Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2UC Tips & Tactics » help with merc selection
help with merc selection[message #96576]
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Thu, 18 March 2004 20:58
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happybjorn |
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Messages:24
Registered:October 2003 Location: California |
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I will be able to afford my sixth merc soon and need some help making the selection. My squad consists of throwing/NO IMP, Scully, Sidney, Igor, Q and Rosebud. The new merc will replace Rosebud and has to compliment the rest of the squad (I'm playing without guns). The borken girl from MERC is right out.
I'm leaning toward Reaper, but don't know if the rooftop bonus only applies to guns or if it applies to everything (throwing knives being most important). Wolf, Blood, Spider, Bull all have some appeal (Magic does too, but I doubt I will be able to afford him, ever), but all seem a bit redundant considering what I already have. I could swap some others out as well.
Suggestions please (and if you know about the rooftop bonus, pretty please).
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Private 1st Class
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Re: help with merc selection[message #96580]
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Fri, 19 March 2004 10:58
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Twilight |
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Messages:19
Registered:September 2002 Location: The fantasy wonderland th... |
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Hello,
so, you're playing without any firearms (explosives, LAWS, etc.?) - that certainly is a BIG challenge. It is also going to be one annoying, irritating games with lots and lots of reloads. Is it really fun if lots of reloads are the norm, or are you really that good such that reloads are unnecessary?
Well, your squad needs another medic (recommend Fox, or else Thor or else Highball), and, I think, a mechanic (recommend Wolf or else Trevor or else Steroid). Consider for the squad: :axe: Shadow, Fox, Wolf, Ayana (super Flo), Malice, Steroid :king: ... Maybe you'd want $$$(Trevor, Scully, Ivan) and/or $(Grizzly, Fidel, Jubilee, Raven). Some mercs do have the throwing and/or knife skills, so check one of the JA2 merc charts. If you're short on the cash, then try for Malice, Fox, Wolf, and Ayana -or else- Malice, Fox, Wolf -or else- Fox, Malice or Wolf -or else- Thor.
Don't be so quick tro ditch Rosebud (or Rudedog) unless its a financial necessity. You will probably find yourself needing couriers, trainers, escorts, and back-up fighters, so they can help in that.
- Twilight :rifle:
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Re: help with merc selection[message #96581]
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Fri, 19 March 2004 11:53
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happybjorn |
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Messages:24
Registered:October 2003 Location: California |
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Wow, looks like I better explain the no guns restriction: No guns or things-that-are-launched allowed; I think the best way to define it would be to say nothing that loads ammo or launches an explosive (only added the last part to catch the LAW, which technically doesn't have an ammo slot). That means guns, LAWs, RPGs, grenade launchers, mortars, etc. are not okay. HtH combat is okay, grenades and explosives are okay (even 40mm grenades are okay, provided I throw or drop them to deliver them), throwing knives are okay, and throwing random junk is okay.
Some good suggestions and definately worth thinking about, thanks. I'm liking the idea of Shadow, expeically his awesome stats, but I already have 3 night ops on the squad and camo seems like such a wasted ability. He's still a strong contender.
Malice just won't cut it becuase of the low wisdom, that and knifing isn't high on my list of desirable abilities.
Still hoping for response on the rooftop bonus. . . . .
@Twilight,
It is certainly not a hardcore game, but reloads are not that frequent and tend to happen when something really bad happens (like when a combat started with Scully getting a crit to the head for 70+ damage or misthrowing a molotov so that it hit my squad blowing up a terrain feature, which also hit my squad, and destroyed the wall they were hiding behind. Sometimes I screw up and instead of closing the door I mean to hide behind I run out into the open and pick up nothing). I'd guess I'm reloading two times a battle on average. I could probaly play it as a hardcore game (to me that means of the UB/gold version type), but that would be a bit too frustrating.
As far as another medic, your underlying premise that I'm getting wounded a lot is quite correct, but I've been relying more on the abundance of crepagen than the medical skill; another medic isn't necessary.
Thanks for bringing up the mechanics, I'm now considering Vicki as well.
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Private 1st Class
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Re: help with merc selection[message #96585]
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Sat, 20 March 2004 11:48
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Twilight |
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Messages:19
Registered:September 2002 Location: The fantasy wonderland th... |
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Hello,
I mentioned the mechanic (or two) because, although firearms wear-out quickly, so will armor and your hand-held weapons (far less so), and it sounds like a no guns game is probably a maximum armor game.
Well, Shadow seems to have an appropriate skill set for this kind of game, cautious, precise, deadly, but, hey, use the editor to change his skills to something more appropriate. Malice improved fairly well for me (should have been less with that IQ, but, actually not that bad). Someone like Steroid or Ivan could lob explosives, repair things, carry a lot, and then break-out a crowbar or machette for close work.
How big is your combat party (6? 12? 16?)? If you're limiting party size, then that puts a wrinkle on everything.
Well, you party seems pretty good. Yeah, Rude Dog got really annoying really fast for me. Maybe you need another super merc like Magic (!!) or Cougar or (yikes!) Gus. Also, you'll get a chance to recruit from three mercs later on in an underground complex/organization - you'll like the great price vis-a-vis the "merchandise".
- Twilight
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Re: help with merc selection[message #96595]
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Fri, 26 March 2004 05:40
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Thrangar |
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Messages:11
Registered:March 2004 Location: Phoenix, AZ USA |
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I am happy you picked up Shadow, one of my favorites, and his camo ability is perfectly suited for stealthy ops. :scary: !
But cheers to you and good hunting!
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Private
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