Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Wildfire » Starting Mercs?
Starting Mercs?[message #103785]
|
Tue, 13 April 2004 11:41
|
|
Ewok01 |
|
Messages:25
Registered:April 2004 Location: Brisbane |
|
|
Well I noticed on the JA2 forum they had listed good/bad mercs but nothing mentioned for JA2 Wildfire, well here we go, name the Mercs you start with and why on JA2 Wildfire?
I always start with my made charcater and Shadow (when I can get him, he is excellent)
:rifle:
Cheers
Report message to a moderator
|
Private 1st Class
|
|
|
|
|
|
|
|
|
|
|
|
Re: Starting Mercs?[message #103795]
|
Tue, 04 May 2004 02:24
|
|
El Rey |
Messages:3
Registered:May 2004 Location: Milwaukee, WI |
|
|
The questions in the IMP survey dictate the skills your merc will have. Avoiding certain answers helps you control the outcome. It's hard to list all the outcomes here. The first question I always answer "the president" since it gaves an 'optimistic' personality, as well as the 'show up well dressed and confident' answer. To get night ops, answer the question about what items you would grab (computer, knives, night goggles) with night goggles, and the question about seeing someone put money in a locker is answered "under the cover of night, relieve him of the key." Avoid other stuff in other questions that are specific: Anything with knives in the answer gives you knives, gun rack in truck gives autoweps (peace flag gives 'normal' personality if you want to avoid autoweps) switch hitter gives you ambidextrious and the most rediculous answers have no influence, choose them to avoid skills you don't want. The last three questions have no input towards skills, only personality type.
I prefer mercs that can grow a lot if I keep them the whole game. Thor has the highest wisdom in the game and is by far the best medic/shooter deal early on, if you plan to keep him. If you use him and give him kills, he will level-up quicker than any other. I have also gotten Spider to level 8/95mks before. Thor seems to get along with Ice and he too grows in all skills if you use him. Ice also has great skills, being a solid malitia trainer and a good person to carry the first light machine gun you find. Steroid is the best early game door openner for me. Just give him a crowbar and a lockpick set and kick the doors down if the other two fail at first. Barry is a great deal early game as well. Ultimately, I try to make the locals into great mercs midgame and I don't employ many high cost mercs until it's time to approach Meduna, when heavy weapons experts are required. An xray device and a mortar is just brutal. I also keep my IMP mercs str and dex a little low since they can be easily boosted by punching every cow to death. Each farm (6-8 cows) is good for 4-6 dex and 2 str.
I absolutely hate most of the M.E.R.C. mercs, but I always employ Gasket as my full time repair man. For 150$ at the beginning and rarely costing over 200$ a day later on, he is a great deal.
Report message to a moderator
|
Civilian
|
|
|
|
|
|
|
|
|
Re: Starting Mercs?[message #103802]
|
Fri, 14 May 2004 05:52
|
|
stryker |
Messages:1
Registered:April 2003 |
|
|
my IMP (night ops/stealthy ---> best skill combo), Scope (her gun will be very helpful in the beginning of the game) plus Ira + Dimitri
Report message to a moderator
|
Civilian
|
|
|
|
Re: Starting Mercs?[message #103804]
|
Sun, 04 July 2004 10:08
|
|
Philopoemen |
Messages:3
Registered:June 2004 Location: Perth, Australia |
|
|
My Stealth(E) IMP, Trevor and Thor - Trevor gets into anything locked, can shoot, can learn etc; whilst Thor's high Wisdom means he learns *really* fast (MRK goes up quickly, as does AGL) and you can use him in EFC.
