Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2UC Tips & Tactics » Hardcore Finish - Anyone Done It Yet?
Hardcore Finish - Anyone Done It Yet?[message #96854]
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Tue, 20 April 2004 08:05
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ariana |
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Messages:36
Registered:April 2004 |
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By hardcore I mean never restoring a prior save (other than becuase of a crash or major bug) - if disaster strikes you either continue and try to overcome it or start all over.
I'm a CRPG specialist - I've done every major CRPG for 20 years this way (not on my first try I assure you). JA2 I got to Meduna 3 times hardcore but never finished and am having real problems with UC - I'm not as good at games that aren't pure CRPGs.
Is there any benefit to going west instead of East - I've lost over a dozen parties in Callisto or adjoining sectors already. Partly because I'm milking UC for all it is worth and starting over if I lose any AIM merc - something I'll stop doing after a while.
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Private 1st Class
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Re: Hardcore Finish - Anyone Done It Yet?[message #96857]
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Tue, 20 April 2004 13:38
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hamsterdance |
Messages:4
Registered:November 2002 |
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Have you tried doing this in games like Baludr's Gate and its sequel? That will be extremely difficult.
You can win ironman easily in JA2 without losing a single merc, but UC will be much harder. I'll be trying UC when I have more time.
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Civilian
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Re: Hardcore Finish - Anyone Done It Yet?[message #96859]
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Wed, 21 April 2004 17:43
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Boomer |
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Messages:114
Registered:February 2004 Location: In the heart of Transilva... |
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@ariana
I agree that what you try to do is a very challenging way to play UC and it's much more than just playing Ironman. After all, I would never give up to save a game in a middle of a battle: I had my share of CTD's in UC when in the middle of a battle another enemy patrol just entered that sector, but I am willing to try your approach. But maybe there is a difference between us: I have played many of the sectors in UC more than once, so I now what to expect of. Anyway, one thing I have noticed is that not always the enemies in a sector are in the spots or come from the direction they used to do in previous games/battles.
When I will try to win a game the way you proposed, I will set as a first tactical rule this one: a sector will be cleared of enemies the first time it is entered only if this CAN be achieved without important risks. In sectors other that the ones occupied by the gunrunners, the enemies will not respawn, so killing a few soldiers and policemen and than retreating will weaken that sector's defence. I know it's gonna be a very long game played this way, but it will definitely be more realistic. As for the AIM mercs hired at the start of the game, I would suggest Magic and Shadow, and I would do my IMP with the skills and stats he started with in my current game: Autoweapons and Nightops specialist, Psycho, 85 at health, agility, dexterity and strenght, 35 leadership, 81 wisdom, 74 marksmanship and 0 at explosives, mechanical and medicine. Then I would not go straight to Calisto. In the first evening I will clear A10 Atremo, then journey east, clear A11, stock up with stun grenades, then A12, where there are 3 civilians, just where those crates are, 2 of them armed with MP-5's and the other one with a CAR-15. I will sneak up north with my mercs going right at the western edge of the map, then I will sneak with them, aligned to the northern edge of the map untill I will reach the river and then I will move my mercs 2-3 squares down south, untill they see the civilians. It's time to give them a stun grenades shower, then run to them with your mercs and steal their weapons. Be sure to check the crates to, there are some gas canisters in them and an A.L.I.C.E. backpack. Those civilians are dressed like the gun runners and if they see your mercs first they will become hostile and start to fire. It is essential that this operation to be performed by night and with nightops specialists in your squad.
If you are interested I will post some more tactical insights as how the game can be won in the way you like to play it.
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Sergeant
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Re: Hardcore Finish - Anyone Done It Yet?[message #96861]
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Fri, 23 April 2004 18:00
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Boomer |
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Messages:114
Registered:February 2004 Location: In the heart of Transilva... |
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I did not considered you a rookie, but JA2 was closer to an RPG or an CRPG than UC is in terms of balance between the player's squad and the enemies. As you already noticed, the enemy forces in Calisto can be compared rather with those one encountered in Alma in the original JA2 Sheraton's main sector is a little tougher than any sectors in Calisto (apart from the air freight terminal), and from then on it's gonna be even worst. I have suggested Magic for the day time operations.
