Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2UC Tips & Tactics » Ideal Build for IMP
Ideal Build for IMP[message #96898] Sat, 24 April 2004 03:49 Go to next message
ariana is currently offline ariana

 
Messages:36
Registered:April 2004
This topic comes up from time to time - but opinions change with more playing experience so I'll start a new thread and get current opinions.

Probably the basic choices are as follows:

1. Personality. I tend to stick with normal - aggressive may be a bit better but I forget which answer gets me aggressive but not psycho. Is aggressive the best and which answer is the key? Does psycho still carry negatives such as occasional loss of control over your merc's actions?

2. I tend to put all skills to zero figuring that even 15 points to get a skill to 35 is wasted since there are so many mercs with skills around and a skill of 35 is mostly useless other than medic to allow self-bandaging in an emergency. Is there a reason to do otherwise?

3. With all the heavy armor (and other gear) as I play more and more I tend to raise strength more and more over my JA2 norms. Assuming no "cheats" to raise attributes but only normal in-game increases is it wise to put them all at 85 other than strength 80 (do I need 85?), dexterity 80 (dexterity is important to the skills that I don't use - is maxed out dexterity important in combat?), leadership 35 (surely there are better uses for points - the IMP shouldn't be a primary militia trainer) and marksmanship 80? Playing hardcore I don't want to go TOO low on marksmanship lest I die and need to start over - but I know marksmanship goes up nicely with wisdom 85 so I guess the gut question is whether strength or dex of 85 is worth taking a hit to marksmanship?

Anything I didn't mention but shoud have?

Report message to a moderator

Private 1st Class
Re: Ideal Build for IMP[message #96899] Sat, 24 April 2004 07:09 Go to previous messageGo to next message
Boomer is currently offline Boomer

 
Messages:114
Registered:February 2004
Location: In the heart of Transilva...
1. First of all, some randomness is involved in the creation of an IMP's personality. You can follow even Patusco's or others guides and end up with something else that you wanted to create, just because of that random chances. Second, I don't think that loosing control on your psycho IMP's or merc's action is a bad thing. The name given to it is a little tricky. I guess you know that a merc goes psycho when she/he "feels" that the chances to hit and/or kill the target are higher with a burst than with a single shot. other than that I did not noticed other side effect of the psycho personality. (Using it, I can have an IMP with three specialized skills, night ops, stealth and occasionally autoweapons, or night ops, autoweapons and occasionally autoweapons expert).

Report message to a moderator

Sergeant
Re: Ideal Build for IMP[message #96900] Sat, 24 April 2004 08:06 Go to previous messageGo to next message
ariana is currently offline ariana

 
Messages:36
Registered:April 2004
Tried a psycho. Got what I remembered from JA2 - a burst of irreplaceable (for a while) ammo expended on a low level enemy whom a single shot would have killed. That isn't as bad as as the IMP uncontrollably wasting an easy enemy as a grayshirt in easy range is about to toast the party. That will come later. Or at least, would have come later had I not returned to the character creation screen.

Based on another thread you agree with my not selecting any skills and presumably have no opinion on my attributes, which are very similar to your preferred set though you lower marksmanship more.

Report message to a moderator

Private 1st Class
Re: Ideal Build for IMP[message #96901] Sat, 24 April 2004 09:13 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I agree on no psycho characters. If I want an auto burst I'll order one. I tolerate Razor's occasional bursts because I think he's otherwise a very good and cheap merc.
As for no special attributes I definately don't agree. The most important one is Medical. Don't you get tired of tying up another merc when you're IMP gets shot because he's too lame to patch himself? I've even been tempted to opt for Explosives if for nothing else than it increases Wisdom when used in tactical mode.
What has changed for me (because of UC) is the skills I deem most important. It used to be Throwing due to the fact it affected grenades and seemed to raise marksmanship faster than shooting. But in UC it is definately Auto Weapons.
I don't go for low Marksmanship. The beginning of the game is usually the most entertaining and definately the most challenging part. I don't want it to be frustrating because my merc can't hit the broad side of a barn and I don't need it any more difficult (I play expert).

