Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2UB Vietnam SOG'69 » SOG 69 mod realistic?
Re: SOG 69 mod realistic?[message #76353]
|
Fri, 27 December 2002 05:02
|
|
Dr.Quack |
|
Messages:124
Registered:November 2001 Location: old Europe |
|
|
There is only the one update patch for UB - there were rather a lot of bugs on the original release.
As to SOG'69, we really did everything possible to make the install as easy as possible. I don't know what could possibly go wrong there, all the user has to do is start the installer and the patch - everything else is taken care of, there is no need to fiddle with any editors or technical stuff.
Since these *very* strange problems seem to happen only to TrooperThorn, I suspect there's something foul afoot in that computer. This could be anything from viruses to the favorite corrupted windows installation. I think if there was any real problem with the campaign it would have shown up on more systems by now.
BTW FB George doesn't get it by an airstrike, if I'm getting you right there. Look at the map, it's a 'panic switch', one of the very few features in JA2 to build something of a tactical setup. Innis' speech also hints at VC suicide bombers, I think.
On the Starlight Scope, it's possible the mod could become unbalanced, or overly drastic things could happen like getting gunned down in one turn because of the short ranges at night and relatively high damages, any reports on the 'enhanced' nightops would be appreciated. Neither I nor Becoming-X play any nightops so it's well possible the mod isn't so great in this department.
As to the RPG-7, I modeled it after having some rather epic Laser Squad Nemesis matches (sorry for dropping the name yet again). It is inspired by the Marine Grenadier in this game, and they do have even heavier stuff there. I'm really not a big fan of the napalm grenade from JA2-DL1, but LSN taught me how you can use really heavy stuff in a more interesting way. Then the 60 range on the RPG isn't so dramatic, the AIs use it only against mercs they can see, and rarely ever against single mercs. Facing a suspected RPG grenadier somewhere in the bush is just the next level of threat after Molotovs and LMG campers, but healthy mercs should always survive one impact. It's a bit like getting a hit from the Barret applied as area damage, but it's not an unfair behind-the-door ambush situation since the grenadiers are walking around freely in rough terrain.
Obviously this is a pretty drastic way of playing JA2, even a way to explore the limits of the game. Losing a bit is part of the game here, and I even appreciate the drama of seeing my mercs bleed for a change The original game certainly wasn't that devious. Everybody having played the mod to the final sectors should remember that they're playing JA2 in the hardest way so far, deliberately designed to bring the difficulty to the maximum permitted by the game engine while still maintaining a fair chance to win. Beating the campaign without much reloading is probably equivalent to having mastered the game mechanics, against artifical intelligences that is. Real people in multiplayer games tend to fight much harder
Hmm I think this was going to be two separate posts initially...
Report message to a moderator
|
Sergeant
|
|
|
Goto Forum:
Current Time: Fri Feb 07 00:53:29 GMT+2 2025
Total time taken to generate the page: 0.00938 seconds
|