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Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346715] Mon, 22 August 2016 05:53 Go to next message
gimmehints

 
Messages:140
Registered:May 2016
This is more of a chatty post than a question (I'm assuming that is the proper forum for this still), but my expert ironman "unpaid team of 4 stacked IMPs + Ira" game is shaping up nicely. At about 4am on day 12 I managed to take estoni airport (had to flee map 4 times to whittle down 27 soldiers in ironman). Shortly after I got the email from BR informing me they are open for business. Sweet! I'm considering ordering a bunch of large holsters and other few things while I can, but this is a good moment to take stock. Enjoy these pictures:

- crazy estoni airport loot: http://imgur.com/a/on4Q7 - sadly, the only sniper rifle is destined to be sold, as I won't get the ammo for it anytime soon. I only have one machine gunner, but may switch out rifles on non-specialists for ARs (although I haven't seen 5.56x45mm for sale yet, it can't be far off, which opens up new avenues). The rest is for sale as well, although lugging this loot to san mona is going to be tough given the low str, low energy level and weight per merc. I intend to take the other estoni sector before hauling back the loot, so I guess ~175% weight per merc isn't entirely unrealistic on the journey back. But that 6.8x43mm bushmaster! Shame I won't get that ammo too soon either.

- all five mercs inventory + stat/skills + trait/skill setup pics, one each http://imgur.com/a/tl1kR note that every IMP started at 50 across the board except wisdom, which started at 75. No training at all except Ira's increase in leadership, which was administered by ranger IIRC. meaning all stat increases are from ingame only.

- current map showing known patrols: http://imgur.com/a/wNWdW

My current plan is to mop up that other estoni sector, then order a bunch of large holsters and other support gear I can order at current progess (19 IIRC). As I can only assume the surrounding patrols (there is another ~16 one to the lower left of the lower estoni sector, I checked it out after the save) will attack estoni and my energy levels are low enough to have gotten the "have to sleep warning" during the last combat, I intend to haul all the loot back to san mona to repair and sell, then later return to retake the airport after perhaps another order so I can outfit and retreat again.

I know I'm "cheating" by using an unpaid team with stacked skills, but it's awesome, challenging fun - and frankly, base 50 for all stats and skills was pretty terrible until my gunfighter hit lvl 4 or so (with the gunner doing the same shortly after). Afterwards I started getting more reliable interrupts (mind you, all night ops where ambidex gunfighter is fairly OP due to low overall sight ranges). To illustrate my troubles so far: I fought a total of 21 battles (largest battle 18 enemies), have retreated a whopping 46 times and have at least two soldiers that got wounded in every single battle (=21 times!). Man, that low health is not easy to deal with either, somebody gets hit for 20 HP, they are out of commission for a full day at least...

But even avoiding the main financial challenge AR imposes I have fun training my soldiers and racking up kills. Every long gun I can loot is still very meaningful, and I overload with ammo etc once I retire from my nightly attack movements. Still haven't managed to repair all my gear to 100%, despite having two engineers and one technician. I still couldn't hold a city with a mine currently I don't think, but at least I get to enjoy exploring all those new maps and as I said, loot still matters a great deal even without having to deal with the pressure of having to pay a team. I think I could probably take this on experienced financially, but my setup allows me to play expert, which I prefer. Downgrading my buffed starts later seems more fun than increasing the difficulty later happy

Anyway, I don't see much game talk on this board so I hope this isn't out of line and some other AR players may be tempted to chime in with their setups and preferred modes of play. All I can say is I enjoy it very much so far!

[Updated on: Mon, 22 August 2016 21:47]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346718 is a reply to message #346715] Mon, 22 August 2016 15:25 Go to previous messageGo to next message
ratpaz

 
Messages:134
Registered:April 2015
Location: Italy
Nice one, it's good to hear some battle experience, it may lead someone to try a similar game and have fun.
What really worry me is the 50 HP of your mercenaries, it's crazy low especially for a ironman game, and it's not a stat that can be raised that easy playing normally,
your mercs can even be one shotted easly, especially when armor pearcing ammunitions appear into the enemy arsenal.

[Updated on: Mon, 22 August 2016 15:27]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346722 is a reply to message #346718] Mon, 22 August 2016 21:41 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
Quote:
Nice one, it's good to hear some battle experience, it may lead someone to try a similar game and have fun.


that was my hope, yes happy I don't have another JA2 outlet, but I don't see many "chatty" posts on here, hence the disclaimer.

Quote:
What really worry me is the 50 HP of your mercenaries, it's crazy low especially for a ironman game, and it's not a stat that can be raised that easy playing normally,
your mercs can even be one shotted easly, especially when armor pearcing ammunitions appear into the enemy arsenal.


No kidding about 50 health - and I resisted bodybuilding on my two main combat guys (RANGER and GUNNER) too. The amount of times I cleared ~17 out of 20 soldiers only to have someone killed is off the charts. I normally have to flee twice or thrice for a save in between... With hitting lvl 5-6 on most of them, this changed a bit for the better. But hell, even if they get hit for 25 health they are out of commission for the current fight and the next ones until I can heal them up. However, I'm close to hitting 60 health on two of them at least, so it *does* increase just by playing the game - and remember, I'm in no hurry. I can literally level everybody up to 9 and train to 100 marksmanship before trying to take and hold a city happy Just hit the point where I have a couple of hundred shots of .40 SW, so RANGER has range 12 dual pistols of that caliber and his shotgun with slugs for longer range, and GUNNER has a nice selection of options with his 9x19mm SMG serving well even without much AP ammo. Once I can get 5.56x54mm reliably, I'll give the rest of the team ARs instead of rifles, which should also help when getting mobbed. Marksmanship is increasing nicely across the board, but I had hoped for more dex increase considering 3 of 5 are repairing regularly. One has to mention that health is the 3rd fastest stat/skill to increase after marksmanship and mechanical.

Later tonight I'll try my hand at the 2nd estoni sector!

edit: sweet, made it with only ira getting shot up a bit. here the loot: http://imgur.com/a/DilC5 the G41A2 is in 5.56x45mm, which confused me a bit (I expected 7.62x51 for some reason), but that pistol is nice for my RANGER (who is also a gunfighter), as is the rifled choke for more range on the shotgun. Shame he has to use either/or, as the pistol won't fit in a holster and he carries a radio, so there is only one long weapon slot. Anyway, a few nice attachments and a whopping 500 rounds of 5.56x45!

edit 2: it took 1.5 days to reach san mona, where I spent 2.5 more trying (and failing) to repair everything to 100%. Explored over to the right of san mona and looted an m1 carbine with scope that serves HVYSNIPE exceptionally well (he hit three times outside sight range, which so far has always been a total failure for everyone). I've reached 25/24 progress, which makes things 5.56x45mm weaponry available and I can assume the ammo for them will show up as well. The scopes I looted help getting earlier visual on enemies and I've managed to finish all recent engagements - I'm on the next night, exploring to the left of san mona now - without having to retreat for a save. Some xp level gain helps as well, and health and marksmanship keep climbing for everyone. However, patrol density and size have increased ever since I took those 4 days off from fighting, even tony's sector got attacked once and I had to flee. Luckily they didn't take anything (it's my ammo and weapon stash) and were gone when I returned in the night.

H2HTECH uses a micro galil now (4x scope, with a .40 S&W MP5 as a questionable backup), HVYSNIPE uses an M1 with no.32 scope, ira a calico M900 rifle (4x scope, low AP and plentiful ammo, might switch to mini-14 or SKS now), GUNNER still the calico M-960A (plentiful ammo and a 50 round magazine with a 4x scope, cheap AP as well) and RANGER has switched out the heavier shotgun for the OA-93 pistol with ISM-V-R for long range shots (still at 118% weight though). He still has his range 12 .40 S&W pistols, and everybody but gunner has a 12 range 9x19mm pistol as backup. Things are looking up considerably!

Oh, and just one more thing: used molotov cocktails for the first time ever - fun! That was one impressive fire column, I had thrown one which failed to ignite, threw another one (thank you, demolitions!) and then both went off. Spectacular.

[Updated on: Tue, 23 August 2016 03:35]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346724 is a reply to message #346722] Tue, 23 August 2016 04:49 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
I made a rash late night decision seeing how my unpaid team levelled up seemingly without limit. I maxed out to 10 IMPs, making two clones each of GUNNER (machine gunner, engineer and paramedic), RANGER (gunfighter with ranger movement and radio operator with scout) and HVYSNIPE (smiper/bombardier/technician). And although I regret it already, while I did give them the same starting starts (50 everywhere except wisdom at 75), I also advanced them to the lowest current merc level, which is 4 (my theoretical IMP setup options are *wild*). Not sure if that was wise, but here we go. I'll use this team to check out the right side of the map with drassen and whatnot, and leave them out of shopping for gear and only live on loot. Still, I'm hoping to recruit maddog (who is in aldea IIRC) and perhaps dimitri later (although I *just* realized I need Ira to move the food quest along, damn...). In the end, each gunner, ranger and hvysniper will be part of a combat team, so I got the seeds for 3 combat teams with all needed supply skills. For the moment all 6 clones will stick together and recruit other rebels like manuel and maybe return skyrider without holding drassen. Either way, I've decided on three combat teams headed by IMPs with hires completing the up-to-10-man teams later when I secure mines. Again, not quite in the spirit of the whole thing, but I got impatient with my IMPs levelling up to 5-7.

edit: actually changed my mind and went back a save. All clones start at lvl 1 now, which must be more satisfying if a fait bit harder to play.

edit2: I've made a huge mistake... Heading out towards drassen was a terrible idea (map http://imgur.com/a/73jLU). You can barely move with all the patrols around (all ~15+ strong) and I had to flee every sector, occasionally having to retreat towards the sector I just fled from. The only combat so far on this side saw one enemy killed and then I had to run - but with marksmanship 50, lvl 1 and 10 range .40 S&W pistols only I can't do any better. Also, that one combat emptied half the pistol clips, so I'm basically out of ammo. Picked up - from farmhouses - a badly damaged PPhs-41, and slightly less damaged AKS-47 and a fairly decent baikal shotgun, but the first one has only 4 shots, the 2nd at least 22 and the shotgun game with two slugs. At this rate I don't see how the new team will manage to get a kill sector and start looting there, so I'm going to retreat them over to san mona for general outfitting and maybe a joined combat with team 1 (to get them to at least lvl 2) before sending them back with ira, who is needed for the food quest.

edit3: my primary team managed to get through three combats unscathed and met up with the new team here http://imgur.com/a/pzkcD I've managed to pick up a few extra weapons and armor pieces along the way (didn't swing by san mona to gather stuff), have outfitted team 2 as best as possible (couple of helmets and earpieces, ammo, some guns) and assigned Ira (who will run out ammo for the M1 soon, sadly) and now set everyone who is at least technician to repair for the day. If I remain undisturbed until nightfall, I'll do 1-2 combats joined up and hopefully get someone on team 2 a kill, then split up again.

edit 4: was undisturbed and set everyone to active roughly at 8pm so I arrive just after 9 - which is nightfall - in a new sector. Both new rangers have dual 9x19mm pistols now (more sustainable, although RANGER3's aren't fully repaired) as well as their shotguns, one gunner has a suomi SMG and the AKS-47, the other has a(n empty) pp-93 (next combat will provide previously sold-to-locals 9x18mm ammo, I'm sure) and the ppsh-41 with only four shots. Both have .40 S&W pistols (the other team managed to bring a bunch of ammo, enough for not having to feed two ambidex gunfighters in that caliber at least) and .44 mag revolvers (starting IMP gear for two of them) as backup. One of the snipers has a mini-14 and the other only a surplus shotgun. Both have .40 S&W pistols as backup. The main problem is going to be getting them close enough to somebody they can actually hit! And before I forget it, once we split up again I must remember to pass some guns from the primary to the secondary team - gunner 1 can switch to an AR now I think, and the 9x19mm SMG will serve one of the other gunners well and will easily be fed. Let's see what loot we can freshly produce... As I've retired for the day, I'll make a fresh reply with subsequent edits tomorrow, for overall visibility.

[Updated on: Wed, 24 August 2016 04:40]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346735 is a reply to message #346724] Wed, 24 August 2016 23:09 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
I keep adding to this thread because I see new views every now and then that aren't from the editing or reloading the page and I still hope to get more game talk going, so please feel free to add your own experiences with AR or ask me to provide better/different info! Here we go with today's session (more edits to this to follow):

- just finished the first combined combat against 14 soldiers in E11, and ranger2 got two kills, while ranger3 got a whopping five (which wasn't easy to do btw) and hit lvl 2. Loot is pretty good: http://imgur.com/a/IiJN6 - first proper sniper rifle, ammo for my two M1 carbines, a NVG II, reflex sight, helmet cover mk I, more 5.56x45 than I used in this fight and other assorted goodies. I'll probably try and use up the new grenades with hvysnip2 and 3 (who have demolition and bombardier). The pistol is meh, but the AEK mp is undamaged and still better than a backup pistol for one of the gunners. The .45 MP I'm not hot about, that's not ammo that drops a lot so far and it's only range 16 with medium AP, too slow for such low range. Still no 9x18mm ammo drops for the pp-93 or AEK :/ Passed the sniper rifle to the primary team, ammo is precious and not to be wasted. The AKS-47 has ammo for a fight or three now and one of the hvysniper clones got the new rifle (the one that only had a shotgun before) with a couple of 30 round 5.56x45 mags. Second team is at ~145% weight already, and the patrol to the south moved away when I arrived (no houses to loot). However, I've decided against a reload as I'm only one sector away from Aldea with it's 23 defenders (http://imgur.com/a/Nrbsw) and ranger2 hit lvl 2 during the treck! As an aside, there is much more hiding in houses going on - tracking down all 23 on this map (http://imgur.com/a/Eg5BT) isn't going to be easy. Also, those fences often have holes, moving around them is not the safe bet it seems at first!

- after 10 kills they stopped coming towards this position (http://imgur.com/a/doBTV). As I had spread out kills to the new guys fairly well I decided to flee the map to the right for a save and immediate return. Things went well with one minor wound, although the last three refused to come out of this building http://imgur.com/a/vDLiM and I had to open the door without a safety net (grenades didn't manage to break the wall and I had no explosives). Thankfully lvl 7 RANGER managed to kill all of them in two rounds. Everyone but hvysnip3 is now level 2 and I recruited maddog for free who was added to team 2. Loot is pretty good (http://imgur.com/a/1AFUI) - 2nd sniper rifle, this time in 7.62x51 which is fairly easy to feed, ammo and nice bits and bobs. The 7.62x25mm ammo is welcome for the exisiting SMG one of the gunners has, too - oh wow, that has a 71 round mag? oO Now I'm off to explore the underground sector that can be seen in the last room pic!

- urgh, 4th death - that underground sector may be undoable unless I retreat a couple of times for a save. Still haven't seen all of it, but I'm getting an idea of the layout. Too many tunnels connect to the same rooms, so it's hard to find a spot that is safe for you. This last time I died when an elite got interrupt on a cluster of 9 merc and threw a stun grenade. This isn't much fun, but I suppose I'll only use the higher levels to sweep the level (with gas masks on this time) and leave all low levels except the gunfighters at the entrance. Hopefully that will be safe enough.

- it is not. Lost count somewhere around try 7 or so. Current status is the primary team with the two new gunfighters only, having saved once in between. But I'm getting shot up too bad and its getting late. Not sure if maps for this level would constitute a spoiler, maybe I'll take a bunch of screens tomorrow explaining why it's so troublesome.

edit: I'll post level pics tomorrow (I see a spoiler tag button), turns out this save doesn't show much yet. To tide you over here are 11 pics - 1 per merc, showing inventory and current stat/skill progress (you can see the bars behind the numbers) http://imgur.com/a/PHIsd

Other things I didn't mention so far:
- I realized the new accuracy value on guns early on, each gun has a positive or negative modifier. At first, all zero accuracy guns was a bit of a shock! Even the sniper rifle only has +7!
- what I realized only today: ammo works differently as well it seems, especially noticeable: match ammo only gives range bonuses, no accuracy bonuses. I'll keep an eye out for other changes. AP has 0.75 penenetration penalty, while HP has 1.5 and 1.7 tumbling damage instead of 1.00 for AP (at least 5.56x45mm does, I have no other available to check)
- also, the classic tactic of "barricading in a windowless building and have everybody aim at the part where the enemy has to turn around a corner to get a visual" tactic is subverted on pretty much any map I've seen so far. While there are more buildings overall, large windowless rooms are pretty much absent. Gone are the times where you could park 10 merc with pistols in the lower left alma sector and kill 80+ attacking soldiers in the same room... technically I've not seen alma yet, but the principle has held true for any sector I've seen so far. Fighting without jamming radio operators would be a nightmare btw, I'd call that straight up unplayable.

