Home » SIRTECH CLASSICS » Jagged Alliance 2 » JA2 Solutions. Tips. Spoilers! » Assembly a Pro Team
Assembly a Pro Team[message #29229]
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Mon, 19 June 2006 03:12
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Lucas |
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Messages:311
Registered:June 2006 Location: Londrina, PR, Brazil |
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SNIPERS :rifle: - For the early game three snipers (IMP, and two other decent sharpshooters) with at least 80>MRK should be enough to take an enemy sector, but later on you'll need the twice and good guns (FN-FAL, M-14) to take down those damned greyshirts.
MECHS - For this task you should consider: high DEX, 50>MECH, LVL. Also lockpicking and eletronic (sometimes) skills should be considered. For beginning Steroid, Dimitri, Barry or even Gasket or Nails should be enough to fix stuff and picking locks, but later on you'll have to hire another good mech, since you'll have to work with multiple squads. Mechs should always carry 100% tool kit and locksmith kits. In Arulco you'll find some NPC's who will repair you stuff for a price (Perko, Arnie and Fredo).
EXPLOSIVES EXPERTS - A good explosive expert should have at least 50>EXP, high DEX and WIS. LVL improves the chances of detecting traps and land mines. Your explosives specialists should always carry live (armed) explosives, door charges and a metal detector.
Suggestions? Hmmm... Fidel (if you can handle his temper) is a good bargain for the early game, but due his low DEX I hire Nails or Barry for the job. Red or Stephen also are not bad bargains.
Note: To deal with explosives usually 1 bomb dude is enough.
TRAINERS/NEGOCIATORS - For negociators you'll have to hire a merc with at least 50>LDR to deal with NPC's. Mercs with teaching skill receive a bonus to their training competence when training militia or other mercs. Specialists with high TRAIN score will create town defense faster.
Note: Just like mech, med and exp, training is influenced by the trainer/negociator LVL.
Good bargains:
Ira, Flo, Biff, MD, Grunty, Fox, Red, Thor, Hitman, Buns, Stephen and Wolf are some suggestions, for militia/merc trainers.
HEAVY WEAPONS SPECIALISTS - Any merc can use Heavy Weapons (Grenade launchers, LAW's, Mortars) but mercs with HW trait have better accuracy with them (read: deadly) . For this task you should consider mercs with high MRK, and Strength to carry their toys of destruction.
Best Choices:
Grunty, Meltdown and Iggy. Buzz and Grizzly are also good bargains, altough Buzz need to work on STR and Grizzly needs to work on his AGI and MRK...
JACK OF ALL TRADES - Some mercs are more gifted (or trained) then others, and because of that they are usually more expensive then other mercs (altough you should consider them). When hiring a Jack of All Trades remember: Higher LVL and skill proficiency means higher wages! Who to employ depends to a large extent on your individual
strategy and on the kind of competence you require.
Recommended mercs:
Wolf, Cougar and Iggy and Conrad (well if you can stand his arrogance...)
FINAL NOTES:
When hiring mercs you should consider not only their price but also their physical states (70> at least) and for specialists (35> at least). Low psychal states or skills (exept for medical) will give you trouble later, so before launching you final assault at Meduna, gather all the Top mercs that you can hire and waste the B**** Queen Deidranna itself Woody!
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Master Sergeant
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Re: Assembly a Pro Team[message #29232]
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Tue, 20 June 2006 05:00
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Bob_Marley |
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Messages:28
Registered:May 2006 Location: Essex, UK |
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Nice set up, but you forgot a crusual part of the JA2 battle plan (Or atleast my version of it): LMG gunners. These guys can lay down devestating barrages of fire to put some serious hurt on the enemy or at least reduce their action points and give your riflemen room to manuver. Also, they're real deadly in night ops where the short ranges practically negate the disadvantages of firing on full auto.
I'd advise RPK-74s as I much prefer them due to thier light weight, long burst and good damage, the only down side is that ammo for it can be hard to find toward the end of the game (Although bobby rays can sort that out!). IMO the Mimimi and HK21 burn up ammo way too fast to be practical.
When selecting mercs for this role autoweapons is a must, and psycho is a bonus.
Good choises are IMP (AW expert psycho/AW NO psycho), Buzz, Ivan, Len, Ice, Conrad, Cougar (he has AW IIRC)and haywire (if you can be bothered to put the time in training him up)
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Private 1st Class
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Re: Assembly a Pro Team[message #29233]
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Wed, 21 June 2006 19:43
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Misteret |
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Messages:31
Registered:July 2005 |
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For my pro team, i go with a 4-man squad, which (to me) covers most the bases, and then tactics and planning covers the rest.
Ivan (Explosives/HW/AW)- C7/Sniper Scope, Laser Scope, Talon+Grenade.
Dr Q (Doctor/NO)
NO Eq-Mac-10 (Silencer, Rod+Spring, Barrel Extender, (Laser Scope? Can't remember)
Daytime-C7/Sniper Scope, Laser Scope, Bipod, Barrel Extender)
Magic (Mechanic/Lockpick)
Ice (Squad Leader/Trainer/AW)
Both have C7/SScope, LScope, Bipod, Rod+Spring
At night attacks Dr Q is awesome, current game i've took drassen and cambria single handed, and he's up to 88 Marksmanship.
During Day Attacks i have magic take point, but keep the other 3 very close to him. The 4 Auto Weapons are enough to defend against an onslaught, but the squad is small enough to not have members just standing at the corner of the map.
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Private 1st Class
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Re: Assembly a Pro Team[message #29234]
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Sun, 25 June 2006 05:43
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Lucas |
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Messages:311
Registered:June 2006 Location: Londrina, PR, Brazil |
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Oops, I forgot to mention Night Operations... Is a nice idea to attack the enemy at night cos you can form smaller squads (Move more silently) and you can use SMG's and LMG's without too many problems, I usually use 4 mercs with NO and Night vision goggles to do the job:
Scouts - Samantha (my IMP: NO, Ambidextrous), Spider (NO, Stealth)
Snipers - Raven (AW, NO), Grunty (HW, NO), Sammy and later on Spider can shoot also
Doctors - Raven and Grunty for bandaging and Spider for post-operative treatment
For me this squad works wonders: Raven , Spider and Grunty can bandage themselves and they can bandage Sammy if she gets shot (MED 0).
Raven - She have 94 MRK and Auto Weapons , so I give her a Mini-14 with Sniper Scope and Laser Sight and a Minimi or RPK-74 if things get hairy.
Spider - I use her as scout for Raven, she learns really fast and with NO and Stealth she almost never get interrupted at night , oh ya, Spider is also a top doctor (See: Top 10 - Doctors post).
Grunty - Decent all-rounder, his 78 MRK raises fast and he levels up quite fast also and his price takes longer to go up than other mercs, like Raven he can bandage people in a pinch so I put him near Sammy so he can bandage her if she gets shot :ok: .
Sammy - My IMP she have 85 health, 85 agi, 80 dex, 80 str, 50 ldr, 85 wis, 85 mrk and 0 med, mech and exp. (Yup, I used Patusco's suggestion for IMP stats) She have a good shot and her pyshical stats are high, but since she have no medical skills I have to give her a couple of Regen-Boosters and put her as spotter for Grunty, so she can get bandaged quickly and hell, she learns really fast and since she have no salary I let her and Grunty to take the kills.
In my case it really works: Sammy and Grunty are level 6 and improving, and Raven and Spider are already in level 5
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Master Sergeant
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