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AI nade pitching would scare Greg Maddux[message #204285] Thu, 18 December 2008 02:03 Go to next message
Walk is currently offline Walk

 
Messages:13
Registered:December 2008
How do they chuck grenades farther than the human eye can see?! Only high powered, scoped rifles have more range. The AI even throws smoke at me, TAUNTING ME, as if to say "haha, this could have been mustard gas, but I decided to take it easy on ya, newbie". I can't match their prodigious throws even with Dmitri, and he's supposed to be an expert!

Do they cheat? Is there some grenade control that I'm not getting?

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Private
Re: AI nade pitching would scare Greg Maddux[message #204372] Fri, 19 December 2008 02:18 Go to previous messageGo to next message
Shadow is currently offline Shadow

 
Messages:39
Registered:December 2008
Location: Argentina
Are you sure the throwing range is that ludicrous? How many squares are we talking about?

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Private 1st Class
Re: AI nade pitching would scare Greg Maddux[message #204384] Fri, 19 December 2008 08:12 Go to previous messageGo to next message
Walk is currently offline Walk

 
Messages:13
Registered:December 2008
I should mention I play Gold edition on normal difficulty. I'm talking about 20+ squares. They hurl them so far they can run into visual range, throw a grenade, and run out of visual range. It's not just the distance, either; they almost always land them in ideal spots, whereas I'm just glad to end up with one within 2 tiles of its target (instead of hitting a tree on the way there!) They also tend to "bounce" very liberally when they hit the ground, compared to mine.

I need a grenade launcher just to (almost) match their distance, but the accuracy is vastly lacking. While I think the AI is a horrible shot, it makes up for it with prodigious throws. In some areas, this favors the AI way too much (but sometimes their bad aim hurts them too much).

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Private
Re: AI nade pitching would scare Greg Maddux[message #204451] Fri, 19 December 2008 22:33 Go to previous messageGo to next message
mgl is currently offline mgl

 
Messages:255
Registered:December 2007
Location: France
I had a perfect spot for a grenade throw once: farther than the other possible spots around and on the feet of an enemy. I clicked there. My IMP threw the grenade, it bounced on the head of a female civilian, and indeed exploded on the feet of the enemy!

Don't take Dimitri as a reference: he has a very low dexterity and he's rather weak.
People like Razor, Maddog, Wolf etc throw farther and are accurate.

You can use Dimitri to throw break lights for the town militia, or extra grenades, to help him increase his strength and dexterity.

The range of grenade launchers is only slightly better than hand-thrown grenades.

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Master Sergeant
Re: AI nade pitching would scare Greg Maddux[message #204650] Mon, 22 December 2008 13:28 Go to previous messageGo to next message
Finn is currently offline Finn

 
Messages:85
Registered:October 2008
Location: Sweden
So what you're saying is that there sometimes are "paths" to throw your grenade that will let it fly farther than just a regular throw would've allowed it to, because it will bounce and slide and whatnot to reach it's target? I can see how the AI has an easier time finding such "paths" than I would ever have as a player.

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Corporal 1st Class
Re: AI nade pitching would scare Greg Maddux[message #204666] Mon, 22 December 2008 18:54 Go to previous message
foij is currently offline foij

 
Messages:227
Registered:February 2007
Location: in a van, down by the riv...
I found that the grenade pathing in regular JA2 was very limiting, since you could only throw grenades in a direct line from your merc (low walls, sandbags, etc. would usually get in the way). Adding the 'high angle' path (lobbing your grenade OVER obstacles, rather than through them) option in v1.13 solved a lot of my problems with throwing grenades.

Also, the ability to throw grenades while crouched (in 1.13) is a nice bonus.

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Sergeant 1st Class
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