Home » SIRTECH CLASSICS » Jagged Alliance 2 » Jagged Alliance 2 General » Questions from a new guy (Enemy Radio use, Glaser? Alt-tab bug, Addons/guns, more)
Questions from a new guy (Enemy Radio use, Glaser? Alt-tab bug, Addons/guns, more) [message #218439] Sat, 30 May 2009 00:11 Go to next message
Soaps

 
Messages:10
Registered:May 2009
JA2 Questions

So after a 2 year hunt for a good turn-based game, I finally stumbled on JA2. After messing with the NDS port of JA1, I looked into JA2, and it was exactly what I wanted: X-Com with modern weapons. I played a couple hours in JA Gold, then gave in and installed 1.13, and I would never go back. the Inventory system is tough to work with at first, but the gear-wh*re in me will spend 2 hours getting the kit for my squad just right. It just seems like it was created in pieces, so it is not very streamlined. But it definitely adds some realism; giving Fox 2xMP Holsters for her HK's and Ivan a couple SAW pouches just felt like really cool customization for my characters.

So, I've started a new campaign with all my gained knowledge. I have taken Omerta, Drassden (that huge raid was intense), Alma and Cambria. The bugs just shut down the Drassden mine, so I have to deal with that tonight. Things are going well, and I'm now weening off of the Night Ops crutch and starting to cause some daylight mayhem.

I just had a couple questions for the veterans, the few questions that I did not already find answers for on these great forums:

1. In real-time, what are Opponents and Militia doing when they stop and talk into a radio. It's a long animation, tough to miss, but I have no idea what effect it has. Are they telling their guys where my squad is? Is there a piece of equipment that will allow me to do the same when I bring in militia reinforcements?

2. What is the point of Glaser rounds? When I've used them recently, they seem to do NO damage. I hit, the opponent reacts, but no damage is done. Either my game was being buggy, or I am missing something about this ammo. What is the ammo of choice? I have been using the basic ammo, unless I can get AP for the weapon, then I get those. Also, is there any reason to NOT use AP ammo all the time (besides bugs and cats)?

3. Does anyone else have the problem where their game bugs out if they alt-tab out? I am constantly switching to my browser to look things up, and when I come back in, I cannot select mercs, and the one I have selected walks backwards when given a move command. I have to quit the game completely to fix it.

4. Is there an easy way to find out which guns are compatible with which add-ons? Some addons state right out in their description which guns they go with, but others say nothing. I tried going by the images, thinking, "this MG looks like it could use a bipod", but now I have wasted a bunch of money (and in-game hours on BR's delivery) on scopes and such that I can't use.

5. Would anyone care to share some custom setups they like to use? Such as "x sniper rifle, with x scope, retractable stock, etc) I may not use the exact items, but seeing some combos would give me a better feel for what I can do with them.

6. Rod and spring. I keep reading that it is awesome, but BR's isn't selling them to me. Do I have to make them myself, or will BR sell them eventually?


Sorry for the long-winded post. Any help is appreciated. It's not often you find a game as old as this that still sports an active community, so I was very glad to find this site.

Re: Couple questions from a new guy[message #218445] Sat, 30 May 2009 01:06 Go to previous messageGo to next message
foij

 
Messages:229
Registered:February 2007
Location: in a van, down by the riv...
First of all, welcome to the community!

1) Enemies that see you do will use the radio to report your position to other enemies on the map, but its not that big of a deal unless you're running stealthy (camo, silencers, etc). If you spot an enemy and they haven't seen you, do your best to kill them as silently as possible in one round, so they don't get the radio call off. If they do, drop out of stealth and continue the rest of combat as a straight-up assault.

If you have the option enabled in your ja2.ini file, you can order militia that is nearby to perform simple commands, such as hold position, come here, attack, retreat, etc. If your merc is wearing extended ears, you can order all the militia on the map to do so. Be warned, your militia are still as dumb as bricks, so don't expect too much from them.

2) Glaser ammo is basically super HP ammo. It has less penetration than even HP ammo, but does a massive amount of damage to unarmored locations. HP ammo has a 1.7x modifier to damage, while Glaser has a massive 3x modifier. The drawback is that HP and Glaser are less effective against armor than ball, AP, AET, or XAP ammo. Several other ammo types are also armor piercing. Match ammo is AP and has a range bonus. Tracer ammo is AP and reduces auto fire penalties. AET ammo is one of the best around, and combines AP + HP characteristics. Cold loaded ammo is quieter than regular ammo, but has slightly less armor penetration. Cold-loaded ammo is great for stealth ops.

3) Try pressing 'alt' again to see if that clears it.

4)When it comes to ordering stuff from BR's, its just trial and error.

If you have a ton of items in the sector, then yes. Open your sector inventory and mouseover a weapon or item. Other compatible items/attachments will highlight in the sector inventory as well. For example, mouseover a 5.56 magazine. All compatible 5.56 weapons will highlight. Be aware that some weapons already come with attachments 'built' into them. If you can't attach a bipod to a MG, chances are the gun already comes with a bipod (i.e. the bipod bonus is hard-wired into the gun stats, and it doesn't take up an attachment slot).

5) There are lots of different opinions on this. Experiment a bit and see what works for you.

6) Rod and springs are found separately around Arulco. You combine them yourself, then attach them to your weapons (use a merc with a good mec skill). BR's will not sell them. Be aware, that the R&S only affects burst/full-auto fire AP costs in v1.13. It will not affect single shot AP costs (it does in the vanilla game).

[Updated on: Sat, 30 May 2009 01:16] by Moderator

Re: Couple questions from a new guy[message #218461] Sat, 30 May 2009 07:07 Go to previous messageGo to next message
usrbid

 
Messages:1536
Registered:December 2008
#1: Enemy is teeling his friends that he/she spotted your mercs, could result in more enemies moving toward your position.

