Home » SIRTECH CLASSICS » Jagged Alliance 2 » The A.I.M. Library » Melee Weapons Efficiency?
Melee Weapons Efficiency?[message #205864]
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Thu, 08 January 2009 17:40
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K33N |
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Messages:24
Registered:January 2009 Location: Sweden |
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Why should i use bladed and blunted weapons instead of silenced weapons...
I know there are rambo knives and crowbars that serve multiple uses, but could i use such weapons in close combat with efficiency?
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Private 1st Class
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Re: Melee Weapons Efficiency?[message #205870]
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Thu, 08 January 2009 17:59
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systemfehler |
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Messages:117
Registered:September 2007 Location: Hanover, Germany |
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In case of miss or overpentrating there are chances that another enemy hears the bullet hitting a wall or something else and comes looking or even sees the impact and is alerted. Also, knives never run out of ammo or jam and are usually even more silent.
It's also a nice challenge.
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Sergeant
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Re: Melee Weapons Efficiency?[message #205875]
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Thu, 08 January 2009 18:14
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cougar |
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Messages:254
Registered:March 2000 |
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Save ammunition when the enemy is down after you have stolen things.
Sneaking up on a lone enemy and knife him from behind, with support of course.
Carrying silenced weapons is harder than carrying a knife as you need constant resupply of ammunition, often this ammunition is some kind of specialty ammunition such as 9x39mm which makes it virtually impossible to acquire with any kind of reliability.
They are more silent than weapons.
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Master Sergeant
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Re: Melee Weapons Efficiency?[message #206410]
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Thu, 15 January 2009 16:49
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systemfehler |
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Messages:117
Registered:September 2007 Location: Hanover, Germany |
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I actually prefer hth over knifing. After all, a good hth character can bring down an enemy with one or two hits, either with his bare fists or knuckle dusters or a crowbar. Even if the enemy's not hurt he usually goes down and then the next hit won't miss. With knifing, chances are good that you wound an enemy critically while he can still return a burst in the next round, even if he dropped his gun.
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Sergeant
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Re: Melee Weapons Efficiency?[message #258379]
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Wed, 04 August 2010 05:58
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shampoobrain |
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Messages:5
Registered:June 2010 |
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Melee attacks are pretty useful if your merc meets a few requirements:
a) Night ops is extremely handy if you want to effectively use melee attacks. First of all, it lets you spot enemies before they spot you, after which you can engage or retreat after assessing the situation. Secondly, attacking during the night lets you finish off enemies quietly without alerting others. But most importantly, it helps you to get as close to an enemy as possible without alerting them - of course, stealth plays a part in this, but night ops plays a much bigger role, and furthermore, any character with good attributes and a decent level can be good at stealth even without having the stealth skill, so my point is that the stealth skill is not necessary (although it helps during the lower levels).
b) Your merc should have many action points, which comes mainly from your agility and your level. After spotting an enemy with night ops you should turn off stealth and sprint to the enemy only if you have enough points for 3 to 4 attacks (9 to 12 action points), which is more than enough to leave any enemy unconscious. Even if you're not engaging in night ops, you want enough action points to run up to an enemy and have 3 attacks, but this will be much harder because enemies will be able to see you and will probably shoot you before you get close enough, which is why night ops is so awesome.
c) High level, for the better interrupts and the better stealth and accuracy and everything else, but mainly for the better interrupts. This is especially nice for the peek-a-boo enemies that will run right in front of your merc who is hiding behind a corner. Come on, don't tell me you never employed the strategy of waiting behind a corner while enemy after dumb enemy runs in front of your line of sight, leaving a nice pile of dead bodies in the same spot. Since night ops cannot be used indoors or underground, your interrupts will be the key to melee combat.
So let's narrow down the situations where you can use melee combat:
1) It's the dark of night and you sneak up to an enemy without alerting others. By the time he hears your running foot steps you're in his face unloading a flurry of punches. In this scenario you're actually creating and initiating the sequence, and therefore you need an agile character who is suited for night time and stealthy combat. A merc that can do this is the most desirable in terms of effective melee combat.
2) An enemy suddenly popped up in front of your merc who was sitting behind a corner. You only need to move a few spaces before you can engage in melee combat so you have plenty of action points. There's no need for stealth or night ops here. Anyone can do this quite frankly, even a character without any melee skills, because you'll have around 5 to 7 attacks.
