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if you're interested in merc relationships..
Sun, 27 April 2003 10:14
.. here's a little thing I compiled after studying Patusco's Guide (the latest/last edition) for about an hour. Please keep in mind the following things as you read (or just scroll down and if you have any problems understanding sth scroll back up):
- if Patusco was wrong about a relationship, then so am I.
- if Patusco didn't find a relationship that actually exists in the game, it's not gonna be listed here.
- what i wrote may look complicated, but if you print it you'll find it useful..
- when? when you begin the game and are looking for a friendship that increases morale and team performance. Or, at that moment in the middle of the game when you've got 16 mercs in Cambria, you're in need to take Grumm/Alma/the Cambria radar/Tixa/Orta/Balime and you need who to get on each squad, so that nobody gets pissed at anybody else. Better still, in the beginning of the game when you're setting up the teams that will act separately across the country (that's my style, one team goes Chitzena->Grumm->Orta, another Drassen->Alma->Balime, and a third, hired later Cambria->central radar (Mike!) -> Tixa). The details of the plan will be different for you of course, but this stuff is useful nonetheless.
- what will make it so complicated is the presence of MERCs. If you actually plan to use them in combat, together with AIM people, you'll run into a !#%$^?:"+_!@# of trouble. You've been warned. Please read carefully.
If, on the other hand, you're like the other 51% of us who don't use MERCs in combat or don't use them at all, you just need to skip to the important stuff.
- when I wrote that two mercs should be placed in the same sector/campaign area, I meant they both like each other. When I wrote that they shouldn't, the 'couples' under that category are set up in such a way that one of the two doesn't like the other.
- there are many couples in which the MERC likes the AIM and the AIM hates the MERC. I gave priority to the AIM and how he/she should feel..
- i have a category that is called 'groups that should be together'. Basically, the web of 'likes' is so strong in that group that it made no sense to break them apart into smaller ones. Assume that in these groups everybody likes everybody else.
- oh, and i used the symbol "->" once in a while; "->" means one-sided like; for instance 'Gus -> Scully' means Gus likes Scully but Scully is indifferent to Gus.
- there are some things I forgot to mention here, but I haven't slept it in two days so I wouldn't know. Oh, Patusco had a few question marks concerning certain relationships, which meant that he wasn't sure if they exist. From my game experience, all those relationships actually existed.
1) Put in same sector: Biff & Flo
but do not put in the same sector/campaign area with them the following:
(Biff-haters): Bull, Danny, Haywire, Sidney, Numb, Nails.
(Flo-haters): Fidel, Gus.
(Mega-haters-of-both-Biff-and-Flo):Meltdown, Razor.
Keep away from Bubba: Biff, Blood, Danny, Ice, Magic, Dynamo.
Keep away from Numb: Biff, Conrad, Static, Stephen, Wolf, Len, Reaper, Steroid.
Keep away from Buns: Devin, Red, Spider.
2) Do not put in the same sector/campaign area:
AIM & AIM: Lynx & Buzz, Blood & Cliff, Static & Stephen, Buns & Reaper, Buns & Magic, Hitman & Raider, Buns & Fox, Danny & Steroid, Fox & Steroid, Stephen & Nails, Trevor & Fidel.
AIM & MERC: Vicki & Gasket,Buns & Gumpy, Flo & Meltdown, Flo& Fox, Fox & Haywire.
NPC & AIM: Dynamo & Barry.
3) Put in the same sector/campaign area:
AIM & AIM: Wolf & Fox, Sidney & Scope, Spider & Static, Nails & Bull, Hitman OR Raider & Raven, Stephen & Meltdown.
NPC & NPC: Dynamo & Shank.
4) Groups to be put together:
A) Fidel, Haywire & Razor.
B) Miguel, Carlos, Dmitri, Ira (and Shadow, if possible - for Miguel).
C) Igor, Ivan, Grunty (and Iggy, if possible).
D) Ice, Magic & Blood.