#2: Glaser is frangible ammo, so almost no HP damage against armored targets, works very well against bloodcats. Still causes breath damage, meaning target may collapse after 2-3 hits.

#3: It happens sporadic, could be the first try, could be a couple tries, doesn't work perfectly.

#4: Check the Wiki in my sig, I have tables for attachments and much more info.

#5: Check the FAQ sections of the Wiki in my sig, there are four or so common combos.

#6: Answered by foij; it reduces AP for Burst and Auto, can only be found on maps in the game.


Re: Couple questions from a new guy[message #218520] Sun, 31 May 2009 11:06 Go to previous messageGo to next message
Starwalker

 
Messages:767
Registered:October 2005
Location: Hannover, Germany
foij
Several other ammo types are also armor piercing. Match ammo is AP and has a range bonus. Tracer ammo is AP and reduces auto fire penalties.

A little clarification: The above is true for rifle ammo, for pistol ammo Match and Tracer are not AP.


Re: Couple questions from a new guy[message #218556] Sun, 31 May 2009 21:11 Go to previous messageGo to next message
Soaps

 
Messages:10
Registered:May 2009
Hey guys, thanks for the responses. I've spent a lot of time the past week looking up info on this game, and somehow had never seen that wiki, thanks a bunch usrbid. It's funny that most of the best info I have found is from conversations and opinion (like the faq on that wiki), rather than hard fact charts and definitive guides. I made a couple of the custom guns from the wiki, and it definitely gave me a better understanding of which components can go with which guns. It seems like the expensive fancy guns, the Metal Storm SMG and the "silent 50 cal" sniper rifle come to mind, pale in comparison to the more "regular" guns with a couple of tweaks.

heheh I read "frangible" in the Glaser description too, but honestly did not know the word and thought it was a typo. I've expanded my vocabulary!

So, if Tracer is AP (for rifle) and reduces Auto-fire penalties, is there any reason to use the regular ammo in my big mg, when they are the only 2 choices? Also, does the Auto penalty reduction stack with the HW trait?

Thanks again guys, think I'm gonna push Meduna for the first time tonight!

Re: Couple questions from a new guy[message #218563] Mon, 01 June 2009 00:59 Go to previous messageGo to next message
Starwalker

 
Messages:767
Registered:October 2005
Location: Hannover, Germany
Soaps
So, if Tracer is AP (for rifle) and reduces Auto-fire penalties, is there any reason to use the regular ammo in my big mg, when they are the only 2 choices?

At night the tracers will show the enemy where you are.


Re: Couple questions from a new guy[message #218568] Mon, 01 June 2009 02:14 Go to previous messageGo to next message
Soaps

 
Messages:10
Registered:May 2009
Ah, gotcha. I pulled the MG from my squad anyways because it just seemed so inaccurate. Anytime I would depend on it for some crowd control, Ivan would fire 20ish rounds and not hit a thing. I am LOVING the grenade launcher. I have so much spare cash that now Ivan is fully stocked with the Thermobaric rounds for it. I have one of each of the gases too, but I haven't had much use for them. I giggle when I get hit in range for the crowd of black sillhouetes behind some trees. If the 'q' fire mode wont do it, just roll a couple in from the front, ya get em eventually.

I just took Grumm, and the crazy amount of enemies made for some awesome battles. There were a few times where guys were holed up in the buildings, and methodically moving through them is a bit of a rush. Fox double-mp'ing in the front, Trevor with an AR covering her, and Raven sniper-scoping through the windows from across the street. Grumm and the Hicks have been the most intense fun so far.

At first Novice was a bit challenging, but as soon as I had some money and time to spend it, some upgraded weapons made it a whole lot easier. And to think I didn't even mess with knifing crows and punching cows to raise my stats...

I'm looking forward to the next run moreso than I am finishing this one. I'll give BR's a greater selection, and bump the difficulty a notch, should be real fun.
Re: Couple questions from a new guy[message #218575] Mon, 01 June 2009 02:47 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
Three cheers for 1.13!


Re: Couple questions from a new guy[message #218656] Mon, 01 June 2009 18:14 Go to previous messageGo to next message
foij

 
Messages:229
Registered:February 2007
Location: in a van, down by the riv...
Soaps
Also, does the Auto penalty reduction stack with the HW trait?


Heavy weapons covers LAWS, grenade launchers, mortars, etc. Sadly, it doesn't cover LMG's.

Soaps
Ivan would fire 20ish rounds and not hit a thing.

Don't forget the power of suppression fire. You might not hit anything, but the enemy will lose APs so he can't fire back effectively.
Re: Couple questions from a new guy[message #218660] Mon, 01 June 2009 19:23 Go to previous messageGo to next message
Soaps

 
Messages:10
Registered:May 2009
Sorry, I must have mis-worded that. I was wondering if the reduction in Auto-fire penalty from tracer rounds stacks with the one you get from the Auto Weapons trait. I know that HW doesn't support MG's, but Ivan has both HW and AW, afaik.

As for Suppression, though. I know occasionally my militia will fire a spread burst, and I will get yellow text saying "Suppression!". Is there a specific way to cause it? Or is it just a matter of pumping out lots of auto-fire in an arc across their ranks? That is the kind of cc I was trying to get out of the gun; just enough to hold the bad guys in place while I got in a better position on them.

edit: Do you guys find much use for shotguns in a mid-late game team? I grabbed a SPAS for one of my 'building sweepers' using the line of thought "What's more badass than a baddie turning a corner to run into a buckshot interrupt?" Is "badass" the only redeeming factor of shotguns, or are there some out there that do decent damage?

