Home » SIRTECH CLASSICS » Jagged Alliance 2 » Jagged Alliance 2 General » newbie question
newbie question[message #39225] Thu, 18 August 2005 22:20 Go to next message
todanerd is currently offline todanerd

 
Messages:42
Registered:August 2005
Location: Taipei, Taiwan
sorry if this question has been asked before...
what buttons do you press when you want to move as many squares as possible but still have enuff AP left to fire an aimed shot?

Report message to a moderator

Corporal
Re: newbie question[message #39226] Thu, 18 August 2005 23:04 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
R is the run key. This allows you're merc to move twice as many squares per turn.

Report message to a moderator

Sergeant Major
Re: newbie question[message #39227] Fri, 19 August 2005 20:57 Go to previous messageGo to next message
todanerd is currently offline todanerd

 
Messages:42
Registered:August 2005
Location: Taipei, Taiwan
but isn't there a button that can "reserve" AP? just enuff AP for you to make a shot after you move? or maybe there isn't... i dunno... i remember to have seen it somewhere Razz
thx for the quick reply tho Khor!!!

Report message to a moderator

Corporal
Re: newbie question[message #39228] Fri, 19 August 2005 23:09 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
If there is such a button I've never heard of it. The only way I know to save APs is to simply not use them. In a very uncertain battlefield situation I normally advance my people 10 to 12 APs a turn so they have enough left to fire if they get an interrupt. I also rarely move using all a mercs APs because when you do this you are penalised 5 APs on the next turn for being winded. Do this too many times and you're merc keels over from exhaustion.

Report message to a moderator

Sergeant Major
Re: newbie question[message #39229] Sat, 20 August 2005 00:57 Go to previous messageGo to next message
todanerd is currently offline todanerd

 
Messages:42
Registered:August 2005
Location: Taipei, Taiwan
thx for your input khor! i didn't know that the merc's get winded if all APs are used up!
so if i leave 1 AP this turn, i can avoid being penalized 5 APs the next turn?

Report message to a moderator

Corporal
Re: newbie question[message #39230] Sat, 20 August 2005 04:57 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
You actually need to leave four to six APs depending on the specific mercs energy level and how much running (or using all of his APs in any way) he's done during each turn based encounter. To be safe, I try to leave 6 whenever possible.

Report message to a moderator

Sergeant Major
Re: newbie question[message #39231] Sat, 20 August 2005 09:45 Go to previous message
Phantom is currently offline Phantom

 
Messages:66
Registered:November 2001
Location: behind you ...
the "reserve AP button" was a feature of JA1. In JA2 it's generally better to leave lots of AP's for interrupts. I've found that some of my mercs can "interrupt" with as few as 4 remaining AP - not enough to make a shot, but sufficient to dive for cover.

Report message to a moderator

Corporal
Previous Topic: MOST RELIABLE GUN FOR HIRE
Next Topic: What's the diff between JA2 and Wildfire?
Goto Forum:
  


Current Time: Sat Jan 18 01:37:57 GMT+2 2025

Total time taken to generate the page: 0.01186 seconds