[Updated on: Thu, 25 August 2016 06:27]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346742 is a reply to message #346735] Fri, 26 August 2016 00:26 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
Finally done with that underground sector! Took two more saves and minor wounds all around. Those damn elites kept hiding behind corners and it was a toss-up whether or not you'd get interrupted!

Here the maps for the underground sector:

And here the loot, spoiler free: http://imgur.com/a/aZcwv - nice long range guns for the gunners, good ammo, some pants and other things for the newcomers. I've dragged everything up to the normal level, where I guess I'll establish another stash. Hopefully nobody moves through town and takes my stuff, I don't think I ever saw it happpen, but I'm deathly afraid of my ammo stashes being stolen, not to mention heavy weapons being picked up. I've decided to add maddog to team 1 and leave him behind in san mona mostly to repair stuff for future use and sale. This allows the combat team to travel more and cover longer distances before a return.

Next I attacked the sector directly to the east, where I landed in a bloodcat sector with 14 enemies during a rainstorm. Rainstorms are great for gunfighters with their low AP attacks and traditionally short range, and the new rangers managed to get a few more kills and ranger3 hit lvl 3. Last bloodcat got an attack in, but I survived at ~24 HP. Loot was terrible (only a pistol and a shotgun and some 9mm ammo), and after retreating to aldea I set everyone who could to repair. Still no 100% in sight, despite being undisturbed for the day. At around 8.30pm I'm preparing to attack to the south of aldea. Btw, aldea is only one sector away from cambria, and once I split teams again I might just try and march through the latter instead of around it, then swing upwards at estoni again. And something else I always forget to mention - I don't ever recall having trouble without flash suppressors, but night ops in AR play markedly harder without them as you light up your own position occasionally and invite return fire. I'm fairly well outfitted with them by now, but the enemy lacked them a couple of times in the last fights, which was very helpful!

We are at 37 progress now, and the queens researcher has just gone missing.

Uneventful combat against 15, loot only 9mm ammo and a pistol. But ranger 2 has hit lvl 3 as well, and maddog is now the only level 1 merc around as the lagging new hvysniper finally caught up. I have one more combat in me, to the west this time against 18 (map http://imgur.com/a/8BCzS), then it's probably time to retreat to aldea again, as maddog is already whining about not getting sleep.

Took a few tries, but they are dead and I'm unhurt (except maddog, who doesn't matter). Finally a structure on the map again, which provided a good half of this loot: http://imgur.com/a/vAIG3 - more attachments and armor, not much else. I've now retreated to aldea again and set everyone to repair, but shortly after a 12-man patrol attacked during daylight. I hit auto resolve while intending to reload, but everybody survived despite being shot up badly... Did auto-bandage and resumed repairing with some healing thrown in. Now it's 20.30 again and no patrol adjacent, my sign to retire for today and return tomorrow with a clearer head.

[Updated on: Fri, 26 August 2016 02:01]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346747 is a reply to message #346742] Fri, 26 August 2016 23:44 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
Some more AR specific observations I keep forgetting to mention:

- it's now almost day 24 and while the primary team is a real killer now and the second team is coming along nicely if slowly (and it still wouldn't be terribly effective on it's own), I still realize I would be hard-pressed financially if I relied even on the cheapest hires. They would all be around lvl 5 or 6 now, and income is pretty spotty still (note that I don't box in San Mona). I can't show a good pic of my san mona stash where I piled weapons for later use or sale (nobody in sector, it looks like this though: http://imgur.com/a/AtL1V - you can see a ton of pistols, which don't bring much money, and some long weapons, not all of which are for sale as I'm hoarding some advanced weapons and some all-rounders that will serve through the whole game. I keep collecting ammo I expect to use later, so that isn't for sale either, so while there are a couple of k laying around there, it's not enough to pay a team. You apparently can't sell explosives to the guy in the bar, he only sells.). My first abandoned AR game saw me taking chitzena with many cheap hires, and I hard a hard time holding the city for a full day (mostly didn't work, which means actual mine income is reduced accordingly, nevermind loyalty and held sectors). Milita was out of the question, as that would have taken money away from paying the hires and the mine didn't actually generate enough to pay that team... Considering I run with now 12 unpaid soldiers and still seemingly don't make a dent into the patrol density, I'm still baffled on how you would generate enough income to pay people right from the start.

- I'm not sure if it's the repair settings I use (only technicians and engineers can repair damaged loot to 100%, like some shopkeepers otherwise can IIRC), but I started with 4 IMPs and ira, and had two engineers and one technician, meaning a specialised repair team of 3 for a team of 5 (all night ops, so reduced need for sleep as well!). I would start moving to attack at ~21h and try to be back in town by 5-7am, for sleep and then repair until again 21h - and yet I never reached the stage where all my gear got repaired to 100%. After getting my 6 new imps I had two more engineers and then got maddog later, who is also one. *Still* no 100% repair in sight, in the last couple of pics you can see especially headgear not being even close (for some reason it comes after grenades it seems), and I think one of Ranger3's pistols recently jammed in combat since not even standard weapons get to 100%. At least armor is looking well across the board, and there have been no other recent gunjams. What I'm trying to say is that repair is a never-ending task, and I haven't even started thinking about repairing all the san mona guns for increased sale prices, which had been one of my earliest plans. The repair time consumption is another factor why it seems you never have enough time to clear out patrols enough to be noticeable.

- which brings us to the enemy count issue. While the primary team could now maybe do some smaller daylight engagements due to improved skills and gear, it's still fairly dicey and likely to result in major wounds, and night ops is the only conceivable way I can take on three or four sectors with ~15 enemies each without surgery (which is shit, because it uses up so much of the bag and I only have paramedics, so I only get 33% back. remember you need med bags for regular doc assignments as well!) or regen boosters (which I collect and not use, much like grenades - even with demolitions, I rarely see an unskilled auto burst not being preferable to throwing grenades - hell, aside from commando mortars I'm not a fan of heavy weapons including 40mm launchers either, the range is always shit and in 7609 only thermobaric grenades seemed worth your while due to the larger dam and especially blast radius. I guess the russian jumping grenades were pretty good, the standard isn't worth bothering with). The second team is now at the point where they can start engaging on their own (at night only), but likely will only manage one or two combats at most before having to heal up. Once I split teams and head back over to san mona maybe things change as I'll be fighting on two parts of the map, but so far it seems that every single patrol I take out during the night is replaced by the same time next night. Here is something I haven't seen happen ever so far I think: moving two sectors without running into a patrol! Considering it's day 24 and I've killed 610 soldiers in total so far, together with the repair and financial issues this is pretty daunting...

I mean, I can play like this and enjoy it, but I have to ask how you are supposed to take the pressure off. My only experience with taking a city so far played pretty much the same, and finances and overall time won't get more easy to handle if you throw in milita training... I don't really have a current plan. I like sweeping sectors with both teams, so I'll do that for a couple more days and then split them as described. I suppose the second team can try to take and hold drassen (which will surely be taken back a couple of times before I can train up milita), do the food quest and hopefully level up, and get dimitri and maybe manuel (the 5th rebel, who I hear is around drassen) to join. Then I have an unpaid team of 9 on that side and one mine going, and could see how that plays financially (i.e. how much money milita costs and how much over I would have for hires). But I have to admit, I'm currently not good enough to play the game as intended, at least not at expert. Any input from more experienced AR players on this is very much welcome!

edit: I've saved and let time go on, and behold, a patrol moved right next to aldea... reloaded and set both teams to match to the west, where they engaged the 14 enemies. Ira got shot up bad, but ranger hit lvl 8, and I looted a type 85, an ak-47 (too slow - 39 AP for full auto, 15 to draw? Pah) and a pistol. Good ammo, but I noticed I'm running low on standard 9x19mm which hasn't dropped much lately. I have tons in san mona, but that is a fair treck and back... I still don't know what to do. I don't think I can kill the hicks and turn that quest in before I got it in the first place, so to avoid unneccessary travel I think I'll do a bit of cambria while I'm here, and see if I can't get the quest opened. Which reminds me btw, I could not do the san mona rescue quest, as the guy didn't want to talk to my 4 IMPs or Ira. Had the same problem in the first game with many hires, and only Fox got him to open up (out of 9 mercs). I sure hope it's not because my guys are mostly aggressive or malicious!

[Updated on: Sat, 27 August 2016 08:39]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346748 is a reply to message #346747] Sat, 27 August 2016 09:27 Go to previous messageGo to next message
ratpaz

 
Messages:134
Registered:April 2015
Location: Italy
From what i understand you fight almost only at night and rest/repair/heal mercenaries in the day
i find day fights easier or better say less risky, since with sniper weapons and good camo the enemies will have hard time running toward me before i kill them.
but i don't rest on specific hours of the day, i move when i have to and fight at day or night if needed, i just equip almost every merc with a slow/high range/precision weapon for day fights and night gear with fast/close quarters/high rate fire weapon for night fights. Of course with that low strengh of ~50 is a bit problematic to carry 2 weapons, ammunitions, granades, armors, face gear and all the needed for every occasion and stay under 100% weight.

I don't know how with 2 engineers and a technician you can't repair all your stuff, maybe cause mechanical and dexterity are too low? usually i'm fine with a only a good repair man, like Wally for example he is cheap and good at repairing stuff even if he almost can't shoot at anything so a bit hard to level.
Keep in mind, weapons go fist, then armors, electronic stuff like head gear usually get time to repair and are repaired lastly, also equipped objects go first, so repair specific objects is tricky you can strip all your mercs of your stuff except the ones you want to repair.

About team sustenability, i don't know AR settings but if you find too hard to pay everything you can increase mines income a little... i know it may seem like cheating but just a little should not hurt, live only from loot don't seem doable to me, since even Tony will not buy stuff for more than 15k/day, and some days you may not get enough loot to sell. Selling to locals for only a 10% or even 20% is out of question especially without drop all feature.

Lastly you refearing to Angel quest? as far as i know aggressive have a malus when talking to people while assertive should have a bonus but leadership is the most important stat, if that quest don't open to you, try to hire a high level leadership merc even for a single day.
Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346749 is a reply to message #346748] Sat, 27 August 2016 10:18 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
Thanks for the response ratpaz, makes me feel less like posting into nothingness happy If you'll allow me, you noted that you haven't played AR yourself, and I feel a lot of my, for lack of a better word, complaints, are very AR specific. For reference, I feel comfortable running a 1.13 7609 expert ironman game *without* supersoldier settings to the end.

ratpaz wrote on Sat, 27 August 2016 08:27
From what i understand you fight almost only at night and rest/repair/heal mercenaries in the day
i find day fights easier or better say less risky, since with sniper weapons and good camo the enemies will have hard time running toward me before i kill them.
but i don't rest on specific hours of the day, i move when i have to and fight at day or night if needed, i just equip almost every merc with a slow/high range/precision weapon for day fights and night gear with fast/close quarters/high rate fire weapon for night fights. Of course with that low strengh of ~50 is a bit problematic to carry 2 weapons, ammunitions, granades, armors, face gear and all the needed for every occasion and stay under 100% weight.


I'm a sucker for automatic weapons, always have been, and I like night ops because it feels like you get to involve more of the team than just the sniper and a backup gunner, with everybody else being prone and firing single shots. Granted, you could say the same about my preference for gunners, and, once I got a handle on low sight ranges during night engagements, ambidex gunfighters (those double tap pistols are so cheap you can semi-reliably take down three redshirts in one turn, and low range is basically meaningless at night) - so I suppose this is different strokes for different folks. I'll consider making more use of the snipers, of which I have three in this game, and not give up any daylight engagement from the start. Let's see how that goes.

As for the low stats, I see it's a greater handicap than I thought it would be, but it was a deliberate way to offset a handful of unpaid soldiers that would end up fairly superpowered once levelling up, for the skill combos alone. The low strength means they basically are overloaded with armor, main weapon and backup small quick fallback with ammo supply for two engagements without ammo drops (running out in the third) anyway, and the best way to train strenght in my mind is too have them carry stuff around, I take that as an intended effect. Mind you, the first game I ran had sic hires IIRC, with better stats, and things weren't all that different then.

Quote:
I don't know how with 2 engineers and a technician you can't repair all your stuff, maybe cause mechanical and dexterity are too low? usually i'm fine with a only a good repair man, like Wally for example he is cheap and good at repairing stuff even if he almost can't shoot at anything so a bit hard to level.
Keep in mind, weapons go fist, then armors, electronic stuff like head gear usually get time to repair and are repaired lastly, also equipped objects go first, so repair specific objects is tricky you can strip all your mercs of your stuff except the ones you want to repair.


Well, starting was 50 across the board, but mechanical increases fairly quickly thanks to 75 wisdom, and dex went up almost 10 points for the primary team technicians. And engineers have a 50% repair speed bonus, so with up to 6 engineers alone and a bunch of technicians (25%), it's still preposterous I'm not nearly constantly at 100%. Although I have to admit I realized I didn't swap out repair slots for priorities either, i.e. drop never-used grenades to speed up repair on other things etc. And aside from headgear I'm actually fairly well repaired as I've checked, but that still means I only reach that level now, and still haven't started on repairing loot I don't use...

Quote:
About team sustenability, i don't know AR settings but if you find too hard to pay everything you can increase mines income a little... i know it may seem like cheating but just a little should not hurt, live only from loot don't seem doable to me, since even Tony will not buy stuff for more than 15k/day, and some days you may not get enough loot to sell. Selling to locals for only a 10% or even 20% is out of question especially without drop all feature.


All financial settings are as recommended in the documentation, meaning sell to locals at 20% and no drop all. I went with 75k starting cash, although my setup doesn't need it. Mine income is unchanged, although no mine runs out in my game and despite being scifi there will be no crepitus (I just want scifi guns). AR claims to encourage "living off the land", and that is certainly true, but as described I find it hard to see how to achieve a balance. I'm uncomfortable jacking up either mine income or sell to locals ratio, given the IMPs I'm playing with. Remember, I'm under no financial pressure right now at all, but I can clearly see how the game-as-it-is-supposed-to-be-played wouldn't work out given my current approach.

Quote:
Lastly you refearing to Angel quest? as far as i know aggressive have a malus when talking to people while assertive should have a bonus but leadership is the most important stat, if that quest don't open to you, try to hire a high level leadership merc even for a single day.


I had 50 leadership on all IMPs in this one, that should surely be enough? Level, if it matters, was around 4 at the time IIRC. I don't have Fox's stats handy, but I doubt she was significantly higher, and I did have six hires overall in that first game. I can dig up the names if needed from some previous post, but I thought it worth mentioning, because that's not a problem I ever had in 1.13.

[Updated on: Sat, 27 August 2016 10:24]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346750 is a reply to message #346749] Sat, 27 August 2016 15:49 Go to previous messageGo to next message
ratpaz

 
Messages:134
Registered:April 2015
Location: Italy
gimmehints wrote on Sat, 27 August 2016 09:18
Thanks for the response ratpaz, makes me feel less like posting into nothingness happy If you'll allow me, you noted that you haven't played AR yourself, and I feel a lot of my, for lack of a better word, complaints, are very AR specific. For reference, I feel comfortable running a 1.13 7609 expert ironman game *without* supersoldier settings to the end.



I enjoy reading you adventures, and maybe i'm not the only one, so keep up the story if you want
And yes, i haven't played AR yet, so i really don't know if there are important changes other than a revamp of the sector maps and dimensions/quantity of cities i should try it as soon as i complete my current game (playing with Arulco Folding Stock right now and i'm enjoying it)

gimmehints wrote on Sat, 27 August 2016 09:18

I'm a sucker for automatic weapons, always have been, and I like night ops because it feels like you get to involve more of the team than just the sniper and a backup gunner, with everybody else being prone and firing single shots. Granted, you could say the same about my preference for gunners, and, once I got a handle on low sight ranges during night engagements, ambidex gunfighters (those double tap pistols are so cheap you can semi-reliably take down three redshirts in one turn, and low range is basically meaningless at night) - so I suppose this is different strokes for different folks. I'll consider making more use of the snipers, of which I have three in this game, and not give up any daylight engagement from the start. Let's see how that goes.

As for the low stats, I see it's a greater handicap than I thought it would be, but it was a deliberate way to offset a handful of unpaid soldiers that would end up fairly superpowered once levelling up, for the skill combos alone. The low strength means they basically are overloaded with armor, main weapon and backup small quick fallback with ammo supply for two engagements without ammo drops (running out in the third) anyway, and the best way to train strenght in my mind is too have them carry stuff around, I take that as an intended effect. Mind you, the first game I ran had sic hires IIRC, with better stats, and things weren't all that different then.

