Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2UC Tips & Tactics » Ideal Build for IMP
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Re: Ideal Build for IMP[message #96939]
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Fri, 18 June 2004 04:53
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Ayana |
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Messages:12
Registered:April 2004 Location: U.S.A. |
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An interesting thread, lots of approaches.
I like to develop and take my time, so high Wisdom is a must. I'd rather take a character and develop them, instead of fire them and hire new talent (the opposite of most corporations I have worked for). As I keep my IMP, that goes double for her.
Mechanical of 35 is useless for opening locks or doors, and by the time I can increase it by fixing things other mercs can be much better. I go zero for Mech and Explosive (thankfully my Merc knew better than to touch some trapped doors anyhow).
I'm a packrat, so I go with high strength - I find that even my mercs with low strength carrying 130% on their backs all over the map rarely go up in strength.
It would be nice if we could select Medical down at 5 or 10 - enough to patch up in an emergency if nobody else can do it. (One of my mercs did it with a 1 when needed). Med goes up fast, too. UC does not skimp on FAKs lying around, unlike previous versions where conserving FAKs or med kits were a good part of the strategy. I do reluctantly take a med of 35, but won't leave home without it.
My current IMP is double night ops, but I am enjoying playing daylight more now. An ability to sneak with maybe auto weapons might be my choice now, if I can survive to later in the game.
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Private
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Re: Ideal Build for IMP[message #96944]
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Sun, 20 June 2004 13:01
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Lt.CheeseDoodle |
Messages:3
Registered:June 2004 Location: Richmond VA |
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For my IMP character I always go for these characteristics.
Personality- Normal
Skills- NightOps, Stealth
Max out Health, Agility, Marksmanship, and Wisdom
I put strenght at 69 (to get the slimer character model), Leadership at 35, Medical at 55 (most AIM medics stink except Dr.Cliff), Mechanical and Explosives at 0, and the rest into dext (putting it about 56 or 61 (can't remember the exact number). This gives me a merc who can heal, shoot, and sneak like the best. Leadership, Medical, and Marksmanship jump up really fast during the course of the game without the need to practice.
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Civilian
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Re: Ideal Build for IMP[message #96946]
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Wed, 21 July 2004 11:22
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plop |
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Messages:43
Registered:December 2000 Location: Louisiana |
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I went to this IMP build and will never go back.
hea: 85
agi: 85
dex: 85
str: 75
ldr: 35
wis: 35
mrk: 85
exp: 35
mec: 35
med: 35
skills: NO expert, NO/auto, NO/camo, or auto expert
personality: usually normal/psycho, dont really care
Health, Agi, Dex, and Marksmanship are the statistics used in combat. Leadership is a complete waste of points. 75 str is enough, you could take 85 and put Marks at 75. Plant mines for explosives. Mech and med go up just fine. You only need wisdom if you're making him a lockpicker or some other specialist. If your IMP is just there to kill stuff and lead the way in combat, wisdom is a waste of points.
Quote: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 Rosebud learns just fine. So does Gasket. So does my IMP.
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Corporal
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Re: Ideal Build for IMP[message #96948]
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Wed, 21 July 2004 17:54
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plop |
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Messages:43
Registered:December 2000 Location: Louisiana |
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I used to have 85 wisdom on every IMP, until I realized I was hiring Razor, Haywire, and Steroid every game and their lack of wisdom was hardly noticeable. There is a noticable difference between 85 and 35 wisdom but its not nearly as large as some people think.
Besides, half of the stats dont raise regardless of wisdom. Health wont go up, dex will rarely go up unless he's the lockpicker or tossing knives nonstop, agility wont go up without exploits in which case wisdom doesnt matter. Wisdom itself doesnt go up.
The stats that will go up on a regular basis are leadership, marksmanship, explosives, medical, mechanical. These are the stats affected by wisdom. Leadership doesnt matter. Marksmanship is the only one of these used in combat, so max it out. Explosives can be raised to 100 in minutes. If he's not a lockpicker the difference between 40 and 50 mechanical or 75 and 90 at X point in the game is irrelevant. Likewise with medical, 35 is more than enough for first aid.
So like I said, if you're making him Dr. IMP or Trevor Jr. you want wisdom and points in those skills. If hes just there to kill stuff there is no reason to gimp marksmanship or physical stats for wisdom.
