Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » A few questions about 1.13 gameplay
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Re: A few questions about 1.13 gameplay[message #354717 is a reply to message #354713]
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Thu, 06 September 2018 21:55
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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At 30m even only a 2x times is ineffective irl, so you get a penalty in game for balancing reasons,
to which i agree as every mundane value multiplying item in a game should have backdraw,
else the sum of the bonus providing items will have be limited or they destroy balance.
(although i think the scope penalty kicks in much too early in 1.13)
Enemy automatically knowing how much of us they face is requirement for calculating
replies to surrender demands from either side, perhaps more stuff i'm not aware of,
so its fine for me as long as the ai does not use that knowledge for strategy/tactical decisions on the battlefield or on sector map.
What i find absolutely annoying is the fact that whenever enemies demand a surrender,
they will suppress any interrupt chance or automatically get an interrupt in our turn,
which did not happen if I triggered the demand for surender with a another merc&soldier far away from the test subjects.
(statistically veried, looong test;)
Other than that i cant see anything thats unfair,
a mp5 with 2x scope is not a sniper rifle, mrk 80 no warrant for reliable hits even if using one,
and i would consider starting a campaign with 1 merc still daunting if she has mrk90+ and a psg1,
overall available AP/turn is a major factor in JA2 battles, since the beginning.
Gus cant win a pvp vs a bunch of crappy mercs who toghether cost only half of his salary.
besides, drop your backpack in combat
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Master Sergeant
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Re: A few questions about 1.13 gameplay[message #354718 is a reply to message #354715]
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Thu, 06 September 2018 22:14
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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@gougluinn switch to OCTH and original interrupt system. It will work much better for you.
If the game is too hard, disable reinforcements, disable Drassen counterattack and aggressive strategic AI.
[Updated on: Thu, 06 September 2018 22:15]
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Re: A few questions about 1.13 gameplay[message #354719 is a reply to message #354715]
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Thu, 06 September 2018 22:16
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Gopan |
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Messages:397
Registered:June 2016 Location: Norway |
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Hi there Gouglouin
There are many variants to consider. Are you playing the version from 2014 ? If yes, it's a very good one for vanilla experts. If it's one of the latest versions, they are fine , only have more tricks. Are you playing OCTH and Instant Interrupts or NCTH and Improved Interrupts ? Have you fine tuned your game using the INI.Editor from within the game folder ? I'll try to help by pointing out a few things. Do not give up. The game is extremely playable, day or night.
To be effective with a sniper scope, you need a bipod and the MP5 doesn't take a bipod. As it is, don't try for headshots, better go for the torso (main mass, bigger target). Until you get better weapons at least. Personally even with the most powerful rifles, i still prefer torso shots. One way to do this is by using the cheats. While in game, if in a fight, wait for your turn, make a quicksave just in case and type gabbi while holding down the ctrl key. Once the cheats are active hold down the Alt key and press W repeatedly. To go back is Shift + W. One of the first sniper rifles that shows up is the M-24 with a 10x scope. A few clicks more and you see a russian machinegun with a bipod, take only the bipod. No need to overpower your team it will kill the fun. Just take a couple of essentials, such as a true sniper rifle, bipod and powerful scope,10x or 7x. It will make a huge difference.
OCTH and NCTH ( Old and New Chance To Hit)
OCTH is what we got used to in Vanilla and it works better with single shots. Sniper or Assault rifles with scopes and bipods
NCTH is what has been implemented to an extend in the newer versions pf 1.13 and it focuses more on weapons that can fire bursts or full auto. Probably the reason why the enemies are accurate and you are missing.
Instant Interrupts is what we used in vanilla. Improved Interrupts is what the enemies do, your mercs can do too, gets better with more experience levels but not all the mercs have a line of sight to the target. I prefer the classic interrupts from vanilla.
Melee and hand to hand combat has been improved and can be very lethal. Instant death lethal at times and that goes for both mercenaries and enemies. Don't let the enemies close in on you, Shoot for the legs if you can to slow them down or stop them completely. Try bursts from the MP5 and other small weapons if they get close.
