What should my IMP be?[message #179500]
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Sun, 30 March 2008 01:20
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Snicker |
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Messages:71
Registered:November 2002 Location: Canada |
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After not managing to finish the campaign more than once before, I'm going to give SOG'69 another go, but this time I'm going to do it differently. I've noted that with all the RPCs - Ruiz, Taylor, Sarge, Spooky and Tex - I can have a six-man squad if I only take in one person...my IMP. Thing is, I'm not quite sure how to build said IMP to click with the already existing team. Sarge, Spooky and Tex all have their stealthy capabilities, after all...
Should I pick up double night ops? It's my usual tactic in JA2, but in Vietnam it doesn't seem right - in real life, I've heard, night belonged to Charlie. Should I pick up lockpicking? It'll get me into places, but I won't be too combat effective and grenades can open doors anyway. Should I grab some of the Hand to Hand skills? The jungle doesn't really set me up well for that, does it?
Night ops and stealthy? Heavy weapons? I don't know!
Help me out, Bear Pit forum-goers!
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Corporal
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Re: What should my IMP be?[message #179644]
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Mon, 31 March 2008 20:49
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sphinx |
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Messages:42
Registered:February 2007 |
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Just... make sure he can shoot. Standard team picking philosophy. Get at least one guy who knows his/her shit (one good mechanic, one good medic, one good bomb guy). That mod is made of awesome. Firearms are almost primitive. Expect the level of equipment to be very 1969. Give your guy little extra strength. And maximum health. Camouflage might be a decent skill to have too. God.. makes me want to try SOG '69 again... Never finished that. In fact, if I had SOG '69 installed right now, I'd start a new game with Camo/Auto Weapons IMP and play a week straight. Good thing I don't have it installed, I suppose. *eyes his pile of CDs*
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Corporal
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