Report message to a moderator

Sergeant Major
Re: Ideal Build for IMP[message #96902] Sat, 24 April 2004 12:06 Go to previous messageGo to next message
Jason Hill is currently offline Jason Hill

 
Messages:7
Registered:March 2004
1. Totally agree with no pyscho. It's fun with mercs but a pain with my IMP--I've never noticed that much of a difference between agressive and normal--more dialogue??

2. It depends--if you are planning on having a lockpick/mech IMP to avoid having to hire Barry or Trevor then you have to spend a bit on the mechanics skill. This seems like a pretty good tactic as the marksmanship skill rises so fast.

3. In UC I found strength to be more important than usual so I could carry all the heavy explosives/mortar rounds/armor/rockets, etc. without suffering a AP penalty.

Report message to a moderator

Private
Re: Ideal Build for IMP[message #96903] Sat, 24 April 2004 15:18 Go to previous messageGo to next message
chanman is currently offline chanman

 
Messages:47
Registered:August 2001
Location: Delta, BC, Canada
In UC and JA2, I found that expert night ops gives the biggest advantage, if I want the other traits, I'll hire mercs with them, but because the first few days see you outgunned and outnumbered, having a first-see advantage pays big dividents

On stats, I max out health and intelligence because they can't be increased otherwise

I used to put mrks. at 80, but bumping it up to 85 makes a big difference, with the high intelligence, and lots of kills from night ops, my mrks is at 94 after 2 towns and 19 days

I keep 35 points in medical (for obvious reasons), mech (I have lots of tool boxes, so when they're resting/healing, they can also fix things), with high intelligence, that goes up quickly as well.

leadership, again, I leave at 35 for training militia, and it increases quiclkly too.

explosives are pretty much all or nothing, that gets a 0. the remaining points are spread over agility/strength/dex. to give 70 each. All can be quickly increased in a smart merc by punching cows (and isolated enemies). In the same time span, my IMP's agility/strength/dex are up into the low 80's now

Report message to a moderator

Corporal
Re: Ideal Build for IMP[message #96904] Sat, 24 April 2004 16:40 Go to previous messageGo to next message
Boomer is currently offline Boomer

 
Messages:114
Registered:February 2004
Location: In the heart of Transilva...
1. I didn't liked the psycho personality in JA2 and did not wanted to have an psycho IMP in UC. It just happened one time and I decided to give it a try. Yes, she/he eats up the ammo like nothing, but here is where the MP-5, the AKS-74U and the Bizon2 have an advantage in the first week. I had decided once that I will play a no trade game and I will fight only with what I will loot from the enemy, so I dumped into the trash bin all the weapons dropped by the enemies in Atremo that weren't used to equip my mercs. Then, I traveled south, cleared the military base in C-9 and headed for the casino in D-9 sector. I was surprised that this time (and in a second game I tried this), all the elites in D-9 dropped their SMGs when died (got three Buzon2 and an AKS-74U from there). If one is lucky enough, it can obtain an AKS-74U from the base in C-9. That weapon is randomized, but there are 8 clips of 5.45 ammo that were present there in every game. So, with one or two AKS-74Us and eight or nine (maybe more, sometimes I found 2-3 extra clips dropped by the elites in D-9, I have no trouble with my IMP using bursts every time he feels it's better this way. Besides that, my IMP is not always using a burst capable weapon. I've'd always hated the shotguns in the original JA2, but after I tried the Saiga2k in UC, my feelings changed. You can obtain ammo for it in each and every sector, and in the close range fights that are occuring in night ops mission it's a one shot - one kill weapon.
So, now I like to give my IMP a psycho personality because I can't change it to psycho later in the game. And I think psycho is even better than autoweapons. One level in autoweapons reduces the burst penalty to half (for the MP-5, an autoweapons specialists burst penalty will be 2 instead of four), but the psycho personality gives a bonus to the aiming while bursting. A burst has an aiming penalty of 10, while a psycho merc has an aiming bonus of 15 when bursting. So it's a +5 at the chances to hit the target when bursting. With the same amount of AP's needed to make a succesfull max.aimed shot, the psycho merc puts at least 2 bullets into her/his target. And with the amount of enemies, esp. greyshirts in Danubia, I still think psycho personality is nice to have.
Don't follow every time the advices the NPC's give you. First time I have played the game I listened to the manager's advice to use the bullet train and got a merc killed by Shark's gang. Then I listened to Charlie's advice to start with Calisto, as it's the most civilized town in the country, so I headed to Calisto and got whacked in no time... Very Happy Wandering a little in the coutry side can give you better weapons and more ammo to spend on taking on Calisto. I just hate to be pined in B13 because I have ammo left only for the pistols or to waste all the ammo Rude Dog comes in with in the three main sectors of Calisto. Thats why I wander for 3-4 days on the coutryside of Danubia and collect as musch ammo and good SMGs as possible.