Same as in vanilla, try to fight at night until you find a long range weapon, such as a Mini-14 or something similar. Best way to deal with the massive Drassen Counterattack is at the Mine sector, the bar on the north of the sector. It has no windows, line up your mercs, one behind the other along the south wall, all facing the door from the side, prone if possible or crouched. Shoot once and wait for the enemies to come investigate. The door is a bottleneck, they can walk in one at a time, you whole team can get interrupts. Sometimes a more experienced enemy can drop a grenade or fire a burst at your team. It's not a 100% foolproof plan but better than having to fight 60-70 enemies out in the open with meager gear and short range weapons.
When hiring your starting team, make MERC immidiately available from the INI.Editor . Hire Gaston from there, he comes with a sniper rifle and 7x scope, all he needs is a bipod. Shadow and Reaper from AIM also start with sniper rifles and 7x scopes, they need bipods also but you may be unable to afford them in the starting team.
Before starting a game, use the INI.Editor from the game folder, to change a lot of options to make the game more familiar. Whether you want OCTH or NCTH is up to you. You can also use the vanilla cursor for aiming and shooting, the new one is best for NCTH. The INI.Editor is a great help. Make a shortcut for it and use it to start the game.
That's all i can say for now, i hope it will be helpful. Don't give up on 1.13 it's an awesome mod, makes a great game even greater. Here's a link to the 2014 stable version, the page contains a lot of information,links to the downloads, the cheats, hotkeys and more. Take your time with it.
http://ja2v113.pbworks.com/w/page/4218339/FrontPage
In case the link doesn't work, type in google : Ja2 1.13 front page, it will get you there.
http://ja2v113.pbworks.com/w/page/4218339/FrontPage
[Updated on: Fri, 07 September 2018 00:03]
Nipson anomimata mi monan opsinReport message to a moderator
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Master Sergeant
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Re: A few questions about 1.13 gameplay[message #354723 is a reply to message #354719]
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Thu, 06 September 2018 22:58
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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Instead of real cheat could chose individual selection gear,
buy the Calico 900 with acog and 6 mags of match ammo on lowest item progress, go down to 2 mags on highest.
Add a 9x19 pistols with few AET mags, also could do without the backpack.
Weapon and sight range(Ira=scout) is your only advantage, so stay at high range as long as possible.
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Master Sergeant
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Re: A few questions about 1.13 gameplay[message #354727 is a reply to message #354724]
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Thu, 06 September 2018 23:36
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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7609 is quite old and iirc has no individial gear selection,
but scouting is already present, a trait of Ira and a few other merc,
she should come with binocs, hit shift+V and equip the binocs in main hand to see the difference,
also realize the longer but smaller vision also as potential danger to miss flanking enemies.
btw to see the combined vision field of all known enemies hit shift+C.
Green = unseen, yellow = unseen only when crouching, etc.
Note the vision overlays are not always 100% reliable.
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Master Sergeant
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Re: A few questions about 1.13 gameplay[message #354740 is a reply to message #354734]
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Fri, 07 September 2018 12:58
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gougluinn |
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Messages:383
Registered:September 2018 |
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sevenfm wrote on Fri, 07 September 2018 09:53gougluinn wrote on Fri, 07 September 2018 06:19so you dont know the answer of my question? 3rd time i am asking. where can i see chance to hit number? shouldnt be there some numbers like 80% chance of hit i have with some gun. and if i attach sniper scope on it, increases cth like to 90%? if it is not in the game then whats the point of those questions we answered when we were creating IMP merc? (there were questions i specially chose those answers which claims increase cth by ~5%)
There is no chance to hit in NCTH system, it's all about max shot aperture.
If you want to see exact chance, play with OCTH, enable CTH indicator, disable inaccurate CTH in options. Also you can press F to see CTH.
wait a minute, in old system how exactly do you see the exact chance to hit? i've never seen that percentage on target cursor before?
also how can i use bayonets?
thanks for the articles btw. it is good to read.
[Updated on: Fri, 07 September 2018 15:29] Report message to a moderator
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Master Sergeant
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Re: A few questions about 1.13 gameplay[message #354746 is a reply to message #354712]
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Fri, 07 September 2018 19:53
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ratpaz |
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Messages:137
Registered:April 2015 Location: Italy |
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Well, the gameplay is a lot different from vanilla
i can understand why you don't like some 1.13 gameplay changes, i played a lot of vanilla games before my first 1.13 experience back in 2006, a lot of things changes since then, 1.13 was a lot like vanilla game, it just added few features like resolution change, better AI, and a lot of new objects, there was not even suppression yet
I'm sure as soon you will be used to the new features you will love them.