I started an "Experienced" campaign last night for a change of pace. Picked up Buzz (who has gotten 3/4's of my kills) and Thor (mediocre MRK but killer WIS, should turn out alright for a doc)for my starting team. I now know the Drassenn counter-attack that everyone talks about, I don't think the Novice one had all of those Elites. They toasted my militia then my mercs shortly after. I'm going to do a couple of retries before I disable it... I think changing the game to "enemies drop all" (from the start) would make it doable. I'm just way too badly out-ranged.

[Updated on: Mon, 01 June 2009 19:36] by Moderator

Re: Couple questions from a new guy[message #218661] Mon, 01 June 2009 19:33 Go to previous messageGo to next message
gmonk

 
Messages:644
Registered:April 2002
Location: Newfoundland, Canada
The tracer bonus stacks with the AW trait.

If you want more suppression effects you should check out the HAM features in the ini file. They're in the SVN version, not sure which version you're playing but they're worth trying out. Adjustable tracer effects are interesting, too.

You can use "drop all" for the DCA, I often have, it can be more interesting to take different routes though. If you go to San Mona first and use the boxing for early funding, then take NW SAM and Chitzena before Drassen you may not need "Drop All" enabled. It gets to be a bit of a downer after a while if you have too much cash and weaponry available too early.

Just my $0.02. Hope it helps. Smile
Re: Couple questions from a new guy[message #218663] Mon, 01 June 2009 19:46 Go to previous messageGo to next message
Soaps

 
Messages:10
Registered:May 2009
Thanks gpmg. I figured I'd have time to edit my post to ask about shotguns, but you were quick on the draw. I don't know if I am running the SVN version, I've got 1.13 2085 from here. I had read about just taking a different route, but forgot all about it last night. I guess I just felt obliged to feed Omerta. On my last run, I didn't mess with the boxing at all, so maybe I'll try that now.

I'd imagine it can be a downer to be over-accessorized early. Much like having a stacked team at the end of a Novice campaign.

I will look into the .ini files eventually... I just wanted to get some gametime of purely "shooting stuff" rather than gaming in Notepad. But it sounds like the 1.13 guys put a lot of time into externalizing stuff, so I will definitely look into it soon.
Re: Couple questions from a new guy[message #218671] Mon, 01 June 2009 20:21 Go to previous messageGo to next message
gmonk

 
Messages:644
Registered:April 2002
Location: Newfoundland, Canada
Using the XML editor is pretty straightforward and the HAM section is clearly marked (although there's a fair bit of stuff under that heading.)

RE: The boxing, just make sure you only do two fights per day, otherwise the fights end IIRC. You can make about $10000 per day of fighting. I've played into the mid-game without ever worrying about mine income.

You can also sell your old weapons to Tony for about $15000 per day he's available, assuming you've collected that many weapons without "drop all" enabled.

The Drassen counterattack doesn't happen until you've captured three sectors of Drassen (I usually find Father Walker in the middle sector in the morning.) So you can still do the food quest to assuage your guilty conscience should the need arise. I believe someone mentioned before that you can also skip the middle sector and take just the airport and the mine, but I've never tried it.

I've may have gotten something messed up in this heap of advice and I'm sure that someone will correct me shortly if I have, but it should be bona fide.
Re: Couple questions from a new guy[message #218684] Mon, 01 June 2009 22:14 Go to previous messageGo to next message
swampgator

 
Messages:94
Registered:May 2009
usrbid
#1: Enemy is teeling his friends that he/she spotted your mercs, could result in more enemies moving toward your position.

#2: Glaser is frangible ammo, so almost no HP damage against armored targets, works very well against bloodcats. Still causes breath damage, meaning target may collapse after 2-3 hits.

#3: It happens sporadic, could be the first try, could be a couple tries, doesn't work perfectly.

#4: Check the Wiki in my sig, I have tables for attachments and much more info.

#5: Check the FAQ sections of the Wiki in my sig, there are four or so common combos.

#6: Answered by foij; it reduces AP for Burst and Auto, can only be found on maps in the game.


Finally, yes! Thank you! the FAQ section has just what I've been looking for!
Re: Couple questions from a new guy[message #218853] Wed, 03 June 2009 11:01 Go to previous messageGo to next message
usrbid

 
Messages:1536
Registered:December 2008
Quote:
At night the tracers will show the enemy where you are


Not necessarily a bad thing, means my guys don't have to walk that much... Smile


Quote:
it can be a downer to be over-accessorized early


See it this way, if you have better equipment, you can do more with your mercs you wouldn't try with crappy gear, like using the helicopter to land a team of six in the middle of an enemy sector and shoot your way out.


Quote:
only do two fights per day


Are you saying if you don't do all three fights in a single day you can do two fights a day indefinitely (no end)? Wow, I didn't know that, this would be awesome for some challenges that don't allow mine income.


Re: Couple questions from a new guy[message #219168] Fri, 05 June 2009 01:02 Go to previous messageGo to next message
Soaps

 
Messages:10
Registered:May 2009
Quote:
See it this way, if you have better equipment, you can do more with your mercs you wouldn't try with crappy gear, like using the helicopter to land a team of six in the middle of an enemy sector and shoot your way out.


Hells yes. Though I haven't done the heli-drop into a sector, I will tonight with my stacked team just for kicks. Once you get a good grasp of the concept of everyone covering each other's backs, you get a bit more daring. Now, I push across the map at a good pace, rather than just dig in and hope the noise from my shots brings everyone into my kill-zone.

And I agree about 'Tracer fire giving up your location' being a good thing. Let's face it, when we attack at night, we're cheesing the ai, because it's just bad in that scenario. So, you might as well give your location away as much as possible, and get the fight over quickly.