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Corporal
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Re: Ideal Build for IMP[message #96949]
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Fri, 23 July 2004 02:22
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Roadkill |
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Messages:155
Registered:May 2001 Location: Lords of the Bytes |
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Personally in the last few games (regular JA2 and various mods) i used a lockpicker. For that high wisdom is a must.
But for other IMP builds wisdom doesn't matter much. The IMP is the one that'll do the most killing anyway, so he'll always end up at 99 or 100 MRK and LVL 9 or 10.
One thing to remember though is that a smarter merc does improve more quickly. Put Bubba and Trevor on your team, have them alternate kills and see who ends up at 99 MRK and LVL 9 faster. It'll be Trevor. And since LVL helps with a lot of things, and most importantly interrupts i want my IMP to reach a high LVL asap. So my IMP will always be 80+.
An exception to that is a solo game. 1 merc (IMP), perhaps with 1 other merc to pick locks and stuff. He'll kill everything and so improves much faster. For that type of game it doesn't matter and you'll likely want to put stats in other places.
Simply put, the less mercs in a sector, the more kills per person, the faster they improve. A 4 man team that does the whole game will improve faster than 3 teams of 6 that simultaniously attack each sector.
Ultimately, MRK can be started low if you take your time in the first few sectors untill you get a scope or laser or it has improved it a bit. And you can always get another merc with you to help the killing in the first few sectors.
Health is something that's high for me. No matter what armor you have, getting a 20+/30+ hit and having 35 health sucks
MED/MEC/EXP are speciality skills. MED at 35 (to be able to bandage him/herself. EXP is either with a lockpicker/disarming merc (35 + improve) or 0 for other builds. MEC is a speciality. Either get it high, or use the points elsewhere.
LDR isn't important. Training militia will improve a lot. But for interacting with others, 35 is more than enough.
Agility doesn't improve as fast, and influences AP, so i'd get that reasonably high too.
Dexterity doesn't improve much or matters much imo (lockpickers aside).
Just my 2 cents.
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Staff Sergeant
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Re: Ideal Build for IMP[message #96951]
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Fri, 23 July 2004 03:26
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AZAZEL |
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Messages:750
Registered:February 2004 |
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The more I play these games,the more I think the "perfect build" is made of sky-high physical stats,sky-high wisdom,good leadership(35-45,"the 7 years from home") and everything else set on minimum.
Replaying JA2 now,with a night ops-stealthy male char that has:
-health:85(I like high health,it bothers me to look at the end of the game at the "trainable" health)
-agility 85(no comment!)
-dexterity:80,or more
-strength:65(enough for me,I don't carry balast and I don't like the large male bodytype,not exactly my idea of a lean,mean,fighting machine.Also looks slower!)
-wisdom:85
-leadership:minimum 45(so that the IMP mother f... won't tell me to shut up,an do as I'm told!)
-MRK,MECH,EXPL,MED:35!
And the only thing you loose is a good weapon and some kits.Used to set MRK at 80 to get the MP5K,changed my mind these days.Want to see the IMP having hit percentage with 35 MRK?Be fast and maneuvrable!
Not only that I can live with that IMP char,but you want to bet he's at least level 8 and a great marksman(90+) after 3 towns conquered and -eventually-defended?
Yeah,tried the low wisdom thing,learning at low levels,untill you reach the 35 or the 62 border doesn't offer much of a difference between 35 and 85.
Later on,after being good at things,it's enormously hard to be excellent in one or all skills!
Physical stats are much harder to improve!
I mean it makes sense,doesn't it,to have a naturally gifted,healthy and smart recruit to train...
And I don't think making the IMP char a "gunner",ambidextrous,automatic weapons,or even heavy weapons,specialist is the perfect solution either.
The advantage of being first to spot the ennemy and the surprise and quickness of movement is too much underrated and underestimated by (some)players,if you ask me.
The firepower never was decisive in any game I played, we are outgunned and outnumbered from the beginning to the end(well,with the exception of those of us that like the "game enhancements").
I leave that ,firepower bringing,to professionals.
And my IMP char never gets loner,single assasin missions, he/she plays in a team,training and being a trainer in the late part.
What do you think?
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Re: Ideal Build for IMP[message #96953]
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Fri, 30 July 2004 16:10
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markpoll |
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Messages:101
Registered:November 2002 Location: sydney |
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This works for me:
Health, agility, strength, wisdom = 85
Mks, lead, mec, med & exp = 35
Dex = what's left (gets you high but not 85)
Specialities = NO & AW. Used to be NO/stealth, but I find AW a lot more useful than stealth as you gain levels. A high level merc is stealthy enough without the attribute and there's nothing like taking an LMG burst at 30 tiles and having every round hit!
