit:
    Holy shit, there is a fuckton of guys there.

    The first time I played the game I was enjoying it so much that I was unwilling to advance, resting, revisiting squares, random moving around the map, chasing opposite squads....I found myself in a position unable to complete the game.

    zeeny on
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    Lord YodLord Yod Registered User regular
    edited December 2007
    zeeny wrote: »
    Holy shit, there is a fuckton of guys there.

    The first time I played the game I was enjoying it so much that I was unwilling to advance, resting, revisiting squares, random moving around the map, chasing opposite squads....I found myself in a position unable to complete the game.

    Yeah, but this is on day fucking 2. Okay it's day 3 by 7 minutes.

    Here's an idea of what I'm facing, I've already killed at least this many guys in other locations on the map:
    holyshitbunchofdudes.png

    Note that you can't really see the 5-6 corpses those guys are standing on. D:

    Lord Yod on
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    Tim JamesTim James Registered User regular
    edited December 2007
    Artillery, my good man!

    Tim James on
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    Lord YodLord Yod Registered User regular
    edited December 2007
    On day 2? I have one gun that isn't a pistol or SMG, and that's the one Shadow dropped (a C-7) when his contract expired.

    Lord Yod on
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    Kris_xKKris_xK Registered User regular
    edited December 2007
    I heard some rumblings about a new inventory mod, anyone heard about it / tried it out?

    Gonna blow up Mars tonight (damn you Xcom) so after that its time to pop some heads in JA2

    Kris_xK on
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    Tim JamesTim James Registered User regular
    edited December 2007
    Lord Yod wrote: »
    On day 2? I have one gun that isn't a pistol or SMG, and that's the one Shadow dropped (a C-7) when his contract expired.
    Actually I've yet to start this game. It's just that after playing Company of Heroes multiplayer, every time I see a blob of infantry, I think artillery time!

    Tim James on
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    Lord YodLord Yod Registered User regular
    edited December 2007
    Ah okay, I completely understand. To be honest I was wondering where my auto-cannons were...

    Lord Yod on
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    belaraphonbelaraphon michiganRegistered User regular
    edited December 2007
    has anyone here downloaded the game from SF or steam and gone through the steps listed at the beginning of the thread to patch up to 1.13 with any success?

    i am interested in playing the game based off the demo but don't want to lay down 20 bucks for a broken game.

    belaraphon on
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    NocrenNocren Lt Futz, Back in Action North CarolinaRegistered User regular
    edited December 2007
    Some more tips. You can train militia when the town's rating is white, not just when the town is secured. So what I do is capture the first two sections, train a shitload of militia and then have them march with me to the mines. Then relocate everyone to the town/mine sections (reinforcements) and retrain at the airport.

    Word of warning though, if militia kill a soldier, they don't drop gear.

    Nocren on
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    NocrenNocren Lt Futz, Back in Action North CarolinaRegistered User regular
    edited December 2007
    So, to bump this thread from from the dead... Yod, you wanna do a LP or should I?
    (Pending mod approval of course.)

    Nocren on
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    KelorKelor Registered User regular
    edited December 2007
    Nocren wrote: »
    So, to bump this thread from from the dead... Yod, you wanna do a LP or should I?
    (Pending mod approval of course.)

    If so I volunteer to Red Shirt my way to glory as a customizable character. Night Ops and Martial Arts all the way.

    Kelor on
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    NocrenNocren Lt Futz, Back in Action North CarolinaRegistered User regular
    edited December 2007
    I never leave a man behind.

    And Red Shirts are the bad guys remembers?

    Nocren on
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    KelorKelor Registered User regular
    edited December 2007
    Nocren wrote: »
    I never leave a man behind.

    And Red Shirts are the bad guys remembers?

    One of the customizable characters comes with a red vest on.

    Kelor on
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    Lord YodLord Yod Registered User regular
    edited December 2007
    Nocren wrote: »
    So, to bump this thread from from the dead... Yod, you wanna do a LP or should I?
    (Pending mod approval of course.)

    Gopher it. My PC has enough technical trouble that it might get in the way.

    Lord Yod on
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    NocrenNocren Lt Futz, Back in Action North CarolinaRegistered User regular
    edited December 2007
    Alright then, let me get some mod approval and I'll get this started.

    Nocren on
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