So far I restarted the game three times trying to play it without restoring to a prior save. I must admit that is more exciting this way and it keeps me more focused on the tactical consequences of every move I make.
As for the "gasrunners" in A-12, if you are careful, the stealing works reliably every time. The MP-5 is a very accurate weapon and it is a killer in the northern parts of Danubia. You have plenty of ammo for it if you loot the lockers in the police station in A-10 (it uses the same ammo type as the AGRAM) and you will come across that time of ammo in most of the sectors in the northern part of Danubia. The CAR-15 is also a very good weapon for the first days, and it's more accurate than the PPSh-41. In a game I assigned the CAR-15 and the axtra clip stealed from the "gasrunners" to Rosebud, and in less than a night, in the B-11, B-12, B-13, C-13 and D-13 sectors he raised his marksmanship from 61 to 70 and reached level 4. His hit ratio was 65%. So, just give those stun drenades (and the three gas grenades you can loot from the police station) to your mercs with marksmanship higher than 80, then move the whole squad to the northeastern edge of the map, and from than move them one at a time at the northern edge of the map to the river bank. When they all got there, move your mercs with high mrk a square or two to the south, untill they have visual contact with the "gasrunners", then let them throw the stun grenades and then the gas grenades. After a little practice I could do it every time with no casualty, and I had 2 CAR-15s and two MP-5 in my squad from day 2 (and 8 clips of ammo for the MP-5s, 4 AP and 4 HP, looted from the police station). Those weapons can really give you a serious advantage when you take Calisto.
As for the attack and retreat tactics, it is best to use it within a town borders, as it takes your squad only 5 minutes to commute between a sector and another. Be sure to hire Haywire, Razor and Ayana from MERC as soon as they are available. Ayana is very good right from the start, she's night ops and Haywire and Razor now have high marksmanship, so they can be used to replace your wounded frontline mercs when assaulting a town (or they can even be used in the assault, even at night, as now all the towns have many areas with bright light).
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Sergeant
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Re: Hardcore Finish - Anyone Done It Yet?[message #96863]
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Sat, 24 April 2004 01:41
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Boomer |
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Messages:114
Registered:February 2004 Location: In the heart of Transilva... |
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I like night ops mercs too, especially Wolf, Dr. Q and Igor, and I always hire Spider from day 1. But for a weapon's accuracy test, Rosebud with it's poor marksmanship and limited wisdom is the best tester in the game. He never rised that fast with any other weapon (it's true I never game him an MP-5).
Ooops! There is a mistake in the movement path suggested for A-12 map. I also come in from the west (A-11), so it's the northwestern edge and corner of the map. Yes, killing them is easy without taking a single point of damage, but thats not the case when you intend to steal their weapons, and that's why go to that sector for. After some stun grenades, some exposure to tear gas and a couple of punches, all of them are weak enough to let you steal their weapons. Altough sometime you will have to try it from the other side of the fallen enemy. I've'd never been able to steal from a dying enemy tough...
I don't think that Razor and Haywire are throw aways in this game, with their current stats. They can assure that your attack squad will have it's ranks full even if some of your mercs where severely injured in the previous sector. When money will not be an issue anymore, you can fire them. Anyway, it's your own choice.
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Sergeant
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Re: Hardcore Finish - Anyone Done It Yet?[message #96865]
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Sat, 24 April 2004 02:38
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hamsterdance |
Messages:4
Registered:November 2002 |
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So what is the minimum deaths you have in UC reloading only after quiting?
The bullets are magic in this game, pistols doing 60 dam to a heavily armored merc.
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Civilian
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