Home » NEWS BOARD » Gaming News » Jagged Alliance: Crossfire
Jagged Alliance: Crossfire[message #306530]
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Wed, 27 June 2012 00:46
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From what I gather, it is to Back In Action like Unfinished Business was to Jagged Alliance 2.
The standalone add-on will appear in German-speaking countries in the Summer of 2012
bitComposer Games and Kalypso announce the first add-on to the successful strategy game Jagged Alliance: Back in Action. The standalone add-on, Jagged Alliance: Crossfire will be available in German-speaking countries in the Summer of 2012, and can be purchased in stores or via Steam. Jagged Alliance: Crossfire, such as Back in Action, is developed by the Coreplay Studio in Munich.
Jagged Alliance: Crossfire offers a large map made up of ten sectors. Also in the add-on, you will find that the M.E.R.C. mercenaries are once again in on the action. In this round, the players are transported to Khanpaa, a peaceful country suffering under the brutal attacks of mercenary troops. To deliver his country from these bloody massacres, Ambassador Behnam Atiqullahs has no other choice but to hire his own mercenary troop to get to the bottom of these inexplicable and bloodthirsty attacks and to put an end to Khanpaa
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Re: Jagged Alliance: Crossfire[message #306533]
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Wed, 27 June 2012 04:20
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Doc Croc |
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Messages:91
Registered:September 2003 Location: VT |
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Take one step forward and ten steps back for this so-called "updated game." It is really rubbish.
[Updated on: Wed, 27 June 2012 04:21] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: Jagged Alliance: Crossfire[message #306965]
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Sat, 07 July 2012 20:00
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JaM1977 |
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Messages:35
Registered:May 2007 |
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i thing guys you are exaggerating a lot. I have played all Jagged Alliance games for many years, and Back in Business doesnt deserve such hate. yes, it is different than original, but it is not bad game. Yes, when it came out, it had tons of errors, that made it hard to play or enjoy, but authors listened to feedback and implemented those things into game (fog of war, inventory, militia trainable etc...). Right now I have spend about 40-50 hours playing the game, modifying few things (weapons mostly, items, characters etc...) and i must say it is very enjoyable game that requires different approach than original game, but thats not necessarily bad thing.
[Updated on: Sat, 07 July 2012 20:05] by Moderator Report message to a moderator
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Private 1st Class
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Re: Jagged Alliance: Crossfire[message #306968]
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Sat, 07 July 2012 21:06
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Glitch |
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Messages:64
Registered:April 2012 |
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It's still broken dude. It would be decent, yes, but after half a year it still has many of the core mechanics bugs that it had on release. I could've lived with P&G, I even enjoyed it, actually, but there's nothing tactical in a game where the retarded AI compensates through sniper-like accuracy even with bursts from SMGs way out of range, where the camo/night vision are STILL not working 6 months after being reported broken. And that's just the tip of the iceberg. Penetration is in black or white, the bullet either goes through at full damage or not at all. And if a bullet goes through, any bullet goes through, from .50 BMG to 9mm.
Bottom line, according to their statements, there will not be any improvement in mechanics/features in Crossfire either.
Luckily we have 1.13.
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Corporal
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Re: Jagged Alliance: Crossfire[message #306969]
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Sat, 07 July 2012 21:58
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JaM1977 |
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Messages:35
Registered:May 2007 |
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most of those issues can be easily fixed by mod. Actually, i have fixed it for myself by unpacking and editing few files.. not that hard... yes, AI hits you from long range even with SMG, but thats the issue with weapon design, not the game engine itself.. so i just modified the range values (based on values in 1.13 btw) as well as damage and penetration values for ammo. What is most important are rate of fire values, which kinda influence weapon reaction time, so instead of using weapon theoretical values, i just modified them based on weapon length,weight, caliber,etc.. Another thing that got changed in the process was stance accuracy, so for example sniper rifles are only usable from laying stance, but useless from anything else, assault rifles are good crouching,standing, laying but not from hip. SMGs, pistols and shotguns at the other side are good at hip shooting, but not as good as assault rifles for aimed firing.. with this simple change, AI is not so annoying with those superlucky shots, and game is fun to play...
this game has some potential, and maybe when Crossfire came out, developers will adjust more issues/bugs as they did with BIA.
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Private 1st Class
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Re: Jagged Alliance: Crossfire[message #306970]
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Sat, 07 July 2012 22:07
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EXile 150 Abyss |
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Messages:137
Registered:September 2009 |
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JmXi thing guys you are exaggerating a lot.
No we're not.
JmXI have played all Jagged Alliance games for many years, and Back in Business doesnt deserve such hate.
Yes it does.