Report message to a moderator

Sergeant
Re: Ideal Build for IMP[message #96905] Sat, 24 April 2004 16:58 Go to previous messageGo to next message
Boomer is currently offline Boomer

 
Messages:114
Registered:February 2004
Location: In the heart of Transilva...
@ariana
I am not sure right now, but I think I saw the dexterity involved in the formula used by the game to calculate the hit chances not only in HtH fights (knifing, boxing, martial arts, throwing, stealing) but also in the gun fights and in calculating the max AP's a merc will have in the first turn. I will look a little deeper into the source code in this week-end to see if it's like I think I saw it. But if you set yout IMP's medical stat to 35, she/he will improve it's dexterity over time. I set the med to 0 so i have the extra points needed to max the dexterity. I don't know if you use Crepagen in your games. If you do, then it's not that important to have an IMP with medical knowledge. But even without Crepagen, if you folow the advice to use every time two mercs for a job you think one merc is enough for, you can set your IMP's medical skill to 0 and let her/his partener do the bandaging when needed.
As for the marksmanship, sometimes I set it lower then 80 or 85, because my IMP is doing almost all the shooting in Atremo and by the time the town is cleared of enemies he already have his marksmanship at 82 or 83 points. And no ammo left for the CAR-15 when he is a psycho! Very Happy

Report message to a moderator

Sergeant
Re: Ideal Build for IMP[message #96906] Mon, 26 April 2004 17:22 Go to previous messageGo to next message
Smoke is currently offline Smoke
Messages:3
Registered:April 2004
Location: Germany
Hello Everyone

Seems my Style of IMP generation is a little different from most players. I agree on avoiding psycho Imps though, mainly because I usually have at least Fidel, Haywire and Razor along. Using the Psycho-trait of three mercenaries to my advantage is quite possible, more than 3 Psychos though usually limit my tactical options to much.
Aside from that for UC I recommend the autoweapons/Hand to Hand Skillcombination. Also retention of minimal Skills is very useful, especially for UC.
My reasoning behind this is that the plentiful Urban and Farming Sectors in UC allow you to reduce and control the Visionranges and Angles quite comfortably without having to fight at night.
HtH is especially useful in obtaining Items (beating someone unconsious requires only a maximum of three hits even at low Strength). Also HtH and Knife attacks seem to ignore Armor.
As for Autoweapons I just love to burst enmies to pieces.
Medical Skill is always useful ever since I played Vietnam SOG69 I never go without it.
Mechanical Skill is probably the least useful but the ability to pitch in with repairing Stuff can reduce Downtime.
Explosives Skill at 35 isn't much but it allows you to use shaped charges and to place simple explosives without blowing yourself up to often and with the high availibility of explosives in UC every second (at least) member of my party carries one after Calisto.
As this leaves only very few points for the rest I have tried out various combinations of stats and had most success with keeping Leadership and Marksmanship in the fiftys and the remaining Stats somewhere between 70 and 80 the resulting Merc should be a capable Squadleader and have a good chance of survival.
Setting Wisdom to Max isn't really necessary with the many many many Opponents in UC (it really gets fun at expert doesn't it?) I didn't notice much difference in Improvement Speed between Wisdom 75 and 85.
Something else that makes me Wonder is that many Players seem to think about their IMPs Stats in Terms of 5point steps, setting a Stat at a value of 78 or 79 will have about the same effect as setting it at 80.

