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Meet my IMP's for AR (Inspired by Sam_Hotte)[message #315310]
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Mon, 11 February 2013 12:04
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Andris |
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Messages:80
Registered:October 2006 Location: Budapest, Hungary |
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Hi Guys,
Im having great fun with AR, now that I did the testing and started a live game with JAsmine's recommended settings (Expert difficulty + Drop all OFF + 50 000 starting money + Slow Item progress)
I read a great post by Sam_Hotte about IMP starting gear XML modification that was intended, to give specialised IMP's fitting gear while keeping their gear fairly balanced.
Basically it works like this:
-IMP's have no base gear.
-They get one random firearm that is under coolness level 2
-All their equipment is defined by their perks/traits and skill levels
The exact formula is here : Toggle SpoilerDefault Items(0):
Random Items(1) = gun:
Every gun of class "handgun" with types "pistol" or "MP" within coolness "1" to "3" in calibers 9x19, 9x18, .40S&W, .45ACP and 7.62x25. And two 2-handed SMGs (cause they are coolness 2)
It's 1 item out of 46 choices here (see ID-list in previous post)
Wisdom(1) = armour:
1x t-shirt, 2x arulco t-shirt, 2x leather jacket, 3x flak jacket, 2x kevlar jacket.
(read: 0-9 t-shirt, 10-29 arulco-shirt, 30-49 leather, 50-79 flak, 80-100 kevlar)
Even the dumbest IMP would wear a shirt for travel ... wink
Dexterity(1) = knife:
nothing, exacto, 2x steak, 2x light, 2x combat, 2x SOG Seal
Agility(1) = misc:
nothing, 4x canteen, 2x leg protectors, 3x wire cutters
Strength(1) = combat pack:
4x blackhawk, 3x TT 3-day, 3x TIMS Combatpack
Everybody needs a combatpack to store the items he gets in the creation process.
Health(1) = LBE vest:
2x hunter, 2x hongkong police, 2x LBE-gear, 2x blackhawk, 2x TT utility
Leadership(1) = misc:
nothing, pack of gum, porn mag, gameboy, walkman, beer, cigars, kuban cigars, sun goggles, extended ears.
Marksmanship(1) = weapon holster:
nothing, 3x holster, 3x holster rig, 3x MP-holster
Explosives(1) = handgrenade:
2x nothing, 2x leg protectors, 2x mini, 2x mk2, 2x stun
Mechanical(1) = misc:
nothing, gum, rag, glue, tape, vodka, copper, 3x locksmith kit
Medical(1) = med things:
nothing, 3x canteen, 4x FA kit, 2x regen booster.
Major Traits
Auto Weapons / Machinegunner(2/5):
foregrip, flash sup. (+MP5A4, +SAW pouch, +retract. stock)
(read: the items in brackets are additional things that go to the expert trait)
Heavy Weapons / Bombardier(2/4):
m79 launcher, steel helmet
expert: m203PI, 40mm HE, grenade panel, camo steel helmet
Marksman / Sniper (2/5):
bipod, hat (+Winchester 94 Trapper, +10x Scope, +folding stock)
Hunter / Ranger (3/4):
Baikal MP-133, hat, wood camo kit
expert: Fabarm FP6, Duckbill, hat, wood camo kit.
Gunslinger (1/3):
Matchsight (+colt python, +revolver holster)
Hand-to-Hand / Martial Arts (3/4):
Knuckle Dusters, Marbles, energy booster (+shuriken)
Deputy / Squadleader (3/4):
Extended Ear, Sun Goggles, red beret
expert: Extended Ear, Sun Goggles, Officer's Hat, medal
Technician / Engineer (2/5):
toolkit, utility knife(+canteen+utility pouch, +spring, +batteries
Paramedic / Doctor (3/5):
Canteen, FA-kit, med kit (+ regen booster, + FA rig)
Minor Traits
Night Ops(3):
NVG I, Break Lights, flash sup.
Stealthy(2):
Black Cap, Pistol Suppressor
Athletics(2):
Canteen, TIMS backpack
Bodybuilding(2):
Crowbar, TIMS Backpack
Demolitions(3):
mini, mk2, detonator
Teaching(2):
sun goggles, watch
Scouting(2):
Compact Binoculars, hat
Ambidextrous(1):
2nd random Handgun.
Melee(1):
Cutlass, knuckle dusters, retr. baton, crowbar, nightstick, shovel, pipe wrench.
throwing(2)
2x throw. knife
For balance reasons I chose to create 2 IMPS only:
Andy "Maniac" Mcray (*)
Machine gunner
Ambidextrous
Athletics
High marks on all skills except: Medical, Mechanical and Explosives.
Most important Gear: HK MP5A4 with foregrip, retractable stock, flash suppressor.