But if you don't like some 1.13 features you can change/disable almost anything by just editing .inis and .xmls files with a text editor like notepad+
Vanilla Ja2 is way too easy, you can clear maps with just 1 merc using a fn-fal at night, at close or long distances...
now you will need much more strategy (and mercs), some weapons are more lethal at distance while others are much more effective at close range
that's why using a 2x scope and trying to hit a moving head few tiles away is not easy like it will be in reality.
you can change the scope mode "on fly" by pressing ".", but don't expect to always hit moving targets at very close range if you don't use a close range weapon with a laser dot installed.
[Updated on: Fri, 07 September 2018 19:56] Report message to a moderator
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Sergeant
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Re: A few questions about 1.13 gameplay[message #354752 is a reply to message #354749]
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Fri, 07 September 2018 22:30
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ZedJA2 |
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Messages:202
Registered:January 2018 |
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BASIC GIST ON REINFORCEMENTS:
By having Reinforcements on, both you and the enemy are able to call in adjacent reinforcements. This is much more powerful for the enemy, so it ups the difficulty to some degree, especially in the early going.
What happens is that any enemies in adjacent sectors to the targeted sector of combat, may add into the fight. If they can't fit currently in the fight (as only 20 or 30 max can be in a sector at one time, I believe) then the reinforcements will add in as the current fighters are killed (or maybe if they also retreat/leave the sector). So, let's say that you are in S Drassen, and surrounded by 20 enemies to the West, East, and South. Well, all of those have a potential to add into the fight, over time as reinforcements. Not all of them will. Sometimes it seems that they trickle in as a later fight, not certain on that anymore. Well, at least that is how it seems. Any enemies in town sectors can add in for certain. (I'll allow others who are more certain on the exact rules for Reinforcements, correct it as necessary, my post just provides a mindset you need to have)
Now, Towns are special in that all the militia in town or enemies in town can also reinforce.
For your militia, I don't think they usually will reinforce in the latest SCIs if in an adjacent sector, only reinforce if in an adjacent town. However, if they are already moving to that sector where the combat is, maybe they do. Someone else will have to confirm/deny that.
You can also use a new Strategic Movement to move militia on the Strategic Map, which is enhanced if you have skills like Radio Operator. You can find descriptions of all this on the Bearpit if you look for Flugente's Magical Lab thread, where he describes all the new features (usually the first post is completely updated with any changes/improvements retroactively, so that's the key post to read for each feature).
KEYBINDINGS AND COMMANDS KNOWLEDGE -- DOCS FOLDER:
In your JA2 v1.13 installation, there is a subfolder called DOCS. In there there is a .pdf file that details all the keybinding available. It's worth a read. It will those useful commands you may like to know.
Some ones I usually read about before a game:
. = changes scope mode, which you have already described. There is also a toggle-able feature related to this, which relates to raised weapons and the different weapons for hip fire?!
B = SevenFM already mentioned the B burst button command that selects the type of fire you do. Single-fire, Burst Fire, Autofire, Bayonet -- pretty cool stuff right there.
CTRL + . = this brings up a sort of special task menu -- like filling canteens. Do escape without doing anything, just click on one of the empty task buttons.
ALT-LMB = this sells an item to the "locals" You can set the sell price percentage of list price you get in the .ini . You actually control the divisor to price.
SHIFT-J = jump thru a window, even thru the glass if there is room behind the window to land.
SHIFT 4 (or $ basically) or you can use ALT + RMB = Open skills menu -- for things like Radio Operator (can command militia movement around on the map), Spotter (someone can spot for your snipers), and other stuff you never knew was there. Many of these are new expanded features added by Flugente over the years.
Those alone are incredible. There is also a command to drop and pick up your backpacks (you can't climb up to the roof with a backpack equipped, although combat packs don't matter -- took me a while to find those commands).
Like I said worth reviewing.
WHERE TO FIND INI AND XML FILES TO CUSTOMIZE YOUR GAME -- DIG INTO THE SUB-FOLDERS:
You know you can customize the ja2options.ini
Well there are many XML files as well. First make sure you are in the right "section" for the version of the game you are playing. From the Installation folder, there are subfolders for each of the game versions:
Data-1.13 is for the v1.13 Mod options, DATA is for the Vanilla game Options, Data-UB is for Unfinished Business, and so on.