My momentary IMP Smoke (big surprise huh?) at creation:

Health 79
Agility 78
Dexterity 77
Strength 79
Leadership 50
Wisdom 71
Marksmanship 51
Mechanial 35
Medical 35
Explosives 35

Skills Hand to Hand and Autoweapons

The deadlyness of your Mercenaries lies only partially in their Stats, Tactics rule.

Smoke

Report message to a moderator

Civilian
Re: Ideal Build for IMP[message #96907] Mon, 26 April 2004 19:55 Go to previous messageGo to next message
Boomer is currently offline Boomer

 
Messages:114
Registered:February 2004
Location: In the heart of Transilva...
@Smoke
Welcome to the boards.
But the thread is about the best IMP build for a hardcore game, not for a game in which you can reload a previous save if something goes wrong. Your IMP's lifespan, with it's markmanship, will not be longer than 2-3 sectors in a hardcore game.

Report message to a moderator

Sergeant
Re: Ideal Build for IMP[message #96908] Mon, 26 April 2004 21:24 Go to previous messageGo to next message
Smoke is currently offline Smoke
Messages:3
Registered:April 2004
Location: Germany
@Boomer

In a Solo hardcore game that is definitely true, but in the first sectors I team my IMP with a good shooter like fidel for example and after I have conquered Atremo I have the best Marksman in my Crew teach him something about shooting.
As long as no Mercenary works alone especially my IMP and Rosebud everything works quite well.
Reloads because of a dead IMP happen no more often than because of any other dead Mercenaries in my Game. I don't play Hardcore but I only Save before fights and replay the whole Fight if something goes wrong so this should work quite well in a hardcore game too. I have too try the Hardcore approach myself soon but I guess I will only try it at experienced not expert at first.

Smoke
:bandit:

Report message to a moderator

Civilian
Re: Ideal Build for IMP[message #96909] Tue, 27 April 2004 06:20 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Welcome aboard Smoke.
I can agree with most every thing you have for you're IMP except Leadership and Mechanical.
Leadership raises so fast and doesn't affect anything in the tactical mode so I'm happy with 35. Those points are better spent elsewhere. Health almost never raises and is the difference between life and death so I always max this out. Mechanical I don't see any use for in you're IMP. You can always hire Steroid and Gasket to repair everyone's kits. I play with 18 and get nervous if anything is even 5% out of repair, with Steroid and Gasket on the job (and occasionally someone else), it never is.

Report message to a moderator

Sergeant Major
Re: Ideal Build for IMP[message #96910] Wed, 05 May 2004 07:39 Go to previous messageGo to next message
bbaker is currently offline bbaker

 
Messages:8
Registered:April 2004
Location: CA
I don't buy the whole "IMP's need Medical" philosophy. I go Steathy/NO, and max all the traits except Strength (70) and Leadership (35), with Med, Mech, and Exp zeroed out, with no regrets.

My imagination says that the IMP is the boss, and the lead killer, not some stinking handy man, that's Rosebud's job. My IMP brings others along to make up for any weaknesses. If my IMP gets winged and can't fight through it or get patched up by others, then I already screwed up and deserve the reload.

Report message to a moderator

Private
Re: Ideal Build for IMP[message #96911] Wed, 05 May 2004 09:55 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Tying up an extra merc to patch you're IMP dude I can't agree with. I try never to use anyone with 0 Medical because when they get seriously wounded it's like losing two mercs in battle instead of one.

Report message to a moderator

Sergeant Major
Re: Ideal Build for IMP[message #96912] Wed, 05 May 2004 13:23 Go to previous messageGo to next message
DaCheetah is currently offline DaCheetah

 
Messages:74
Registered:March 2004
Location: New Mexico... Cleaner Tha...
/agree
A merc with no healing ability is a liability, end of story. A merc who can't fix a pair of scissors just makes enough money to hire someone else to...