Report message to a moderator
|
Civilian
|
|
|
Re: Starting Mercs?[message #103805]
|
Mon, 05 July 2004 11:34
|
|
Twilight |
|
Messages:19
Registered:September 2002 Location: The fantasy wonderland th... |
|
|
Hello,
hardly a question to think about at all:
start with
- IMP (auto expert with leadership and medical and high IQ)
- Fox
- Malice
- Wolf
Soon, add Ira (well, just because of the cost) and Flo (well, $100 a day is too good to pass-up, among other reasons); perhaps a few "helpers" (Grizzly, Grunty, Dmitri, Igor, Raven, etc.) who come and go;
Later, add Thor, S. Rothman, and Spider as keepers;
when able, add Shadow (cherish forever);
lastly, continue to add/remove "helpers" as desired to add fun to the mix.
- Twilight
Report message to a moderator
|
Private
|
|
|
Re: Starting Mercs?[message #103806]
|
Wed, 14 July 2004 21:57
|
|
Bane |
|
Messages:201
Registered:May 2000 Location: Vancouver, BC, Canada |
|
|
Like I said, I land by myself and clear the first sector solo. Then I pick up Ira and Dimitri (you don't need to capture Drassen first for Dimitri). I then train for a month or so, raising leadership and mech skills. Then I head over to San Mona to make some quick cash in the ring plus do the Maria quest. From there it's a quick march south to Estoni to collect MadDog, and then over to Tixa to get Dynamo and Shank.
Now that I have my "freebie" squad (OK, Shank costs $20 a day), I spend some time training them up. The landmine trick for raising explosive skill still works and has the side effect of raising LVL so a LVL1 merc can go to LVL4 without firing a shot (Shank). I also work on strength and marksmanship. I usually base in or near San Mona to take advantage of Tony's and to fight in the ring.
When I deem that my squad is ready, I take Chitzena first, then the NW SAM site, then Grumm. After each objective is taken, I train up the maximum number of milita. I then base my squad in the mine sector of Grumm and go on the defensive.
From here, I control Grumm since almost all attacks on Grumm are on this sector. In addition, patrols that intend to attack Chitzena or the SAM site will often have to detour around Grumm. If they are in striking range when night falls, I leave Grumm for a quick attack on these patrols, preventing them from attacking my militia while at the same time increasing the morale of Chitzena and Grumm.
When I have sufficient cash (say, $400,000), I hire a squad of AIM mercs for 55 days each. My current roster is:
Raven, Buzz, Wolf, Grunty, Spider and Barry
but it varies depending upon availability.
55 days is an arbitrary number but it's around twice as much time as I need to complete the game.
With my AIM mercs, I then take Cambria and Cambria SAM while my local mercs hold Grumm. Eventually I also take Drassen and Alma. With Drassen in my hands, the airport is open and I can then do the escort quests. When they are complete, I can finally hire the remaining mercs to fill out my roster.
Report message to a moderator
|
Sergeant 1st Class
|
|
|
|
|
|
|
Re: Starting Mercs?[message #103811]
|
Tue, 07 September 2004 05:33
|
|
AZAZEL |
|
Messages:750
Registered:February 2004 |
|
|
I think you have to be a deeply disturbed individual to talk like that to people you don't know!Quit playing,or don't take your problems here;don't blame others for what you think you have read!
Is it a cheat to make more than 2000 kills in a WF expert game,with IMP char,when you are level 10 at about 450 kills,just repairing the stuff taken from 3 cities (and many patrols,to raise the frigging loyalty)and/or planting some mines?
It was my first time ever game that I started with that Scope&Shadow team,I wasn't going to allow them to piss me off to often!What do you do,huh,take those money in real life or what?I'll work with the best,thank you!
For your information,I'll also advice(beginners,first time players) to hire Gus for one day in normal JA2,to take his gun and speed things up!
Did I say I duplicated anything?Used editors?The "blues" whacked you in Wildfire,you played nonstop 48 hours,have a need for reality adjustment,and you are picking a verbal fight now?
Buzz off!
Report message to a moderator
|
|
|
|
Goto Forum:
Current Time: Sat Jan 25 08:25:59 GMT+2 2025
Total time taken to generate the page: 0.01707 seconds
|