JmXyes, it is different than original, but it is not bad game. Yes, when it came out, it had tons of errors, that made it hard to play or enjoy,
Getting serious now; When a game needs so much patching like this game had in it's short life. Then the creators should hang their heads in shame. I've played JA2 v1.02 for at least a year. (the veterans will know what it means) and even though mustergas made me fill up with fear more than a tank didn't make the game anyless enjoyable. Why? Because the core gameplay was solid as a rock.
JmXbut authors listened to feedback and implemented those things into game (fog of war, inventory, militia trainable etc...).
That's simply because had no other choice. Sales were down because they spend the last year saying Fuck You to the fanbase. So the only reason why they've added stuff (that they said they would never add!!!) is to kiss the communities ass. Hoping they would still buy it.
If they really valued feedback than they would have listened to the fans in the years BEFORE release!
JmXRight now I have spend about 40-50 hours playing the game, modifying few things (weapons mostly, items, characters etc...) and i must say it is very enjoyable game that requires different approach than original game, but thats not necessarily bad thing.
That's totally your own choice. I had a different experience playing it, finding it a mediocre piece of filth that was hastely rushed out to cash in.
As for the modding; here is the difference between JA2 and 'In Action':
Jagged Alliance 2 was a fun game on its own. I.A. seems to need modding for it to actually be worth playing.
I mean PC gamer doesn't even have a review, gamespot gives it a 5.5 etc. etc. etc.
This DLC is just another twitch in the dying mass that is I.A.
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Sergeant
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Re: Jagged Alliance: Crossfire[message #306971]
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Sat, 07 July 2012 22:09
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EXile 150 Abyss |
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Messages:137
Registered:September 2009 |
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JmXmost of those issues can be easily fixed by mod. Actually, i have fixed it for myself by unpacking and editing few files.. not that hard... yes, AI hits you from long range even with SMG, but thats the issue with weapon design, not the game engine itself.. so i just modified the range values (based on values in 1.13 btw) as well as damage and penetration values for ammo. What is most important are rate of fire values, which kinda influence weapon reaction time, so instead of using weapon theoretical values, i just modified them based on weapon length,weight, caliber,etc.. Another thing that got changed in the process was stance accuracy, so for example sniper rifles are only usable from laying stance, but useless from anything else, assault rifles are good crouching,standing, laying but not from hip. SMGs, pistols and shotguns at the other side are good at hip shooting, but not as good as assault rifles for aimed firing.. with this simple change, AI is not so annoying with those superlucky shots, and game is fun to play...
this game has some potential, and maybe when Crossfire came out, developers will adjust more issues/bugs as they did with BIA.
So what the first paragraph basically says is. "I had to do the developers job for them." And I like the fact you used the values from 1.13. ^^ Oh blessed be, the irony.
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Sergeant
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Re: Jagged Alliance: Crossfire[message #306973]
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Sat, 07 July 2012 22:19
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JaM1977 |
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Messages:35
Registered:May 2007 |
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EXosJmXmost of those issues can be easily fixed by mod. Actually, i have fixed it for myself by unpacking and editing few files.. not that hard... yes, AI hits you from long range even with SMG, but thats the issue with weapon design, not the game engine itself.. so i just modified the range values (based on values in 1.13 btw) as well as damage and penetration values for ammo. What is most important are rate of fire values, which kinda influence weapon reaction time, so instead of using weapon theoretical values, i just modified them based on weapon length,weight, caliber,etc.. Another thing that got changed in the process was stance accuracy, so for example sniper rifles are only usable from laying stance, but useless from anything else, assault rifles are good crouching,standing, laying but not from hip. SMGs, pistols and shotguns at the other side are good at hip shooting, but not as good as assault rifles for aimed firing.. with this simple change, AI is not so annoying with those superlucky shots, and game is fun to play...
this game has some potential, and maybe when Crossfire came out, developers will adjust more issues/bugs as they did with BIA.
So what the first paragraph basically says is. "I had to do the developers job for them." And I like the fact you used the values from 1.13. ^^ Oh blessed be, the irony.
i dont mind modifying few things as its fun for me, sometimes i rather mod the game than play it.. Back in my days i spend more hours working in excel on mods for Empire Total War, than playing the game... but for me it was worth it.
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Private 1st Class
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Re: Jagged Alliance: Crossfire[message #306974]
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Sat, 07 July 2012 22:47
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EXile 150 Abyss |
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Messages:137
Registered:September 2009 |
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JmXthere are tons of much worse games out there... just look at all those console fast cash up games... BIA is a decent game, it just needs some polishing. Let me give you example - i really hated TES: Oblivion for its consolism, but then creation kit was released, and modders (Oscuro) made that game one of the best RPG out there... i'm not saying BIA is same, but must say i played and saw much worse games... i'd rather throw my new PC out of the window than playing Mass Effect 3 again because of that ending screwup (and no, extended cut didnt made it better..)
