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Tales of a Night Ops Convert[message #97076]
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Fri, 07 May 2004 05:48
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bbaker |
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Messages:8
Registered:April 2004 Location: CA |
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Hey all,
I just gotta throw in on how I was once lost, yes LOST to the truth. LOST to the beauty of eternal stealth forever and ever, amen.
I once did terrible things, my brothers. I'd roll into a firezone in plain sight of god and men with AKs. I'd go toe to toe with the enemy and trade blows, and luck ruled the battlefeild, and the body counts ran high, lo, for both sides.
And then I got UC, and at some point I realized the true strength of night...
Well, that got old quick.
Anyhow, NIGHT OPS RULEZ4EVANEVA. I have been running the freakin show with my 3 M4s wit suppressors. I have cleared 3 boards with only a single hit (for -2), and that from carelessness on my part. My NO/Stealthy IMP and every NO merc I can find, plus camo and night vision, are like invisible freakin ninjas, ppl. I walk through them like a freakin knife through butter. Battles that used to take hours IRL are taking minutes. The enemy never knows I'm there any more.
I believe that my IMP could probably complete the game alone now, aside from the underground battles, and this with the equipment available at the end of Sheraton!
I guess the only reason I never tried it in JA2 Vanilla was because there was no M4, but I'm goingto have to try it out now.
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Private
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Re: Tales of a Night Ops Convert[message #97081]
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Fri, 07 May 2004 13:31
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joeygb |
Messages:3
Registered:May 2004 |
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I agree. I have a Night Op/Stealthy IMP as well, using him as eyes and ears while Ayana snipes from out of visual range. That cushion of protectiveness though was shattered on one night mission to take my last Calisto sector (B14). After sniping, moving, sniping, moving...they finally got a bead on me when 2 guys popped break lights in my AO. With the accuracy of the guys in UC and their sheer numbers, the situation immediately escalated to FUBAR. I have never experienced enemies pop break lights on me like that in regular JA2, let alone 2 at the same time.
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Civilian
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Re: Tales of a Night Ops Convert[message #97082]
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Fri, 07 May 2004 16:08
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hamsterdance |
Messages:4
Registered:November 2002 |
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I'll go for the opposite and say night ops is bad for me ever since I play ironman and the enemy lob lightsticks at me.
Daylight combat is much more fun. You also get killed less as there is less chance of them bursting from close range or shot at from someone who is out of visual because you were revealed by your fire.
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Civilian
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Re: Tales of a Night Ops Convert[message #97087]
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Sat, 08 May 2004 04:59
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bbaker |
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Messages:8
Registered:April 2004 Location: CA |
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Certain I respect everyone's opinions, as many if not most of you know JA2 and UC better than I.
However, I was thunderstruck by the sudden ease the NO brought to the battles. In Day Ops, a single battle would generally involve a LOT of reloads for me, a significant amount of damage and hence recuperation for my team afterwords, gruelling affairs all the way around.
With NO, I clean up a battle field in minutes. The M4/supressor combo is incredible. I finish battles before I even feel like I'm engaged. I clear 4 battles in the same game time that it took to clear 1 in day ops. I suddenly have a magic combination of extra "spare" time and fewer mercs, which lends itself to more money and better equipment for my single squad, versus struggling just to keep decent weapons in my 2-3 squads of day fighters.
I don't expect it to last (I only just finished Sheraton, after all), but with the extra cash and more effective time usage, I'm confident that when I need the extra firepower, I'll be able to call in a team of the best shooters all at once, arm them, and rock in roll in a days time.
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Private
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Re: Tales of a Night Ops Convert[message #97088]
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Sat, 08 May 2004 05:48
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bbaker |
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Messages:8
Registered:April 2004 Location: CA |
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I see also that there are some difference in how we use NO, so here's what I do.
Spook (My IMP), Ayana, and Wolf all have suppressed M4's, and they prowl around looking for victims and clearing a path for my second group.
My second group (Tex, Rude Dog, and Blood) with louder, heavier weapons (they carry the Dragunov and the LA80 I've gotten so far) roll in behind them and find a nice rooftop to perch on, with lots of firelanes.
I keep the first group close enough to the second in case stealth is broken or the NME bum rushes them. If I don't find anyone for a while, and am not too worried about being rushed, I'll have whoever is carrying the SAW fire off a burst to call in the suckers, while the first group sets up to create a crossfire situation, assuming I can guess where they are going to come from.
So far, this has worked flawlessly.
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Private
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Re: Tales of a Night Ops Convert[message #97089]
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Thu, 13 May 2004 01:04
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Rude Dog |
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Messages:467
Registered:March 2001 Location: Chasing Pussy |
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I have restarted this freaking game like nineteen times now. I played Beta 1, 2, 3, 4, RC and now the finished product has had its compliment of three restarts. (I haven't finished it once yet!)
I am currently playing on day 11 with BobKat (IMP), Rosebud, Rude Dog, and Tex. Tex and Rosey carry suppressed CAR-15's and the Kat Dog connection carry silent, scoped, M4 NME erradicators. Bobbo is the team leader in name only. Rude rocks the world of the living and sends his foes on to the Happy Hunting ground with the M4 that he was eqipped with when the team ran into him in Biker Baby Heaven.
When I attack during daylight, I utilize a different strategy. My team goes for the nearest cover and let the enemy come to them. Nighttime is for hunting the suckers so they can meet a silent and swift demise.
I set my team up in twos at night so they can cover each other's flanks and thus not be overrun. BobKat and Rosey are just a little bit away from Rude and Tex. When an interrupt occurs, the merc that is furthest away shoots first so that the team member most likely to see the next emerging corpse to be has plenty of AP's to get the job done.