Well, i have to say i liked the vanilla style where you always get the same hit chance even when your mercs are stand-up, but i have to admit 1.13 style is more realistic, also if you put a little obstacle before your gun you retain the bipod bonus and also you will have the cover from that obstacle, so is not always the case you need to be prone in day fights.
But yes night fights are more thrilling overall, you never really know where the enemies will show-up and if you will have enough time to kill them before you will get surrounded, or when you get lighted by a break light and need to run back on the darkness before all enemies on the sector will try to shoot at you creepy
About training strenght, yes being overloaded is a good way to train it along with health, but you mercs will move much slower between sectors, lose more stamina and generally is never a good idea fighting battles when overweight.

gimmehints wrote on Sat, 27 August 2016 09:18

I had 50 leadership on all IMPs in this one, that should surely be enough? Level, if it matters, was around 4 at the time IIRC. I don't have Fox's stats handy, but I doubt she was significantly higher, and I did have six hires overall in that first game. I can dig up the names if needed from some previous post, but I thought it worth mentioning, because that's not a problem I ever had in 1.13.

I don't know if level matters and i'm not sure if appearance have a role when talking to people, but since Fox is like a babe maybe people are more willing to talk to her!

[Updated on: Sat, 27 August 2016 15:56]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346753 is a reply to message #346750] Sat, 27 August 2016 22:30 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
Quote:

I enjoy reading you adventures, and maybe i'm not the only one, so keep up the story if you want
And yes, i haven't played AR yet, so i really don't know if there are important changes other than a revamp of the sector maps and dimensions/quantity of cities i should try it as soon as i complete my current game (playing with Arulco Folding Stock right now and i'm enjoying it)


Thanks, I will keep it up! As for more AR changes, I'm not too familiar with them either and this game will allow me to get a better overview of how it plays. This is my first post official 1.13 game, I haven't tried any other mods yet.

Quote:

Well, i have to say i liked the vanilla style where you always get the same hit chance even when your mercs are stand-up, but i have to admit 1.13 style is more realistic, also if you put a little obstacle before your gun you retain the bipod bonus and also you will have the cover from that obstacle, so is not always the case you need to be prone in day fights.
But yes night fights are more thrilling overall, you never really know where the enemies will show-up and if you will have enough time to kill them before you will get surrounded, or when you get lighted by a break light and need to run back on the darkness before all enemies on the sector will try to shoot at you creepy
About training strenght, yes being overloaded is a good way to train it along with health, but you mercs will move much slower between sectors, lose more stamina and generally is never a good idea fighting battles when overweight.


I have played with new chance to hit for a while now (as well as interrupt, which makes the bonus from night ops relevant!), and while it seems a bit harder early on, I prefer it to the old system. I'm not entirely sure why exactly, but I do. Good point re daylight fights, as I've said I'll try some and see how that goes. As for the weight part, remember the gunfighters are rangers, so I get considerable movement bonuses on the map. Of course, stamina loss is a general problem, but I don't think I would get more than one extra combat out of not running overweight, while missing out on str and health gains. I guess I'm somewhat committed to run overweight.

Quote:

I don't know if level matters and i'm not sure if appearance have a role when talking to people, but since Fox is like a babe maybe people are more willing to talk to her!


Fun fact that hasn't come up yet: all my IMPs look like babes, even the males big grin They are also german, have no handicap or predjudice and have veteran background (mainly for the 5% faster running). All the males have big bodies as well, which I hear allows some guns to be fired faster or something, I forget the details. Something about LMGs and standing up? Oh, I think they can hipfire those after moving standing up and don't have to ready them again, that was it!
Anyway, that alone can't be it. Also, I did check my team in that game (2 IMPs, Ira, then meltdown, grizzly, gary, igor, hector and fox), and fox doesn't have any personality things that should single her out. Her leadership is below 50 as well. Still not sure what causes that, but that's why I mentioned it, maybe some AR player knows. I'll also try again when I'm back there with the primary team, now that their level is higher.

For now I'll see if I can clear cambria once during the night. I don't expect to hold it, but with the faster in-city movement I am fairly sure I can mop up the static defense (all rangers run jam communications, so no reinforcements for the enemy) during the night and maybe do one more sector outside before running out of stamina. Depends on the wounds I take and the loot I find, of course.
Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346755 is a reply to message #346753] Sat, 27 August 2016 23:34 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
Combat update! happy

We start at day 23, 22h and move both teams to G9, the cambria sector next to us with 19 enemies. Adding to the weight discussion above, it takes the more overloaded team only 1h 16min to arrive, which isn't too much above the norm I think. I'll have to retract my "clear cambria once" statement already it seems, I'm on try 3 already for that first sector, which looks fairly familiar with a few more houses and inconvenient lights on them (see image here http://imgur.com/a/NzlfY). Both times I had a civilian kill, and the last time I got one-shotted by the fucking *last* enemy who refused to come out that shop's corner... The first 10 or so are fairly easy to kill, then it becomes tedious and I try to hold of on fleeing and saving - although I just might resort to that if this keeps up.

edit: which is what I did on the 3rd try - I managed to wipe out 18 without taking more than 5 damage and with using up tons of grenades (an unusual treat for me)... Didn't have the heart to have that ruined by the last guy in the same spot as described above, so I fled and saved. When I came back the last guy was out of the shop after all and got killed on the street. Gunner3 hit lvl 3 while opening all the locks, and loot is impressive http://imgur.com/a/1Ibvh (although I have to lament the lack of 9x19mm ammo again, as my primary gunner and the two ranger clones still rely on it. Time to keep an eye out for better pistols. I suppose gunner can just switch to the HK G36C in 5.56x45mm, but it's markedly slower and while there are ammo drops I still can't feed it atm if he has his usual central role in mopping up enemies.

edit: I've loaded up all my mercs and have to track back on the ammo statement. I've taken stock of both 9x19 and 5.56x45, and luckily I had some spread around, so I suppose all systems green. I've given the damaged spectra stuff to maddog, who stays out of combat anyway, and attached that sweet russian 40mm grenade launcher to the AKS-47 of gunner2 - it's the first launcher system for that grenade type I've seen so far, so this is pretty neat even if gunner2 has no hvy weapon skills. Next attack will be F9, which I've spied into and saw that it is apparently the same map as the classic one, a first. Was G9 even really different? I thought so, now I'm not that sure anymore. 18 enemies.

edit: managed to kill them without damage on the 2nd try. Ranger (the first one) had great fun sniping elites with his only mag of match 5.56x45 for the OA-93 and did most of the work. I'm sure this map is the same as vanilla, which is sort of a downer to be honest. Loot was meh, with some ammo and not much else: http://imgur.com/a/NPxEF that NVGII will come in handy, even though it will replace a 100% gen I on one of the mercs. Not sure if the damage to it makes it less effective btw. Next F8 against 19. See the sector map here: http://imgur.com/a/2AgWm - clearly reworked, but keeping the theme. I'm already dreading the indoor combat but my gunfighters are basically made for this. We'll see.

edit: this was enjoyable, I like this rework. Less single entry rooms and more windows. Only minor wounds when the last enemy, an elite, got the drop on three mercs. Luckily, his grenade did under 10 damage to each of them and they managed to kill him in return. I don't like looting this sector due to the loyalty problems if you steal absentmindedly in sector inventory view, but this time I'm taking what I can. The doc and nurse don't want to talk to me at loyalty 23, not that I care. Gunner2 has hit lvl 3 while opening locks (I like spread that out a bit among my techs), and I forgot to mention Ira hit lvl 5 one or two combats back. The loot: http://imgur.com/a/x09T1 Next stop to the south which should be G8 against 15.

edit: I'm done for the day, but here are new stat+inv pics (one per merc) http://imgur.com/a/R3bFv As you can see, ranger is already lvl 8 and in very good shape, weight aside. Gunner isn't far behind and has better physical stats (the lack of dex training on ranger is disturbing). The rest of the primary team is also well on it's way, not counting maddog. Ira improves fairly slow, but the new rangers are coming along nicely and will hit lvl 4 not too far into the future, which will allow the team to be more independent due to improved sight ranges and interrupt related stats. We are at 45/44 progress currently, and as one would expect ranger has the highest kill count with 288, gunner the 2nd highest with 181 and hvysnipe comes in third with 77 - and then it gets real low real quick :/ Out of the new team, ranger3 is ahead with 21 kills. Maddog has only one.

[Updated on: Sun, 28 August 2016 03:22]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346760 is a reply to message #346755] Wed, 31 August 2016 00:13 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
...and we're back! happy

- attacked and finished G8 on the first try, unwounded. Maddog got lucky and snatched a kill when we entered the map, then ranger did alarming amounts of the work. Managed to get gunner two or three kills, few chances for the others sadly. Used gunner2 with help from his canteen to open all locks in the sector, and he managed to gain one strength, one dexterity and one mechanical. the loot: http://imgur.com/a/WCEnr It's worth noting how valuable checking containers is in AR, one pistol, one MP, one AR and one rifle were in cupboards, as were the helmet cover, pistol suppressor, rifle LAM, TIMS pack, camo shirt *and* magazine for my M1s! Picked up quest for missing Joey and spoke to what I assume was one of the terrorists (a woman. I don't usually do that quest, and I haven't yet seen the guy that starts it). I like the LBE vests, but only the 106 one is any good, I tend to rely on that large right slot for gasmasks, and all those other vests have zero large slots there. Decent ammo, I use a bunch of that, a med kit... This isn't special, but it's pretty good. Time to outfit, this may take a while.

- did mine sector against 14. Very similiar map, plays about the same. Managed to get the newcomers a few kills. Maddog managed to miss a fallen down soldier he was adjacent to... Anyway, if you want to see the new building layout, click here http://imgur.com/a/pu5oR (the rest is wilderness). Loot: http://imgur.com/a/fLAds - ammo, and not really anything else. I can switch out the headset against a damaged one, same for the gasmasks.

As I've now reached a good 150% weight for everyone, with an outlier at 180%, I'm not sure what to do and may leave it for today again already. I was thinking of abandoning the city and making a swing through estoni on the way to san mona, where I intended to take stock and outfit everybody with the best stuff I have and hopefully do the angel quest for a level up... However, I *am* already here and the city is currently clear. Probably could try and make a stand, especially in the real hospital sector where there are big enough windowless rooms to defend in... And then again, cambria tends to ges it in the neck from every single direction even in normal 1.13 games, I'm guessing this will only get worse in AR. BTW, I get (in theory, this won't last until daylight) a little over 3k at 37% and all sectors held, which seems fairly standard. I can see 16 each to the east and west, and 22 soldiers to the south (where I assume the SAM site still is), and I also just rememberd I need to check the boxes at Estoni. I *think* I ordered something once when the city wasn't mine anymore already, and I want to see if its still in the crates (no chance of shipments lost or things stolen by that one guy). What confuses me is that I never got an email, but I can't tell if thats because the shipment got taken or because it got lost in a reload or something.

final edit for this post: I'm leaning towards a defense. Any other sector would be a nightmare combat in daylight when troops start amassing (depening on number even at night), but this (http://imgur.com/a/td4sy) is a kill room if I've ever seen one. Park everyone kneeling, facing the single-space door with pistols out and make sure elites get hit enough by high levels before you try out spreading the kill to weaker ones (if you get more than 1-2 misses with lower levels, they tend to get an interrupt and screw you. So I usually headshot elites right away with my highest gunfighter while redshirts usually are more forgiving. I assume here AR plays the same, which I have not observed yet). Of course, that's not the mine sector so trying to establish milita may chew up my cash reserves... Another problem I've seen in 1.13 is that enemies may leave that sector alone and only make sure to take the mine along with the road sectors and not actually shell themselves against your mercs waiting up there. We'll see. It seems like the time to try and hold a city has come, I'm getting antsy with one merc already at lvl 8. And I can move all items to the hospital sector and try and make a new stash there I guess, might as well.

I've thought about attacking the eastern and western patrols, but I take 1h 47min for travel to the east alone and will likely arrive considerably weakened in terms of stamina. I may give one patrol a shot, but at the very latest then I'll go to F8 and start moving items there. Oh, and I should probably try and activate the hick quest, which of course didn't work during the night!

another edit: I lied, I had to play on once it went well. split up the teams and put team 2 in the kill room and assigned repair, healing and moving items while team 1 hunted down the eastern and western patrol before retreating to the kill room and also assigned jobs, including two milita trainers. Managed to get through the whole day undisturbed, at at precisely 21h the first counterattack hit my sector. I had to reload a few times to properly postion everybody, seems that most positions north of the door could be spotted from outside but once I had both teams on the south side of the door it was smooth sailing. The enemy got reinforcements once, but we ended up wiping out all 27 (largest battle yet) without leaving the room. Managed to get ranger2 to level 4, ranger 3 is close and I gave the last few kills to the new gunners. No primary team member killed anybody, which was easy to do. Loot has been considerable, with almost the whole town loot concentrated here with the exception of the mine sector which holds a bunch of weapons the primary team was carrying before I decided to hunt down those patrols. loot pic: http://imgur.com/a/JYRd0

this is finally it for today happy

[Updated on: Wed, 31 August 2016 05:34]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346764 is a reply to message #346760] Wed, 31 August 2016 23:05 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
Aha, this is more the JA2 I know and love... Current strategic map: http://imgur.com/a/rEDCC - I was wondering where the mass enemies were, and here they are. The SAM sector has swelled to 60 enemies, and there are 20 each to the east and west of the mine. As you can see, I put all rangers and gunners into an attack team while the rest stays back and heals and repairs. I figure it's still early enough for me to wipe out the east and west (provided of course they don't move away), then use the retreat-to-save to try and whittle down the 60. First things first, lets test if the 20s move.

- took out the east first (they moved to attack the mine, the other side doesn't), on 2nd try unwounded. Nothing good as loot aside from some ammo, a better twaron pants I switched for a damaged one, and a new NVGII I carry back for the other team. At 0:25 I'm on the move to wipe out the western 20, ETA 1:48am - for some reason this takes longer than I thought.

- oof, this was a lot harder. Had to retreat-save at 10, then had to try at least four times to take down the rest. The loot is finally classy: http://imgur.com/a/r7Nff - that's a few interesting weapons with attachments, and a whole boatload of 5.56x45. Noteworthy: I start having serious trouble doing damage with the 9x19 SMG (although it's so cheap to fire it barely matters) and all pistols (that includes the .40 S&W ones!. Before trying to do anything with those 60 to the south, I'll probably spread all my 9x19 AP (of which there have been recent drops) around. If it takes three gunfighters to take down an elite, one must adapt.

- that's a lot less AP ammo than I thought, hm. Oh well, can't be helped now. Everybody is resupplied and my ETA is 5:16am in the SAM sector. I'm looking forward to just how messed up that is going to be... Forgot to mention ranger3 hit level 4 as well, and gunner is the 2nd IMP to hit lvl 8.

[Updated on: Thu, 01 September 2016 00:29]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346765 is a reply to message #346764] Thu, 01 September 2016 02:00 Go to previous messageGo to next message
ratpaz

 
Messages:134
Registered:April 2015
Location: Italy
judging from the number of enemies look like you triggered Cambria counterattack, it's weird only the east side attacked you, anyway it's good to hear you managed to push away the first 2 enemy hordes.
Good luck with that big one on the south.
Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346766 is a reply to message #346765] Thu, 01 September 2016 02:21 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
Thanks ratpaz happy

I'm not sure about my counterattack settings. I *know* I disabled the drassen one, but I think depending on progress I still get them on every city later (considering I hit 47 earlier, that is probably active). Something to do with aggressive AI IIRC?

As for the 60, I'll tackle them next session. I expect I will have to flee a couple of times, and I still hesitate to commit to the retreat-save trick (which would technically be fine, but I spend no time or stamina actually travelling, so it *is* a combat save in an ironman game) - but I don't see how else I can deal with this particular situation. If I don't cut them down to at least 20 (I may not want to actually conquer the sector itself, it might trigger another attack IDK), they'll combine with the patrols for mass attacks (or at least they would in 1.13) and if I stay holed up in one sector retaking lost ones by nightfall, I enter that vicious circle of neverending combats I had in the first game in chitzena, where patrols etc get reinforced till kingdom come... Btw, in order to keep this combat team working I can basically not sustain wounds at all before the last retreat, stamina and carry weight take huge hits once you are wounded (not talking about stat loss, it's something else) and with base 50 that means mercs are nigh useless when wounded badly. Also worth mentioning, the loot I had to the east and west is pretty much combat only (with some very few items left over from previous engagements), which especially in the last combat with the plentiful 5.56x45 was quite surprising.

edit: I've not mentioned this before, but I keep thinking about it - base 50 for stats has direct influence on starting gear. I used to use 70 as my lowest in 1.13 (and skill combos still forced higher min stat values), and at the very least gunner and ranger both got decent and long-term valuable MPs. One of them, ranger I think, got one in 10mm (which is hard to feed, but works well with single shots), but at least gunner had a 9x19 one, which is a considerable advantage over the 9x19 and .40 S&W pistols you start with at 50. I'll try and get this game as far as possible to see how AR plays and think long and hard about a new game's settings.

[Updated on: Thu, 01 September 2016 04:22]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346784 is a reply to message #346766] Thu, 01 September 2016 22:35 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
Tackling those 60 will probably take most of this session. I'm on the 6th save or so, with 40 remaining. I also just sustained the first major wound, which I've decided to take as I had managed to kill 8 in a row.