Once in the correct folder for the version of the game you are playing, such as Data-1.13, you will find some more INI files. Other than the JA2options.INI usually you are not going to edit these at all UNLESS you have a SPECIFIC desire to do so -- you will know when that is.
For the XML files, you will want to look for the TableData sub-folder under it. Here you will find a lot of key XML files for some more frequent customization, once you have the knowledge and need. Examples of often modified ones are:
DifficultySettings.XML -- this file allows you to customize each of the difficulty settings and other special difficulty settings (that are not anymore in the JA2options.INI).
MercProfiles.XML -- Here you can customize stats and other things for each of the mercs in the game, like the ones at A.I.M. and M.E.R.C.
Backgrounds.XML -- want to add or change some background bonuses, traits, and maluses that some of your favorite mercs have? Here is where you can add the Squirrel Background you always wanted, or add to Flo's Accountant skill that she swims better (since a MERC swimsuit model) and gets extra cover protection when behind sandbags etc (since she is used to having to hide from fawning M.E.R.C. weirdos, who want to stalk here since she's on their watch and also enjoys the occasional extended coffee break, not like the boss has to know)
There are lots of other things one can do, but I am no expert on that. Always back-up any file before changing it, keeping the original handy.
Hope that answers some of your questions and how to learn some more on your own.
[Updated on: Fri, 07 September 2018 22:39] Report message to a moderator
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Sergeant 1st Class
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Re: A few questions about 1.13 gameplay[message #354755 is a reply to message #354751]
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Fri, 07 September 2018 23:01
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Gopan |
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Messages:397
Registered:June 2016 Location: Norway |
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You've killed more than 30 mercs or enemies ? The counterattack happens when you liberate all 3 Drassen sectors and usually at the mine sector. If you remember in the vanilla game, when Elliot tells Deidranna that the rebels/mercs have taken Drassen, she orders him to send her best troops to Drassen but in the vanilla game the soldiers never arrive and the attack doesn't happen. The modders at the Bear's Pit made it reality, as it should have been
How many soldiers take part in the counterattack ? It depends on your INI settings concerning how many enemies/militia, civlians/ creatures you want. The default number has gone up from 20 to 32. You can make them 40 or more. However the counterattack is a special event, they are around 80 soldiers total but there can only be only 32 on the map or according to whatever setting you have. So once a few of them get killed, more are pouring in and the fight goes on. A lot of loot and a lot of fun. Using that ambush inside the bar makes killing 80 enemies a breeze. You can also plant explosives at the edges of the map, if you have them or spread your mercs laying prone between rocks waiting for targets and trying to save your militia if possible.
As for zombies, there are settings in the INI options, you can also enable or disable zombies from the in-game options. I believe though, based on the sector that this is the counterattack. Also zombies do not carry guns.
Yes, the thing that the soldiers can sense you or hear you from far away and close in on your position is kind of annoying, it happens while you're trying to set up your soldiers so they can cover every approach.
1.13 has a steep learning curve but it's tons of fun once you find your way around
[Updated on: Fri, 07 September 2018 23:04]
Nipson anomimata mi monan opsinReport message to a moderator
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Master Sergeant
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Re: A few questions about 1.13 gameplay[message #354760 is a reply to message #354755]
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Sat, 08 September 2018 09:24
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gougluinn |
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Messages:383
Registered:September 2018 |
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Gopas wrote on Fri, 07 September 2018 23:01If you remember in the vanilla game, when Elliot tells Deidranna that the rebels/mercs have taken Drassen, she orders him to send her best troops to Drassen but in the vanilla game the soldiers never arrive and the attack doesn't happen. The modders at the Bear's Pit made it reality, as it should have been
Yes I remember that and what was the developers' answer for this situation? WAD or BUG?
Gopas wrote on Thu, 06 September 2018 22:16When hiring your starting team, make MERC immidiately available from the INI.Editor . Hire Gaston from there, he comes with a sniper rifle and 7x scope, all he needs is a bipod. Shadow and Reaper from AIM also start with sniper rifles and 7x scopes, they need bipods also but you may be unable to afford them in the starting team.
Actually my starting IMP came with bipod. 😃
[Updated on: Sun, 09 September 2018 00:09] Report message to a moderator
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Master Sergeant
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