Home » SIRTECH CLASSICS » Jagged Alliance 2 » The A.I.M. Library » Sniper Pistols!
Sniper Pistols![message #266047]
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Sun, 31 October 2010 19:28
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el_dext0r |
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Messages:25
Registered:September 2010 |
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Does the initial stage of this game frustrate the piss out of other people? Or is it just me lol
Just started again on Expert with drop all turned on for the first time, and thought it would make life easier in the early states, but its just as frustrating, if not more so!
As well as being consistently nailed by enemies with pistols from a far greater distance than I could ever hit, I now have to contend with "ugh...bullets..stuck" every couple of shots until I get my weapons into a decent state of repair!
A round I just played was an absolute joke, I had Fox equipped with stolen weapons, an SKS, a 1928 Thompson, an HK Mk23 and the 2 Sig 226 she starts with, and i swear in one round they all jammed. I was tearing my hair out lol
Rantrantrant lol
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Private 1st Class
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Re: Sniper Pistols![message #266048]
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Sun, 31 October 2010 19:50
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DepressivesBrot |
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Messages:3658
Registered:July 2009 |
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Quote:As well as being consistently nailed by enemies with pistols from a far greater distance than I could ever hit,
It has been proven several times that this is an illusion. Due to you being nearly always outnumbered, the prevalent weapon (pistols) having low AP cost, the enemy not having to conserve ammo for later and the nature of the CTH system, you get a big ammount of pointy lead flying your direction. Out of these many shots, a certain part simply has to hit (statistics ftw).
You could try setting the starting coolness higher (like in the 20-30 range), you'd also have to get better gear for your mercs though, or they'll be shredded on landing.
Quote:A round I just played was an absolute joke, I had Fox equipped with stolen weapons, an SKS, a 1928 Thompson, an HK Mk23 and the 2 Sig 226 she starts with, and i swear in one round they all jammed. I was tearing my hair out lol
Now that is just epic.
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Re: Sniper Pistols![message #266166]
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Tue, 02 November 2010 16:49
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Buns |
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Messages:655
Registered:September 2010 |
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el_dext0rDoes the initial stage of this game frustrate the piss out of other people? Or is it just me lol
No, it's not just you. For me the joy of finding a better weapon from time to time does by far not outweight the frustration of having to shoot with crappy junk for large parts of the game.
The problem with the current way of "gun progression" is that it gives the game a descending difficulty: the start always is insanly difficult while the late game is pretty easy, save for some odd map designs. The problem is that it is extremly difficult to kill someone with a pistol and extremly easy to do so with a good rifle.
To kill someone with an .38er you have to get pretty close to him, what requires an experienced and stealthy merc at night, and then you still need a couple of excellently aimed shots. So, you need someone like Ivan to do so half-way safely. In return even Flo can kill enemies in full daylight out of a save distance with a Dragunov; she just needs to stay prone in high gras.
When you have nothing but an .38er it does matter what weapon the enemy has, and whether he is a good or bad soldier. In case he has a SMG, shotgun or rifle, or is a better soldier you are done for. With the Dragunov it doesn't matter whether the enemy is level 1 or 10, and whether he has a steak-knife or rocket-rifle.
Quote:Just started again on Expert with drop all turned on for the first time, and thought it would make life easier in the early states, but its just as frustrating, if not more so!
As well as being consistently nailed by enemies with pistols from a far greater distance than I could ever hit, I now have to contend with "ugh...bullets..stuck" every couple of shots until I get my weapons into a decent state of repair!
Yes, that's another problem, in particular with 1.13 and its huge number of different guns: In the early game you are finding one or more slightly better weapons after each battle. This means you are always entering the next battle with a handfull of weapons below "ok"-status. You also spent endless time with repairing these findings, only to throw them away after the next battle because you again had found something that has 1 point more in range, damage or accurancy - but that's again at 74%.
I remember in my first game 1.13 I had spent a full 30 days at Drassen mostly with repairing, what resulted in Barry leveling to some 70+ in MEC (he starts with 44).
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I am not sure what can be realy done about it. My personal sollution was to remove gun progession and have the game starting with ARs for both sides. But that's not a perfect sollution either.
One thing could be to raise the status of weapons dropped by enemies. This would at least remove the need of endless repair orgies in the early game (in the later game each merc would have his "weapon of choice" and there would be no need to repair all the junk the enemy had dropped).
A weapon mod could also be an idea. For example in a WWII mod all weapons that fire beyond vision range are very slow firing, while all fast firing weapons are rather short ranged. That way you don't have the
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First Sergeant
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Re: Sniper Pistols![message #266822]
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Sat, 13 November 2010 17:33
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Buns |
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Messages:655
Registered:September 2010 |
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DieterIt is hard for me to predict how changing the vision range will affect other aspects of the game. By the way BASE_SIGHT_RANGE is 13 in the Ja2_Options.INI as far as I know, double that during the day and perfect conditions. Yes, that's something I am going to test later (have just installed AIM and need to make new versions of my weapon mods to start with long range weapons).
Quote:There are a few maps where (I believe) there are prepositioned enemies wth scoped weapons and they already look through their scopes. These maps are a lot of fun and more "realistic" if you can even use that term. As far as my observations go, this behaviour is triggered by an AI unit (militias do this as well) sitting on a roof with a two handed weapon and not is tied to scopes. I have defenitly seen the enemy doing this with unscoped rifles/ARs.
Ohterwise it would indeed be a good idea to implement looking through the scope as part of the AI behaviour. I don't know how the AI is coded in JA, but it should be made the way that the AI - provided it has a scope on its weapon - first takes a look through the scope before moving into a certain direction where he suspects the enemy to be.
This could come along with a more coordinative AI:
For example, "campers" should be removed, unless they realy have a very good reason to be stationary. ATM, the AI usually is outnumbered in firefights despite having up to 4x more men in the sector than the player. The reason is that the majority of enemies is sitting around while their comrades are butchered only a few tiles away. This is in particular important with supression turned on.
For similar reasons the AI should be able to shoot at targets in range it cannot see. As far as I see it, only those with mortars do. If all would be able to do so it would make the late game much more challangeing because the AI would be shooting much more often even with limited visibility. In this case those with scopes would be acting as spotters - basically the player is doing too (at least I do).
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First Sergeant
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