This map makes me regret not bringing the snipers! I'm short range focused with this team, and it shows. I'll drop some screens later, but for now just know it's a large compound wrapped in double fencing. The middle part contains those tank blockers, and at every corner (plus two more at the gate) there are lit mini "towers" which seemingly always have people on the roof. I'm not cutting holes in the fences yet, as there are too many enemies on the map and I would like them to come out of the gate mostly - of course, that last wound stemmed from the fact that I got elites from three sides before I fled - so I'm sitting at the lower map edge and hit and kill what I can. Running out of shotgun slugs and 9x19 though, and gunners SMG is down to like 85% or less and might start jamming soon. To save on weight I didn't even bring his HK that used 5.56x45, damn...

here are the screenshots for the SAM site map, don't click if you don't want to be spoiled: http://imgur.com/a/SXWJ7

further edits:

- fleeing again at 33. You know, I *thought* I was crazy when suddenly elites popped up right behind me on the map edge, but now it's confirmed - I think not all enemies are on the map at the same time, similar to milita reinforcements coming in after some time/deaths. Anyway, I saw three elites pop up out of nowhere right next to me. Gunner looted a G36C (?) and a mag from the battlefield and will use that as he just ran out of 9x19.

- despite looting from the battlefield I ran out of ammo for too many people and fled one final time at 23. at ~7.15am I am back in the kill room sector. Only one toolkit, so repair will probably be minimal. I'm only training milita in this sector, which is probably too slow and I'm considering spreading out a few guys that don't have any real jobs.

- spread out to 4 sectors and stopped at noon to pick up the hicks quest, as the shop now has open. First 10 milita are done, and I bought a mkII helmet cover and a toolkit at the shop and set one more guy to repair, even though there are only two guys in the sector. Let's see if the enemy comes knocking before dark.

- a test run shows that I can last until morning the next day, but then 35 come to attack the mine, which I can't fend off. Seems they are all from the SAM site sector, so I reloaded last quicksave at 23h and intend to attack again to take the pressure off. I think this time I'm bringing the snipers.

- this is much easier, if still no cakewalk. I'm down to a staggering 7 and have half a mind to take the sector after all (this took like 3 saves btw), although there is a lot of light everywhere and I probably will have to cut open the fence if I do. Plus, despite the rework there is still one windownless building (in roughly the same place too) in which I expect the last few to hole up, but we'll see. Someone gained a level, I forget who.

- cut a hole in the darkest part of the fence and moved through, taking out all but three of the last enemies. One was on one tower and shot up gunner before dying, the other ran into the full team sitting outside the windowless building. The last one was sitting in the room you already know from vanilla, it's only the outer part of the building that's different. He was in the middle room, so I openend the door with gunner and all three rangers behind him with pistols out. This sector is now clear! Loot was very nice http://imgur.com/a/OXeSp - although one has to remember that some good parts come from containers and this is supposed to be the drops of nearly 80 soldiers! But I like the russian 40mm launcher (the gunner with the AKS-47 used up his grenade and put foregrip back on), and there are the first jumping grenades! Sweet, those have an awesome burst radius and do tons of damage. I like the M4A1, but the HKs I'm not too keen on, they have quite large reticules I think. Since this sector also has a kill room I could consider trying to hold this sector as well, but I don't want to split the teams and there is no repair kit here, so I guess I'll load up and return to cambria to train milita and get some repair and heal in where I can.

- had one counterattack by 10, which was satisfactorily auto-resolved by shifting milita around and retreating the training merc. It's 21h now and the SAM site has very recently taken by 12, and there are 19 to the west of the kill sector and 10 to the northeast. Maddog is finally done being healed for dex damage.

This is going to be all for today.

[Updated on: Fri, 02 September 2016 02:18]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346794 is a reply to message #346784] Fri, 02 September 2016 22:35 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
- by the ~10 minutes it took to have my team set up, the 19 to the west had moved away, so I headed for the 10 in the northeast. Wiped them out, but hvysnip2 got shot down to 15 health, so I gave him a regen boost. Loot was two M24 sniper rifles with 10x scope and a decent AR in 7.62x39mm. Now that I'm back in F8, the 19 are back and I'll try to catch them. The SAM site has increased to 23 again, so that will also have to be dealt with. Worth noting: the recent retreat-save abuse has brought loyalty down a fair bit and I'm only now at 41% again after the last save-free engagement. I don't need the money yet (so far milita works out well enough and doesn't cost the world), but it's certainly a factor for paid teams.

- plans to catch the 19 had to be abandoned as I had 10 attacking from the SAM site once I was underway. Reloaded and positioned mercs (this took three tries or so, first two times they were too far away and milita got slaughtered. Ended up parking them half a screen up from the bottom in the center, where they took out 9. Maddog got shot, that useless lvl 1 bastard. Pleasing drops: http://imgur.com/a/ZGcdv - that battle scope is rare for me, so it's very welcome. I might use this LMG later and the rest is for sale (eventually). As you can see from this strategic map shot, there is still lots of work to be done http://imgur.com/a/6gkoL - those 19, and 10 soldiers twice, with 12 holding the SAM site.

- this is questionable luck. I observed the 19 and 10 would change places, so I headed out for G7 instead of F7. As it turns out, I arrive exactly when both are in the same sector. Fighting 29!

- oh, this was *great*! Wiped them out without saving, although I took two wounds for ~14 HP each. For once the farmhouse loot was meh, a medkit, the grenade launcher and the dart gun, the rest is all drops: http://imgur.com/a/JOSeJ - nothing too good, but this is good for sale and replenishing ammo. It's been a while since I had reason to complain about the lack of long gun drops! Both Hvysnipers gained a level (3 and 4 respectively), Ira got kills in. I feel pretty good about this! Wort noting: I've exchanged armor over time and am now using at the very least Zylon vests with twaron leggings, but a good number of people already have spectra or dyneema gear. The drawback is that it's very badly damaged overall and in need of repair. Which reminds me, ranger had a gunjam with his OA-93 last combat which suggests need for repair as well, and the more frequently used ARs/SMGs are also noticably damaged. Currently back in the hospital sector and not sure what to do. It's shortly after 2am, I'm thinking either SAM site or take out the 10 to the north west.

- left maddog (who can't hit anything despite 90+ dex and 68 mark) to repair in the hospital sector and took the others to the 10 NW. Blergh, this is that gas station sector I've seen before. I don't like it, too many lights and indoor hideouts *plus* a large flat roof you can barely approach due to the lighting setup. I can see a patrol of 9 to the west of here, but I just got sleep complaints for a few so this will have to be the last fight tonight.

- managed to get them all, which was slightly easier in general when coming from the south, including the last elite on a rooftop. Loot is okay, nothing great, but it reminds me that maddog is currently fixing that fully automatic shotgun with rod & spring I looted a while back. I hope one of the rangers gets some fun out of that one. Gunner 3 hit level 5, and people are too tired to travel back so I have no nap here. Another gunjam on ranger.

- finally could travel and spread out again for max milita training (two trainers per sector). Also bought another used toolkit and mkII helmet cover from the shop. there are currently three people repairing, all in different sectors. The rest of the day passed uneventful and milita increases nicely. I'm considering training through the night and next day, for repair if nothing else.

- day 29, 15h - cambria is full of blue milita. I think my settings allow elite milita training, but only after the max delay which ironically is 30 IIRC. We saw a number of attacks by patrols, but retreated all mercs and milita did the work with permissible losses. Maddog hit level 2 while repairing, while one of the gunners went a bit mad it seems. He was repairing in the sector with maddog after all, but suddenly I kept getting "my work is finished here" which stopped the timer. So I sent him to another sector where no repairing had been done yet and got the same thing a few more times. As I've just now pulled them all together in the hospital sector this barely matters, but I was very surprised. Ended up repairing until 20:30 (armor still so-so but guns are mostly done), then saw the patrols gathering again: http://imgur.com/a/U8v4E - I set up the primary team once more and left Ira to the secondary, with maddog staying behind. Will have to test out the timing again, but I hope to get the western one before I march on the SAM site to prevent counterattacks. I also feel like killing the hicks to improve loyalty and hopefully level a few mercs (maddog is going to come along for that one), which brings us to income: I get about 6k at 71% loyalty, and all the blue milita only costs 1.7k, so this is going well. I feel like I want to fortify the SAM site with milita as well, and then later actually reconquer estoni and do the same there (all of which only costs money, but the SAM site is a spawn/meeting point for the enemy I want to take out, and if I take and hold estoni I can finally buy stuff from BR and I *still* don't even have large holsters for my gunfighers, meaning I can't use pistol suppressors - oh, and we are at 62 progress, so I should have a great selection as well!).

- wiped out the small patrol to the west with the primary team only, but this turned out to be a bloodcat sector as well and gunner took high damage twice from cat attacks, so I gave him the 2nd regen booster after bandaging (which didn't restore full health btw). I think I was in a bad position as some enemies got a shot off at hvysniper (one of which connected as well), and I think I should have always had the drop on them with two lvl 8s. Was too focused on getting back to team 2 and hit the SAM site together before a counterattack could come and actually forgot to loot... Oh well. SAM site holds 29, and there are new 9 to the east of it. For some reason I lost a little loyalty in cambria, and my milita upkeep has risen to slightly over 2k, which is nigh incomprehensible as there haven't been any changes to their number or experience.

- wow, this was an amazing fight! No saves either, took terrible wounds on three though. loot (combined with previous loot however. I only know the mp7 is new for sure, because that's the first I saw so far): http://imgur.com/a/lh10U - awesome fight! Coming from the north is trouble as navigating past the lit tower areas is pretty much impossible, at least in ironman. Had a few people with rifles outside and hit the upper two towers at different times, then provided cover for the mercs that cut a hole in the north fence. Moved in the gunfighters and a few others, then set up shop behind the windowless house and covered both sides. However, those houses are connected by corridors that, like the adjoining houses, have windows on the side I entered. Ranger got shot up bad here when an elite caught him moving while looking out. Eventually I worked myself around the fence counter-clockwise and kept in the dark as much as possible. Making sure to have multiple mercs covering the advance ranger at all times and from different angles payed off and I managed to catch a good number of them in the crossfire when they attacked or fled when being shot at by ranger. Ira and hvysniper got wounded outside btw, both of them got caught by shooters on the towers (Ira twice!). Those are quite difficult to deal with, although I might be doing it wrong. Once gunner took a path through light instead of shadow during group movement and triggered the tear gas attack in the room by alarm, but he didn't get shot at and managed to rush into darkness. This last incident was probably the reason why the last enemy wasn't inside the windowless command center, ranger took out two elites at the gate with his OA-93 - which btw jammed again. One of the most enjoyable combats so far.

I think I'm done for the day again - enjoy having some other thread on top of the bears pit until tomorrow, when I start a new reply big grin Btw, I'm really sorry about that spam, but I'm limiting myself to one post a session. Hope this doesn't annoy too many people.

edit: I had one more in me while testing out how the day would play... Stayed in that sector and repaired (luckily, there was one toolkit) and trained milita. Got 15 green ones up and running, then suddenly a mass attack by 80 (!). I wasn't going to play seriously as I was low on ammo, but went with it for a while - and then it worked out! All milita got wiped out without a single kill on their side, and all 80 shelled themselves against my soldiers in the windowless building (AKA kill room #2). My ammo problems were alleviated when I found out my hvysnipers could reliably headshoot those coming in the door, at least enough so my combined 11 mercs could take anyone down. Spread out kills and got a few guys new xp levels. Marksmanship increased also a bit and I'm not sure what else. But this was amazing, and now I'll train milita again - as I presume, in relative peace happy New combined SAM site stash: http://imgur.com/a/2anqx

- might as well add it today: I ended up repairing until the SAM site had a full set of blue milita (btw, yes, I can now train elite milita but didn't) and it's now day 33, almost 23h, and I'm arriving in estoni in a moment (ingame, this time I'm really stopping) with both teams. There are increased patrols around cambria and the SAM site, but the milita should be able to deal with this. Maddog repaired most of the guns I packed him with, so I set him to train leadership (it's only 8 though, so it's going to be a while until he can train loss replacement. I think my minimum is 25 for milita, and he won't train a full set of 10 either). Estoni is filled with ~18 twice and has large patrols adjacent, but I'll try and kill what I can before I try to fortify here. In any case, I'll be holding the airport and order stuff I usually don't find while I'm here. There is nothing I want quite as much as large holsters! I've also given one neostad to one of the new rangers instead of his normal shotgun, the mag size is bigger, the draw AP lower and it has +5 accuracy while his standard has +0. Maddog has a nearly repaired one for the other ranger as well, back in cambria. all currently know patrols: http://imgur.com/a/0BJ58 - have a look, it's impressive!

I'm doing well still with the 9x19 and .40 S&W pistols after all, but at some point I'll need upgrades, and two-handed long range 5.56x45mm pistols like the CMMG would serve me well despite the recently acquired neostad shotguns as the shotguns and slugs tend to weigh a lot and still have shorter range. I used to do dual FN-57s on gunfighters by this stage (progress 70 already; those would be range 13 pistols with the lowest AP cost in 1.13), but that's not ammo that drops so far and very expensive (even though it's a killer, especially in AET). I already know that BR shipping costs have roughly tripled as well, and I already regret playing without boosting the quantity to max... The M1 carbines will have to go, they are cheap in terms of AP, but they only have like 20 range, and I found myself outside effective weapon range a bunch of times now even at night, especially when trying to take down the guys on the towers in the SAM site sector. I'm still liking the mini-14 that serves one of the hvysnipers well, and I have a bunch of those somewhere. One thing I keep forgetting to mention, I don't do much with camo and all my armor is selected for maximum coverage. There is a coverage value for all armor pieces, and from my understanding this means that you have a 100-coverage=% chance a hit bypasses all armor and does full damage. Hence, dyneema leggins with 90% coverage are sought after, while dyneema helmets only provide like 65 and are abandoned in favor of spectra. Dyneema and spectra vests are pretty much the same IIRC. Everybody who hasn't got a spectra helmet yet (even a damaged one) has a kevlar one, as it has better coverage than the green, steel-type ones have, even though they provide camo.

Made an extra save and ordered from BR, considering I intend to take and fortify it now. Committed ~70 out of 86k, 2 day delivery (11k for that alone!). Ordered two CMMGs, two large holsters, three MOLLE large thigh rigs with 3 russian large holsters (those should attack to the MOLLE rigs), two utility vests, one german flecktarn (some of this gear is assumed to be useful, I may have ordered some excess items that are low cost before checking if I really, really need them), 3 mkII helmet covers, 6 camo shirts, 3 5.56x45mm C-mag adapters, one 7.62x39mm drum adapter for the gunner who uses the russian ARs, 300 .40 S&W AP rounds, 5 trigger groups, 2 AR suppressors, 5 flash flash suppressors, 3 retractable stocks, 2 rifled shotgun chokes I hope attack to the neostads, 2 grippods, 3 toolkits, one NVGIII, 6 (!) NVGIV, 2 sun goggles, 9 medical kits, 2 russian jumping grenades, 400 rounds of 9x19 AP and 500 rounds of 5.56x45 match. Most of this should serve me well, if not downright upgrade me, and I assume the "2 business days" will be over before I manage to train two sectors of blue milita.

[Updated on: Sat, 03 September 2016 05:10]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346809 is a reply to message #346794] Sun, 04 September 2016 04:58 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
- I've taken both estoni sectors in short order without saving, and with the familiar, now common loot of a few long guns and regular ammo, with the usual grenades and armor I sell to locals. Some more spectra pieces got passed around, there are still spots to fill. There were 20 additional enemies to the west of the upper estoni sector, which I attacked next. A narrow, woody map with two small structures, this one is quite hard to do in ironman IMHO. Very hard armors, I spent three rounds killing a redshirt with 9x19 and had other low impact hits (<5), but on the 3rd try everything went well. Formidable cabinets held tons of grenades and three long guns: http://imgur.com/a/Y1J9O - also my first 5.7x28 ammo drops and c-mag adapter. With access to BR shipping once I fortified estoni, I must remember to swing by cambria to pick up the sniper rifles I left there and transition away from the rifles - at this point, getting ammo for them is no longer a problem. Oh nice, that belt of 5.56x45 is match! And first AET ammo drops as well. There are an additional 18 to the NW of upper estoni, and while that sector may be faster to travel to (the one below me is wood) I know there are more enemies around to the south, and I could enter the city with one square trip only as well. Carrying all that good loot into the next combat is going to be taxing and time-consuming, but this is not to be left behind!

- scratch that, I can't actually travel straight up to G5, it's one of those weird ones. Downward against 16 in only 1h15min it is! Gave the knight sniper rifle to one of the heavysnipers, who had a fairly bad rifle (HK SL8) that left him out of the action mostly.