Report message to a moderator

Corporal
Re: Ideal Build for IMP[message #96913] Wed, 05 May 2004 14:07 Go to previous messageGo to next message
ariana is currently offline ariana

 
Messages:36
Registered:April 2004
I agree with Elohssa.

Unless one's style is to send the merc on her own I see no need to spend 15 valuable attribute points on healing (or any other skill). The other 5 mercs (more if one is running multiple teams in a sector) can heal as needed, and I don't see the issue with "tying up" another merc.

Unless the IMP is real close to death she can bleed her way while through the firefight while it is going hot and heavy, and wait to be bandaged during a pause in the action.

A merc with 15 fewer points in dexterity/strength is a liability; end of story . I have played through JA2 and UC multiple times with mercs with no skills and never regretted their absence (not quite true - I would like to have mechanic skill to help raise my dex and give the IMP something more useful than practicing leadership in her spare time - medical skill I miss not at all).

Report message to a moderator

Private 1st Class
Re: Ideal Build for IMP[message #96914] Thu, 06 May 2004 11:30 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Explosives skill raises Dexterity and Wisdom in addition to the skill itself. I'm really considering adding this to my next IMP.

As for Strength, I always max that stat out even with a Medical skill. Dexterity, I must admit pays for this skill. At 55 I don't really see any difference in combat performance.

If you want to have a merc babysit you're IMP dude go for it. Leaving a wounded merc bleeding because he's too lame to patch himself means this same merc will spend more time in convalesence and not training or doing something useful. But to each his own.

Report message to a moderator

Sergeant Major
Re: Ideal Build for IMP[message #96915] Thu, 06 May 2004 11:40 Go to previous messageGo to next message
chanman is currently offline chanman

 
Messages:47
Registered:August 2001
Location: Delta, BC, Canada
I like my IMP with med skill, mainly because if he bandages himself while wounded, that is one person not shooting, if the medic bandages him, the medic isn't shooting, AND my IMP likely won't be hitting do to the penalties (wound, unbandaged wound, being bandaged?)

Report message to a moderator

Corporal
Re: Ideal Build for IMP[message #96916] Thu, 06 May 2004 14:25 Go to previous messageGo to next message
Fireball is currently offline Fireball

 
Messages:23
Registered:February 2004
Location: California
In JA2 I used to give a 1st aid kit to every merc, so everyone could bandage themselves. Since UC promotes more of a role-playing aspect, now I just give kits to one or two mercs per squad, and have them run around during battles as medics trying to bandage people Very Happy Adds a bit of challenge to the game.

Report message to a moderator

Private 1st Class
Re: Ideal Build for IMP[message #96917] Thu, 06 May 2004 14:30 Go to previous messageGo to next message
DaCheetah is currently offline DaCheetah

 
Messages:74
Registered:March 2004
Location: New Mexico... Cleaner Tha...
Exactly. There is a "secret" penalty that is incured on ALL actions taken by a wounded merc that is negated after bandaging. However, movement and other energy penalties still apply. Side benefit: Med increases dex and wisdom, just not as well as explosives, or mechanical for that reason. Strength is a trait I usually don't worry too much about, a strength of 70 generally improves fast enough from just walkin around and carryin crap. Plus, at the beginng of the game strength is not really important, you don't have much to carry, and the enemies are so numerous that going in to HtH combat is often dangerous and stupid. Just my two cents.

Report message to a moderator

Corporal
Re: Ideal Build for IMP[message #96918] Thu, 06 May 2004 15:22 Go to previous messageGo to next message
NumbNuts is currently offline NumbNuts

 
Messages:8
Registered:May 2004
Location: Keuruu, Finland
You should get Nigth Ops & Autoweapons... It is mutch easier attack on night time... you should have pretty good long range vision and you can take enemys out, before they even see you "how handy" and if you got some kinda of burst fire weapon example Agram..(in the beggingin) you can kill one enemy or "sap" like Hitman says, in one turn with one guy... :ok:

Report message to a moderator

Private
Re: Ideal Build for IMP[message #96919] Fri, 07 May 2004 00:34 Go to previous messageGo to next message
lizard103dm is currently offline lizard103dm

 
Messages:29
Registered:February 2004
Location: Mississippi
NumbNuts,

Wow, wisdom 35? That's definitely counter to prevailing thinking in JA2. Is having mech at 35 worth 15 points in wisdom? How effectively does your IMP progress? Anyone else going this low with wisdom and does it affect the progression of the IMP to a significant degree?