I had my Drassenn airport attacked the other night, and the only people in the area were Ira (militia) and Buzz (getting a new gun from BR). I saw them coming at night, so I moved all militia out of the sector, and had both mercs crouched just below the southernmost building in the fence. Ira popped her shotgun at the ground, and Buzz picked them off when they ran into the light at the main gate. 5 minutes later, she had laid out the 10-15 enemies that D sent. No one even took a shot in their direction.

I did give in and turn off the big counter-attack. I just couldn't hack my way through all those elites, especially because the last time I tried it, there was rain which made me feel even more out-ranged. Some other run, I will try conquering other areas first, then setting that madness off when I have a better stacked team.
Re: Couple questions from a new guy[message #219193] Fri, 05 June 2009 06:54 Go to previous messageGo to next message
usrbid

 
Messages:1536
Registered:December 2008
Quote:
you might as well give your location away as much as possible, and get the fight over quickly


That's the spirit! You are awesome!! Let me know how your first heli drop went, I am anxious to hear about your experience. Don't get distracted by Skyrider complaining, just do it, it works.

It is a good thrill for me every time. At first I only did it at night, now I play Iron Man and only do the heli drop during the day, it is really awesome! You need really good gear though, fast guns, burstable, rifle LAMs. Every merc has a sniper rifle and an AR at minimum.


Quote:
moved all militia out of the sector


Yes, this is exactly the way to do it! I had this happen to me with Flo, Biff, and Gasket many times. When game progress is low, they had Mini 14s or SL8s (before HAM), later I give them Steyer Scouts, the three of them can easily control this sector because the only entry is at the gates.

What I like to do at the Drassen airport is lump all my militia to the very right (east) close to the fence at the "inside" of the fence. This way the militia will slowly "pour" down the fence toward the gate (they mostly bump into each other, which slows them down). I can control the militia "pouring progress" by Flo giving All: Hold Positions commands if necessary. This way the militia will never be behind my team (militia can't hit squat and is a danger to my mercs). But I have the militia there just in case the enemies get too bold and start hopping over the poles of the gate.


Quote:
I did give in and turn off the big counter-attack


Rain can be a big problem, sometimes visibility is more than other time, you need to check. Sometimes the rain is not as bad as night visibility, sometimes it is worse. Rain at night is horrible of course.

You can time the DCA (drassen counter attack) to come at night, you need to take the last sector around 11:30 AM or 1:30 PM, something like that, just play around with the time a little using a saved game and GABBI cheat just to see when the DCA comes, then continue without GABBI as normal.

Unfortunately the DCA doesn't give good quality weapons, but it does give lots of guns and help with cash a little.

I usually do my DCA during the day with all my mercs on the roof of the mine building. If I have MERC staff, I use them too. Gasket needs 1-2 levels of experience before he can use all his repair points before getting sleepy.

Depending on what style game you play (e.g. is BR available, does BR sell ARs etc.) I make sure that my mercs have good gear, but not necessarily the best gear possible, it is not all that important. In HAM I try to have all bipods and battle scopes (if available). Other than that, positioning your mercs is more important than the gear really.

Ideally I have 2 mercs look north (y-axis), 2 mercs north east, 1 merc south west (new spawn point at border), 1 merc south (y-axis), the remaining mercs look south west (the bulk comes in here, make sure that 1-2 mercs are positioned so they can see the area north of the building to the east as enemies come through here frequently).

Once the south east is mostly clear, I reposition all but one of the south east mercs to the north east as by now the enemies entering the sector from the far north, far north east, and the far east got into shooting range.

The guys on your team don't need to have a high MRK for the DCA assuming you have scoped ARs because the enemies come in with crappy gear early in the game. They might have a thompson (good range but slow) at best, and a couple glocks (auto fire spray dangerous), that's mostly it. If they get too close to the mine building, you do a 3 round auto to their head or chest, problem solved. If you get too many too close, throw a stun grenade *after* you do a full auto spray, finish next round.


Re: Couple questions from a new guy[message #219317] Fri, 05 June 2009 19:44 Go to previous messageGo to next message
Soaps

 
Messages:10
Registered:May 2009
I loaded up my Novice save, with my super-squad to try the heli-drop, but the only place I could find bad guys was in Meduna, which I have not tried yet, and thought that a heli-drop into the middle of it would be a bad place to start. I didn't have the time on my hands to find a wandering patrol, but I will definitely mess with it this weekend.

I have my second campaign just coming into its own. Buzz and Thor (plus my IMP) turned out to be a fun starting team. Now I just need a mec to keep me up and running until money is no longer an issue. Before I go further however, I am thinking of starting over. I would grab the same mercs, but, like we talked about earlier, not hit Drassen first, so I can establish a team to dig in for the DCA.

It would alleviate my problem with my first campaign, where, by the time my squad was all hooked up and ready for anything, there was nothing but Meduna left to conquer. If I took say, Alma and Cambria, then just the airport in Drassen, I could hunker down for a bit, and get the team hooked up to go on a rampage across the rest of the map. Might not be the most challenging way to do it, but I just want to roll through maps with a killer squad.

The wiki in your sig, usrbid, is that yours? Are you Dieter? I went there just now and under "recent activity" saw a file called "Necromunda". It blew me away, because it is a lesser known Games Workshop tabletop game, that I played years ago when I couldn't afford a 40k army to join the other geeks at my comic shop. Hugely underrated game, imo one of GW's best. And anytime I've played a turn-based tactical lately, I could not help but think about how awesome a Necromunda mod would be. So, if that is you, or if you know this Dieter, hook me up!