- killed the 16 without incident (or, despite farm houses, interesting loot). Heading down again against 19, which will probably be the last combat even though I can already see another 20 below them, as I've just gotten a sleep warning. Hope I can manage travelling two more sectors after this, I wouldn't want to sleep outside estoni this time. I've avoided making holes into the airport fence and I'm pretty sure despite rather open terrain I can bottleneck attackers at the gate. Primary team has two lvl 6s, one 8 and one 9 (ranger), the secondary has level 5 across the board except the two hvysnipers, who are level 4. Some of these are going to level again soon, so this is getting easier all the time.

Today's session was short, so no never-ending edits this time.

[Updated on: Sun, 04 September 2016 05:01]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346863 is a reply to message #346809] Sun, 11 September 2016 01:43 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
Finally back after a while off! We are continuing directly from last time.

- wiped out the 19 unwounded without saving on the first try, very pleasing. The knight sr-25 served very well and makes headshots vastly more satisfying than mini-14s etc, which often enough require another shot. I keep forgetting about this, I have the feeling weapon skills have a higher influence in AR compared to 1.13 - can't be sure, but shotguns felt that way, pulling off respectable range shots even with bad stats, and this sniper rifle also feels more impressive compared to the regular rifles the snipers have been using (which they only get half the bonuses for compared to sniper rifles). Even low dex/mark gunners do well with full auto, while comparable non-auto skilled mercs miss vastly more often. Note that the new accuracy modifiers are the only gun-related changes I can see, so I suspect the rest is the effect of traits. I could be wrong, but it feels more pronounced. Anyway, loot was fairly typical: three long guns, ammo, a bit of armor, grenades, the usual. If I hadn't just ordered to estoni, this tool kit drop would have been welcome. Gave the new Dragunov SKD (?) to one of the heavysinpers who is running out of M1 ammo anyway. If I find another, no need to take the (admittedly short) trip to cambria to get those sniper rifles. Way to the east is free at this time, and then I only have to move upwards and am in estoni - assuming I can reach it without falling asleep!

- I could, and moved everyone into one of the hangars inside the airport. Sent the two new rangers, who need the least repair, together to the south sector to train milita there, selected the same for this one and set everybody else with a tool kit to repair. Hotdamn! My shipment is already here (~13h), wasn't this faster than two business days? Well, I'm not complaining. The first shipment I ever did talk about in this thread (that I *may* have not actually made bc I reverted to an earlier save, or *may* have been captured after the town got taken back) is nowhere to be found btw. Unfortunately this was not the time to finally investigate MOLLE LBE, the bloody russian holsters don't go on the thigh rigs and and have no ammo slots. Might still use them if they can take suppressed pistols and just put the ammo in the vests - only have two of my favourite, the large holsters, and rangers have enough slots on their vests (remember, they all are radio operators, so no backbacks of any kind). Actually wasted a fair bit of money by not checking my order properly (too many c-mag adapters, wrong stock, nothing takes grippods, rifled chokes don't go on neostad etc) but this will work. Cambria SAM site got attacked by slightly over 40, but since they get help from cambria mine it was 37 against 4X and I got away with only three losses! First two milita waves in estoni at about midnight.

- day 37, ~20h. Estoni has been fortified over the last days, cambria has seen negligible attacks and I'm fairly well repaired for once, if still not quite at 100%. Milita costs have rised to 3.2k, but are well under control as I'm earning cambria's full 8.4k. I'll order some more large holsters while I remember it and then set out to find enemies - sadly, no patrol adjacent atm, so nothing obvious presents itself. Maddog as reached 15 leadership by self-practise by now. BR overnight order for 24 out of 31k - large holsters, the other type of stock, 3 compound 18, 1 NVGIV and 2 NVGIII, 4 pistol suppressors, more rifle slings and one PSO-3 scope for the dragunov. Btw, I've never done this before, but I gave the last hvysniper (currently) without sniper rifle the mini-14 and attached a trigger group. Can't wait to use it big grin In other news, one of the new rangers is now running with pistol suppressors and one of the CMMGs as backup (annoying, the OA-93 only has one less range and is quicker, I thought it was the other way around), while the other uses the starting shotgun with rifled choke and slug (still dual 9x19 pistols, but AP ammo only starting now). With a folding stock that arrives tomorrow, it should be superior to the neostad - with one possibly important distinction: the baikal only has +0 accuracy, yet the neostad +5 (this is quite high, the highest I've seen so far is +7 on a sniper rifle). Will have to test out which is better.

- picked the next strategic target instead of the usual patrol hunt and sent everyone towards tixa, game saved 30mins before the 2nd team arrives in the sector at 2.30am (team 1 is already waiting, coordinating simultaneous arrival). Got sleep warning twice on people, I suppose this will be the only fight tonight, what with the [presumably still there) underground part which will probably take a bunch of tries and wounds. I hear you can train milita in all cities now, including tixa, so I'll probably try that with my current money supply - another meeting point denied to the enemy, if successful, and I have the cash. what threw me for a loop was getting the email for the BR delivery at 1am, but now I think I remember the AR documentation mentioning something about delivery times as well, I assume it's a feature. Here is something I don't remember doing ever before - instead of all jamming, set two radio ops to eavesdrop, one to scam comms. Tixa holds 20, but there are 15 above it so I hope the enemy gets called in and I can wipe them off the map at the same time. No mortar attacks though please! If I pull this off (and I should really be able to, even though it may take a couple of reloads) I hope I can still count on getting dynamo and shank for bascially free, so I can send one permanent engineer to san mona and have a spare guy for estoni perhaps. I've spied into the tixa map before ending the session, and it seems virtually the same map as in vanilla, one additional garage in the gate area aside. Sort of annoying, but doable, and I'm coming from the west so I can easily set up shop in front of the gates (and don't have to travel through light cones at the edges).

[Updated on: Sun, 11 September 2016 03:39]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346876 is a reply to message #346863] Mon, 12 September 2016 00:59 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
- done with the surface level on 2nd try. Ira took 51 HP damage, but otherwise everyone is fine. Managed to take out the 15 "helpers" as well. Confusing, some grey shirts that moved in the civilian turn and all but one were hostile. The only non-hostile one is still walking around, he's unnamed and has no dialogue. Dynamo was willing to come along right away, none of this "wait an hour or something" nonsense. Loot is quite excellent: http://imgur.com/a/jTWtb - a good half of it is from containers of course. Worth noting: the interior layout is quite different, with the cell part having different corridor connections. There are also fewer spots where someone can hole up with cover to three sides, as additional doors and windows allow better ambushing, making indoor combat less of a toss-up. Time to check out the underground sector! Oh, and after my previous gushing about weapon skills, this was a fairly terrible affair where gunners were concerned. 11 damage for a 7-round auto fire is embarassing, especially if it keeps happening :/

- I hate underground sectors, I really do. Finally made it, but it took all in all five saves I think - I really lost my patience trying to pacify the map and flat out retreated a bunch of times after killing one or two in the entry room when I kept getting killed trying to do it properly. It's a new layout, only the entry area is pretty similiar to the old one, but there are too many campers and jerks who inexplicably can fire through the windows and hit you, while your own 6 guys produce misses only... Anyway, finally done. Recruited shank and will now carry this loot: http://imgur.com/a/TsIuG to the surface. This sector has non-hostile civilians as well, including one in doctor greens. No dialogue however. Wow this FR sniper has the highest accuracy modifier yet, +11!

- after a bit of weapon shuffling (the VSS sniper, the french one, bigger/longer range ARs on a selected few) I set gunner to repair, Ira to doctor shank and dynamo, and two guys to train milita. No attack on tixa until now (day 39, 23h), which holds 20 (standard) blue milita. Once the doctoring was done I let the two newest additions get some leadership training courtesy of ira. Now we are parting ways, with dynamo and shank heading towards maddog in upper left cambria (aka kill room #1). I may send maddog to san mona for repair-for-cash right away actually, hm. Anyway, the two teams are currently set to attack 20 in K10 (see map http://imgur.com/a/arJu8), with one of the rangers returning to jamming. Since it seems cambria and estoni will hold strong indefinitely now, it's soon time to split the IMPs and start hiring regular mercs. I may send out the original 4 IMPs towards san mona after this session, since they can fight well enough on their own, and have the 2nd team with some interesting hires finally take drassen, then split the 2nd team in two (again, one ranger, gunner and hvysniper each), have one fortify drassen and have the other roam around. We are currently at 80/80 progress, and enrico sent the "final push" email. Seems a bit premature...
Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346877 is a reply to message #346876] Mon, 12 September 2016 07:34 Go to previous messageGo to next message
ratpaz

 
Messages:134
Registered:April 2015
Location: Italy
Mmmh... look like AR need a little tweak in game progression, you are alredy at 80% and still have to get more than half country, i'll keep it in mind when i'll play it.
Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346885 is a reply to message #346877] Mon, 12 September 2016 21:38 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
hi ratpaz! I'm fairly sure this issue is not AR specific - I'm using "ALTERNATE_PROGRESS_CALCULATION=TRUE" like I did in my last 1.13 games. Just checked, it's still there (I had some problems finding the ini file mentioned in the documentation, and correct or not, this AR game uses the preexisting 1.13 data-1.13\Ja2_Options.INI with my old settings. Apparently that is the way it is meant to be, I assume the documentation is outdated in this. See the two relevant parts here: http://imgur.com/a/Mh2DQ - the INI modification instruction is impossible, as the file does not exist; mod selection works fine and as described). If you are not familiar, it allows any one of the 4 (?) metrics used for progress calculation to get you to 100% progress by itself, including kills and map exploration. I had not considered the influence this may have on the way AR is intended to play out, and may switch that back next game. It's worth both mentioning and keeping in mind for the rest of this thread though.

I'll start playing for a bit today later and edit it in here, so as not to hog the "active topics list" even more big grin

edit: combat updates in new reply to ratpaz after all

[Updated on: Tue, 13 September 2016 04:44]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346886 is a reply to message #346885] Mon, 12 September 2016 22:31 Go to previous messageGo to next message
ratpaz

 
Messages:134
Registered:April 2015
Location: Italy
Well, then alternate progress calculation may be the issue, i prefear the older one, i think a predetermined percentage to the 4 variables give more control to game progression, especially considering AR have much more city sectors to conquer compared to vanilla 1.13.

Anyway, your game is going pretty good, i have seen your ranger is alredy lvl 9 and 99 markmanship, too bad agility and health don't seems have improved just as well.
Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346887 is a reply to message #346886] Mon, 12 September 2016 23:00 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
ratpaz wrote on Mon, 12 September 2016 21:31
Well, then alternate progress calculation may be the issue, i prefear the older one, i think a predetermined percentage to the 4 variables give more control to game progression, especially considering AR have much more city sectors to conquer compared to vanilla 1.13.

Anyway, your game is going pretty good, i have seen your ranger is alredy lvl 9 and 99 markmanship, too bad agility and health don't seems have improved just as well.


I have to agree, the old calculation is better I think. I used this in drop-all games with very fast enemy progression while I started out at the minimum, because you could live off of loot indefinitely, but if you ever wanted something special from BR (even just LBE gear, which has bad drop rates) you'd have to march to meduna before you could buy it... But it doesn't mesh well with what AR intends to do, and will have to go in a new game.

Game is indeed going fine, thank you happy My two main worries re stats are dex and agility - ranger still has not improved even a single point of dex, I was so sure ambidex gunfighting would train that! He only has gained two agility as well. Dex works better on engineers, as repair trains considerably (gunner is at 65!). Marksmanship is good across the board, and the primary team is at ~65 health now, also good. Most have +10-12 strength as well, so health and str work as intended for me. I'm not sure how I'll handle IMP stats in a new game yet, I keep flip-flopping. But no matter, this game will take some more time - even though I soon intend to get hires and start taking more cities, which should be much easier and all-in-all faster by now.

Today's combat edits!

- combat against the 20 was very satisfying! No wounds, no saves, not even a reload - everybody dead on the first try. Fight took place during a storm, which reduces sight range even for a night ops specialist with NVGIV to like 7 squares or something. Also, I had to move three times out of break lights while having to kill people standing close enough to see me, and managed it all without taking a wound! To top it off, I finally used some of the grenades (hvysnip2 threw out three 40mm mustard gas, after hvysnip3 had prepared the small group with a 43mm HE grenade, followed by one stun. Note: the 43mm I don't like. Light and stun don't go off when they land, but like a turn or half-turn later, which keeps confusing me and limits their viability in critical situations) and got a kill or two out of it. The new rangers had a couple of kills, while the original ranger wasn't needed much for clean up - very welcome as he is lvl 9 already (that's still the max, right?) and the others need improvement more. Loot: http://imgur.com/a/pEKwU - nice, a free FN 57 with some ammo! All active team members have spectra gear (some Zylon gear I'm reluctant to change on a few, just to see if I ever notice the higher camo doing anything), so *all* future armor is now for sale. The plentiful 7.62x39 ammo reminds me I should swing back to estoni to pick up my last order. I like giving one gunner the russian ARs for variety, which tend to be slower and heavier, but the caliber often works better than 5.56x45 so it works out well enough. I had a larger one with better accuracy I wanted to switch out the current AKS-47 (+4 I think) for, and IIRC it had a folding stock slot as well, cutting down on draw AP... While I'm at it, nothing is quite as fun as c-mag and drum adapters coupled with skilled auto fire. Another thing I keep forgetting to mention - that +11 FR sniper is bolt action, urgh. Don't see myself using that, it's just too slow.

- navigated both teams to estoni, where they just started outfitting the last order. Maddog made his way to san mona (had to flee a couple of combats on the way), where he sold guns for 11k until tony had no more money and is now repairing and selling tomorrw again if possible. Dynamo and shank made it to the SAM site and are still not in cambria. Tixa has withstood an attack by 25, but had three losses, leaving it at 17 milita - this may well not be defendable long-term unless I train up elite milita at some point, but for now I won't care anbout that. I'm still not sure which IMPs I want to send over to drassen with ira, or if I want to order some more stuff while everybody is here. I could probably get the rangers all FN57s, but the ammo costs a mint and they likely won't get drops for those or comparably exotic weapons on that side of the map, certainly not until they cleared everything once and hopefully better supplied troops replace the defeated. Eh, I should probably embrace not ordering too much advanced gear given the progress issue and send over the 2nd team to meet up with hires in omerta, then take drassen...

- Eh, I'm going to do the split I mentioned before. The primary 4-man team will just do what they can on their own, and the other 6 IMPS and ira will head towards omerta, packed full with 5.56x45, 9x19 match and enough 7.62x51 and 7.62x39 to feed the two "specialists". Sent team 1 towards san mona with superfluous long guns from estoni. Now to decide which three hires I'll get with my current 43k... I have all weapon skills on IMPs, so I can pick fairly freely.

- I've picked meltdown (hvy, gunslinger, ambidex) in gunfighter gear (that's two holsters and dual 10-range .45 pistols), raven (auto, marksman, night ops) in sharpshooter gear (range 19 colt SMG in 9x19; premium gear was too pricey despite seductive colt commando SMG in 5.56x45 - guess looting something better is more fun this way) and Scream (auto, deputy, night ops) with standard gear (range 19 Uzi in 9x19), all for one week each. After paying militia at midnight, this leaves me with slightly less than 120 dollars, ouch... It's now day 40, ~17.30 and they arrive at 7am tomorrow. team 2 is overloaded and will have to fight a bunch to get there, so the meetup will not be optimal. Close enough though. Btw, Raven was extremely expensive even at level 2, 22k for two weeks in theory! She's the #20 of 71 if sorted by descending price, which feels high. I use some setting for randomized (within a certain range IIRC, like +-10?) stats etc for hires, maybe it's that or I just wrongy remember her being cheaper.

- shank and dynamo have finally arrived in cambria hospital sector. Moved them inside the kill room and stuffed them with weapons that need repairing, set dynamo to repair and shank to train leadership (now 13) as he'll likely be the guy I send around to train militas. Wasn't there a third "free" engineer? I could swear it was three, maddog, dynamo and...? Shank only has throwing and demolition, which coupled with his terrible, terrible physical stats makes him nigh useless. And I always get angry that maddog and dynamo are both psychos, which have a penalty for repairing. Still pretty sure it doesn't nullify the +50% repair speed from being an engineer, and they're both free, so whatever. Team 1 is in the process of running into 18 on the way to san mona, but it's 20.20 right now and not dark yet - also, I'm crazy overloaded at ~180%, so I'm skipping this one. Team 2 will arrive in a 12 count sector shortly before 22h.

- 13 actually, and in the hated gas station sector as well. Coming from the south is better however, and the snipers took out a lot at long range, so it's all good. Grabbed extra ammo and a few spectra pieces for the new guys, only one (bad) gun as loot. Team 1 arrived in san mona (everybody, skilled or not, is repairing for profit and dex gain), but team two got stuck in D8 as Ira is too tired to travel at 4.40am - dang, I had really hoped to pacify omerta again before the new guys dropped in, no way to do it now.

