Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Maps, Mods and Editors » stupid design flaw
stupid design flaw[message #249340] Thu, 15 April 2010 00:43 Go to next message
Centurion

 
Messages:80
Registered:April 2009
Location: E.U.

fallout 1/2 use the same engine so it works +/- the same

but when you create a character in f1 f2 you are given a explanation of how each stat influences your guy.

up unti this point I was under the impression that the 'explosives' skill included the handling of grenades and mortars etc etc

common sense right?

nah it turns out is dexterity.


also thought that high mechanical skill would influence the gun getting jammed or not etc ...

nah it's just for lockpicking Mad

Report message to a moderator

Corporal 1st Class
Re: stupid design flaw[message #249341] Thu, 15 April 2010 00:54 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
Centurion
also thought that high mechanical skill would influence the gun getting jammed or not etc ...


what has the operater's skill to do with the question whether a gun jams? who said common sense? maybe a mechanic could clear the jam more easily, but a mechanical failure happens to biff and trevor alike - the latter may fix it, the former buys a farm

Report message to a moderator

Captain
Re: stupid design flaw[message #249342] Thu, 15 April 2010 00:54 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
Did You ever throw a grenade or fire a gun?

EXPLOSIVES has nothing to do with throwing a grenade.
EXPLOSIVES could only be helpful if Your grenades tend to explode in Your own hands.
The skills needed are STRENGTH and TIMING (not impemented)

MECHANICAL is connected to unjamming not to jamming.
The skills connected to not jamming would be DISCIPLINE and ACCURACY(to maintain Your gun)
Both are not implemented


:nono: :wb:

Report message to a moderator

Sergeant Major
Re: stupid design flaw[message #249430] Fri, 16 April 2010 08:29 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Hi Centurion, it is a game, it has its own rules, these may or may not relate to common sense. Headrock has a bunch of how to articles in the starter guid (top right main forum).

As far as I can tell throwing grenades has mainly two components, range (most important for me) and aim (somwwhat ipmortant although in most cases I just need to get "close" enough). Strength and the throwing skill seem to influence range the most, while level seems to influence aim.

I currently paly the 8,000+ enemies save game on Gold, grenades are somewhat useful against redshirts, however elites tend to get up and shoot you a lot next round, even when using 1-2 stun grenades.

Report message to a moderator

Sergeant Major

Re: stupid design flaw[message #249435] Fri, 16 April 2010 09:19 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
If you use Stun Grenades in Vanilla you are asking for a hiding Wink

The breath bug makes it impossible for them to work as the values wrap around and give them superbreath rather than none. Hence using normal frags and mini's work, Stun's just get ya killed.

Report message to a moderator

Lieutenant

Re: stupid design flaw[message #249454] Fri, 16 April 2010 14:27 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Well at least they may drop their gun in Vanilla where you can get it easily. :angel:

I noticed that something wasn't right with their breath, even 3 stuns only made them angry really...

Report message to a moderator

Sergeant Major

Re: stupid design flaw[message #249489] Fri, 16 April 2010 19:03 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Yeah, a bug never patched unfortunately, and only slightly less annoying than the burst bug Sad

Report message to a moderator

Lieutenant

Re: stupid design flaw[message #249494] Fri, 16 April 2010 19:27 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
I had no probs with that in vanilla - never

round a
1. stun knocks him off the
2. stun as reserve for his comrad I couldn't see
3. frag just to be shure
4. Bull or Grizzly running close to get the bullet fron annother guy I haden't seen If their was none to use their knuckle dusters
5. Mr Lamont to either use his knuckledusters (if Bull, Grizzley got hurt) or steal

round b
1. use of bare fist
2. steal

Since in 1.02 de the Arulcian Army issued up to five rifles/shotguns/machetes to their men stealing woud be continued until nothing was left.

If the soldier was getting to die first aid was administered to continue.

I always thought it sporty to shoot the soldier with his own gun.


The problem with soldiers having 2000 AP and enough stamina for a whole division was only in early 1.13.

Since dropall stealing is unnecessary and I don't practice it anymore (a shame)

Report message to a moderator

Sergeant Major
Re: stupid design flaw[message #249495] Fri, 16 April 2010 19:29 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Nah the issue remained if you used more than one stun grenade. Was never fixed. Hell even the burst bug got reintroduces into 1.10 and 1.12 was needed to fix that.

Report message to a moderator

Lieutenant

Re: stupid design flaw[message #249539] Sat, 17 April 2010 09:44 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
3 of a maximum 6 bullets in a burst would hit due to the 2 bullet in groups of 2 having a broken 0% cth.

Report message to a moderator

Lieutenant

Re: stupid design flaw[message #249540] Sat, 17 April 2010 09:50 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Ah, so use 4 or 6 bullet burst guns in Vanilla? 3 or 5 bullet burst guns don't make a difference?

Report message to a moderator

Sergeant Major

Re: stupid design flaw[message #249541] Sat, 17 April 2010 10:49 Go to previous messageGo to next message
mgl is currently offline mgl

 
Messages:255
Registered:December 2007
Location: France
Dieter
By the way, sometimes when you steal you bork it up a little where the stolen item lands in your tile even when both your hands are free.

It's because the guy challenged you for his gun. You were able to take it off his hands but couldn't keep it yourself. It's not intuitive to see what happens in the fight for the gun when you play but, if I remember well, the code has the following cases:
- The guy is no match and you take his gun in your hands.
- He challenged you but you were able to make him drop his gun at your feet.
- You could only bite his hand and he dropped his gun at his own feet.
- You were no match for him, he keeps his gun.

I think strength and breath are the strongest stats in the fight for the gun.

Report message to a moderator

Master Sergeant
Re: stupid design flaw[message #249542] Sat, 17 April 2010 10:51 Go to previous message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
This was a bug/feature with the German 1.02 patch

I once had the luck to steal 4 G11s from Mike

Report message to a moderator

Sergeant Major
Previous Topic: JA2 '005
Next Topic: Urban Chaos "Quickfix2"
Goto Forum:
  


Current Time: Thu Apr 25 23:31:55 GMT+3 2024

Total time taken to generate the page: 0.01473 seconds