With this p.o.s. job market leaving me with nowhere to go, I just secured the loans to go back to school full-time starting next month for game programming. So for the past couple months, I have been writing down game concepts and just different ideas about combat systems and such, and JA2 has corrupted me. In my "turn-based tactical" doc, I sit, trying to think of a cooler system than the "r-click to spend ap for aiming" for example, and I just can't come up with anything better. I'm sure they're out there, but now I just keep thinking JA. These guys really nailed this game, imo, even better than the famed X-Com series. A funny note is that I used to work for a game company, alongside a designer named Linda Currie. Turns out, she was one of the lead designers on this game. Good thing I didn't know this game then, I woulda been an office fanboy.
Re: Couple questions from a new guy[message #219373] Fri, 05 June 2009 23:37 Go to previous messageGo to next message
lockie

 
Messages:3832
Registered:February 2006
Location: Scotland
Quote:
Sometimes the rain is not as bad as night visibility, sometimes it is worse. Rain at night is horrible of course.


Nahh , it's brilliant ! 4 steps away an enemy appears right in front of you , then gone , where is he , do you run , hide, throw a grenade where you last saw him ? Hi tension stuff Very Happy


Re: Couple questions from a new guy[message #219474] Sat, 06 June 2009 07:10 Go to previous messageGo to next message
usrbid

 
Messages:1536
Registered:December 2008
Quote:
The wiki in your sig, usrbid, is that yours? Are you Dieter?


Yes, and yes. I need to make the tables 100 AP, they are still using the 25 AP system.


Quote:
Necromunda


Kaerar and I are working on a 40k JA2 v1.13 mod, he does the graphics, I do the XMLs. Its still early, we hardly have anything yet.


Quote:
game programming


Wow, that is so cool!! Make sure to learn C (or whatever JA2 is written in). All the JA2 code is available in a source code control system to which you have access (yes!). There are a bunch of guys here on the forum who can hook you up: Headrock, SpaceViking, Starwalker, and last but not least RoWa21 come to mind.


Quote:
Might not be the most challenging way to do it (...) nothing but Meduna left to conquer


Are you playing on Novice? Yah, this is too easy, you can just walk through all the cities with little to no resistance. Try Experience or Expert, it will be a bit less boring.

If you are looking for lots of fighting - and I mean LOTS - then try Insane. Insane is not as bad as people make it sound. The enemies are still limited to the sector capacity, so if you don't change the 20 limit to something like 32, you will be fine.

The trick with Insane is that Queen is Agressive and Queen Pool is Unlimited. This means the queen never runs out of troops to send and the queen keeps sending troups constantly. You will get 6-8 fights each day every day. So your repair guys, militia trainers, and doctors need to be separate from your fighters.


Quote:
need a mec to keep me up and running


Good and cheap support soldiers are Gasket (repairing), Flo and Biff (militia), Razor (overland travel without getting tired), and Heywire (additional shooter). I usually hire all 5, they cost me only $1000 per day, you can make that in enemy item drops even with drop all turned off.

Gasket, Flo, and Biff can defend a city sector against 12 attackers relatively easily, it will take 3-4 rounds longer than with a good team, Flo and Biff are also good doctors in case someone gets hurt.

Razor and Heywire make good additional shooters, they'll get one good shot in each round with a Steyer Scout Tactical, and can also do decent auto fire with an AR (although they will mostly suppress, not actually hit anything, their MRK isn't all that great).


Re: Couple questions from a new guy[message #219483] Sat, 06 June 2009 07:36 Go to previous messageGo to next message
funk

 
Messages:46
Registered:March 2008
little hint for the sam sites,you dont have to kill all the troops just damgeingthe computer will shut it down for a few days.
Re:Questions from a new guy (Enemy Radio use, Glaser? Alt-tab bug, Addons/guns more) [message #219773] Sun, 07 June 2009 18:30 Go to previous messageGo to next message
Soaps

 
Messages:10
Registered:May 2009
usrbid
Yes, and yes. I need to make the tables 100 AP, they are still using the 25 AP system.

I keep hearing about the 100 AP system, but my game is defaulted to using the 25 and I've just gotten a good grasp of it, but I'll try the 100 eventually.


Quote:
Kaerar and I are working on a 40k JA2 v1.13 mod, he does the graphics, I do the XMLs. Its still early, we hardly have anything yet.

Awesome to hear, good luck with that. I don't know much about the structure of JA2, but I have a lot of experience in Photoshop and moderate 3DSMax time, so if you need some additional art, tell me what you might need and I can mess with it.

When I thought about a 40k or Necro version of JA2 (meaning a full published title rather than a mod), the limiting factor I could come up with would be their limited weapon selection. One of my favorite things about JA2, and especially with 1.13, is the weapons catalog, which adds so much to the customization of your squad. And it's not like a developer could take the liberty of making new ones, GW is fairly protective of the integrity of their IP, and rightfully so. However, I guess that there is something to be said for GW's Wargear, which could really bring some cool elements to the game.

Quote:
Wow, that is so cool!! Make sure to learn C (or whatever JA2 is written in).

I have always done the graphic side of things, so the programming will be mostly new to me. Most of the curriculum is based on C++, which seems to be pretty standard for most modern programming applications. Or so I'm told.

Quote:
Are you playing on Novice? Yah, this is too easy, you can just walk through all the cities with little to no resistance. Try Experience or Expert, it will be a bit less boring.

I ran my first game on Novice. I got my team fully equipped and trained up, and all I have left to do is Meduna. I'll hit it eventually, but I just have too much fun dropping that team onto maps of patrols and pummeling em. Did some heli-drops this weekend into Tixa and it was too much fun. When I speak of new campaigns I start, I have been running them on Experienced now.

Thanks for the suggestions on mech mercs, I'm looking to try different mercs each run, so I'll bring some of those guys in on my new run.

[Updated on: Sun, 07 June 2009 20:07] by Moderator

Re:Questions from a new guy (Enemy Radio use, Glaser? Alt-tab bug, Addons/guns more)[message #219782] Sun, 07 June 2009 20:52 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
Quote:
I keep hearing about the 100 AP system, but my game is defaulted to using the 25 and I've just gotten a good grasp of it, but I'll try the 100 eventually.