E) Wolf, Fox, Lynx, Ice, Grizzly (because Wolf -> Lynx -> Ice -> Grizzly -> Wolf and Fox -> Wolf and Fox -> Grizzly).
F) Q, Len, Vicki.
G) Vicki, Spider, Raven.
H) Thor, Spider, Static.
Keep away from group A: Sidney, Static, group C (if group C includes Iggy).
Keep away from group B: Malice (if group B includes Ira), group C (if group C includes Iggy).
Keep away from group C: Steroid, Gasket, Bubba, group B (if group C includes Iggy).
Keep away from group F: Grizzly (if group F includes the mercenary usually refered to as Q :wrysmiley: ).
Other things to keep in mind:
1) Cougar and Gus like Len.
2) Reaper and Grizzly (just as Miguel as well) like Shadow.
3) Barry and Devin like Red.
4) Gus -> Scully -> Trevor -> Thor -> Ice.
5) Maddog, Malice and Nails like Fox :naughty: :naughty: .
6) MD likes Danny.
7) Flo likes Lynx :naughty: .
Steroid -> Grizzly -> Bull.
Bubba -> Bull.
Bubba -> Buzz
9)Buns -> Sidney -> Stephen.
Conrad -> Stephen.
10) Shank likes Ivan.
11) Conrad likes Iggy.
12) Cougar likes Wolf.
13) Haywire likes Numb.
14) Hitman likes Grunty.
15) Malice likes Meltdown.
16) Malice likes Spider.
17) Reaper likes Blood.
Ta-taaaa!
JA2 Solutions. Tips. Spoilers! |
43 comments
bobby ray's.... where do the items go?
Sun, 29 December 2002 16:13
i ordered some stuff from bobby ray's just to see what itd be like.... i selected drassen for the location and everything
i figured they would be sent to the same site as the heli, so i checked there after i got the email. i talked to that guy pablo or whatever that i supposed was in charge of the delivery but there wasnt any new option for me to get my stuff. even tried killing him (did ira mention something about this?) but nothing happened. i did check around at the other 2 drassen locations but didnt find anything either
can anybody help me on this?
thanks
JA2 Solutions. Tips. Spoilers! |
28 comments
Angel/Maria quest in JA2 Gold (v1.10)
Sat, 30 November 2002 05:24
This quest doesnt work for me. No matter what, Angel just trys to sell me his kevlar jacket. He doesnt ever tell me about Maria. Maria doesnt say anything much either. I have tried multiple Mercs talking to them, to no avail.
Anyone else run into this, or what could I be doing wrong?
olaf
JA2 Solutions. Tips. Spoilers! |
11 comments
Increasing Stats?
Thu, 09 May 2002 20:37
I saw in a FAQ that you could increase your stats very quickly in real time mode by doing different things. Like for health I read that you are supposed to have your merc carry over 100% of his weight, and then have him run around till he passes out, then when he gets back up, have him run some more, till he passes out again, and repeat. that is also supposed to raise strength i think. however, when i do this, my stats don't raise. how many times must i pass out for 1 health? or does this even work in 1.07? i don't remember what it said for agility. i haven't tried throwing knives at crows, as i haven't found any bodies recently...need to go get in a fight with a random group i guess. basically, i'm just wondering if any of these quick raise of statistics still work, and if they do, could someone let me know what you need to do? i'd rather not cheat my stats to really high levels...i'd like to play this game thru without a single cheat. but raising stats is so boring, i'd like to try these quick raising ways. thanks in advance
demontrace
JA2 Solutions. Tips. Spoilers! |
23 comments
Assembly a Pro Team
Mon, 19 June 2006 03:12
SNIPERS :rifle: - For the early game three snipers (IMP, and two other decent sharpshooters) with at least 80>MRK should be enough to take an enemy sector, but later on you'll need the twice and good guns (FN-FAL, M-14) to take down those damned greyshirts.