Regards,

Lizard

Report message to a moderator

Private 1st Class
Re: Ideal Build for IMP[message #96920] Fri, 07 May 2004 01:18 Go to previous messageGo to next message
NumbNuts is currently offline NumbNuts

 
Messages:8
Registered:May 2004
Location: Keuruu, Finland
so low... pah.. It isn't a problem to have a dum merc.. :ok:

Report message to a moderator

Private
Re: Ideal Build for IMP[message #96921] Fri, 07 May 2004 03:13 Go to previous messageGo to next message
josemp is currently offline josemp

 
Messages:16
Registered:November 2002
Location: Spain
personally I agree with Lizard. I prefer having a high wisdom and lower mechanical or explosive skills.

In fact, my imp always has the highest wisdom, leaving to 0 exploxives, mechanical and leadership. I have other mercs to fix stuff, open locks, place bombs and talk to people... the reason why my imp is there is to take care of the bad guys...

regarding the skills i try to have him stealthy and night ops, according to my game tactics.

Report message to a moderator

Private
Re: Ideal Build for IMP[message #96922] Sun, 09 May 2004 19:03 Go to previous messageGo to next message
abradley is currently offline abradley

 
Messages:225
Registered:December 2001
Wisdom is used for the learning process. The higher the Wisdom the faster you learn MRKs, Mech, Dex, Expl, ect.

Report message to a moderator

Sergeant 1st Class
Re: Ideal Build for IMP[message #96923] Sun, 09 May 2004 23:39 Go to previous messageGo to next message
NumbNuts is currently offline NumbNuts

 
Messages:8
Registered:May 2004
Location: Keuruu, Finland
OK thank you for telling me what wisdom does...
but still I don't think it is so necesary.. I preffer having spesialized merc... usually my IMP is only fast.. accurate.. hard to kill and good with people. I dont need him to learn fast, because if hi is bad shooter I hire Lynx, if he doesent know how to kick doors in I hire Steroid.. but hey thats only ME :bluegrin:
this week popquiz:
what does this finish JA relaited word mean:
"Palkkasoturi"

btw: wohou.. I am a merc.. not a recruit anymore :placard:

Report message to a moderator

Private
Re: Ideal Build for IMP[message #96924] Mon, 10 May 2004 01:08 Go to previous messageGo to next message
ariana is currently offline ariana

 
Messages:36
Registered:April 2004
I think almost all of us can agree on a few things.

The JA games are like Fallout in that they are nicely designed to allow multiple approaches to accomplishing results. The night ops merc, the stealth merc, the generalist, the specialist etc. etc. A good player (or a poor player with patience) can readily win with almost any approach - it is hard to totally nerf a squad - though it can be done with a little effort .

So there is no right or wrong answer - that is one of the games' primary strengths - allows for far more replayability.

Report message to a moderator

Private 1st Class
Re: Ideal Build for IMP[message #96925] Mon, 10 May 2004 12:10 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Well said ariana.
But I just can't agree with low Wisdom. After all, it is instrumental in raising all other traits so in a way it is the most important one. To each his own.