- moved team 2 again after a while and managed to hit the middle omerta sector with 5 enemies, arranged to have the new guys join up during combat. Killed everybody without wounds (no kills for the new guys except meltdown, who snagged one when entering the map), 2 HP aside when someone got grazed by friendly fire. This may have been my first daylight engagement in this game, and I'm no a fan. Laughable loot: http://imgur.com/a/7fvg9 - time to spread the spectra armors and pants around. Raven's swat gear body armor is decent enough, lucky as I only had two vests. All have spectra pants though. What we need is helmets! Gave Raven the kitted out mini-14 one of the heavysnipers carried as backup for the VSS, with 94 marksmanship I expect she'll start being useful real soon. Scream takes the looted AR and a TIMS pack I brought as well.

That's probably it for today's session. Next time: our new main team tries to get their hands on drassen!

[Updated on: Tue, 13 September 2016 01:20]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346906 is a reply to message #346887] Wed, 14 September 2016 23:39 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
- avoiding combat on the way, I managed to move/flee towards drassen so I'd hit the sector that used to be the airport shortly after 21h (on the way I hit A12 for the first time and had to flee, but there was some gigantic structure on the map I intend to check out once I'm done with drassen). This was part of last session, late at night, and while I managed to clear the sector without reload, both raven and meltdown got hit hard (for slightly over and under 50% health, respectively). I don't remember the exact enemy number, but I want to say around 18, like the next sector below. All three newcomers got spectra helmets now. Loot is okay, not great considering all the containers, and it's noticeable that it's smaller, less advanced weaponry and ammo all in all. Meltdown got flash suppressors for her shitty dual pistols and raven, who got the old reliable calico SMG I transferred over from the old primary team, also got a flash suppressor for her colt smg. Leftover pistol suppressor went on a backup pistol for someone with a large russian holster. Talked to waldo and started the heli pilot quest thing. Next combat: C13, against 18. Note: the new drassen airport has a few new buildings and a 2nd gate area, but feels otherwise familiar. That 2nd gate makes it play out differently though.

- first try at next sector rebuffed in the first turn, when I got hit by rocket rifle fire. On reload I realized I'm not wearing my NVGs, ouch, but then it went better. All done without too much trouble except the last guy who fled the city wounded. While opening all the locks Tixa got attacked by 16 and although our side won, there are only 5 milita left so Tixa will be overrun next time. Talked to unnamed people and got the free the city quest, didn't know that was a thing! Can't find the slaver on the map though, I assume she comes back during daylight. Loot: http://imgur.com/a/n2ZLE - that KAC PDW came from a house cabinet and is fast enough for a close range backup. Exotic ammo, but I never used this one before so I'm packing it. Gunner, with the AKS-47, has terrible aiming reticule size - which is strange, because it still has the kobra attached and used to work better IIRC. Priest was not in the bar. Swapped a damaged spetra helm for a less damaged one and gave raven the NVGI, which is still better than nothing. Ira gave the wounded surgery since they were so badly damaged and there were a few med bags among the loot. Next I'm doing the mine sector against 20 first. There are also 18 in the new sector (to the east of the middle sector), but they'll have to wait. I'm especially interested in that new map though!

- The 20 died fairly easily (just having the snipers reliably kill people in light spots at long range is a massive improvement), still not many kills for the newcomers. This map has additional buildings but plays virtually identical to the vanilla one. Loot was meh, I suppose if I found this at the start of the game I would be more grateful. Running out of 9x39 for the VSS sniper (well, I still have slightly less than 100 rounds on me), I haven't seen ammo drops for this yet at all on this side of the map. 7.62x51 drops often enough, I surely don't have to worry about it. Now set to attack C14 after a short, real-life break.

- managed to do it unwounded, but it took a bunch of reloads due to unlucky enemy placement when entering. It's one of those maps that are half water, so it was fairly crowded. Sadly I didn't manage to do anything cool with grenades despite the occasional bunch-up of up to 9. See (spoilery) sector map here: http://imgur.com/a/WRvfJ The loot was decent enough thanks to a few crates (http://imgur.com/a/G8L0J) and now I've conquered drassen! Didn't see any new NPCs, must remember to check city during daylight later. Some kills for the new guys, especially scream. Raven still can't hit anything, embarrassing with 94 marksmanship. Both hvysnipers have hit level 6. Team split to cover all 4 sectors with dual milita training and sent the two surplus guys to repair at 23.30, let's see if I can build up milita right away or have to go patrol hunting to reduce pressure.

- one the first try I had a small counterattack after 10 milita had been trained and because they were in the wrong sector I couldn't try to autoresolve it. After a reload they didn't attack again and I got through the day until 21h (cambria saw a minor attack without losses instead though). Current situation: http://imgur.com/a/WqO1s - that's fairly good milita coverage already and I could go hunting for a bit. But then I'd have to collect everyone and split them again afterwards, which is a lot of hassle. I'm considering trying to fully fortify drassen before going on the offensive again. Also, completely forgot to check for NPCs, including the priest for the food quest - I wanted to add dimitri to the roster! Oh, and now that I check the map again I see 60 that look like they'll attack the cambria SAM site, damn. I don't think I can get anyone down there, which is a crying shame.

- ...and SAM is gone. They added up to 80, completely slaughtering not only the SAM milita, but also the cambria mine ones. The drassen team is still training, but I sent the original 4 down to cambria to retake the SAM site and protect cambria. With any luck they'll arrive before the mob attacks cambria proper.

- oh bloody hell, seems I need to worry less about cambria than drassen... First things first, maddog sold guns for 13k and shank reached 20 leadership which allows him starting to train milita (even if he wont train a set of 10 for a good long while). The original four have arrived in the cambria hospital sector, but before they can reach another city sector I get attacks at drassen mine, where they add up to 40 and wipe out two sectors worth of milita with losses of ~4. Probably best to stop this session now and make a proper plan. Also, I'm not quite RL awake enough to deal with possibly having to kill tons of people during daylight, but I feel I should at least try it. Aw man, no! Just realized the save is timed so badly that I can't pull the team together and will have to abandon the sector without a fight angry

[Updated on: Thu, 15 September 2016 01:00]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346948 is a reply to message #346906] Sat, 17 September 2016 23:27 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
finally tackling this mess again!

- spread out team 1 over cambria except mine and started training milita again. This team will wait until nightfall to attack, and cambria mine has no more militia due to the SAM site loss, while other sectors are also no longer full. team 2 pulled together at drassen airport, knowing the sector would be attacked shortly after the mine was taken (which happenend again of course). I chose a narrow gap between the reworked buildings (http://imgur.com/a/NKxWb) to position all 10 mercs safely and let the 20 milita take the brunt of this daylight assault by a mere 12. Got one lucky kill early on with scream, everybody else went straight for the gate and slaughtered the milita. The last milita member stood against 6 enemies (party wounded of course) and managed to get the count down to three before dying. As the enemy refused for too long to wander in front of my sights, I took a risk and moved the rangers around the NW corner of my hideout, where he shotgunned two. The heavysnipers moved around the SE corner once I could tell by minimap that the last one was down there. Took three rounds, but he died as well. Not any new loot I noticed, which was a bit disappointing. Drassen now only has milita in C14, the new sector. I've played on to see that C13 is the new attack target, with patrols uniting from two sides. Tough! I'm trying to hide behind this shed thing (http://imgur.com/a/9DomE) and let them come to me.

- this doesn't work, the area is too small for this many mercs and approaching enemies will get sightlines on single mercs, which prevents reliably lethal return fire in the same round even against single enemies. I tried another time outside the NE wall of the bar but of course the enemies come from the side and get early visual on everyone (btw, the troops holding the mine don't seem to join the fight after all, so it's against 18 only). Had to reload after getting a mob of 8-10 with visual on me, and all my shooters didn't manage to do more than 6 damage to somebody. Even shot a crazy ~30 round burst mode spread out over them all for no other effect than making them kneel. I'm on try 3, this time here http://imgur.com/a/gUWLD - if they come from the same spot as last time, this is good, if the enter the map below me I'm probably screwed again. However, all that repositioning reminded me of using the daylight for questing and I hit up the drunk priest with Ira and got the food quest rolling. Also met the guy who gives you the terrorist quest. Paid the most expensive one, raven, 22k for two more weeks. She's about halfway to level 3 and the food quest will be resolved soon enough, so this should same me a fair bit of money. Holding off on the other two right now, as their level progress isn't all that advanced and I need backup money for all the milita I'm training.

- repositioned and reloaded way, way over six times now, I keep getting shafted. Also annoying, for some reason the milita keeps showing up although I always click no when asked. Is it the two radio operators doing different things that's messing this up? Just had a really good go until meltdown - who had gotten a whole bunch of kills and was about to level up - stepped out to kill a single enemy, but after her shots she got interrupted by a new arrival who shot her down to ~5 HP. To top it off, she landed in a way that made it impossible to step around her and get a shot off... Goddamn! If there is something I hate it's everybody lying prone and firing single shots, 85% of which keep missing. But if that doesn't work, I don't know what will. Once more with two smaller teams hiding in different locations, then I'm about to capitulate.

- good lord, fucking finally: http://imgur.com/a/fUTrU Raven took a light to medium wound, scream has a scratch. Everybody who shot auto should be ashamed, this was embarrassingly inaccurate. Loot is okay, HK ARs I don't need and just enough ammo to reload everyone. Two enemies fled btw, and milita didn't show up again. I may have misclicked previously. Scream, who's still using that AN-94 (my only weapon in 5.45x39) had a gunjam in this combat. Also, still no drops for the VSS which is now down to 2.5 mags. I need a break, but I think I'll probably split everyone again and try to do a few hours of repair and milita training until nightfall when I intend to clear the drassen mine, then kill patrols around it until I need the sleep. At nightfall I'll also attack the SAM site again with team 1 - all of this assuming I don't get interrupted.

- Cambria got a minor auto-resolved attack at the NE sector and the mine was also taken over. At 21.10 I'm set to attack in both mines. See known enemy count and milita here http://imgur.com/a/yOJCw Team 1 is taking shank and dynamo along at least for the city sector, could be that they gain some xp. They're too slow to take along for normal travel though, so after the mine they'll return to the hospital. Set the first ranger to jamming again, which I had forgotten until now (team 2 is still both jamming and eavesdropping).

- Drassen mine is retaken, everyone reloaded. Passed the HK MSG90A1 sniper (7.62x51) from raven to hvysniper2 and gave the VSS to raven. As nobody is adjacent to the lower sectors I'm sending them to the airport, presumably to head straight north afterwards unless it turns out the 9 up there move away. Raven has levelled up unnoticed and now costs 28k at lvl 3 - saved 6k by rehiring her early! The other two are also much closer to levelling up than before (if the next few combats won't, surely the food quest will do it, and then there is getting dimitri), but I'm low on funds. Unless I can hold the mines for a good portion of the day it's going to get interesting. Maddog has a bit more for sale in san mona, but not crazy amounts (I realize however that I can pretty much sell everything there. I'm still holding estoni, and cambria hospital holds a fortune if I sell all that - and I really don't rely on loot other than ammo by now). For the moment however I'm theoretically getting 100% of 9.6k from drassen (not during night hours of course). It will be interesting to see how well team 1 does when outrageously outnumbered.

- cambria mine retaken against 8. Managed to get both shank and dynamo a kill (both close enough to level 2 now that training milita or repair will advance them), they are now returning to the hospital with a damaged HK sniper in 7.62x51 that is intended to be repaired and then swapped for the bolt action one hvysniper has (edit: I realized later that cambria hospital holds a 100% HK PSG1 in 7.62x51, and that particular damaged HK sniper I lugged back only had a range of 30). Tixa has been overrun by 47 enemies, taking some pressure off both cambria and the SAM site for a brief moment. Team one is heading for the SAM site against 18, although two of the four have given the first sleep warning. I'm considering switching ranger away from jamming again, as I could maybe take out the neighbouring 17 at the same time. Not sure because we are only 4 and without mortars or at least 40mm grenades that puts a limit on how large a mob you can deal with or indeed how many sides you can over when in the open, I'll think about this for a while as I'm done for the day again. Team 2 has been sent to the west of drassen airport against a meagre 4, as the 9 moved out of the way indeed and the team is heading for A12 where they saw an interesting, defended structure while "fleeing through" on the way to drassen. Can't see the correct number (question mark for some reason), but last time I saw it properly it was about 14 or so. Ah, and I have 81% loyalty in cambria, which really isn't high enough.

[Updated on: Sun, 18 September 2016 05:14]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346959 is a reply to message #346948] Sun, 18 September 2016 21:21 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
- killed the 4 with ease. Seeing how far this sector is from san mona and that I need neither the AR nor the one-shot grenade launcher I sold my first long guns to locals (20% only). I won't get to send someone to lug this stuff over to san mona anytime soon (and cambria hospital holds tons of stuff more easily ferried over anyway). Lucky drop of three 9x39mm mags, the VSS crisis is averted. Team is now set to move north to A12, against 17. Team 2 will arrive in the SAM site momentarily. Can't not jam, as two patrols combined into 31 soldiers to the west of the SAM site, that's too much for 4 in addition to the regular troops.

- sweet, took out all 18 without wounds or reloading! Coming from the north I went right into the hole I had cut previously and used the cover behind the connected houses to kill a few enemies, including on the towers within reach. Got mobbed by five greyshirts on one side once and was going to be overwhelmed, but hvysniper used a - thankfully saved for emergencies - standard russian grenade to great effect. Afterwards it was nervewracking navigating inside the compound with still ~9 around, but I positioned hvysniper and ranger carefully and managed to snipe most people safely. The FR sniper annoys me greatly (while the OA-93 is fairly excellent), but will be exchanged of course as noted. I just hate not being able to get one fully aimed shot off per round. Loot http://imgur.com/a/68vch is very nice (even if combined with previous stash), my first HK G11 among other things. I love that thing once you have enough ammo for it, hope it's as fun in AR as it was in 1.13. Btw, below the SAM site are an additional (!) 30 soldiers now, I assume these are troops coming from tixa again. I had planned to use the kill room here to hole up again and train milita, as the SAM site often gets prioritized as a target and thus takes pressure off cambria, which aside from the hospital sector is much harder to defend. If I get attacked by all troops at once, 4 people may have a hard time dealing with 3-4 enemies coming through the door in one round... But there are ways to exploit the one-square opening even in that case and it's certainly worth a try. Before I forget again, hvynsiper hit lvl 7. Also, I hate the fingerprint ID on weapons thing. By the time you can get somewhere to get that taken off you can pretty much buy a fresh one, or outright use something better. This rant was brought to you by Metal Storm Surf Zone, which I wanted to use for kill room defense.

- annoying that the SAM site holds no tool kits, and I don't bring any with me because of the weight. Saw that meltdown is about to level up and hired her for two weeks for 9.5k. I have ~5k remaining after paying the milita in an hour, and only now do I realize I still need money for training milita in three cities, hmmm. Must sell more stuff in san mona at mid-day, or select more for sell to locals.

- Took two tries, but I cleared A12. Small wound once or twice, then gunner3 got hit down to 15 HP. I'm considering a regen boost for him, but waste not want not - this team will likely go back to drassen and start on milita again (for lack of easily reachable patrols right now), he can rest there. Loot (http://imgur.com/a/cYQNx) was interesting considering this one of the earliest sectors you usually see. Annoyingly, this is one of those sectors where the enemy can hide inside a windowless room so no matter how carefully you clear out everyone else, the whole thing might just get messed up by a kill from the last guy. My first try failed just at that point, and is the reason why I'm just taking the large wound and don't retry. The ranger with the shotgun is now officially out of ammo, which just as 9x19mm, is now a rare drop. Matters little though, as the shotgun is too slow and the OA-93 and CMMG outperform it by a large margin - you can often get 4 shots out of them instead of one, and with match ammo it even has longer range. With regular 5.56x45 it's still pretty much the same. Only problem is the other CMMG is in estoni, so one ranger has nothing besides his short range pistols now. Btw, there is a military barracks and a cantina in this sector. Heading to A13, which I haven't been to yet, then either down to drassen or following the 9.

- A13 features a small, ruined house which held a jacket, a steak knife, a ithaca shotgun and 4 slugs. Took the slugs, sold the rest, am now set to attack the 9 in A14 (which is wilderness as I have seen already) - energy levels seemed good enough across the board despite being over 100% weight as usual and having taken some wounds. As an aside, I don't see many hits that also give you stat damage, which is very enjoyable. Oh, and I also found an LBE thing I've never seen before, two 50 round mags, one mk2 grenade and canteen slot.

- took out the 9 without incident, minimal loot. Went down a sector, where I also had not been yet, and looted a farmhouse I initially hoped would hold skyrider (http://imgur.com/a/VKcY8). Now it's time to move west into drassen again and spread out for repair and milita.

