Home » SIRTECH CLASSICS » Jagged Alliance 2 » JA2 Solutions. Tips. Spoilers! » Assembly a Pro Team
Assembly a Pro Team[message #29229]
|
Mon, 19 June 2006 03:12
|
|
Lucas |
|
Messages:311
Registered:June 2006 Location: Londrina, PR, Brazil |
|
|
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!
Report message to a moderator
|
Master Sergeant
|
|
|
Goto Forum:
Current Time: Fri Oct 11 07:56:46 GMT+3 2024
Total time taken to generate the page: 0.00830 seconds
|