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Vests, Tanks, Kingpin, Golf clubs and black caps[message #301229] Wed, 07 March 2012 12:39 Go to next message
Huberclim is currently offline Huberclim

 
Messages:29
Registered:May 2011
Location: Germany
Hi!

I really enjoy v1.13 after all those years - fantastic work! And I love the new realism.
I've read the instructions for new features and some forum posts but still got some questions, would be great to get help here Smile

1. Vests:
I find it really hard to distinguish and compare all these different vests with all the pockets. So I got used to pocket sizes but I really miss an overview for all vests so that I can pick the right vest for the set of things to store.
a) Is there any overview, like screenshots of every vest in the game (and the combinations with belts), in the forums perhaps? http://ja2v113.pbworks.com/w/page/40600978/List%20Of%20LBE seems to be outdated.
b) Do you have any recommendations how to manage these vests the easiest way or a hint for finding the right vest?

2. Weight:
How does the weight value work? So I got it perfectly that when a merc is over 100% weight capacity that he will get tired sooner. But below 100%? Is there any difference between a merc carrying 60% and 80%? So does he have less AP or gets sooner tired?

3. Ammo boxes:
In Balime the shop keepers sell some strange items "to make ammo boxes", there are just the caliber numbers. I couldn't get these items to work. It seems like you can make individual ammo boxes, but how this work?

4. Attachments:
Is it a bug that changing bipod and foregrip in combat without the need to spend APs?

5. Ricochet shots:
When being stealth and silent in the night the ricochet sounds hitting a metal door etc. is this just a sound file for the player or a loud sound for enemies getting attention? So would it be wise to use not-penetrating ammo for stealth actions? Sadly I found for silent rifles (VASSAL, etc.) only amor piercing ammo...
Suggestion by the way: It would be really cool to "tag" enemies with a number or a name. That would be nice in night and stealth missions to identify patrol routes and the enemies more easy. Perhaps some random name for an enemy in the description (alt) would be helpful.

6. Black Caps:
So I have these cool black (wool) caps (+stealth). It's possible to attach them to a helmet. Is this just for storage or does this improve the stealth factor or do I have to wear actually the cap instead of the helmet? Where can I see my stealth level anyway?

7. Stealth:
a) When do I know if a merc is perfectly silent/stealth? When his steps are silent? So sometimes there is a little step sound every few steps when sneaking - is this the sound when the merc wasn't silent enough and this sound could be heard by an enemy?
b) If a merc is everytime perfectly silent (for my ears, regarding this rare step sound), he won't profit from additional stealth equipment - is that correct? Smile
c) When a merc has the stealth trait does he profit from additional stealth equipment anyway?
d) Where do I see the actual stealth level (like camo and weight level)?

8. Camo:
Why do I need all these dozens of different camouflage clothes if I can use simply the three camouflage kits? Is there any difference between a merc who has all these camouflage patterns on his clothes and extra hats etc. and another merc who has just used the right camo kit? Is the visual detection value the same?

9. Aiming:
When clicking for aiming there appears this yellow circle - is it just for information about "last aim level reached"? Or is there another meaning?

10. Trainer/Student:
Different from JA2 Vanilla when I assign Students and Teachers the words glow red... What do I wrong? It seems like the students become better anyway, but it's still strange - is this working properly?

11. Aversions, Antipathys:
I've found this:
http://www.strategyplanet.com/jaggedalliance/ja2ub/t&t/relations.htm
Do you know an overview which covers the few new mercs like Monk, etc.?

12. NPC-Mercs:
Is there any overview for all NPC I can recruit, like MadDog, Conrad, Vince? I couldn't find one.

13. Kingpin:
In all my previous games I stole his money and then he send his black suited killers.
a) Is there any other way to coop with him? Without stealing his money, what benefits are there else?
b) what happens when I kill Kingpin and all his henchmen FOREHANDED? Does this inflict other towns or the mine income? And do the henchmen (these no-name soldiers of kingpin standing everywhere in the town) come back after I've killed everyone?

14. Palmas:
This new town in the south - what is it good for, there is no silver mine? I can't get it above 18% loyality - even if Balime is like 25% and more and Cambria 100%. What is to be done to get more loyality? Couldn't find any quests.

15. Golf clubs:
What functions do golf clubs (bag) have?

16. Tanks:
THeres an Machine Gun and a Cannon in the tank - how can I use it, from the tank?

17. Lasers:
So there are different Laser Sights and the explicit Rifle LAM. How many tiles do the normal lasers reach? When do I need the Rifle LAM? So is the Rifle LAM always superior?

18. Grenades:
a) What values are important for throwing grenades? Dexterity? Explosives? Both? How important is the demolitions trait for that? Is a mediocre dexterity and explosives merc with demolitions much better than without?