Alright, I don't understand the Oblivion argument because... I liked that. The consolism was worse in Skyrim though. But to me that was just one blotch on game that I have now 130 hours of time on. And I didn't add mods until atleast 50 hours in. [color:#990000]Oh and I don't know how much time I have on Obliv... But I do remember finishing it twice without mods.[/color]
Ah yes the creaton kit. Has bitcomposer actually provded a modding kit yet? Or is it all still 3rd party programs
Mass Effect 3. I would play it again but then just stop before reaching the earth and I agree the extended cut didn't make it better... I write as a hobby and I could have thought up a better ending in my sleep...
But comming back to I.A. (and your other post). It's like buying a brand new car. I expect it to work perfectly, without having to tinker with it after buying.
And with a good car to start tweaking it will only add to it.
I.A. on the other hand is rushed out so fast that most of it is missing. Compared to JA2; perhaps the older model doesn't look as flashy but it out performs it with ease.
As for Oblivion though not perfect it was good without the mods, they just boosted it to exellent. The mods in TES always add to the game. But you don't need them to fix core gameplay issues. [color:#990000]And that seems what the modders are doing. Becuase I remember reading that BC is considering I.A. compeltly finished. Come on! At least v1.12 could stand on it's own feet.[/color]
One question I have to ask: Would you have bought I.A. if it didn't have Jagged Alliance in the title (so nothing on this forum about it etc.)?
Edit: Added the stuff in red
[Updated on: Sat, 07 July 2012 22:54] by Moderator Report message to a moderator
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Sergeant
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Re: Jagged Alliance: Crossfire[message #306976]
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Sat, 07 July 2012 23:31
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Glitch |
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Messages:64
Registered:April 2012 |
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JmXmost of those issues can be easily fixed by mod.
Actually aside from the soldiers accuracy, none of the issues can be fixed by a mod. The accuracy can be adjusted by lowering their mrk/dex, but then the game will be even easier. If you found a way to fix camo&NV through modding, do share, please. Many will want to benefit the working stuff.
JmXAI hits you from long range even with SMG, but thats the issue with weapon design, not the game engine itself..
Au contraire, with the same stat values and same weapons your merc won't hit nearly as often as the "AI".
JmXso i just modified the range values (based on values in 1.13 btw) as well as damage and penetration values for ammo
That's not going to help with the issues I mentioned, you just tweaked the weapons to suit your preferences more and that's about it. And the penetration that you're talking about only affects the ammo ability to go through body armor. I was talking about shooting through certain materials like wood.
JmXAnother thing that got changed in the process was stance accuracy, so for example sniper rifles are only usable from laying stance, but useless from anything else, assault rifles are good crouching,standing, laying but not from hip. SMGs, pistols and shotguns at the other side are good at hip shooting, but not as good as assault rifles for aimed firing.. with this simple change, AI is not so annoying with those superlucky shots, and game is fun to play...
Well, for starters, if the AI hits less, so will you, y'know... The proportion stays the same, unless you edit the enemy stats. But then you'll have a dumb**** AI that charges mindlessly to its death and can't even shoot. The excessive accuracy is just an annoyance and it's there to balance the real issue, namely the AI.
JmXthis game has some potential
True, that's why I even started modding it, I was actually hoping that they'll address the problems... it could've been a decent game, even though they removed a huge chunk of what made Jagged Alliance what it was. But then, I took an arrow in the knee. Not really though. It just pissed me off that I ended up caring more about their game than they did.
JmXdevelopers will adjust more issues/bugs as they did with BIA.
Uhm, they kinda added 4 new features after release: FOW (which they claimed it was already in the game at launch, but they wouldn't want it enabled for some obscure reason, I kinda forgot what it was, but you should be able to find that on their forum), sector inventory, AIM merc sorting based on stats and militia "training". And 2 scroll bars: 1 to the AIM mercs roster and 1 for the load game menu (for 5 months you were unable to scroll to see more than 5 savegames). That doesn't impress me in terms of game support. Plus they actually said that we shouldn't expect changes in terms of mechanics, it'll be a new country with new maps, new mercs and some new weapons. That's it.
I think that their biggest problem was not actually removing so many features and switching from TB to P&G, it was the lack of support for the game. I for one will steer clear of any of their future releases, both developer's and producer's. Software marketing is the only industry that I can think of where giving the customer the shaft is still allowed to date. They can deliver a flawed product without any intention of fixing it and they won't be held responsible in any way. QQ
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Corporal
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