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stun grenades[message #97795] Thu, 17 March 2005 11:04 Go to next message
Jerry is currently offline Jerry

 
Messages:28
Registered:February 2002
Is there a patch that makes the stun grenade a little more fair? Every time an enemy uses it on me, my merc is out for a couple of rounds. But every time I use it, the enemies are up before I can even get close to them. I know this is a common complaint, because I searched the boards before I posted this. I just can't believe no one has done anything to fix it. Just one turn would be cool with me. How can these guys just bounce back like that?

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Private 1st Class
Re: stun grenades[message #97796] Fri, 18 March 2005 03:45 Go to previous messageGo to next message
KaraBenNemsi is currently offline KaraBenNemsi

 
Messages:9
Registered:February 2005
Location: Bonn, Germany
There is a patch available at Dvornik's site: LINK

But it seems to be made only for JA2 Gold (v. 1.12). I don't know if it works with UC - probably not, since UC uses the 1.07-EXE.

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Private
Re: stun grenades[message #97797] Fri, 18 March 2005 05:36 Go to previous messageGo to next message
happybjorn is currently offline happybjorn

 
Messages:24
Registered:October 2003
Location: California
Quote:
Originally posted by Jerry:
How can these guys just bounce back like that?
At the start of every turn a character gets breath, the blue bar, back based on what they did the previous turn. If a character does nothing they will get the maximum amount of breath back (not sure of the exact amount, but I think it is around 15 breath points), if they use all their APs they will get no breath back. I'm not sure what the exact damage of a stun grenade is, but it seems like 80-100 points of breath loss, which is enough to knock a character out with a direct hit. The two other most common causes of breath loss are movement, especially running, and getting hit (the damage that armor absorbs when hit is converted to breath damage and HtH attacks cause large amounts of breath loss).

Generally, most player have their mercs doing a lot during their turn, running around to get in position and using up most of their APs. If your merc gets hit with a stun grenade then he should be out for one or two turns, possibly longer. It will definately be longer if your merc is getting shot while stunned because that causes additional breath loss (AP loss from the damage may also limit the amount of breath they get back the next turn). On the other hand the BGs tend to be fresh when you engage them and often save APs (for interrupts and to carry over to the next turn). This means they will get up right away or in one turn if you stun them enough to knock them out. They best way to stun them and make sure they stay down is to target a BG that ran around on his turn with a stunner and on your next turn either hit them with another stunner or punch them.

This also applies to knocking enemies out with HtH attacks. Punching them one more time than is necessary to knock them down will make sure they stay down.

I highly recommend having each of your mercs carry a canteen. Your mercs can still take a drink from the canteen when knocked out. In UC canteens are plentiful (their refills even more so) and can be conviently attached to several types of armor. Energy boosters (crepa-boost) cause massive breath gain every turn (again I don't know the exact amount, but I think it is around 40-50 breath points per turn) until they start to wear off, which causes constant breath loss. They can also be used when knocked out, but it will take a turn for the breath gain as this happens at the start of the turn.

Hope this helps some.

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Private 1st Class
Re: stun grenades[message #97798] Tue, 22 March 2005 09:10 Go to previous messageGo to next message
abradley is currently offline abradley

 
Messages:225
Registered:December 2001
Good post, knew some but not all the info.

Thanks

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Sergeant 1st Class
Re: stun grenades[message #97799] Tue, 22 March 2005 11:04 Go to previous messageGo to next message
Mravac Kid is currently offline Mravac Kid

 
Messages:68
Registered:May 2004
Location: Opatija, Croatia
It's true that you need to hit the redshirts to keep them down, but the problem is that when you throw a stun grenade it just knocks them down, next turn they're all up and shooting/running up to your guys. If they do the same to your squad, you will be unable to do pretty much anything the next turn, except maybe get one shot off.

Would throwing two stun grenades make them stay down?

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Corporal
Re: stun grenades[message #97800] Tue, 22 March 2005 11:07 Go to previous message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I think it does. If I'm remembering right.

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Sergeant Major
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