Thank you for help! Smile

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Private 1st Class
Re: Vests, Tanks, Kingpin, Golf clubs and black caps[message #301231] Wed, 07 March 2012 13:03 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
So, as you are obviously playing AIMNAS and not just plain 1.13, it's generally advisable to look for information on that submod's forum instead of the general 1.13 wiki:
(could one of the mods move it over btw? thx)

1) Check the LBE section on Jen's site, it depends on the version but it should be completely accurate for v21 and 95+% for others.
2)19 or 99% doesn't matter.
3)They work like normal guns in that regard, just load them or click a crate on them.
4)Yes, it's a bug in the underlying code. It also works with grenades btw.
5)Enemies will notice them, be careful about your sight and firing lines.
6)Caps should give their bonus (unlike visual gear!)
7)Dunno, I'm more of a fan of MG centered day fights Very Happy
8)It's the same, clothing doesn't wear off though.
9)It's just there to tell you "you can stop clicking now"
10)Not sure, might be a bug in the base code again.
11)No, but you can check with the MercProfileEditor.
12)Should still be the same as Vanilla - there must be some around for that.
13a)You can do the boxing matches (warning: glitchy) and he'll offer you to bring him the Chalice and get paid a few grands (might be more than what's in his vault, can't remember)
13b)If they are all gone, they shouldn't come back.
14)Successful fights increase loyalty. Other than that, Palmas is more of a filler to have some more MOUT.
15)Being there. Some items aren't good for anything.
16)You can't, it's just an old (Vanilla!) exploit to get another car.
17)Rifle LAM is the second best laser in the game and the best general purpose one (the Old Aimpoint Projector only fits G3 style rifles and SMGs). There's a bug in the description box that excludes laser range but you can look up all that stuff in the XML Editor or on the page linked under 1).
18)Not sure, I think strength plays a role, and grenade weight, would have to dig up the formula.

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Captain

Re: Vests, Tanks, Kingpin, Golf clubs and black caps[message #301242] Wed, 07 March 2012 16:39 Go to previous messageGo to next message
cdudau
I believe that the golf clubs and unusable items were there sheerly for extra revenue for your team.

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Re: Vests, Tanks, Kingpin, Golf clubs and black caps[message #301377] Fri, 09 March 2012 05:52 Go to previous messageGo to next message
RobLyon is currently offline RobLyon

 
Messages:5
Registered:March 2012
I can try a couple Depressive didn't get to:

1. re: Vests, I just distribute my LBE gear based on the Strength of the merc. e.g. Don't give the one with lots of grenade pockets to Fox, who will reach her weight cap faster and can't throw anyway 'cause of her low Strength. Just keep giving your strongest mercs the better LBE gear as you find it (better = more pockets or more diverse pockets), let your weaker ones stick to the standard gear 'til the end. You may find you need a *specific* vest if one merc has a favorite rifle that takes rare, specifically-shaped ammo magazines. The 4.7mm and 50-round clips of 9x19mm ammo, for example, can only be carried in one particular vest you can buy from Bobby Ray's (otherwise it has to stay in the backpack until needed). Bobby Ray's has excellent descriptions of all the merchandise so look there for more info.

7. When stealthy, if you can hear your merc's footsteps, so can enemies. On a super-stealthy merc you should *never* hear them, on a merc with no stealth you'll hear practically every step. And I believe (and play this way) that Stealth trait mercs do get extra benefit from camo paint and other stealth-boosting gear.

10. The difference in skill levels has to be great enough for the Teacher/Student thing to work. If your Teacher isn't skilled enough, or your Student is TOO skilled, you'll get the red text. I suppose it's possible they still learn (I would assume at a much slower pace), I've never tried it.

18. For grenades, Strength (and weight of grenade) determines how far you can throw it, Dexterity and Agility determine how accurate you are.


For a Guide, check this pdf. Honestly it's kinda mind-boggling that someone would put as much effort into that guide as they did, for no reward. It covers EVERYTHING in the original game (version 1.3 -- not the 1.13 upgrade).

There's also a JA2 Wiki that's fairly complete.

[Updated on: Sat, 10 March 2012 08:11] by Moderator

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Private
Re: Vests, Tanks, Kingpin, Golf clubs and black caps[message #301384] Fri, 09 March 2012 08:55 Go to previous messageGo to next message
Ryft is currently offline Ryft

 
Messages:278
Registered:June 2009
I don't have all the answers, but I can chip in.

1. Vests: The link you had seemed up to date to me, at a glance. Just means you have to interpret everything from charts... no pretty pictures. I personally like the TT Utility and Russian 106 vests because of the twin medium pockets, for a gas mask and med kits, but your decision needs to be based on the gear that you use. I can't make gear choices for you, obviously.

2. It's like the speed limit... just keep it under 100. Unless you want to train health/strength faster.

3. Never tried them out.

4. Definitely. Or as they say in other game communities... "sploitz".

5. Enemies do notice ricochet shots. The silent rifles do use AP ammo, but over penetration is generally only a huge problem with the big calibers. Among the silent weapons, that's the VSSk Vychlop. The AS VAL or Vintorez shouldn't over penetrate very often, but if you fire in full auto you are bound to let a few shots go astray. You can also try out cold loaded subsonic ammo with a silencer on a regular rifle, which works decently.

6. I hadn't realized you could attach a cap to a helmet. That's kinda weird. You can't see your stealth level anywhere to my knowledge.

