Home » SIRTECH CLASSICS » Jagged Alliance & Deadly Games » Entering rooms with enemies (Avoiding interrupt ambushes)
Entering rooms with enemies[message #353675] Mon, 04 June 2018 09:51 Go to next message
pattoze

 
Messages:35
Registered:April 2016
So, a big problem I have encountered in Jagged Alliance is entering buildings with enemies inside, only to have them interrupt, shoot me three or four times and kill the merc without being able to do anything about it. Is there a way to prevent this, by for example having more mercs looking into the room. I would hate for this to be determined by luck alone
Re: Entering rooms with enemies[message #353680 is a reply to message #353675] Mon, 04 June 2018 20:57 Go to previous messageGo to next message
GASK3T

 
Messages:154
Registered:March 2011
Location: USA
Stealth Mode + Strafe Walking. Or try bombing the top of the building to create a viewing hole....
Re: Entering rooms with enemies[message #353681 is a reply to message #353680] Tue, 05 June 2018 01:12 Go to previous messageGo to next message
Hawkeye

 
Messages:1869
Registered:October 2005
Location: Australia
Try multiple entry points if you can or have one squad shoot on an opposite wall and then storm in from the other side. Usually the enemy is facing where they heard the last shot.


Re: Entering rooms with enemies[message #353685 is a reply to message #353680] Tue, 05 June 2018 04:24 Go to previous messageGo to next message
pattoze

 
Messages:35
Registered:April 2016
The shooting might work actually. Although in the first game, I have snuck up on someone, shot them in the back for 30 odd damage, only to have them turn around and nail me three times, the enemy seems to have a crazy amount of AP compared to your guys
Re: Entering rooms with enemies[message #353695 is a reply to message #353685] Wed, 06 June 2018 01:50 Go to previous messageGo to next message
Hawkeye

 
Messages:1869
Registered:October 2005
Location: Australia
That's where a good auto weapons specialist is handy, open up a clip on them, even if it doesn't kill them it should wind them enough for next turn. The same reason shotguns or high shock weapons are a good idea. If you're fairly early in the game I find throwing knives by skilled mercs are also good for fatal hits if you can catch them off guard.


Re: Entering rooms with enemies[message #353696 is a reply to message #353695] Wed, 06 June 2018 02:31 Go to previous messageGo to next message
Jahh

 
Messages:42
Registered:March 2017
Checking about an actual game the section you put answer into is could be of real help too.
Re: Entering rooms with enemies[message #353699 is a reply to message #353696] Wed, 06 June 2018 12:34 Go to previous message
townltu

 
Messages:307
Registered:December 2017
Location: here
For OT JA2 i would recommend open door with highLvl merc to minimize enemys chance for interrupt,
do not enter instead throw smoke grenade to cover 2+ tile radius behind door inside,
step on 1st tile and use stun grenades in order to minimze dmg on innoccent bystanders,
as JA2 & 1.13 has many of them, i.e. does use protect_camper cheat at the degree JA1 does,
and zero civ casualties is one of my highest priorities. (Of course unless we are speaking about cleve;)


In 1.13 you can also use climb window, e.g. in Balime where we have campers trap_locked in southern building.
Or a spy, although that may require some exp of merc and player to work properly.


For TT JA1 i have little memory left, think its rather effective to destroy doors,
shoot from distance to trigger interrupt(s),
other merc(s) step into doorway from the side to get some "safe" hits in and go back behind cover.
Just make sure to have enough explosives left to blow all the infected trees from the map.
(iirc hardly more than 3 on 1st day)


For JA2 and perhaps also JA1 you can leave_and_immediately_return_to the specific sector,
in order to force new distribution of enemies in the sector, unless the spots in the buildigs have higher priority than those outside.
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