3) San Mona extreme fighting
So let's take a look at the mercs who have melee skills.
Bubba: No night ops, horrible dexterity (68) and agility (54), but awesome strength (98). Cannot initiate many melee combat opportunities; poor accuracy and low action points; hits like a mule but will have trouble actually getting to an enemy in order to hit them.
Bull: No night ops, horrible dexterity (44) and agility (59), but awesome strength (98) and expert in hand to hand. Cannot initiate many melee combat opportunities; expert hand to hand gives him good accuracy and supreme damage; arguably the best character for extreme fighting, but not much else.
Fidel: No night ops, average dexterity (64) and good agility (83). Psycho bonus to punching accuracy! Pretty good thanks to psycho, but the lack of night ops won't have him creating opportunities much.
Grizzly: No night ops, horrible dexterity (50), slightly below average agility (69), great strength (95). Cannot create many opportunities and doesn't have enough stats for accuracy and action points.
Malice: No night ops, superb dexterity (97), good agility (81) and high strength (89). Choice of hand to hand and knifing. Amazing accuracy and good damage, but the lack of night ops will limit his number of melee opportunities.
Thor: No night ops but has stealthy; good dexterity (84) and good agility (83), high strength (89). Well-balanced stats all around, and stealthy will help in creating melee combat opportunities; Thor seems like the perfect character, but the fact remains that night ops > stealthy, and martial arts > hand to hand (which I'll get into later). Nonetheless, Thor is still pretty good for melee combat.
Blood: No night ops, high dexterity (87), awesome agility (94), decent strength (82). Great stats for melee combat, but once again no night ops. Nonetheless, Blood is still a fine melee character thanks to his great stats.
Dr Q: Night ops! Decent dexterity (81), awesome agility (92), weak strength (73). Finally, a melee combat character with night ops! And thank goodness he's an agile type! Good accuracy and action points, but low damage. However, he has high wisdom (91) and the strength will increase very quickly (and all you need is about 80-85) (Correction: wisdom does not influence the growth of physical attributes, but still, using night ops you'll have tons more opportunities to punch people in the face than if you didn't have night ops - in my most recent playthrough my Dr Q had 89 strength just from beating people up (no cows, no overload-then-travel-then-cancel exploits (not that it works in version 1.07 anyway), no forcing doors open with crowbars, etc). With a bit of strength training, Dr. Q has the potential to be the best melee character in the game, but even in the beginning he is the most effective melee character when using night operations.
Numb: Night ops! Bad dexterity (61), average agility (72), decent strength (78). Sweet! Another night ops character! Sadly his stats are a bit lacking. He's inferior to Dr. Q in pretty much everything; his high marksmanship is not much of a factor considering that by the time you can hire him Dr. Q will have gained 20-30 points in marksmanship (and will have higher strength too). Honestly, there's no reason to choose Numb over Dr. Q unless it's for personal reasons.
Okay, now this is my take on martial arts versus hand to hand.
Martial arts is better. Here's why I think so:
First of all, martial arts has way more passive bonuses. Reduced sleep is an amazing bonus that is always effective; it allows Dr. Q to have a sleep score of 4! Increased dodging against knives, blood cats, and punches is always nice to have. Hand to hand only gets a small bonus against punches, which enemies will rarely use anyway.
Secondly, martial arts is just more effective for combat. Accuracy is more important than damage when your enemy has a gun. Let's say that, following the scenario I laid out above, you sneaked your way to an enemy and now you have 4 attacks before you run out of action points. And you need 3 punches to knock down your enemy. The most important thing is to actually hit your enemy. If he's still standing at the end of the turn you're going to eat a lot of bullets. So, first of all, martial arts has a double bonus to accuracy compared to hand to hand, so right there you have a better chance of hitting. Second, the spinning kick is an awesome move. It comes out when the enemy has less than half of their energy remaining, and it does double damage and most importantly will never miss, so what that means is that if you get two attacks in with martial arts your third one will be unmissable (and will do double damage) essentially guaranteeing an unconscious enemy. However, hand to hand has an ace up its sleeve in the form of the crowbar, but it doesn't help with accuracy and it will take up one of your inventory slots.
[Updated on: Fri, 06 August 2010 21:18] by Moderator Report message to a moderator
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