- Estoni saw an attack by what added up to 38, but managed to only lose 3 defenders and will thus be safe for a while before I have to retrain there. Hired scream for another two weeks for 13.5k, and then sold guns for 14.5k in san mona until tony ran out of money. Ended up training through the night and the next day. Drassen airport had an attack by 18 but was auto-resolved without losses. Considering I can ill afford to run back to train milita a lot I've decided to train elite militia, which hold their own very well and could be considered a neccessity, especially in sites like tixa, the cambria SAM etc. Money is now less of a worry after a full day of income and the (only!) three hires are safe for over two weeks, and it's much better to be on the offensive as defensive battles seemingly never end. Dynamo and shank have levelled up to 2 during their work. Kept up the training through another night, it's now close to 16h day 46. SAM site and drassen are both full of elite milita and the drassen team is repairing, doctoring the still heavily wounded gunner and moving items together from all drassen sectors so the airport is a proper stash. The cambria team will do some repair as well (they couldn't during all that time in the SAM site, which annoying didn't see any large attacks while they were still down there) and help with training elite milita there as well to simplify future defense. Milita costs are right now at a flat 5k and I earn 17k/day, leaving me with enough money to pay hires and keep training expensive elite milita (1.5k, which adds up. Also remember I don't get 10 soldiers every time, it depends on leadership). The cambria team really needs to do repair before they can keep fighting, and team drassen will try to take and hold the SAM site near it (still in the same place it seems, unmoving 12 have been in that sector since forever, and as I have milita in the new sector I can constantly see them there).

- I kept repairing for another day and only set out for the drassen SAM at around 22h day 47. Ran into manuel in D14 (the 5th rebel, an athletic stealthy hunter that joins us at lvl 4), so I split the team along IMP lines and moved both of them to attack the SAM. Will arrive with both teams at day 48 ~0h40 against 18.

- killed everyone fairly easily, mostly with snipers. Manuel will be glad for this loot: http://imgur.com/a/nPGK4 - the map itself is fairly similiar to the standard, but has additional barriers and a different building layout. I was suprised to find a pre-cut hole in the eastern fence, which I only noticed because somebody accidentally moved through. Everybody including manuel now has a NVG, even if damaged and gen I and II only. Managed to remember to bring my two now fairly depleted tool kits so I can repair while training milita. Scream, who has 73 leadership will train everybody else without a job instead of having people stand around. I'm also still hesitant to use downtime to train physical stats as I wanted to see how it plays when you only train through action. I'm surprised the food quest isn't done yet, I expect it to hit in the afternoon today, which means all hires will probably level up again. I expect I save the most on raven and will see how the day plays out.

- trained etc during the day and then through the night. Next day got an attack on the SAM site during daylight, but I wasn't positioned and the milita quickly got decimated. All moot as the game crashed (a rare thing, and I had been alt-tabbing a lot before) so I stopped at 23h and sent out the merely training ones to kill a patrol of 8 that I believe would else combine with the coming attack team to 22 or 23. Fight will take place at 1am day 49, and I just woke maddog (who is training leadership after having repair pretty much everything) and sold more guns for 14k as I realized I could pay all hires for another two weeks before they would level up, which must happen any moment now. Time to retire for today. Must get tool kits on the drassen side very soon. Forgot to mention I had a 20-drum slug mag for the shotgun of one of the rangers, so he's good for another two shotgun fights. Oh! The food quest is listed as completed, but nothing happened to any of my men. Didn't this level up some people in 1.13 just when it was done? Meh, must remember to pick up dimitri soon.

- Huh, didn't think that would work. Patrol is dead and the team returned to the SAM site, taking up positions inside the building. Attack came when I had 20 milita, half of them blue, by 15 during a daylight rainstorm. Attackers are dead, but only 4 milita survived. Ranger3 got a single kill in, no other merc fired a shot. Oh wow, here is something I am only learning right now - turns out you can set up to 4 people to train milita in the same sector, not only 2! That may explain some general pace issues and I feel foolish enough to finally end this session.

- I checked and this does not work in cambria hospital. Confusing.

[Updated on: Mon, 19 September 2016 02:16]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346973 is a reply to message #346959] Tue, 20 September 2016 05:19 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
- Trained up full elite milita in drassen SAM, which was markedly faster than with 2 trainers only. Must remember this to try in other sectors, as cambria doesn't work I assume it's one-sector locations, or perhaps military installations only. Loaded up the drassen team with ammo and the heavily damaged mortar, which I might want to use after all. Took the way back to drassen through unexplored sectors and stumbled upon skyrider in E14, who refused to come with me until raven spoke to him. All hires have finally levelled up. Escorting skyrider back to the airport where I need to drop all this ammo and the mortar, then probably should make sure to collect dimitri right away.

- E13, directly below drassen mine proves to be surprising - the IMPs ending in 3 and manuel arrive first without special notice, but when I go to the sector map to check for buildings (a small ruined house with outhouse, nothing special as it turns out) I find myself in combat - bloodcats! We manage to kill three right there, then crawl around the map killing two more. Then the team needs to swim a little to reach a seperate landmass and we run into the last two when all but ranger3 (who doesn't have a canteen due to LBE layout and not enough energy) are swimming. We retreat to the other side and hvysniper3 kills one. The last one comes running again while everybody is crossing and manuel reaches the shore without many AP, the others can't fire yet. Manuel wounds it and gets slashed for ~16 HP, then the others come to his aid and finally kill the last one. The team moves north to drassen airport, and the team with IMPs ending in 2 with ira and the hires arrives in the sector just as 15 enter it from the west.

- despite having to cover skyrider, all enemies are dead! No wounds, nothing. Loot is, aside from the bloodcat parts, all from this combat: http://imgur.com/a/HfkRf - a gen II NVG, another cool russian grenade launcher (the other is with the cambria team), decent ammo including more VSS mags. Not bad! Time to carry most of this to the airport.

- doing some repair while the tool kits are still available. Gave manuel a 100% HK AR thing, and frankly gunner 3 needs to get rid of that AKS, I'm sure it used to perform better but it's been abysmal recently. Not sure what to switch to though. Everybody is too tired to travel to dimitri, but with all 11 mercs in the same sector I return skyrider to his chopper, and gunner3, hvysniper3 and ranger3 all level up. Found out I had a better repaired mortar already at the airport, so this was a bit of a waste. Btw, raven now costs 36k, scream 16 and meltdown 12. Early next day I sent everyone to collect dimitri, who joins as a lvl 1 merc. Squad 1 has three IMPs and hires, and squad 2 is now the rebel squad with the rest of the IMPs. Not level up when recruiting dimitri, who desperately needs better armor and weapons.

- taken the opportunity to split teams and left the hireling team in omerta while sending the other towards drassen. It stopped one sector away from drassen as gunner had to sleep, but got awoken in time to attack the 4 below it after nightfall. The hireling team attacks 11 in A9 omerta shortly after 21h.

- 11 dead, took an aggressive approach. Ranger2 delivered very pleasing shotgun-headshots and was good at corners, but scream got hit by a stun grenade and was out of the fight (luckily unwounded. Must get him a canteen!). Raven managed to get herself shot and sustained a light-medium wound with annoying agility damage. I think I know why the AKS is so shitty, I'm pretty sure I took off the only PSO-3 scope I had and attached it to the VSS sniper, sometime in the past. Also realized that I didn't spread out ammo when splitting teams, and while this one has more 9x19 AP for ranger than the other, it's sorely lacking in not only 7.62x51 but also 5.56x45 - hvysniper is going to run out of ammo real soon, and now I'm glad gunner has the AKS as 7.62x39 is fairly common and even scream uses 5.45x39 that I have a decent supply of. Now against 9 in A8 omerta. Hvysnipe2 has hit lvl 7 btw.

- the 9 died easily as well, but at the moment the combat ended, Estoni was attacked by 28 against 35. 30 survived, but Estoni as the shipping destination must be held, so milita must be trained up there again real soon. Toying with the idea of sending the hireling team there, which would allow outfitting them better as well. Meltdown got a nice TT utility vest with the two large pockets that can fit both first aid kits as well as gasmasks, only scream needs another now, and there had been 2-4 mags of 7.62x51 and 5.56x45 each. Everybody is paid for 24 days still and I got nearly 50k, so estoni it is for this team - after swinging through cambria to see what I already have laying around somewhere! The rebel team predictably wipes out the 4, looting a zylon pants for dimitri and some mp7 ammo, and continuing to drassen airport.

- Shortly before the rebel team arrives, the hireling team is held up by 9, who thankfully all run out of the houses they started in and get gunned down. A near-perfect modelo-C along with the usual loot of bits of ammo and armor and junk. The hireling team moves further south against 12, while dimitri gets a malice backpack, a thigh thing with one "gasmask" slot that holds his starting pistol and a canteen, a pistol vest, a first aid kit and, just because there is nothing else great here and what could be better is in terrible condition, an RPK-74 with PSO-1 scope, foregrip and reflex sight. The rebel team will seek out the four unexplored sectors at the very NE edge of the map.

- the 12 are dead, only two squares away from san mona and with good loot - the first rocket rifle, for example, which will sell nicely. One of my favourite things: if you get the enemy sound pings during realtime, you can often very reliably just shoot the sniper rifle on that spot. I frequently get an "ow!" (often followed by switching to turn-based mode), and some outright kills have also happened once or twice. Team hires continues after scream getting a 7x scope instead of his PSO-1 and arrives in cambria hospital, where meltdown gets dual 12-range .40 S&W pistols instead of the useless 10 range ones, scream packs two pistol suppressors that don't fit in the holsters, switches out his pistols holster against another of those "gasmask" + canteen things and adds a berretta MP to his preexisting MP holster. A damaged headset gets swapped for a less damaged one, and two people add foregrips and reflex sights to their weapons. The team will travel down cambria and head straight over to estoni now. The two sectors team rebel has investigated so far have been bleak wilderness.

- Ah, interesting! The upper right corner of the map finally holds some of the smugglers I heard about! This is what I can find by opening containers: http://imgur.com/a/jxbG7 - would be neat early on, forgettable now. Owned of course, I assume a firefight would start if I took something. Sadly, there is no NPC with name or dialogue here, and all the mooks only say "quote [number]", which is pretty disappointing. There is one closed door inside a small control room I can't open with gunner3, who is a level 7 engineer with 58 dex and 69 mechanical. B16 is more wilderness, and the team has to sleep before it can travel again. Team hires arrives in estoni shortly after, and the last person without proper LBE vest gets a TT utility vest as well. Meltdown gets a large russian holster enabling suppressor for that one gun. Two folding stocks are added to existing weapons, somebody gets an underarmor camo shirt. Ranger2 gives up the shotgun despite very pleasing one-hit headshots recently, the is lighter and better overall. Team sets up repair, doctoring ravens agility damage and training milita, while I think about what to order. Maddog sold guns for another 11k and now only holds his (full) inventory for sale - if I want to sell any more, I'll need to start the cambria transfer, which *still* isn't full of elite milita (although I didn't spread out trainers of course).

- bought a few things, most notably 2 NVGIII and one IV, 8 Mk2 helmet covers, 2 large holster and one russian one, another camo shirt and four (!) FN57 along with three packs of ammo (1.5k each for AP, I'm not even buying AET!), overnight express for ~31k. Team cambria set dynamo and shank to train the rest of the milita and packed themselves with the most expensive weapons I had and headed out for san mona. Team drassen returned to the city, then went out west of the lowest sector and is set to attack a patrol of 12 at 21.30, when suddenly the BR delivery email arrives. Guess the shipping really is faster. Team hires now use the best available pistols (at least the skilled ones, ranger2 and meltdown, both now suppressed), G11 PDW aside. Ranger got his shotgun back, as we have some ammo laying around and meltdown might actually be better served with the CMMG. The AKS has a kobra on it, huh. Seems like I never did have a PSO-3 on this, dunno why it sucks so bad. Trying it out with the PSO-3 I ordered, carrying the kobra. Everybody has now at least NVGIII.

- team drassen killed the patrol, looting complete TIMS packs for dimitri, a 4x scope instead of manuels 2x. I'm also packing the 25mm grenade launcher although I only have a smoke mag here, and my first thermobaric 40mm grenade. Dimitri now has damaged, but superior armor pieces, but must remember to swap out his helm for a spectra with better coverage than this dyneema. Heading south against 13, while I'm stopping team hires in estoni from doing their jobs to send them out against 10 between them and cambria (btw, those 30 below the SAM site haven't moved since, I assume an ambush or something? Just hope the SAM site gets no attacks, otherwise they'll all join in). It's shortly after 21h again, I just hope they don't move.

- They moved angry Team drassen killed and sold good loot to locals, then heads towards aldea which holds at least one toolkit, exploring two new sectors on the way. team estoni chases the 10 up north, but it moves again. F12 has a few very large farmhouses with this loot: http://imgur.com/a/tBrdn - that toolkit is still welcome, but the CMMG would have been nice to know about earlier. Team cambria stops to sleep one sector away from san mona, but team estoni catches up with the 10 and kills them, looting another russian launcher and some thermobaric 40mm before heading back to estoni for more milita and repair. Raven levels up to 5 now and costs a whopping 46k for two weeks. Team drassen will arrive in aldea shortly (still at night, thankfully), which is held by 20 enemies.

- aldea conquered, but manuel got shot up bad and has remaining dex damage despite using surgery for once. A full med kit wasn't enough for surgery and bandaging by ira btw, she had to fall back on the first aid kit for the latter. I assume I'll doctor manuel here, repair and use the rest to train elite milita.

- aldea saw an attack I had to flee early on, but I returned and set everyone to their jobs (only 2 milita trainers in this single sector city as well. It must a facility thing). Both team estoni and aldea are set to attack adjacent patrols shortly after nightfall, while team cambria has picked up the 2nd weapon load and is close to san mona again. Now breaking off for the day.

[Updated on: Tue, 20 September 2016 05:43]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #346991 is a reply to message #346973] Wed, 21 September 2016 01:48 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
If you followed this game all the way, you'll know my special financial circumstances of largely not having to pay anyone. With two cities held and two hires I am fairly comfortable and don't really lack for anything. However, it's still not without challenge, especially with raven starting to cost a mint. I can already see my playstyle being quite different in the next game, but let's not get too deep into that right now. With all my IMPs levelling up and honing their stats, all current three teams are now fully combat ready and well able to stand on their own. Each team has all utility skills and the central weapon skills already from IMPs (thats ranger for movement, a gunfighter for indoors and corners, a gunner, a sniper and a bombardier for mortars etc, paramedic for healing stat loss, engineer for 100% repair ability, scout for ambush prevention and radio operator for jamming etc), so my selection of hires is remarkably unrestricted. In this particular game my gunfighter is the ranger (instead of the sniper as usual), the gunner engineer and the sniper also bombardier. I find myself less relying on my favourite class, the gunner, and even at night now make short work of enemies with the smiper. My gunfighters rarely do much work now outside of cities, which given the sight ranges at night is a bit surprising - usually I have to stop the gunfighters from snatching all the kills, but that changed a good long while ago in favor of snipers, which I suspect will take the lead in level gain.

- team rebels has taken out the 10 without incident (the amount of sniper kills triggered the first paragraph btw). Loot is nice enough, and that MP7 ammo will come in handy once gunner can get his hands on one, it's my usual gunner quickdraw short range backup for the class. Sadly, the team is barely able to move another sector and will now return to aldea despite two adjacent groups of 10 and 20 respectively. However, dimitri now has a russian 106 vest which has two of those medium general slots I so crave (looked it up) and two grenade slots, which I like so everybody has a frag and a stun grenade on them in case they ever, ever need them. He also got a headset, the last who didn't have one. Manuel, who for some reason is currently carrying the 43mm launcher has also picked up the grenades and reloaded the 4-round mag with 2 HE followed by a stun and a mustard gas grenade. Team hires wiped out their patrol as well, but trying to get scream a kill saw the gunner take a wound of 17 HP. Scream did get the kill though. Poor loot, not one weapon, and only ammo for the VSS, screams AN-94 and gunners AKS which btw works markedly better with the PSO-3. The team has no adjacent targets, but on the other side of estoni are currently two, so we head back there. The new drassen sector has an attack by 18 with 3 losses.

- after unloading a little, team estoni heads out the southern sector against 10, with an additional 20 to the west of those. Sidenote: all rangers now jam of course, I'm too lazy to set it to different things and keep forgetting to switch back to jamming at the worst of times. Team IMP (as I've decided to call the 4 starting IMPs that work alone) miraculously reached san mona without falling asleep on the way and everybody started repairing with the exception of ranger. I just realized you can train milita in san mona, which I can both afford and might want anyway, as at the very least this tells me about patrols in all surrounding sectors...