If you're still using build 2085, then you don't have the 100AP system installed. You can only get that if you download a recent version of 1.13, only available through SVN (a separate download software). Instructions are elsewhere on this site.

Please note that you will not be able to load your current savegames after you switch to a newer version.


Re:Questions from a new guy (Enemy Radio use, Glaser? Alt-tab bug, Addons/guns more)[message #219863] Mon, 08 June 2009 11:13 Go to previous messageGo to next message
Starwalker

 
Messages:767
Registered:October 2005
Location: Hannover, Germany
Soaps
One of my favorite things about JA2, and especially with 1.13, is the weapons catalog, which adds so much to the customization of your squad. And it's not like a developer could take the liberty of making new ones, GW is fairly protective of the integrity of their IP, and rightfully so. However, I guess that there is something to be said for GW's Wargear, which could really bring some cool elements to the game.

Don't forget that you can have WH40K weaponry in different grades of quality, so there are bolt pistols, good quality bolt pistols, and mastercrafted bolt pistols.
And if you take a look at the Dark Heresy roleplaying game (especially at the Inquisitor's Handbook), you'll find a whole new range of weapons of different origins and quality in the WH40K-Universe.


Re:Questions from a new guy (Enemy Radio use, Glaser? Alt-tab bug, Addons/guns more)[message #219973] Mon, 08 June 2009 18:36 Go to previous messageGo to next message
Soaps

 
Messages:10
Registered:May 2009
Yeah you're probably right. I've never looked into GW's pen-and-paper games, I was just going off what I know from the table-top and PC games. Now that you mention it, Dawn of War II had the usual lineup of 40k weapons, plus a bunch of unique versions of them as uncommon/rare drops. I don't know how well these would fit into a "store" like BR's, but you could always have some freelancing trader specializing in that kind of stuff, and they would still use normal ammo. Or maybe the ways to aquire them have already been covered in the pnp games...

I am having a fairly tough time with my Experienced campaign, it's a big change from Novice. It seems like everytime I hit a spot with 9 bad guys, they pull in help from another sector. I know I could turn that feature off, but I like it more than dislike it. I am running a squad of 5 right now (IMP, Buzz, Thor, Conrad and Gasket), 3 of them having Snipers, Buzz has a mortar, and I tried a MG again for my IMP (he has AW trait), and I cannot handle the full 20 enemies before they overtake my position. Does anyone regularly use a MG in their squads? Am I just too stuck on the "big gun = cool" factor to realize they're fairly worthless? How do you use them in a situation where you are setting an ambush for a partol? Am I screwing myself by being indecisive and not choosing my 6th merc? What kind of weapon would you give him knowing the squad I am running now?

So, say you have a patrol of 20 coming down the road at you, so you have time to setup. I have read differing opinions on how to setup. Some say start as far away as possible, so you can snipe the hell out of them while they close the gap. Another opinion was to start in the middle, to snipe and be able to fall back if they pushed in too close. I've tried both. When starting in the middle, I think I tried falling back too late, where too many bad guys were within range, and tore up the merc or two that I had get up to fall back.

Edit: What do you guys make of Grenade Launchers? I guess the one I used in my last game was a "sci-fi-only" one, because the gun and its clips are gone from this game. I know their value of launching tear/mustard gas, but their explosive rounds seem like kind of a waste. They knock people around, but do average 20ish damage. Which means IF they stay clustered, I can take them out in 4 turns of grenade launching... questionable. If you do use them, which ones do you prefer?

[Updated on: Mon, 08 June 2009 18:52] by Moderator

Re:Questions from a new guy (Enemy Radio use, Glaser? Alt-tab bug, Addons/guns more)[message #220000] Mon, 08 June 2009 19:48 Go to previous messageGo to next message
usrbid

 
Messages:1536
Registered:December 2008
Quote:
Did some heli-drops this weekend into Tixa


Glad you enjoyed it, I did Tixa as well this weekend, was awesome, did both floors, got Dynamo and Shank, had the heli waiting until I was done, flew the injured mercs into Cambria and came back for the last two.


Quote:
WH40K weaponry in different grades of quality


Yep, this is exactly what we are doing, so each gun from the book has multiple versions, there are quite a few of them so far so don't worry, it will be a long list with specialized items as well. I can't wait until I can do the attachments, it will be fun!


Quote:
freelancing trader


Yep, along those lines, this is what we currently envison.


Quote:
cannot handle the full 20 enemies before they overtake my position


Check out what I wrote about combat strategy in the Gameplay section of my Wiki, this should give you some ideas. Number one improvement will be to have more mercs. Plus I give Gasket the sniper rifle, this way he is more useful (maybe).


Quote:
fall back if they pushed in too close


When your mercs are moving they spend their APs on not shooting, so use that as a last resort. Usually you can avoid it and/or it is a sign that your strategy didn't work well (no offense).

If you want to use a fall back strategy you need to initiate it early. If the enmies can still see you at your new (fall back) location, then they will shoot you of course.

I use falling back in Estoni, I start in the middle next to the fence looking down and left. As soon as I get more enemies than I can kill this round, I move my guys around the top corner of the fence before even trying to shoot anyone. Thankfully it will take the first enemy two rounds to come around the corner, by that time I went a little to the right and positioned everyone prone again.


Quote:
you have a patrol of 20 coming down the road at you, so you have time to setup


The idea of "as far away as possible" is to make the enemies spread out evenly over the map, which buys you a couple rounds before all of they show up in front of your team.

If you can prepare, get your team into a corner, this way you only have to worry about three directions and don't waste APs repositioning.