MECHS - For this task you should consider: high DEX, 50>MECH, LVL. Also lockpicking and eletronic (sometimes) skills should be considered. For beginning Steroid, Dimitri, Barry or even Gasket or Nails should be enough to fix stuff and picking locks, but later on you'll have to hire another good mech, since you'll have to work with multiple squads. Mechs should always carry 100% tool kit and locksmith kits. In Arulco you'll find some NPC's who will repair you stuff for a price (Perko, Arnie and Fredo).
EXPLOSIVES EXPERTS - A good explosive expert should have at least 50>EXP, high DEX and WIS. LVL improves the chances of detecting traps and land mines. Your explosives specialists should always carry live (armed) explosives, door charges and a metal detector.
Suggestions? Hmmm... Fidel (if you can handle his temper) is a good bargain for the early game, but due his low DEX I hire Nails or Barry for the job. Red or Stephen also are not bad bargains.
Note: To deal with explosives usually 1 bomb dude is enough.
TRAINERS/NEGOCIATORS - For negociators you'll have to hire a merc with at least 50>LDR to deal with NPC's. Mercs with teaching skill receive a bonus to their training competence when training militia or other mercs. Specialists with high TRAIN score will create town defense faster.
Note: Just like mech, med and exp, training is influenced by the trainer/negociator LVL.
Good bargains:
Ira, Flo, Biff, MD, Grunty, Fox, Red, Thor, Hitman, Buns, Stephen and Wolf are some suggestions, for militia/merc trainers.
HEAVY WEAPONS SPECIALISTS - Any merc can use Heavy Weapons (Grenade launchers, LAW's, Mortars) but mercs with HW trait have better accuracy with them (read: deadly) . For this task you should consider mercs with high MRK, and Strength to carry their toys of destruction.
Best Choices:
Grunty, Meltdown and Iggy. Buzz and Grizzly are also good bargains, altough Buzz need to work on STR and Grizzly needs to work on his AGI and MRK...
JACK OF ALL TRADES - Some mercs are more gifted (or trained) then others, and because of that they are usually more expensive then other mercs (altough you should consider them). When hiring a Jack of All Trades remember: Higher LVL and skill proficiency means higher wages! Who to employ depends to a large extent on your individual
strategy and on the kind of competence you require.
Recommended mercs:
Wolf, Cougar and Iggy and Conrad (well if you can stand his arrogance...)
FINAL NOTES:
When hiring mercs you should consider not only their price but also their physical states (70> at least) and for specialists (35> at least). Low psychal states or skills (exept for medical) will give you trouble later, so before launching you final assault at Meduna, gather all the Top mercs that you can hire and waste the B**** Queen Deidranna itself Woody!
JA2 Solutions. Tips. Spoilers! |
5 comments
U formation = Dead enemies (?)
Sat, 23 December 2006 22:47
I see people talking about placing their mercs in a U formation/pattern & I'm not sure what they're talking about. Could someone clarify this and give some tactical advice on how to use this formation effectively?
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10 comments
Help me build an unusual IMP
Mon, 18 December 2006 10:26
Hey all.
I'm going to start a new game, and I'm going to impose an unusual new limitation on my IMP.
No explosives at all, meaning no grenades or gunpowder and thus, guns. The other mercs can do it, just not the IMP.
I'm thinking a lot of throwing knives, plus a combat knife for up close encounters. Maybe I'll take the dart gun, too, but I'll not sure.
This will be totally cool, but I'm unsure which skills to take. I'm leaning towards knifing and throwing, but I'm not sure if I shouldn't trade something out for night ops or stealthy.
What do you guys think?
The A.I.M. Library |
12 comments
Perfect team.
Tue, 05 December 2006 18:30
Hi everyone, just a question and I'm sure everyone has their own opinions, their own different styles of play and whatever but...lets say you get to start JA2 with $10 million and could choose any mercs you want, equip them how you want but the only caveat is that you kept the group to 6 mercs. Which 6 would you choose and what weapons/armor would you give them?
This has probably been talked about before but I'm still a newbie to the forums :headbanger: hehe.
The A.I.M. Library |
41 comments
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