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Removing traps[message #36085] Mon, 24 July 2006 05:19 Go to next message
dbonar is currently offline dbonar

 
Messages:47
Registered:June 2006
What skills are involved in trap removal?

I'm trying to break my Barry habit. I've always used him as an all in one mech and explosivesguy. Since he has decent dex, mechanical, and explosive skills I figure he can do everything. In my new game I'm using a mech/lockpicking IMP but her explosive skill is low If I have her attempt to untrap a door is she going to blow up? Should I bring in a bomb guy? What about a bomb guy like Fidel who has a low mechanical skill?

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Corporal
Re: Removing traps[message #36086] Mon, 24 July 2006 08:46 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
I always assumed trap removal falls under explosives. At least I always use a bomb guy to remove them. The hire the number in explosives the better for removing traps. I always save game before a trap attempt. Because even 99 explosives guys like Red can screw up once in a while.

I hear ya on the Barry habit Smile . Fidel is very good at bombs and traps. Usually my 1st choice over Barry anymore is Nails he can also do both mech and bombs.

Smile

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Sergeant Major

Re: Removing traps[message #36087] Mon, 24 July 2006 09:53 Go to previous messageGo to next message
Larynx

 
Messages:183
Registered:April 2003
Quote:
Originally posted by Mad Marcus:
What skills are involved in trap removal?
As I understand it, explosives skill is important for explosive traps, and electronics skill is important for electrical traps. I suspect things like wisdom and experience level also come into play. Someone who has examined the source code may be able to provide a definitive answer.

In regular JA2, I don't think there are any traps that will kill you outright if you fail to disarm them (as long as you aren't carrying things that cause secondary explosions). They can ruin your day though.

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Staff Sergeant
Re: Removing traps[message #36088] Mon, 24 July 2006 14:26 Go to previous messageGo to next message
Deus Ex is currently offline Deus Ex

 
Messages:37
Registered:July 2006
Location: Sarawak, Malaysia
Personally, I always hire Trevor. He's good at both mech and explosives, plus he's good at electronics and lockpicking. Hell, he's practically good at everything. The only downside is his pay, I guess you get what you pay for.

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Private 1st Class
Re: Removing traps[message #36089] Mon, 24 July 2006 21:51 Go to previous messageGo to next message
dbonar is currently offline dbonar

 
Messages:47
Registered:June 2006
I'd much rather have Barry plus someone like Ice, Blood, or Wolf. The comer is cheaper and gives twice the APs. As much as I like the idea of the high end mercs I rarely use them. Marksmanship goes up fast enough that I'd rather have more lead in the air early. My current tean is expensive by my standards even though its only Ice, Blood, Fox, Grunty , Razor, and locals.

I'm going to pick up Fidel before heading into Cambria. Berry just died on assignment and Nails is unavailable (I guess he flew out to replace Berry).

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Corporal
Re: Removing traps[message #36090] Sun, 30 July 2006 05:31 Go to previous message
Lucas is currently offline Lucas

 
Messages:311
Registered:June 2006
Location: Londrina, PR, Brazil
EXP, WIS and DEX must be considered when the question is bomb dude. Oh ya, LVL increase the chances of spotting traps and land mines. Correct me if I'm wrong, but if memory serves, Gus can spot the mine fields in Meduna without a metal detector, since he's LVL 8.

Eletronics skills give better chances of spotting/disarming eletronic traps as well attaching remote detonators, Woody Smile

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Master Sergeant
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