The new CTH makes it harder to hit across the board. Even though the cleaning is supposedly faster than repairing, I'm not so sure it is - especially when you consider that almost all weapons now will develop a need to be cleaned, where before repairs were for what you used or made wet. Sacrifice one inventory slot to gain some cleaning of a gun, however, I'll have a better sense of that once I have more cleaning kits and once my team is less rushed to survive. The optional cleaning of guns feature may be more makework than good. Rather I paid $3000 + $3000 + $1300, but I'll have to test it again to see. That is I don't think I got the $3000 equipment for free when I spent $4300 one time. There also may be a bug with the IMP creation charging twice for when you pick your own equipment. That sort of terrain, near the road, in areas like B-10 have always been unpredictable anyway, worst when prone. ![]() Rather depressing when playing on EZ, but that's what I always play with v1.13 anyway. seems incredibly careful, so using the lesser mercs and anything under 80 Marksmanship pretty much may depend on breaking LOS, surrounding, and overwhelming. I get the feeling the enemies were a tad more inaccurate as well, but their A.I. Hopefully it is just that the Beretta Storm is not recognized as a rifle, although it was given to the character as the default Marksman weapon. I may go back to the old CTH routines if possible, but I took too long setting it up as it is, so going to stick with it for now. I used over twice the ammo and it was very risky. So it seems the CTH hit scaling has changed. I'd say my ability to hit anything was actually better with the lower marksmanship guys and a regular pistol. 45, would aim down the sites from a crouch to avoid the brush, was often shooting at standing characters, had the Marksman Skill, and could not get more than 5 shots in out of about 25, and it started off as 2 for 14. What CTH calculation method do you use and does it feel as if v113 has become harder to hit with? Or maybe that the Marksmanship curve or range curve is more pronounced?īut against that was the knowledge that most of these characters were now LVL 2 and I must have been firing from about 8 range or less or 80 meters, and one of these characters a 76 Markmanship had a Beretta Storm. And they were often shooting thru one clumb of straw like grass (no more than half-height) and the occasional dead clump of something like a dead sapling. My other characters were having Marksmanship in the starting MERC level, which was 44-57 pretty much. I'm using IMPs that are Marksmanship 75, 75 and 80, where in the past usually I use two 80s and a 75-77. I'm using the new CTH and they have instituted a new code for it. But, and this is a major but in my mind, I'm really surprised in my initial wilderness battle how hard it is to hit anything. So far seems to work well - no crashes, very few if any obvious bugs. I think it is build 8506, although as usual the build numbers vary for the exe and the SCI package - seems fan projects often have this confusing issue. Mercenaries improve as they gain experience-unless they are wounded, or freak out under the strain! Jagged Alliance is a mix of role-playing and strategy unlike any other game.In the interim, that is what I've begun to use. Each of your mercenaries has a distinctive personality, skills, and voice. Jagged Alliance is far more than just another tactical combat game. Its turn-based combat will keep you on the edge of your seat as you explore dense jungles, booby-trapped buildings, and snake-infested lagoons. Jagged Alliance allows you to plan every move in your campaign, from how much you pay your workers to where you place the explosives to blow open an enemy stronghold. Arm your mercs with guns, explosives, and high-tech gear, and send them into the jungle to win back the island, sector-by-sector. ![]() Santino wants the rare plants on the island for his own nefarious purposes, and it's your job to see he doesn't get them. In Jagged Alliance, you control a group of mercenaries hired by scientists to wrest control of a tropical island away from Lucas Santino. That's just an ordinary day at the office in Jagged Alliance, Sirtech's award-winning blend of strategy, tactics, and role-playing. Still, you won three sectors away from the heavily armed enemy, and the medicinal sap you sold brought in a nice chunk of change. The workers are demanding more money, and an informer tells you that one of your mercenaries is about to snap. Three of your best mercenaries are in the infirmary with shotgun wounds, and the medic is threatening to quit if the casualties continue.
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