- team hires kills the 10, and hotdamn, my first commando launcher! http://imgur.com/a/hCaLr - even if badly damaged, the reduced weight makes the whole thing now practicable. Meltdown got two shots off with her CMMG and missed spectacularly. I never used a two-handed pistol on someone half-skilled and may give her an AR or something if this keeps up. She used a jumping grenade once, which didn't go off immediately yet still managed to kill the two guys it was aimed at. Ranger2 used the FN57s for the first time. There are another 20 soldiers below me in addition to the ones to the west and I have one overtired member - but since estoni is still full of milita I don't have to rush back like to aldea. We'll take one of the 20s as the last fight before presumably being forced to sleep outside. As I've never been to the sector to the south and it's an hour less travel due to the road I'll go there.

- oh wow, this was very entertaining! The map itself looks unusual: http://imgur.com/a/mS8Gs On the first try I tested the commando mortar with the mustard gas shell, but it malfunctioned due to poor condition and a reload was warranted. The second try I started sniping from the darkness into the center and found the first minefield outside the fenced in roads meeting in the middle. All went well, so when I moved from a northern to an eastern position to get new angles on the few remaining enemies and failing after one kill, ranger moved to a southern position. I though she would detect mines well enough at her lvl and 50 explosives, but she managed to tread on a mine after wounding two soldiers unseen. All energy gone, wounded for 50% HP - four enemies remaining... So I moved the rest in aggressively into the eastern "gate" without sneaking and actually managed to take everyone out. Luckily didn't save right away as autobandage didn't work - hvysnipe stopped at the mines he (reliably) found and had to be maneuvered manually to aid the still unconscious ranger. That's expensive if not terribly useful loot: http://imgur.com/a/GHELa The team needs to stop here and rest, and despite this looking like a military installation there are no facilities here, nor can you train milita. Another 20 to the east and south each! Also, 5.56x45 hasn't dropped in a while but I tend to carry enough for 2-3 big fights so it's not immediately worrying.

- After 3h of sleep I loaded up the team and sent it back to estoni. Shortly after cambria hospital was attacked by 17 (two patrols combining) and I didn't retreat shank and dynamo but let them sit in the kill room. They didn't make enemy contact as the milita wiped them out (spectacularly, I might add). No losses. At ~17h maddog sells guns for the max (~14k) and I rehire raven and meltdown for two weeks, leaving the rest of the money to make sure I have enough for milita training. Team IMP is now jobless (everbody plus maddog was loaded up and repairing) and trains milita in two san mona sectors. At 20h team IMP has trained 10 milita which I spread all over the city (mine sector has enemies), enabling me to see all patrols touching them, and the team sets out to the east against 15. Team rebel heads out east against 18. Team hires moves west against 14.

- team rebels takes out the 18 on the 3rd try. I arrived 5min after 21h so it was still twilight, which proved difficult. Only managed to contain a large mob with thermobaric grenades and after the first 8 enemies were dead I sat silently a while until proper dark set in. The remaining 10 went down fairly well, and dimitri managed to snag a kill. Ira too, and she levelled up to 7. Loot: http://imgur.com/a/5yYoG - nice, replacement thermobaric and good ammo, dimitri takes the spectra helmet despite it being badly damaged. The team moves south along the road against 10. Team IMP moves through the 15 like a room temperature knife through butter (in that it was fairly easy, but took a while). 5 belts of 5.56x45 and 5 P90 mags (i.e. 5.7x28 for the FN57s), two long guns. No adjacent enemies so the team loads up and heads back into san mona, to drop the stuff and maybe take on the san mona mine which is held by a few enemies. Selling crap to locals has given me enough money to hire scream for another two weeks as well and have enough money over night to pay all milita (the cost of which is now approaching 8k btw). Team hires attacks the 14, but it's that woody gauntlet of a level I complained about before (http://imgur.com/a/ivEnW) so I might as well stop now.

late night edit: here are my current thoughts on the next game, for viewing ease a pic rather than pasting in text http://imgur.com/a/ioRys

[Updated on: Wed, 21 September 2016 03:53]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #347008 is a reply to message #346991] Thu, 22 September 2016 00:16 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
- I fucking despise this sector. I'm already on reload 4, but this time I finally manage to do it by hugging the northern cliff until I'm fairly close to the house and only then start shooting. Having to mop up the last 6 or so was stressful and vastly made easier by having the snipers shoot outside sight range at the enemy sound pings. Three outright kills and two wounded, one of which decided to rush us. So-so loot, but a 25mm mustard gas canister and supply ammo for most. Meltdown must definitely get a better gun, she's not deadly or fast enough with the CMMG as this combat proved. Note to self: semi-skilled pistols only when ambidex. The team heads back to estoni as energy levels are well under 50% on three and I had to use canteens to stop them from fainting while moving in combat. Team rebels kills the 10 with a minor wound when a redshirt manages to sneak up and fire. The sector is fun, very dense wood but another gas station and more smugglers! Sadly, the smugglers also have nothing to say and the loot from their containers contains three long guns including another knight sr-25, but it's all owned. I'm tempted to kill the smugglers but I really don't want to find out later there was a quest involved. Other loot is poorer than usual with literally no ammo and one long gun. Two tool kits though. The heads out two sector to the west, where 14 await them. Team IMP arrives, drops loot and heads to san mona mine against 8, which are wiped out satisfyingly quickly. Two shotguns and a LMG, good ammo. The team has enough energy for one more combat and travels west to meet 18. Team hires arrives in estoni and takes up safe position before setting in to do repair and train milita. Raven and scream are jobless and train medical which is low for both and will increase quickly. I expect all three hires to level up again soon.

- sweet, team IMP took out the 18 in a fierce battle. I was mobbed from three directions right after the first shot had rung and only survived thanks to two russian jumping grenades. Ranger took a 14 HP wound (out of now 67 HP btw) and had no time to bandage until 14 were dead and the rest stopped coming. Sought them out and killed them with comparative ease. This is fairly good loot: http://imgur.com/a/WMTEo and this team doesn't have a commando launcher yet. The team loads up and heads back to maddog in tony's sector, arrives and three set to repair while ranger moves the loot over from the mine. Team rebel takes out their foes on the 2nd try, with mannuel emptying his 43mm launcher and getting a double kill with mustard gas. Loot is so great that I'm sure most of this was already here, but either way I'm loading up on ammo and heading back for aldea, which it reaches just before forced sleep again. Btw, I didn't know C-mags fit into those large mag slots on LBE gear (those that look like the 9mm 50 round mags)! Set two to repair, making use of the junkyard facility (makes repair easier, or so it says, same for the munitions factory but mechanical isn't high enough for either of them yet), two train milita and manuel gives dimitri - who is close to levelling up to 2 now - some leadership lessons. All teams are done with combat for now.

- cambria repels attack by 15 without losses in G9. Drassen mine takes three losses only against 35 (two patrols combining). Maddog sells guns for 14k, replenishing his inventory with recent, damaged combat loot and starts repairing again. Put two milita in the mine sector to get eyes on surrounding sectors at that end as well. However, this sector is one the enemy keeps trying to take back (usually leaving the others alone) so I will either have to commit to train milita up there properly or live with the knowledge that they'll get killed soon. Drassen warehouse has an attack by 16 or something, but takes no losses. At 20h on the dot, team hires is done topping up elite milita in estoni, but has no adjacent enemies. The unmoving 30 are still frozen below cambria SAM, aldea has no adjacent enemies (and the repair there does not seem any speeder for the facility use) but there is plenty of activity around san mona. All in all, the map is comparatively calm right now: http://imgur.com/a/npjOc - team IMP is moving west against those 15, team hires sets out south down the road to maybe take a look at the new city of baldio, but not before passing the CMMG to ranger (who leaves his shotgun behind) and, lacking a better alternative, taking up a TAR21 with foregrip, flash suppressor, rifle sling, c-mag adapter, reflex sight and battle scope - the latter hopefully more than compensating for the mediocre accuracy rating of 4.

- team IMP arrives at precisely 21h rather than shortly after, and instead of sitting a few minutes and not being able to save I reloaded and spent 10mins, then gave the move order again and saved. As it turns out this was exactly the time the enemy need to move away... So I reloaded and sent them south of the mine instead, where two groups were next to each other. As it turns out, the 12 to the north of san mona would attack tony's sector, so I reloaded *again* and instead sent the team against the 12, intercepted them and killed them all with gunner doing very good work and not as much reliance on hvysniper at all. Loot was decent with two pricey long guns and some ammo. Loaded up and returned to tony/maddog. Aw man, team hires fights in that fortified crossroads sector again. I'm taking a break after failed try 3, that sector is fucking poison. Lat guy sits in a guardhouse and while I could get visual on him, for some reason I couldn't target him at all. Tried repositioning, and got killed. Finally I make it, largely with hvysniper moving around the compound to get an angle on the guardhouses and reliably detecting mines, presumably due to his bombardier status. Part of this enormous loot http://imgur.com/a/96BnM must have been here since my first visit. Oh, raven trod on a mine for 33 HP before I wised up to hvysniper being most capable. Sold almost all of the loot to locals given this is near the ordering zone and I don't need or want to go collecting later, with the exception of the thermobaric grenades and the 5.56x45 match ammo. The team moves south along the road directly heading for 20. Team IMP arrives and drops the loot, then proceeds to head against 8 in E6, two sectors away. I'm pretty much done again for today, but take a look and what awaits team hires - good lord! http://imgur.com/a/pdTfU
Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #347013 is a reply to message #347008] Thu, 22 September 2016 03:44 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
I've been posting just for myself, ratpaz's appreciated comments aside. But I also had an eye on the view count for a while now to see if I was merely "thinking out loud" or if other people actually cared. I seem to average 100 views after my last edit until my next post, which even if it's only 5 people reloading the page 20 times each *still* means 5 people read this. I'm a bit torn about this game - on one hand I am very much able to finish this. My three teams are all fairly powerful already and I'm only getting stronger and richer, so I could easily take more cities one by one and lock down the map for the final assault. On the other hand I am already planning my next game with more AR-suitable settings and IMP counts/layouts, and I feel like I have a pretty neat idea for a "let's play" with a formal post structure (like a lot of stats like wounds, kill count/merc, stat gains, timestamps for beginning and end of session etc). I think I'd like to do that and would enjoy it myself, but it's a bit overboard and work intense if nobody else really cares. I'm counting on people caring enough to speak up about this (either way), so please feel free to chime in!

edit: I linked a txt-file screenshot recently, but my plans have developed beyond that. I'm fairly sure I can make one overpowered IMP (a sniper/gunfighter with 6 - yes, 6 - secondary skills; all stats and skills 75 with 80 wisdom) and use rebels and hires only, which is more in tune with what AR tries to do. I would be more than happy to elaborate on the details of a new game!

[Updated on: Thu, 22 September 2016 04:50]

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #347026 is a reply to message #347013] Fri, 23 September 2016 03:59 Go to previous messageGo to next message
gimmehints

 
Messages:140
Registered:May 2016
188 views without comment since my last combat update with additional meta post I did a bit later, so what does one take from that? I'm heavily leaning towards a new game with tuned settings myself, so unless somebody speaks up, that's probably what I'm going to do. The current game is too overwhelming in advantages, and financial strain is from what I understand the hallmark of AR. I'm planning an expert sci-fi ironman game, with sell to locals increased to 33% (up from 20% - a marked increase, but not a total gamechanger), still no drop all, new chance to hit, new interrupt, 10 team size, 10 max IMPs (although only 1 at the start, see below), tons of guns, enemy progression very slow (instead of the standard "slow", to prolong use of inferior weapons all around really), BR quality 1, quantity 4 (so if you spot something good and can afford it, you can order a decent number and don't have to keep shopping everday. Shipping costs have sharply increased btw. As in this game, the new one would not feature shipment loss or occasional theft). Classic repair system (anybody can repair anything to 100%), one IMP (gunfighter/sniper IMP with ambidex, NO, BB, athletics, stealth, scout, 75 in all stats and skills except for 80 wisdom, wrestler background, malicious - and then 6 of the cheapest hires with the best phyisical stats (which are slow to increase) including the only AIM radio operator - all selected for price vs physical stats first, skilling and wisdom only being secondary considerations. Later squads will require more radio operators, which will probably lead to a single similarly overpowered IMP with radio operator priority for each team). The game would allow training elite milita without my personal custom of a 30 day delay, which AFAICT is sorely needed to properly defend any city long-term anyway, so I might as well start with the ability. Using old progress calculation, meaning no longer can you rack up kills/explore sectors to get to 100% progress - this proved imbalancing in this game as well. Note that sci-fi won't feature crepitus, I dislike them and really only want access to sci-fi guns. Also, no mine will run out, allowing to permanently claim territory as long as I can afford it at that moment, discounting only rising AIM salaries. Aside from the sell-to-locals increase I only feel uneasy about my decision to disable "aggressive AI" - there will be no mass counterattacks, neither on drassen nor on any other cities. I tried two games with aggro AI, allowing mass attacks against any city depending on progress but still disabling the "basic" drassen counterattack, and while I may well just not be skilled enough I found that unneccessarily tiresome. I mainly worry about the influence of the reverted progress calculation's interaction with this setting, possibly making it too easy after all without large-scale counteroffensives at all rather than at a point where you are supposed to be able to counter them - and yet, in my current game I found myself reliant on retreat-save abuses even in ironman mode, and while that exacts a loyalty penalty, it enabled me to essentially kill *any* enemy force no matter what. I'd prefer to do without that as much as possible and would rather upgrade the AI setting in another game.
Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #347027 is a reply to message #347026] Fri, 23 September 2016 08:36 Go to previous messageGo to next message
ratpaz

 
Messages:134
Registered:April 2015
Location: Italy
Just like me, you dont even finish your current game that alredy think to tweak some settings to make the experience better, that's the best thing about 1.13.
Except for ironman and the disabled counterattacks you planning to play with almost the same settings i usually use,
well of course i have tweaked many other axpects of the game i dont even remember, took me more than 4 hours only to tweak j2_options.ini.
Play with many IMPS is good since you can make the perfect team, but it make the game boring IMHO, and i also like the interactions from differents mercs, it's one of the best features about jagged alliance after all...
If you plan to play with few IMPs i suggest you randomize a bit the stats and salaries of mercs so you can find yourself buying mercs you usually don't even consider, for example these are my current settings:

MERCS_RANDOM_STATS = 1
MERCS_RANDOM_GEAR_KITS = TRUE
MERCS_RANDOM_BELL_DISTRIBUTION = TRUE
MERCS_RANDOM_STAT_RANGE = 20
MERCS_RANDOM_EXP_RANGE = 2

MERCS_RANDOM_START_SALARY = TRUE
MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 30


I have also given many more skills to very expensive mercs
since i found never buy a merc that cost me more than 3k/day (with normal settings is much better to buy 4-5 cheap mercs than a expensive one)

Re: Arulco revisited - first milestone: unlocked bobby ray by taking the first estoni sector[message #347032 is a reply to message #347027] Fri, 23 September 2016 19:46 Go to previous message
gimmehints

 
Messages:140
Registered:May 2016
Hi ratpaz! Yes, restarteritis is a real problem for me happy Haven't taken meduna in full since early in my 7609 games (those started only a few months ago), and this game, as is probably obvious from this thread, is sadly heavily imbalanced. I've been debating the counterattacks settings with myself more since yesterday, but I feel like AR *may* not actually be built with them in mind, as the enemy count and replacement rate seems off the charts with active counterattacks everywhere. Of course, I could be wrong and then the game would also be ripe for a restart... It's hard to tell. I agree with the IMPs, it was a fun way to build a team in 1.13 especially, where finances are not really a problem (and drop all is still a viable setting) - but it's just too overpowered for AR. I intend to use one starting IMP and then make one new radio operator for additional teams. I don't think you can play without a jamming radio operator in every team, and Bob is the only AIM one, so you only got MERCs left (at least one, maybe two?). Might as well make my own, but the boost is limited in scope and not having more unpaid bodies at the start will play much different I think. I use very nearly all of those settings you listed already, although I just saw that random stats is actually deactivated (I thought it was active), and my range would be 10 and 1 respectively.

I've set up a testgame I haven't started on yet how described above, but I made my IMP Godlight and have hired Buns, Fox, Gary, Grizzly, Gunther and Hector - and while I feel random stats would make the setup slightly more interesting I've considered this team carefully and would like to start with that particular team. If I start again with randomizer, I probably can't get them again... As I'm still mulling over the counterattack setting I haven't started yet. I'll either start on this or tweak it again and start that one, really don't know.

Btw, my only disagreement with you is that I'm no fan of the AIM/MERC interactions. Truth is that the primary/secondary skilling of hires is fairly underwhelming in general, there are very few tier-2 skilled hires (like a proper bombardier instead of heavy weapons etc) and a lot of people just don't want to work together, precluding very many combos. To top it off, last time I hired conflicting personalities, the guy I had prepaid for 60+ days just left and poof! - money gone, merc gone. I'm not going back one or two days worth of saves (possibly quite longer) in an expert ironman game just because these dorks don't play well with each other!
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