*: This is my real life me (haha). Im an AK-74 Maniac and my friends call me Mcray (yeah I know its Mcrae) since I trashed my Mom's car in an amateur rally event :uhh:
Sophie "Farsight" Evans (Yes my favorite Hungarian pornstar :exactly: )
Sniper
Ambidextrous (Porn stars have to be good with both hands)
Teaching (Porn stars teach young boys with the help of movies)
High marks on all skills except: Medical, Mechanical and Explosives. (Have you seen a porn star that is smart enough for any of these three?)
Most important Gear: Winchester 94 Trapper
My Current merc team and thier roles in my squad: Maniac (Looter + Suppressor with full auto), Farsight (To finish off enemies already looted), Barry (Mule + lockpick), Steroid(Mule + lockpick + HTH), Ira (Doc + Looter), Bull(Mule + HTH), MD (Doc)
Im currently finished with clearing San Mona of enemies as the first city after Omerta. I must say that I have never had a more balanced and more fun game ever. The new maps are fantastic. Loot is stable and rewarding (nothing overpowered so far). The only thing I have too much of is 9MM ammo.
My IMP's dont stand out too much from the other cheap AIM mercs, and because of their low (non existent) marks in Medical, Mechanical and Explosives, they highly depend on hired AIM and MERC mercs, which is exactly what I wanted to see in my game. Their gear (HK MP5A4 and Winchester 94 Trapper) does not offer them advantage over say Steroid armed with Bulls Thomson SMG. Im limited to short range and questionable accuracy with the enemy being able to hit my guys and girls fairly easily.
I was able to sell my looted weapons( pistols) to Tony in San Mona for around 10 000 dollars. (I was able to loot about 50% of the enemy soldiers. The rest I had to shoot and they did not drop anything)
I have feeling that the game will become very difficult now, because Im meeting enemy Blackshirts now armed with Shotguns and SMG's
How do you play your game? What is your preferred setup? Do you modify IMP starting gear xml too? Post your thoughts.
Cheers
Andris (Andy)
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Corporal 1st Class
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Re: Meet my IMP's for AR (Inspired by Sam_Hotte)[message #315468]
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Fri, 15 February 2013 18:23
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Pariah |
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Messages:77
Registered:June 2004 Location: Suckit City, OH |
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Hoi Chummers,
JAsmine: Think I found a bug with Shadylady. I sent one guy into that sector and sent him to visit Maria. When I talked to the Madam, she gave me the intro speak and Billy immediately moved from his spot in front of the doorway. When I tried to talk to the madam again, to hear her speil about what girls she had and what they cost, she again gave me the intro spiel. So I went to the back rooms, found the key and then talked to Maria. The entire time I did not see the roaming guard, heck I didn't see any of the other prostitutes as well, just Maria. Exited real easy and when I got her to Angel's, she told him that we were seen and that the Kingpin was after us. Angel took her and left without giving me his business title. I went back to see Kyle to see what would happen, as well as stopping in the bar (I have yet to see the two roaming vendors, explo and bloodcats, just Carmine). Kyle didn't say anything interesting and none of the Kingpin's men were violent towards me. Instead I moved on to my fourth attempt at Cambria.
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Corporal
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Re: Meet my IMP's for AR (Inspired by Sam_Hotte)[message #316685]
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Thu, 28 March 2013 19:38
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Sam Hotte |
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Messages:1966
Registered:March 2009 Location: Middle of Germany |
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Sneaking without having to fight is easy but requires to visit and retreat from twice as many sectors:
Say, you want to go from north to south - when entering the first hostile sector from the north place your squad in one of the northern corners. Let's say you take the north-east corner. Immediately flee to the east. On entering the (assumingly also hostile) sector to the east place your squad in the south-west corner. Flee to the south. Place squad in north-west corner. flee to west. place in south-east corner. Flee to the south. And so on.
Wouldn't earn you good reputation and impacts morale - but you can cowardly avoid fighting at all ...
Body-looting: challenge a not too large patrol or something at night. utilize sneaking, night vision, night ops mercs and preferably silencers (use what ever you have to avoid alarming too many enemies at once). If you spot a stray bogey without immediate company sneak into range of your (small, inferior guns). Would be great if you had tear gas or vacuum nades, but probably you don't yet. So, shoot at the Red Shirt - but aim for legs! You do not want to kill him but make him go down! once he gets down have someone with as many APs as possible run to the fallen and punch him. Your target either goes unconscious and drops the gun (which you then grab ASAP) or stays down without breath so that you can rob him (next turn).
Obviously some (new-)traits are helpful: night ops, stealthy, athlete, ambi-dex, H2H or MA and even malicious (as this makes your shooting score painful hits dropping target down in agony more often) and traits for knifing throwing etc. if you work with blades, grenades or whatever.
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Sergeant Major
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