Home » SIRTECH CLASSICS » Jagged Alliance 2 » Favourite Mercs & NPCs » [IMP] Hall of Fame !
[IMP] Hall of Fame ![message #224176]
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Mon, 29 June 2009 18:39
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Gabriel Eilin |
Messages:2
Registered:June 2009 |
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Hey Everybody !
I don't manage to find any hall of fame of our IMP veteran characters so, let's begin ! First, I'm gonna talk about mine. I decided, well it was 3 monthes ago, to start again JA2 after years without playing. I put the game in realistic, tons of weapons, and in expert mode. I created my IMP Character, with the questions test and it make, finally, my character an expert in Night Operations. I decided that, this time, I will finish the game with only this character, that he will never miss a shot and never be wounded.
I don't have finish the game yet, just have few cities to free and secure, and next, run into Meduna, avoiding the tanks, and shot all the elites with the Dragunov or the Fn-Fal after blowing up the back wall of Deidranna's palace. I'm going to test the 1.13 mod before, if it is a bit more challenging
And now, without wait anymore ! My veteran, and first hall of famed (HAHA) !
Let's hall of famed yours now ! XD
[Updated on: Mon, 29 June 2009 18:39] by Moderator Report message to a moderator
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Civilian
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Re: [IMP] Hall of Fame ![message #224268]
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Tue, 30 June 2009 00:02
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gmonk |
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Messages:670
Registered:April 2002 Location: Newfoundland, Canada |
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Monk: Night Ops/Stealth (yes, I know, it's useless, blah, blah, blah )
My IMP is a putz compared to a lot of stuff I see posted on the forums. Not that he's not skilled, just doesn't have the numbers I see thrown around in here sometimes. Maybe a 70% hit rate and a hell of a lot of wounds. But he's the guy I put in front, he gets wounded more often than a lot of the other mercs.
He's my leader, he calls the shots and he goes in first, even if he's wounded. If this game had adaptive learning routines, the other mercs would probably follow him into Hell with their morale bars at the top. The only reason he survives is because I'm careful with him.
I don't have a screen for him, but it kinda looks like maybe Malice's or Igor's. Not impressive or outstanding, just pretty good.
He's the guy I can trust, just like Enrico did.
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First Sergeant
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Re: [IMP] Hall of Fame ![message #224398]
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Tue, 30 June 2009 15:48
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Shanga |
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Messages:3480
Registered:January 2000 Location: Danubia |
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For most people a dead IMP means reload. Unless you're playing with 6 of them, guess that's when they become "expendable".
On topic now, I do find strange the attributes you picked for your IMP. The table values are as follows:
Starting Points / End Points / Increase
HP: 60
Very low HP means one bullet and you're dead. Imho you should always max this value, avoids a lot of reloads.
AGI: 85 / 91 / (+6)
High AGI is good for avoidance, but it's also a skill that can be increased ingame. I usually go for 80 or so and leave some points for the HP or other skills.
DEX: 85/ 88 / (+3)
Unless you plan to specialise in Explosives or Mechanics, why pick 85 DEX? It's also a stat that can be raised so a value of 60-70 is enough imho. But I see you used your IMP as mechanic, so let's say 70.
STR: 35 / 51 / (+16)
This is completely wrong. STR affects your battlefield performance, what guns and armour you can equip and how much stamina you have. It should always be above 65. I usually go for 80, unless I plan to train on cows.
LDR: 35 / 90 (+55)
Good pick, 35, enough for most convos. But how the heck did you gain 55 points!? It's a huge increase... You trained 10 armies of militia?
WIS: 80
Again good pick, I would've maxed it if pos cause all other stats depend on it.
MARK: 85/ 98 / (+13)
Setting 85 as start value for MRK is wasting points. Your IMP is a merc and he'll be using guns for his entire JA2 life. High wisdom will grant him fast raise. Start of the game means crap pistols with expendable ammo. That's why I pick 60-65 usually and by the time I am headed towards 2nd city my IMP is already in the 70 range. Marksmanship is the easiest value to increase since it's constantly practiced.
MEC: 70 / 73 / (+3)
As I've said, good choice if you plan to save on expensive mechanics from AIM and your IMP will mostly be assigned to defence, repairs and training militia. I like mine on the frontlines.
EXP: 0
This is a calculated risk, but there's a good saying that with explosives if you don't know exactly what you're doing you are much better off and far away from them. So yes, good pick.
MED: 35/ 45 / (+10)
My default pick too, 35 is enough to bandage some wounds. But even 15 can work sometimes.
So while Quicksave and Quickload can be useful this setup has no chance whatsoever on Ironman mode.
If I were you I'd shave off 35 pts from MRK, 35 pts from DEX, 20 from MEC. That gives you 90 points to assign.
Hp needs boost to 85 (+25).
Wis maxed 85 (+5)
Str maxed 85 (+50)
And you have 10 spare points.
[Updated on: Tue, 30 June 2009 16:27] by Moderator Report message to a moderator
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Re: [IMP] Hall of Fame ![message #225080]
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Fri, 03 July 2009 07:01
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usrbid |
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Messages:1506
Registered:December 2008 |
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So you are looking for a formula which determines percentage load based on weight carried and strength?
Edit: Here is the code (I think) that reduces your APs based on how much you are carrying.
Soldier Control.cpp
if (this->sWeightCarriedAtTurnStart > 100)
{
ubPoints = (UINT8) ( ((UINT32)ubPoints) * 100 / this->sWeightCarriedAtTurnStart );
}
So it looks like your total APs are reduced in equal proportion to how much over 100% you carry (here ubPoints refers to AP for this round).
Here is the part which calculates carried weight:
Items.cpp
UINT32 CalculateCarriedWeight( SOLDIERTYPE * pSoldier )
{
UINT32 uiTotalWeight = 0;
UINT32 uiPercent;
UINT8 ubLoop;
UINT8 ubStrengthForCarrying;
//Pulmu: Changes for dynamic ammo weight
for( ubLoop = 0; ubLoop < pSoldier->inv.size(); ubLoop++)
{
//ADB the weight of the object is already counting stacked objects, attachments, et al
uiTotalWeight += CalculateObjectWeight(&pSoldier->inv[ubLoop]);
}
// for now, assume soldiers can carry 1/2 their strength in KGs without penalty.
// instead of multiplying by 100 for percent, and then dividing by 10 to account
// for weight units being in 10ths of kilos, not kilos... we just start with 10 instead of 100!
ubStrengthForCarrying = EffectiveStrength( pSoldier );
if ( ubStrengthForCarrying > 80 )
{
ubStrengthForCarrying += (ubStrengthForCarrying - 80);
}
uiPercent = (10 * uiTotalWeight) / ( ubStrengthForCarrying / 2 );
return( uiPercent );
}
You see the code has a comment saying that soldiers can carry half their (effective) strength in kilogramms without a penalty. The actual percent calculation is: uiPercent = (10 * uiTotalWeight) / ( ubStrengthForCarrying / 2 )
If you are over your 100 percent there are many effects for this, one of them is having less APs. There are only a few code portions using the CalculateCarriedWeight function, which limits the locations where effects of weight are applied to: Assignments.cpp, mapscreen.cpp, Strategic Movement.cpp, Interface Panels.cpp, Items.cpp, Points.cpp, and Soldier Control.cpp.
[Updated on: Fri, 03 July 2009 07:37] by Moderator Report message to a moderator
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