I hunt the enemy like I hunt all big game. Stealth and Patience are the way to achieve results. BobKat and Rude wiped out 34 combined red and black shirts in one sitting. The Gum Runners base in I16 wasn't a cake walk but the two of these hombres laid waste to a sh*tload of Runners and Army folk alike in very short time.
I had to strip Tex and Rosebud down to carry the stash.
Presently, I only fully control Calisto and the Eastern SAM but I went down to L15 to get the M21 for Rude along with the KSVK that BobKat now carries. I have a couple of VEPRs and G3s that the enemy has dropped along the way as daytime weapons.
I'm off to go hire Postie so we can do some turnpikin' in his mail truck.
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Master Sergeant
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Re: Tales of a Night Ops Convert[message #97093]
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Fri, 04 June 2004 02:55
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leonpoi |
Messages:2
Registered:June 2004 |
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The problem that I'be found so far with UC (I'm only just begun) is that the enemy don't throw glowsticks like in JA2. So you sit back shoot them till your hearts content, in JA2 a light stick would screw your plans and you'd have to displace. Though maybe later the enemy start doing this in UC.
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Civilian
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Re: Tales of a Night Ops Convert[message #97095]
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Fri, 04 June 2004 04:40
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cougar |
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Messages:254
Registered:March 2000 |
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Well one thing you dont want to have is a situation like this: Night fighting (unknown sector) a team of 3 IMP (NO expert) Ayana and someone else. Lightsticks thrown on both sides, 5+ enemies with good weapons in front. Ok you think this isnt to bad, but then you have to take into account the next thing that happened, all my squad was shot up quite bad, and then from the behind one and then two greyshirts came up and started bursting, the unknown merc (it could have been Danny or MD) goes down with a burst to the head, Ayana shot down to 30 in health and IMP was on 75 HP or something. I have to retreat through the light. Well it went really bad (only Ayana escaped).
Lessons learned: ALWAYS cover your rear
DONT ever leave home without stungrenades
NEVER let the enemies cover more than 2 sides, make sure you have two alternate escape routes.
ALWAYS play with atleast one NO expert.
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Master Sergeant
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Re: Tales of a Night Ops Convert[message #97096]
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Fri, 04 June 2004 06:12
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Kurt |
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Messages:420
Registered:March 2004 |
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You made two tactical errors:
Never engage in more than one front. Back up against something solid, like a map border, or a house. If it isn't possible, try to lure enemies away from the open space (or if you've got enough men, see below).
Second, keep reserve. Put your mercs at several (short) distances, if possible in a ">" shape, the point towards the enemy. The "point man" is the spotter, he'll get all the heat, but his rear will be protected by his friends behind him. If he really gets in trouble, you can spend all of his APs to bring him back, covered by his comrades (who are shooting from his LOS). If you discover enemies flanking you, you retreat the whole flank of the triangle and rotate it, so the point is always looking to the most hostile direction. Your medic, even weaponless, can move inside this formation to provide medical assistance if needed.
If you got nothing to protect your back but enough mercs, make two triangles, like "<>", one point facing towards the supposed enemy. The side points (upper and lower in this case) will protect your flanks, and the rear your - rear. You can put your worst mercs to that rear part, since they're just there to delay surprise guests.
Ah, and never throw light sticks behind your frontal 180
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Master Sergeant
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Re: Tales of a Night Ops Convert[message #97097]
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Fri, 04 June 2004 11:48
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Larynx |
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Messages:183
Registered:April 2003 |
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Quote:Originally posted by colt1911:
The problem that I'be found so far with UC (I'm only just begun) is that the enemy don't throw glowsticks like in JA2. They didn't throw break lights in JA2 until the Gold version came out. UC uses a pre-Gold version of JA2.
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Staff Sergeant
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Re: Tales of a Night Ops Convert[message #97099]
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Sat, 05 June 2004 03:31
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cougar |
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Messages:254
Registered:March 2000 |
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Quote:Originally posted by Kurt:
You made two tactical errors:
I KNOW and thats whats bugging me i have been playing DG, JA2 and JA2UB since 1996 and i knew better than getting into a situation like that. Usually when i play i never lose a merc in a battle like this because i always get the jump on the enemy and this was 5 redshirts, if i only had used my experience that time :bawling:
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Master Sergeant
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Re: Tales of a Night Ops Convert[message #97103]
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Mon, 07 June 2004 09:02
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abradley |
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Messages:225
Registered:December 2001 |
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Quote:Originally posted by Ayana:
Keep this in mind-
ANY of the enemy can dance out from cover,go prone, make 2 aimed shots and a burst, call in backup on his radio, and jump back into cover - all in one turn. They can do even more if they are not already critical.
The fact that most of the enemy are too stupid to CHOOSE to do this, is what makes the game playable. If you are lucky or skillful enough to position a merc to where they can come out of cover, take a shot, and return, the enemy frequently stays in the same spot forever until they are dead. I've noticed things like that and brought it up on a JA2 thread suggesting that the enemy had an automatic 5% hit chance on any and all shots. Was (rightfully) immediately shot down! Most said the enemy is stuck with the same rules as us, but some speculated that things like fatigue, morale, wounds, ect weren't entered into the 'to hit' formula for the enemy!
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Sergeant 1st Class
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Re: Tales of a Night Ops Convert[message #97104]
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Mon, 07 June 2004 19:09
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Kurt |
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Messages:420
Registered:March 2004 |
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I'm one of those who suspect the enemy has some statistical help from time to time. BTW, since we have the source code, someone could check it out. Unfortunately I don't speak C myself.
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Master Sergeant
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