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Sniper vs Autoweapons Skill[message #242661] Wed, 27 January 2010 20:54 Go to next message
Frank Zappa is currently offline Frank Zappa
Messages:4
Registered:January 2010
First off, hi everyone!

I just recently stumbled across JA2 (I had heard of it before but stuck to the Fallout series).
So while I'm pretty much a newbie, I still understand the basic game mechanics.

I had a short first try (JA2 Gold w/ v1.13 Mod/Experienced) and chose Sniper and Autoweapons as my IMPs skills. That was before I knew what those two were doing. I want to start over with v1.13 again, this time on Expert difficulty. I've read a lot about the skills on this forum since then.
So here are my questions:

1. Is it a good choice to mix those two in general or should I go for Sniper (Expert)/Autoweapons (Expert)?
2. If I go for Sniper (Expert), will I have a big disadvantage in close quarters?

3. Is Burst or Autofire Mode necessary in close quarters later on to be able to kill enemies quickly enough or will a few headshots w/ an Expert Sniper still do the trick?

Thanks in advance, hope you can help Wink !

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Civilian
Re: Sniper vs Autoweapons Skill[message #242675] Thu, 28 January 2010 07:04 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1502
Registered:December 2008
Quote:
Sniper and Autoweapons as my IMPs skills


My IMP almost always uses the same combo, looks like we think alike.


Quote:
Sniper (Expert)/Autoweapons (Expert)


Usually the additional bonus from choosing an expert level skill does not feel "double as good" in the game, I believe because the in game effect may diminish the higher your skill is. One example is aim clicks and how much you get in return in CTH, the more aim clicks the less CTH is added (maybe nothing in some situations).

It "feels" like the most benefit you get when you have anything instead of nothing (e.g. 20 LDR instead of zero, or electronics instead of none, etc.) I played a game with sniper expert and I didn't feel much of a difference, it was definitely not "oh my god this is so awesome".


Quote:
big disadvantage in close quarters


The way you phrased your question the answer is definitely *NO* because auto fire (or burst) always performs well at very short range e.g. up to 10 tiles distance to target (also HAM makes auto/burst a little better if you use tracers). The auto skill really starts to kick in when engaging targets at what I call short range 8 to 18 tiles (see my gameplay advice here). These are situations where you have a small team e.g. 6 guys and engage enemies at close distance e.g. heli drop at night, where you have 20+ enemies advancing from all directions and you are in "area denial" mode to maintain your "safety bubble" (again check my gameplay notes to see what I am talking about how the AI works and how to beat it).


Quote:
Burst or Autofire Mode necessary in close quarters later on to be able to kill enemies quickly enough or will a few headshots w/ an Expert Sniper still do the trick


You will need burst/auto in situations where your kill ratio has to be more than 1-to-1, like the night heli drop I described above. You may still need to aim with sniper rifles in the 8-18 tile range (using HAM your first aim click costs half of your ready AP in addition and sniper rifles usually have a high ready AP). The result will be that you get 1-3 shots with the sniper rifle, but only 1 aimed one, the rest is unaimed to the torso. If *each* of your mercs needs to kill 2-3 enemies every round, the only way to do this is burst/auto. You get this high kill ratio requirement when you play on Insane, maybe Expert.

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Sergeant Major

Re: Sniper vs Autoweapons Skill[message #242679] Thu, 28 January 2010 09:54 Go to previous messageGo to next message
herb is currently offline herb

 
Messages:381
Registered:September 2007
Location: Slovenija
I use sniper/night ops.

1. Sniper/auto weapons don't give much advantages. If you use sniper you don't go close combat. Aldough in close combat you can succesfuly use auto without auto weapon skill.

My advice: use sniper with other skill: stealthy, night ops...


2. Take only sniper expert depends of other mercs you choose.

3. I usualy shoot in the head. So with auto or without the effect is the same-dead enemy


Wellcome on the Pit

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Master Sergeant
Re: Sniper vs Autoweapons Skill[message #242748] Thu, 28 January 2010 21:21 Go to previous messageGo to next message
Frank Zappa is currently offline Frank Zappa
Messages:4
Registered:January 2010
@Dieter

Thx for the link, nice overview over the weapons' usefullness (and other info Smile ).
I've read about HAM before and that it's integrated in the newest releases of v1.13, so I guess the effects you describe can be activated w/o changing the ja2_options.ini (at least the tracer effect box is in the options menu).

@marko

Yeah, I was also considering to take the stealth skill, seems to be a decent combination (w/ sniper).
Not sure about Nightops though, looked okay as well, but I rather like "universal" skills that always kick in. Of course I often aim for the head, but the mp5 I start with isn't exactly a range weapon Wink .

Now I'm just starting to wonder if taking a high MRK value (like 80-85) is really necessary ...

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Civilian
Re: Sniper vs Autoweapons Skill[message #242763] Fri, 29 January 2010 05:20 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1502
Registered:December 2008
Quote:
HAM (...) integrated in the newest releases of v1.13


Just to be very accurate, HAM is a mod which can be installed on top of 1.13 (or other mods like WildFire), it is technically not part of the 1.13 mod (e.g. HAM uses it's own EXE).