Pers = psycho if possible. + 15% to hit every time you fire? Yes thanks!
You'll need a good shot as body guard for your IMP for the first couple of towns, though being psycho helps. In the meantime give the IMP an SMG and take lots of single shots. You won't hit much, but your mks will go through the roof. After a couple of towns fall you'll have decent mks and a scope and your IMP can get more involved.
Use your IMP to doctor, repair, clear traps/mines & plant explosives. Dex, mec, med & exp will go through the roof. If you're lucky, you'll gain some Wis too.
Punch cows if you wish for more strength and dex & try to move with stealth on in combat to gain more agility. I usually finish with at least 90 for each of these.
Those of you saying Wis isn't important are wrong. This sort of IMP pick up 5+ points of mks per sector early on, adds 30 -40 points by the time you've taken a couple of towns and finishes the game with mks 97 -100. It also has a huge impact on traps and explosives.
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Sergeant
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Re: Ideal Build for IMP[message #96954]
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Sat, 31 July 2004 04:26
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LordDario |
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Messages:96
Registered:June 2001 Location: Washington, DC |
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Ditto on everything Drop Bear said
Quote:Originally posted by drop bear:
This works for me:
Health, agility, strength, wisdom = 85
Mks, lead, mec, med & exp = 35
Dex = what's left (gets you high but not 85)
Specialities = NO & AW. Used to be NO/stealth, but I find AW a lot more useful than stealth as you gain levels. A high level merc is stealthy enough without the attribute and there's nothing like taking an LMG burst at 30 tiles and having every round hit!
Pers = psycho if possible. + 15% to hit every time you fire? Yes thanks!
You'll need a good shot as body guard for your IMP for the first couple of towns, though being psycho helps. In the meantime give the IMP an SMG and take lots of single shots. You won't hit much, but your mks will go through the roof. After a couple of towns fall you'll have decent mks and a scope and your IMP can get more involved.
Use your IMP to doctor, repair, clear traps/mines & plant explosives. Dex, mec, med & exp will go through the roof. If you're lucky, you'll gain some Wis too.
Punch cows if you wish for more strength and dex & try to move with stealth on in combat to gain more agility. I usually finish with at least 90 for each of these.
Those of you saying Wis isn't important are wrong. This sort of IMP pick up 5+ points of mks per sector early on, adds 30 -40 points by the time you've taken a couple of towns and finishes the game with mks 97 -100. It also has a huge impact on traps and explosives.
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Corporal 1st Class
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Re: Ideal Build for IMP[message #96958]
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Tue, 08 March 2005 13:24
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brandon |
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Messages:37
Registered:February 2005 |
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Morgan is my only psycho. In JA2, I had maddog, which was always amusing. His piss poor accuracy, and acquisition late in the game, meant he was basically a mechanic / doorman (I was playing iron man). If he came face to face with an enemy, it would be probably indoors, and if he wanted to spray somebody head to toe with a CAWS, he's more than welcome to.
Morgan's psychoness kinda pisses me off. Uses up APs I might have been saving for multiple enemies, leg shots or something. He's on my nightops team, so he tends to see people pretty close in.
It's amusing, and sometimes it's kinda cool, but it's obnoxious if he does it a lot. I don't wanna give him an m4 for that reason, he can spray up all the suppressed CAR ammo he wants.
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Private 1st Class
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Re: Ideal Build for IMP[message #96960]
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Wed, 09 March 2005 02:34
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OnePeace |
Messages:2
Registered:March 2005 Location: Italy |
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HI ! this is my first post here , but i play JA etc by several years
I'm the only one who start a game whit
HEALT 85 (error,at 19 day i don't take a wonder!)
DEX / AGI 75
FOR 70
WIS 85 !!!
MECH / MED / EXPL 35
MRKM 55 - 60 ( ? )
the mrkm is really bad , but , hey at 3 day i have 70 ! and now ( day 19 ) i got a 89 ! ( whit 229 people killed :grimreaper: ! )
also i try to open all lock whit my IMP , and sometime use explosive ( explosive rise like a rocket! use tnt and disarm it whit Barry or similar )
Med is at 35 ( no wonder no MED raise up , i must heal some militia !!! )
when u raise EXPL MECH & MED your WISDOM raise up ... slowly but raise up ! ( now i have WIS 87 ! ) .