It also depends on the sector, some sectors don't work well for the "as far away as possible" approach. For example the gas station west of Balime (the enemies will spread out and might not find you), another one is Estoni (the building and fence are in the way and reducing your range advantage), there are a couple sectors that don't work well for this strategy.


Quote:
Grenade Launchers


The biggest advantage of a grenade is that it can injure more than one enemy, although you need the enemies to bunch up before you have this advantage. The other advantage is that launchers can shoot further than you can throw. However launchers are slow, so use them only when it is worth while.

The goal is not to kill all enemies in the target zone but to *injure* them. Injured enemies have less AP next round and might also run away. All this really just buys you time, that's really what it is about.

If you have a choice, use thermobactic shells as it damages and also does a fair amount of breath damage, which again reduces enemies APs.

The AICW has a metal storm launcher which can be bursted. The thermobactic ammo is $12,000 for a triple shot I believe, but it can wreck havoc at a bunched up crowd at night, lots of damage for relatively few APs (might be SciFi though).


Re:Questions from a new guy (Enemy Radio use, Glaser? Alt-tab bug, Addons/guns more)[message #220002] Mon, 08 June 2009 19:54 Go to previous messageGo to next message
Logisteric

 
Messages:3279
Registered:December 2008
Location: B
usrbid
The AICW has a metal storm launcher which can be bursted. The thermobactic ammo is $12,000 for a triple shot I believe, but it can wreck havoc at a bunched up crowd at night, lots of damage for relatively few APs (might be SciFi though).
this gun is so darn ugly that i sell it asap to tony :idea2:
Re:Questions from a new guy (Enemy Radio use, Glaser? Alt-tab bug, Addons/guns more)[message #220022] Mon, 08 June 2009 21:13 Go to previous messageGo to next message
coffeecommander

 
Messages:88
Registered:June 2009
Location: Europe, and pitying you.

I'll assume all the technical questions have been answered, so here are some weapon setups I've found quite nifty. (Playing on the latest 1.13 Version with the H.A.M stuff active, so it might not apply to your version)

MP7A1 with an ISM-V-IR, Trigger Group, Rod & Bolt and Pistol Silencer, loaded with AET ammo, is probably the single best gun for room clearing. If you get the angle right, you can easily take out 5 hostiles in one round by bursting at their heads (Torso is usually enough, but just to be safe.)

SR-25 with 10x Sniper Scope, Rifle Lam + Flashlight, Bipod and Sniper Suppressor, loaded with Match Grade Ammo is the best medium Sniper Rifle there is. It can be fired quickly, it's accurate over considerable range and the 7.62 is no pushover. Don't expect one-shot-kills after 20 or so tiles, but they will be hit badly enough to pose no threat anymore.

Completing this is the HK21E medium machine gun. Load it up with a box of Tracer Ammo, give it a Rod & Spring upgrade, foregrip and maybe a flash suppressor...and top it off with an old H&K aimpoint projector. Simply put, as long as you start the fight right, anything within 40 tiles is nothing more than a soft, squishy target for you to put as much lit-up lead into as you please.

And if you feel a little lazy, just pick up the XM-25 multi-shot grenade launcher. It's the fastest one around, and while 25mm isn't the largest explosive shell, thermobarics make up for it. Boom, mushroom cloud, burning enemies...and some leftovers you can finish off with a knife.

That's pretty much my favourites, though they aren't the cheapest to set up in such a fashion, of course. (I can afford it, I wear no armour anymore and only use my IMP merc)
If that's not enough, you might want to check out the Magpul PDW, OSV-96 heavy sniper rifle and H&K MG36 RAS (Load it with silenced ammo for nighttime fun!) for speciality roles, and if then you don't succeed it won't be your equipment's fault.
Re:Questions from a new guy (Enemy Radio use, Glaser? Alt-tab bug, Addons/guns more)[message #220024] Mon, 08 June 2009 21:18 Go to previous messageGo to next message
Logisteric

 
Messages:3279
Registered:December 2008
Location: B
caf
Completing this is the HK21E medium machine gun. Load it up with a box of Tracer Ammo, give it a Rod & Spring upgrade, foregrip and maybe a flash suppressor...and top it off with an old H&K aimpoint projector. Simply put, as long as you start the fight right, anything within 40 tiles is nothing more than a soft, squishy target for you to put as much lit-up lead into as you please.


i prefer the mg 4, cause those 200 rounds come handy with spreadfire
Re:Questions from a new guy (Enemy Radio use, Glaser? Alt-tab bug, Addons/guns more)[message #220027] Mon, 08 June 2009 21:29 Go to previous messageGo to next message
coffeecommander

 
Messages:88
Registered:June 2009
Location: Europe, and pitying you.

Logisteric
i prefer the mg 4, cause those 200 rounds come handy with spreadfire


I'll assume you mean the MG43.
I don't use it because it's chambered for 5,56mm which doesn't give it enough range for my style of play (Having one merc scout ahead and another back him up with the machine gun from behind).
Reloading has never been a problem for me, I just sneak behind cover, reload an pop back up to continue what I've started.
Re:Questions from a new guy (Enemy Radio use, Glaser? Alt-tab bug, Addons/guns more)[message #220029] Mon, 08 June 2009 21:34 Go to previous messageGo to next message
Logisteric

 
Messages:3279
Registered:December 2008
Location: B
it's designated mg 4 in the bundeswehr

put in r&s, acog-combo, some lam and give it into the hands of a psycho

the names mg42/43 somehow confuse me
Re:Questions from a new guy (Enemy Radio use, Glaser? Alt-tab bug, Addons/guns more)[message #220031] Mon, 08 June 2009 21:38 Go to previous messageGo to next message
coffeecommander

 
Messages:88
Registered:June 2009
Location: Europe, and pitying you.