Quote:
effects you describe can be activated w/o changing the ja2_options.ini


I believe the latest HAM INI has the majority of features in an activated state (older HAM versions had the INI settings set to inactive), however some features you may want to tweak a little, thankfully Headrock made an extensive Wiki which explains well what the different settings are and what the in game effect is.

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Sergeant Major

Re: Sniper vs Autoweapons Skill[message #242775] Fri, 29 January 2010 09:30 Go to previous messageGo to next message
herb is currently offline herb

 
Messages:381
Registered:September 2007
Location: Slovenija
Colonel_Kurtz

Now I'm just starting to wonder if taking a high MRK value (like 80-85) is really necessary ...


Better have high wisdom then merc learns fast and MRK 75 fast become MRK 90

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Master Sergeant
Re: Sniper vs Autoweapons Skill[message #242928] Sun, 31 January 2010 03:45 Go to previous messageGo to next message
Frank Zappa is currently offline Frank Zappa
Messages:4
Registered:January 2010
It looks like I should better check back with that HAM Wiki to make sure I enable the advantages the mod brings and disable all of the changes I'm not interested in.

For wisdom, I was planning on maxing it out (85). I read something about being able to raise wisdom in an older guide by having at least 35 points in explosives, although I can't remember how that was supposed to work, and if it's still possible^^ ...

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Civilian
Re: Sniper vs Autoweapons Skill[message #242955] Sun, 31 January 2010 22:13 Go to previous messageGo to next message
herb is currently offline herb

 
Messages:381
Registered:September 2007
Location: Slovenija
I always give wisdom 85 and dexterity 70-80 and my IMP learns really quick.

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Master Sergeant
Re: Sniper vs Autoweapons Skill[message #242961] Sun, 31 January 2010 22:24 Go to previous messageGo to next message
Guest
Try this brother. Headrocks How to series.

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Re: Sniper vs Autoweapons Skill[message #242962] Sun, 31 January 2010 23:10 Go to previous messageGo to next message
Headrock

 
Messages:1757
Registered:March 2006
Location: Jerusalem
Quote:

Just to be very accurate, HAM is a mod which can be installed on top of 1.13 (or other mods like WildFire), it is technically not part of the 1.13 mod (e.g. HAM uses it's own EXE).


HAM 2.8 is part of 1.13. You can use HAM Suppression and tracer enhancements, which were part of that HAM version. Please note however that HAM Suppression 2.8 is not optimal, and may seem a bit quirky, especially in the early game.

Quote:
I believe the latest HAM INI has the majority of features in an activated state (older HAM versions had the INI settings set to inactive)


If you use JA2 1.13, 99% of HAM features are turned off by default, so INI editing is essential. The INI Editor makes this process a lot simpler, of course.

In HAM 3.5, there are two separate JA2_Options.INI files you can use to turn HAM all-off or all-on as you please (or use one and THEN edit it with the INI editor to your heart's content).

HAM 3.6 comes with all features activated. The INI can then be edited to tone them down (or up!) as necessary.

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Sergeant Major

Re: Sniper vs Autoweapons Skill[message #243408] Sat, 06 February 2010 16:39 Go to previous messageGo to next message
Frank Zappa is currently offline Frank Zappa
Messages:4
Registered:January 2010
I think I found the right combination of activated HAM features now, my I.M.P. seems to be okay as well, at least I made it past day 10 Smile. Thx for the support guys!

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Civilian
Re: Sniper vs Autoweapons Skill[message #243430] Sun, 07 February 2010 05:16 Go to previous messageGo to next message
AdamRadm is currently offline AdamRadm

 
Messages:18
Registered:January 2010
Location: USA usually
What ammo types to you guys usually use for sniper and auto? For auto i usually use tracer rounds, and AP for night time. I usually 1 merc as sniper for cover and i recently been playing around with what rounds are the best, AP is usually the standard but have seen some great results from glaser rounds.

So whats you 'go to' round for snipers and auto?

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Private
Re: Sniper vs Autoweapons Skill[message #243444] Sun, 07 February 2010 11:34 Go to previous message
usrbid is currently offline usrbid

 
Messages:1502
Registered:December 2008
Quote:
What ammo types to you guys usually use for sniper and auto?


I use two different weapons. For sniping ideally something with a sniper scope (as opposed to a PSO-3 scope), preferably semi auto, and 20 round mag, ideally a weapon which allows a rifle lam flashlight combo attachment. For this gun I use just AP as it is easiest to maintain / replenish from enemy drops.

For auto I always use tracer, even at night, and especially when playing with HAM. Spraying tracers at night doesn't seem to upset the enemies a whole lot really. The key is to make sure that *no* enemies can ever see you at the end of your round (and also during the enemy turn when they are moving). If the enemy can't use a spotter at night, they most likely won't be able to act on seeing tracer rounds.

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Sergeant Major

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