Who need a wis 35 ...right u can take dex / agi 85, but if your enemy have a dex / agi 86 u fall every time in an interrupt ! Maybe u get great difficult to raise your Exp lvl ... even at day 19 , my imp is lvl 8 , dex 87 / agi 91 / Str 83 / u can't reach that " goal " whitout a great wisdom !
Hi to all ! sorry ! really sorry 4 the english !
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Civilian
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Re: Ideal Build for IMP[message #96962]
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Thu, 10 March 2005 10:15
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fightcancer |
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Messages:214
Registered:February 2005 Location: USA |
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Quote:Originally posted by plop:
I used to have 85 wisdom on every IMP, until I realized I was hiring Razor, Haywire, and Steroid every game and their lack of wisdom was hardly noticeable. There is a noticable difference between 85 and 35 wisdom but its not nearly as large as some people think. Agreed.
Quote:Originally posted by plop:
Besides, half of the stats dont raise regardless of wisdom. Health wont go up, dex will rarely go up unless he's the lockpicker or tossing knives nonstop, agility wont go up without exploits in which case wisdom doesnt matter. Wisdom itself doesnt go up. In regulard JA2 and gold you can raise all of these easily: DEX w/healing, repairing, and punching which happens quite often, and AGI w/sneaking and dodging punches or knife swipes. Wisdom can be raised by planting and disarming explosives.
Quote:Originally posted by plop:
Leadership doesnt matter. Not sure if it matters in UC, but it matters in regular JA2 and Gold if you want to fight in San Mona, recruit Skyrider, or rescue Joey.
Quote:Originally posted by plop:
Marksmanship is the only one of these used in combat, so max it out. Explosives can be raised to 100 in minutes. If he's not a lockpicker the difference between 40 and 50 mechanical or 75 and 90 at X point in the game is irrelevant. Likewise with medical, 35 is more than enough for first aid. good points, IMO.
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Sergeant 1st Class
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Re: Ideal Build for IMP[message #96965]
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Fri, 11 March 2005 09:56
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Mravac Kid |
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Messages:68
Registered:May 2004 Location: Opatija, Croatia |
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I don't give MEC and EXP to the IMP, as I hire pros for that type of work. Wisdom, health and agility always at top, as they are absolutely imperative. Strength goes next, and finaly marksmanship. MED is useful in a firefight, when my guys are pinned down, but that situation is so rare it's pretty much unnecessary.
So far I have mostly gone for Night Ops and Stealthy, I don't go for AW/Psycho, as I tend to use the FN FAL which doesn't have too much ammo, and it's not that easy to come by. I prefer aimed shots to the head. >
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Corporal
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Re: Ideal Build for IMP[message #96969]
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Sat, 09 April 2005 20:18
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heavymetalmachine |
Messages:4
Registered:February 2005 |
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Butcher
Hea 85
-goes up fairly slowly, and its nice to be able to take some hits
Str 85
-at the end of the game my IMP was carrying an M249, AK107 and M4A1 with all attachments, a couple boxes of ammo, a couple LAWs etc and still just over 100% weight, so I couldn't see going lower.
Dex 35
-My merc kills people with guns, nothing else. I have no need for Dex.
Wis 85
-Makes skills go up fast. You don't have a scope to make up for shoddy marksmanship while bursting, so marksmanship needs to rise quickly.
Agi 85
-Governs APs and interrupts... need I say more?
Ldr 70
-This might seem like a waste of points but I like a merc who can train reasonably quickly because I find most of my downtime while playing is training militia. You could redistribute to medical/dex.
Mrk 85
-I like to shoot people.
Mec 0
Exp 0
-I pay Trevor good money to do this so my merc doesn't have to.
Med 0
-I seldom try to heal in a firefight so its really not a big deal to have another merc heal during a lull. I keep my main man stocked with crepagen to erase any damage later in the game.
Auto Weapons (expert)
Personality: Psycho
I prefer day battles as they are quicker and more intense. Due to the long visual range you can end up with a lot of enemies on the screen really quickly if you don't mow them down really fast. Snipers are all well and good (and in some cases essential) but I really like having a merc who when placed properly is good for killing three greyshirts a turn. As well, I never found there to be a shortage of ammo, so why not use it? I kept backup guns for silent and single shot purposes, so he could snipe too.