7. a) You don't.
7. d) Camouflage is based on a percentage. You can't see stealth levels, otherwise.

8. Kits wear off quickly, unless you have the scout or ranger traits, and kitt get expensive to keep a large team equipped. Camouflage gear, on the other hand, doesn't rub off. There are three different camou types, and whether or not the camou works will depend on what type of terrain you are next to. Camouflage gear generally only comes in woodland pattern, and I think a handful of desert choices. Also, aside from ghillie suits, a camouflaged vest and armor isn't going to get you anywhere near 100% camouflage. However, if you have, say, 20% camouflage from gear, you don't use as much of your kit to get the rest of the 100%. If you want urban or desert camouflage pattern at any decent level you need to use a kit.

9. Yup. What DeppressivesBrot said.

10. The flashing generally means that the student knows too much for the trainer to help them. That you would see skill improvement despite this is odd, though.

11. Nope. Finding out the fun/ hard way is a sure way to hear some interesting dialogue, though. People who overly optimize miss out on stuff like that. Eulogy speeches on merc death, too.

12. Vince, Conrad, Maddog, Hamous, Dynamo, Shank, and Slay. Plus the four rebels in Omerta.

13. a) Boxing matches and steal for him the chalice.
13. b) I don't think it will do anything special.

14. I don't have Palmas. Not sure what mods you are using.

15. You can give certain (otherwise useless) items to the bum in Estoni and get an important item.... golf clubs may or may not be on that list.

16. Out of my knowledge base, entirely.

17. You can right click and check out the attachment data in game to get the range. Generally speaking, the Rifle LAM/Flashlight combo is the best one, for the night vision boost and the fact that you can attach it to a decent weapon. And because you can still use an optic with it. The old HK laser falls short on those last two points, in my opinion. I'd rather use a newer style rifle and a scope, with an almost as powerful laser.

18. The Demolition trait helps a LOT. More than anything else. Strength or grenade weight MAY play a role for range, but I'm not sure. Dexterity would almost certainly effect accuracy. Stance seems to play a role in range as well... you can't throw as far from a crouch, or when prone. I generally find grenade range limits their usefulness, and since Demolitions adds to range, it's the most important part of the equation. Interestingly, mercs who can't throw a grenade for beans can still chuck flares and break lights quite well.

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Master Sergeant
Re: Vests, Tanks, Kingpin, Golf clubs and black caps[message #301393] Fri, 09 March 2012 11:57 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Ryft
1. Vests: The link you had seemed up to date to me, at a glance. Just means you have to interpret everything from charts... no pretty pictures. I personally like the TT Utility and Russian 106 vests because of the twin medium pockets, for a gas mask and med kits, but your decision needs to be based on the gear that you use. I can't make gear choices for you, obviously.
Nope. I'm awaiting confirmation, but mention of 'belts' under 1) and 'boxes' under 3) makes it clear he uses AIMNAS. For comparison, that one has more combat packs than base 1.13 has LBE items in total.

As for recommendations: I'm a fan of the (hard to get) KFOR vest, 2x dual AR mag and the biggest assortment of misc pockets you'll find. Other than that, the SAW Harness is pretty neat, 2x belt pocket, some grenades. RM22SF has an exceptional grenade capacity, 4 large and 2 dual pockets.
Combinations of vest and belt can also be useful early on, before you find the top of the line spec ops gear (any vest with no pockets in the lower row can be combined with a belt).
Also note that any weakness in vests can be remedied with the right leg rigs and combat packs. While there are only one or two vests for large magazines (Calico, P90, G11), there are many leg rigs for them.

[Updated on: Fri, 09 March 2012 12:07] by Moderator

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Captain

Re: Vests, Tanks, Kingpin, Golf clubs and black caps[message #301412] Fri, 09 March 2012 20:29 Go to previous messageGo to next message
Huberclim is currently offline Huberclim

 
Messages:29
Registered:May 2011
Location: Germany
Thank you all for your comprehensive answers and the links. Reading will take some time Smile
I'm looking forward to it!

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Private 1st Class
Re: Vests, Tanks, Kingpin, Golf clubs and black caps[message #302407] Mon, 26 March 2012 05:02 Go to previous message
sabresandy is currently offline sabresandy

 
Messages:65
Registered:February 2012
Let me get this straight: you can get a tank as a car?!

I ask because I've just captured fire of six tiles in Meduna and am training up militia, and in the garden maze directly north of the palace a new vehicle option's popped up: TANK. Tactical inspection reveals that in addition to the militia, there's a tank sitting in the sandbags, apparently not hostile. Can't access it at the moment since "I already have two cars", but I'm considering (after saving, of course) dynamiting the icecream truck just to see if I can really drive around Arulco in a T-62.

Man, I love this game. Something new every time!

EDIT: Aww damn it. It looks like the Tank option only shows up when you already have two vehicles and can't acquire any more. I wanted this to be a proper Libya-style liberation, damn it, complete with captured Loyalist heavy equipment!

[Updated on: Mon, 26 March 2012 05:26] by Moderator

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Corporal
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