Report message to a moderator

Sergeant Major
Re: Ideal Build for IMP[message #96926] Mon, 10 May 2004 16:03 Go to previous messageGo to next message
DaCheetah is currently offline DaCheetah

 
Messages:74
Registered:March 2004
Location: New Mexico... Cleaner Tha...
God... I wish I could find me Fallout cd...
High wisdom is a good thing... by far the most important stat to me. A wisdom of 35... that is just suicidal, look at how slow Rosebud learns, and he is at like 50 something. Don't even start with Gasket... They just can't improve, and the RPG aspect of JA2 is one that requires advancement in skills. Unlike Fallout, (where only basic skill points were given on intelligence) ALL stats rely on Wisdom to increase. Of course, in Fallout, you couldn't "train" your other stats. A recommendation... put dex and agi down 5 points each and give at least 45 wis to your merc, the improvement will be legendary. Or, put 85 into wisdom and your other stats at minimums, and watch them fly. (My IMP started with 85 wisdom, and 80 MRKS, I have barely taken callisto and am on the way to Port Kip, my MRKS has gone up 11. Everyone else on the team, including rosebud, has also gone up at least 3 mrks points. The wonders of Wisdom... If only Solomon were here.

Report message to a moderator

Corporal
Re: Ideal Build for IMP[message #96927] Mon, 10 May 2004 18:45 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
I agree that taking WIS is some kind of investment, since you'll miss those points in the beginning, but you'll get them back (and much more) afterwards. But I can understand that someone who doesn't matter about the RPG side of the game can build a non-progressing IMP. Different ways to play the game, and as always, the truth is in between (progression is far too quick in JA, there has already been a long discussion some time ago about that).

Report message to a moderator

Master Sergeant
Re: Ideal Build for IMP[message #96928] Mon, 10 May 2004 22:27 Go to previous messageGo to next message
abradley is currently offline abradley

 
Messages:225
Registered:December 2001
In regular JA 2 I used to use low wisdom troops on my starting team so I could buy up their contracts way ahead while they were cheap and let them train up in combat and training. If your playing a long game it's ok.

In JA2 UC I start my IMP at 85 wisdom and 80 MRKs, by the time I get to Calisto he's well up in MRKS and Experience. Both are life savers.

Edit.
I use my imp as the point man throughout the game, if you've a differant style then as others have said do your thing.

Report message to a moderator

Sergeant 1st Class
Re: Ideal Build for IMP[message #96929] Mon, 10 May 2004 23:33 Go to previous messageGo to next message
NumbNuts is currently offline NumbNuts

 
Messages:8
Registered:May 2004
Location: Keuruu, Finland
Well must keep that in mind... maybe I should start all over (again, must bee my 7th time since I joined bear's pit, beacause I have noticed many mistakes I have made, but it is not a problem because i haven't made very far), yes that I do.. thx again for making me wiser... :eek3: :bow:

Report message to a moderator

Private
Re: Ideal Build for IMP[message #96930] Tue, 11 May 2004 01:04 Go to previous messageGo to next message
ariana is currently offline ariana

 
Messages:36
Registered:April 2004
>But I just can't agree with low Wisdom.<

LOL neither can I - wisdom, health and agility are my "must" statistics for any IMP of any build.

Report message to a moderator

Private 1st Class
Re: Ideal Build for IMP[message #96931] Tue, 11 May 2004 06:08 Go to previous messageGo to next message
lizard103dm is currently offline lizard103dm

 
Messages:29
Registered:February 2004
Location: Mississippi
Wisdom, agility, and dex are always maxed out at the start for me (and wisdom, and wisdom, and wisdom...). Everything else is mutable.

Regards,

Lizard

Report message to a moderator

Private 1st Class
Re: Ideal Build for IMP[message #96932] Tue, 11 May 2004 22:53 Go to previous messageGo to next message
abradley is currently offline abradley

 
Messages:225
Registered:December 2001
Quote:
Originally posted by NumbNuts:
Well must keep that in mind... maybe I should start all over (again, must bee my 7th time since I joined bear's pit, beacause I have noticed many mistakes I have made, but it is not a problem because i haven't made very far), yes that I do.. thx again for making me wiser... :eek3: :bow:
Welcome to the club! I am always restarting or falling back to an early save trying new ideas.

Must have played JA2 and JA2UB a 'billion' times but only completed JA2 twice and UB once.

Strange people in this world.