I found autoweapons good for going through the odd sector at night with an M4A1: killing two or three enemies in the same turn at medium range would be pretty much impossible with one merc otherwise. Night ops might be nice but UV and camo is good enough for all but a handful of situations in the game.
I like the to hit bonus for psycho. Its a little annoying when a clean headshot turns into a spray and pray but by later in the game one or two of the bullets will peg the enemy anyway. I burst most of the time anyway, so it doesn't matter. If you're really that concerned you could keep a non-bursting weapon for backup.
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Civilian
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Re: Ideal Build for IMP[message #96970]
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Thu, 14 April 2005 08:56
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Gore |
Messages:2
Registered:October 2004 |
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Hardcore, Eh.
Health 85
Agility 85
Dexterity 85
Strength 35
Leadership 35
Wisdom 85
Marksmanship 85
Mechanial 0
Medical 35
Explosives 0
You will never need to use explosives if your playing hardcore. Cause when I play hardcore I usally have Fidel, And Mechanical you only need after each sector. I usually just buy some cheap MERC Merc who stays stationary in a safe sector. High Mech, Low cost.
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Civilian
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Re: Ideal Build for IMP[message #96971]
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Wed, 28 September 2005 19:31
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Otime |
Messages:3
Registered:September 2005 Location: Singapore |
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I just started the game yesterday and heres my IMP:
Health 85 - Want to be alway healthy in life.
Agility 85 - Difficult to improve.
Dexterity 85 - Dislike wasting time repairing to improve.
Strength 85 - Like to vary playing style with hand-to-hand.
Wisdom 85 - Needed to improve markmanship.
Marksmanship 40 - See myself as a lost tourist with no firearm experience. Enjoy close range gun-fight in the beginning and watching stats goes up.
Leadership 35 - U want to be a leader in real life too, right?
Mechancial 35 - By 3/4 game I would like to retire and need to be doing something useful, right?
Medical 35 - A must for someone who believes in healthy living.
Explosives 0 - I am risk adverse. Won't want to touch that.
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Civilian
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Re: Ideal Build for IMP[message #96975]
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Fri, 24 February 2006 07:17
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Dougster |
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Messages:27
Registered:August 2004 Location: Chatting with Hans |
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I just started a new UC game and my IMP turned out to be a stealthy martial-arts psycho, which I'm happy enough with, so I kept him and plunged in.
WIS-85, I like a smart IMP
STR-35, I train this up quickly once I find some heavy stuff
DEX-55, this will increase rapidly
AGI-85, good to have lots of action points
HEA-85, hard to train this up so high is good
MEC-55, IMP will be on the repair squad
MED-35, this will improve rapidly
EXP-35, once I find a mine I'll train this way up
LDR-35, this should increase fast too
MRK-85, nice to be a good shot right off the bat
So far so good. Once I trained his strength up a bit he works good as a thief. He can sneak up, do the kung-fu deal, and then snatch the weapon. The psycho trait is amusing, but I let him use a sniper rifle most of the time so far. When I get one later, maybe I'll make him use an AN-94.
[Edit] Psycho IMP is superb with a SA-80 LSW. He burns up a lot of ammo, but Smithy has a good supply. The SA-80 LSW seems like a G11 on steriods! Slap a rod & spring in it, pack a lot of extra ammo, and watch em drop!
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Private 1st Class
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Re: Ideal Build for IMP[message #96976]
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Sun, 26 February 2006 06:07
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Mental7 |
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Messages:29
Registered:October 2004 |
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WIS, AGI and HEA has to be maximized. STR and MRK should be high, LDR varies (see below).
I see no point in zeroing any stat, not just because it drops your total. But the skills are fine minimized (i.e. at 35), since they rise so swiftly and bring other stats along - repair a bit and get DEX, heal (a lot!) and get WIS, etc. Explosives is among the easiest skill to raise. Medical needn't be higher than 35 at start, since you'll have plenty of opportunities to use it.
For me, LDR has always increased in importance with game difficulty: 35 for Novice, 80-85 for Expert.
I always aim for N/O, Stealth, A/W traits. Throwing is okay, but Electronics and the melee ones are irrelevant to my style of play. (And you can't trust Patusco completely when aiming for traits, since he got some things wrong.)
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Private 1st Class
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