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Re: Favorite Squad Organizations[message #237267]
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Tue, 10 November 2009 03:20
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AkmatovI'm currently thinking of 1 x sniper, 1 x grenadier, 2 x LMGunners and 2 x Riflemen-Mules.
Sounds like a pretty good idea you have already. This could be your primary team. Then you could have a team of errand runners. Gun running, Doctoring, Mechanics, Teachers, Drivers, Defenders, mules, et cetera.
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Re: Favorite Squad Organizations[message #237449]
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Wed, 11 November 2009 23:37
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markolock picker is very useful otherwise you can't open all locks. Take Barry he is smart enough. When playing 1.13 it is a must sniper with "one shoot one dead" gun.
I usually use Gasket, pretty good mechanic, +Comic relief
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Re: Favorite Squad Organizations[message #238071]
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Thu, 19 November 2009 02:19
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Archbar Bettendorf |
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Messages:11
Registered:August 2009 Location: Australia |
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AkmatovOne of the things that bugs me is the level total unpreparedness of most the the mercs for hire. They are supposed to be veterans of previous contracts and here they are going off to fight carrying a PISTOL!!! That is just so gamey. Why not drop them out of the helo naked with a knife?
This only bugs me at the initial helecopter insertion. You should probably get the chance to provide better equipment prior to arrival, but the game compensates somewhat by having less skilled enemies at the start. Other than that, when you hire from AIM or MERC, you get personel. Why should they have to provide anything more than the most basic of equipment? You can't take stuff on planes anyway, how are they meant to bring their own toys to Arulco? It's only proper that the employer provides the types of weapons they want their squad to use. You have to supply and maintain the gear once they go into the field, and you get to keep everying when they leave your employ.
Why don't they have cool gear? The last employer kept it, same as you will.
You want to complain about reality? No one eats, pisses, or takes a dump. They maybe sip a canteen or throw back a beer, if you give them one. Imagine if you had to co-ordinate feeding and watering your mercs, it'd be a nightmare! Too much reality isn't always a good thing.
[Updated on: Thu, 19 November 2009 02:20] by Moderator Report message to a moderator
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Private
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Re: Favorite Squad Organizations[message #238164]
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Thu, 19 November 2009 17:56
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akmatov |
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Messages:74
Registered:September 2009 Location: Tucson, AZ |
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Quote: Imagine if you had to co-ordinate feeding and watering your mercs, it'd be a nightmare! Too much reality isn't always a good thing.
Oh, I SOOOOO agree. Years ago I was playing a game called Ultima VII and you had to feed your group. What a lot of whining and moaning! It was like taking a bunch of kids to the mall. And they didn't have guns!
Quote:Why should they have to provide anything more than the most basic of equipment?
I like that rational, it is something I didn't think of. Although, I'd expect them to provide their own protective gear, but this is me quibbling. And it justifies what I'm doing in buying them some decent kit and weapons.
Quote:The last employer kept it, same as you will.
Not having played enough to know, I suspect that if I give a merc some cool gear and a great weapon they will keep it if they leave my employment, right? Hmmm, still I could take it just before their contract expires couldn't I?
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Corporal
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Re: Favorite Squad Organizations[message #238228]
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Fri, 20 November 2009 04:05
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akmatov |
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Messages:74
Registered:September 2009 Location: Tucson, AZ |
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Quote:soviet infantry lieutenant
Ex-US Army, NOT combat arms; but I have played a little with with some of NATO's specials. Used to drink with a guy who claimed, believably, that he had been a merc in Central America. Was just talking today with a guy who was in Fallujah with the US Marines.
Quote:"quit" and "offered" are not the right words here
Bet there is an interesting story there.
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I know from real life that I can manage a group of 20+ in mildly dangerous situations
Yep, a good lieutenant will learn to lead his men, even when the situation is rarely exactly what his training prepared him for.
Quote:if players wanting to play JA with 40 or 100 mercs could manage it also IRL.
Wouldn't dream of it.
Quote:"carrying stuff" problem.
My problem with carrying stuff was based on the inability of many of the guys to carry a reasonable amount of gear and ammo. This was easily fixed with I was told how you can modify the relationship between weight and strength in HAM. Not wanting supermerc, just guys who can carry a believable amount without collapse. Ran some tests to find out the right setting for 100% to equal 60-80 pounds. My friend from Fallujah told me the standard load before weapons and ammo would be 60 pounds. To this you add weapons and ammo; or in his case a 40 pound medic bag and some times also a 20 pound radio-'cause we all know the medic isn't doing anything. Now these were youngish, highly trained and well-lead Marines; I see no problem with my mercs being expected to carry half that. As you know soldiers can be very competitive and pretty cold-blooded about those who don't pull their weight. If you want to add a 'relationship' mod to JA2, wonder about the reaction of some of the guys to someone who chose to whimp out on carrying enough ammo to provide covering fire for them? "After the firefight Buns and Sidney turn their weapons on Dumpy and blow him to chopped meat as he was buffing his nails."
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"Game over, somebody stabbed you in your sleep for your incompetent commands."
That would be interesting. Would add a whole new level to the leadership 'challenge'. Of course, if you were sharp you would pick up on the problem and drop the guy yourself. All kinds of relationship issues far beyond the JA2 engine, but interesting.
[Updated on: Fri, 20 November 2009 04:09] by Moderator Report message to a moderator
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Corporal
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