Report message to a moderator

Sergeant 1st Class
Re: Ideal Build for IMP[message #96933] Sat, 05 June 2004 22:16 Go to previous messageGo to next message
Jotha is currently offline Jotha

 
Messages:9
Registered:May 2004
Quote:
Originally posted by chanman:
In UC and JA2, I found that expert night ops gives the biggest advantage, if I want the other traits, I'll hire mercs with them, but because the first few days see you outgunned and outnumbered, having a first-see advantage pays big dividents

On stats, I max out health and intelligence because they can't be increased otherwise

I used to put mrks. at 80, but bumping it up to 85 makes a big difference, with the high intelligence, and lots of kills from night ops, my mrks is at 94 after 2 towns and 19 days

I keep 35 points in medical (for obvious reasons), mech (I have lots of tool boxes, so when they're resting/healing, they can also fix things), with high intelligence, that goes up quickly as well.

leadership, again, I leave at 35 for training militia, and it increases quiclkly too.

explosives are pretty much all or nothing, that gets a 0. the remaining points are spread over agility/strength/dex. to give 70 each. All can be quickly increased in a smart merc by punching cows (and isolated enemies). In the same time span, my IMP's agility/strength/dex are up into the low 80's now
Just one thing... Have your mercs travel by foot loaded above 100% and you'll see their health increase :naughty:

Report message to a moderator

Private
Re: Ideal Build for IMP[message #96934] Wed, 16 June 2004 17:56 Go to previous messageGo to next message
AZAZEL is currently offline AZAZEL

 
Messages:750
Registered:February 2004
Quote:
Originally posted by Khor1255:
Tying up an extra merc to patch you're IMP dude I can't agree with. I try never to use anyone with 0 Medical because when they get seriously wounded it's like losing two mercs in battle instead of one.
Well,it worked for me:IMP 0 mec and expl, 85 med, completed by Trevor.

Report message to a moderator

First Sergeant
Re: Ideal Build for IMP[message #96935] Wed, 16 June 2004 18:08 Go to previous messageGo to next message
AZAZEL is currently offline AZAZEL

 
Messages:750
Registered:February 2004
Sorry,it was wrong earlier to quote that.
I'm saying each IMP char can have a complement in a mercenary from AIM.
If skills is what we talk of: night ops expert is the one thing for the loss of which no further hire can compensate for.UV and camo...absolute advantage!
Auto weapons experts I can live without!
In theory, all physical stats maximized and good ldr, BUT mrk,mec,med,expl set at 35 should work,if you have a good team to protect(&train) the IMP char until he/she becomes a fighter.
It will not be long!
Physical stats are much harder to improve.

Report message to a moderator

First Sergeant
Re: Ideal Build for IMP[message #96936] Thu, 17 June 2004 08:31 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Yea, Med 35 is what I always use. Med 0 is a liability in my opinion.

Report message to a moderator

Sergeant Major
Re: Ideal Build for IMP[message #96937] Thu, 17 June 2004 10:05 Go to previous messageGo to previous message
yellow is currently offline yellow

 
Messages:11
Registered:June 2004
My IMP guy is always a shooter rather than a specialist. Reason being that killing enemies is the quickest way to level up, and if a hire is doing all of it they get way too expensive. IMP guy is free regardless.

That means high agility , marksmanship, wisdom.

Reasonsable health , dex, ldr. I dont usually max out health because I wouldn't be interested in continuing the campaign if my IMP died. ALT-L.

Zero exp, med, and mech. These skills are what teammates are for. My guys explore sectors at least in pairs so no med is OK for the IMP.

I always get night ops (expert). This plus UV gogles makes for an absolutely decisive advantage at night. This guy at level 9 or 10 can see almost as far at night as he can during daytime.

Personalitywise I like normal or agressive. No psycho. Psycho guys waste ammo and AP, and die when they dont have enough of either during an interupt.


I also like the portrait of the guy with the brown buzz cut and the voice #3. "Time to take out the trash! . . . Trash!!"


Well, that's my IMP.

Report message to a moderator

Private
Previous Topic: Brendas soldiers come from where?
Next Topic: items in uc
Goto Forum:
  


Current Time: Fri Jan 10 13:09:10 GMT+2 2025

Total time taken to generate the page: 0.02343 seconds