Oopsies...you're right. Even says so right there.
But NOW you gave me an Idea...200 rounds + Psycho. Huh! (Though I might try the Pecheng rather than the MG4(3).)

You can't really mistake one for another though. One is an old Nazi piece, the other one one of those fancy new H&K thingies.

[Updated on: Mon, 08 June 2009 21:39] by Moderator

Re:Questions from a new guy (Enemy Radio use, Glaser? Alt-tab bug, Addons/guns more)[message #220032] Mon, 08 June 2009 21:42 Go to previous messageGo to next message
Logisteric

 
Messages:3279
Registered:December 2008
Location: B
i mix up nothing but the names - and the mg 42 is still the best general purpose machine gun of the world

btw a fully geared peche?? commie-gun is a little heavy for mr. gordon

[Updated on: Mon, 08 June 2009 21:44] by Moderator

Re:Questions from a new guy (Enemy Radio use, Glaser? Alt-tab bug, Addons/guns more)[message #220035] Mon, 08 June 2009 21:48 Go to previous messageGo to next message
coffeecommander

 
Messages:88
Registered:June 2009
Location: Europe, and pitying you.

Weight doesn't do as much when you drop armour. My mercs are always naked or wearing commie coats!
I don't like the MG42/MG3 - because it's to inaccurate during constant firing.
And I still don't buy that the MG43 is much good because it has neither Semi-Auto nor Burst Fire modes.

Although I must admit that, after some testing, it does seem superior to my so-far favourite 5,56mm MG, the CETME Ameli.

[Updated on: Mon, 08 June 2009 21:50] by Moderator

Re:Questions from a new guy (Enemy Radio use, Glaser? Alt-tab bug, Addons/guns more)[message #220036] Mon, 08 June 2009 21:55 Go to previous messageGo to next message
Logisteric

 
Messages:3279
Registered:December 2008
Location: B
it's a machine-gun what do you expect? and there never was a gun where you could change the barrel so fast and so easily and that pumped so much lead into the air.

same with mg4 - who needs burst or semi on that irl. they have their g36s for that. first thing a machine gun is good for (in the army - luftwaffe did not use mg42 on aircraft) is leading up the air - so that the enemy takes cover or, if he doesn't, gets mincemeated. i guess noone irl takes an mg4 out on that kind of commando-style actions that we as players pretend to do
Re:Questions from a new guy (Enemy Radio use, Glaser? Alt-tab bug, Addons/guns more)[message #220040] Mon, 08 June 2009 22:08 Go to previous messageGo to next message
coffeecommander

 
Messages:88
Registered:June 2009
Location: Europe, and pitying you.

Yea...but we players DO pretend to do it. Do I care about the german military anyway? Afaik, irl they don't really serve any purpose these days their police couldn't take care of.

So still, if I have an MG ingame that can extend it's range by a safe 10 tiles by aiming semi-auto in order to hit that guy trying to run away, I'd rather have that than wasting ammo.
And the MG3/MG42 simply doesn't do its job for me ingame. Not at any range I'd use a 7,62mm for, anyway.
Re:Questions from a new guy (Enemy Radio use, Glaser? Alt-tab bug, Addons/guns more)[message #220041] Mon, 08 June 2009 22:12 Go to previous messageGo to next message
Logisteric

 
Messages:3279
Registered:December 2008
Location: B
sure, but buweaps aka starwalker models the guns to their real-life counterparts - and i don't think that german police has either the equipment or the training to render the bundeswehr obsolete
Re:Questions from a new guy (Enemy Radio use, Glaser? Alt-tab bug, Addons/guns more)[message #220064] Mon, 08 June 2009 23:30 Go to previous messageGo to next message
gmonk

 
Messages:644
Registered:April 2002
Location: Newfoundland, Canada
Take the RL political commentary to "Politics Pit", please. This part of the forum is only for imaginary, abstract warfare and politics.
Re:Questions from a new guy (Enemy Radio use, Glaser? Alt-tab bug, Addons/guns more)[message #220069] Mon, 08 June 2009 23:48 Go to previous messageGo to next message
systemfehler

 
Messages:114
Registered:September 2007
Location: Hanover, Germany
caf

Completing this is the HK21E medium machine gun. Load it up with a box of Tracer Ammo, give it a Rod & Spring upgrade, foregrip and maybe a flash suppressor...and top it off with an old H&K aimpoint projector. Simply put, as long as you start the fight right, anything within 40 tiles is nothing more than a soft, squishy target for you to put as much lit-up lead into as you please.


I usually go with a battle scope and bipod, but otherwise I fully agree. The 21E has such high ready APs, I use it in a prepared and prone position anyway, hence the bipod.

Another interesting thing is a M14 (EBR is better here) with rod&spring, folding stock, battle scope and tracer ammo. Usually pretty bad at full auto, but in some situations with tracer ammo a great thing that deals a lot of damage. Very small magazine though, but it's meant for single shots anyway.
Re:Questions from a new guy (Enemy Radio use, Glaser? Alt-tab bug, Addons/guns more)[message #220074] Tue, 09 June 2009 00:09 Go to previous messageGo to previous message
Soaps

 
Messages:10
Registered:May 2009
Damn huh, all kinds of wepon combos and strats to mess with tonight. I'd like to upgrade to the newer versions, so I may have to start over.

I had been using my mg setup prone. I knew it wouldn't get the majority of my kills, it was meant more for crowd control than anything, an imaginary lead wall that the enemies wouldn't cross, while my snipers picked em off. There were just too damn many of them. And no matter how awful their shots are, with 20 of them firing at you, some shots are just gonna land. I was sticking with it till someone died, then reloading and trying again. I can accept having to heal up after battle, but I don't want to lose a merc at this point. I will attempt this one battle a couple more times, see if there's some setup positions that I may have overlooked.

Thanks for the input fellas.
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