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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229536]
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Tue, 28 July 2009 14:53
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Headrock |
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Messages:1760
Registered:March 2006 Location: Jerusalem |
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It took two tries, but I've finally got the Cambria Hospital liberated. I had a helicopter insertion northwest of the city, then attacked the sector from the north and west. On the first attempt, I stretched my forces way too thin, got Ivan and Igor killed on the northeast flank of the building, and got flanked by enemy reinforcements from the east. Breaching the building proved tougher than I expected, and had to use lots of explosives (killed a bunch of civvies who were hiding behind a door...). Losing Ivan and Igor was a bit too much though. I'd rather lose an IMP than Ivan, he's the backbone of the entire team.
Anyhow on the second attempt I used almost exactly the same tactic, but made sure not to over-extend on the threatened flanks. It's amazing that even with 12 mercs things are so difficult (Expert), it has to do with the map design blocking line of sight, so overextending means someone is bound to sneak up on your flank and kill you if you're not travelling in tighter groups and covering your advance properly. I'll probably need at least 18 mercs, if not more, to take Alma.
As to the map design, I've so far enjoyed every single WF map, they are clearly superior to the original maps. And I naturally love the idea that most maps have at least a dozen items lying around that could be useful. I'm practically out of ammo for some calibers though.
Also something odd about the INI settings - I left much of the default WF settings in place, including "ENEMIES_INVESTIGATE_SECTOR" (or something like that). This causes nearby garrisons to send reinforcements a minute or two after the battle, in small groups of 3-4. This is kind of fun, because it means that after cleaning up the sector you've got to take defensive positions and prepare for a counter attack. Unfortunately, defense is usually much easier than offense, especially because the enemy only arrives in small groups. And worse still - it depletes the enemy garrisons in nearby sectors, so further battles are actually easier...
Are you guys playing with this feature turned on?
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229584]
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Tue, 28 July 2009 22:21
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Forral |
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Messages:71
Registered:May 2009 Location: Sweden |
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Headrock "ENEMIES_INVESTIGATE_SECTOR"
Are you guys playing with this feature turned on?
I guess the conversation kind of went along from this, but what the heck I want to respond to it:
No, I never run with ENEMIES_INVESTIGATE_SECTOR, as I feel it's merely an added annoyance rather than something that adds flavour and difficulty.
I always play my games on Iron Man so it's not possible to save midway through battle. This makes it extremly important that I make no mistakes and use good tactics. When everything works out all right it makes me feel a lot more proud of myself than when I've spent ten minutes saving and loading games to try to get things "just perfect".
It does however have a considerable drawback in that I can't just save my game, turn on my flashlight and run around like a beheaded chicken when I'm looking for the last couple of enemies hiding somewhere on the map, but I need to make a lengthy search, combing the territory and keeping my mercs covering eachother.
In the above circumstances, the last thing I need or want is having a handful more enemies hiding somewhere that I'll need to track down. To make things worse, I almost always attack during the nights, which makes it damn near impossible to find these sneaky bastards before I grow careless and make a mistake.
The reason I attack during the nights though, is that I rely heavily on being able to stealthily infiltrate sectors, killing enemies with silenced weaponry, like SMGs and Pistols (Wish I could use knives and throwing knives, but it's just too damned risky). With the small squads I use though, attacking during the night is essential to avoid detection, and getting pinned down and destroyed by enemy supressive fire.
Daylight missions is just suicide. One merc gets spotted by the enemy and the next round he's pincushioned by snipers from across the map and supressed by all the AKs in a mile radius. So it's nightime all the way for me, with systematic, silent elimination of enemies, and systematic clearing of the map from one corner to the others. It's Iron Man though, so I've got to be prepared to toss the handgun aside and pull out the Light MG that's been hanging over the shoulder idly for the most of the assault. That and grenades - I love grenades.
By the way, I've got a little question as well:
With the reduced carrying capacities for characters, is there any real point to the combat packs that have weapon slings on them? The way I figure the only reason you'd need another weapon sling beyond the default one is if you have two weapons that are big enough to not fit into the combat pack slots, and you want a single mercenary to carry them; for example a big machinegun and a large sniper rifle.
However, just carrying that MG and a drum or two of ammo, along with the armour is enough to bring pretty much any mercenary into the 95-100% encumberance. Having to lug along a heavy sniper rifle on top of that would heavily tax any mercenary to such a point that he/she'd topple over every few steps, and find little use of their little personal arsenal.
I'd just like to hear of everyone elses experience there.
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Corporal
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229591]
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Tue, 28 July 2009 22:50
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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ForralI'm pretty sure that binoculars fit into those small slots that look slightly different. I can't for life remember what they are called but they look similar to the first aid slots, and can also carry the larger grenades. It'd be a waste of a perfectly good slot to stick a pair of binoculars in the Weapon Sling one, when they can fit into a number of much smaller slots.
The LAW and the Shovel can also fit into normal combat pack slots. I'm not sure about the Katana though, but I'm almost certain it fits into the combat pack one as well. Basically, the way I'm seeing it is that the Commado Pack that replaces a Combat Pack slot with a Weapon Sling really only loses the ability to use that slot for other things. There are many items that can't be placed in the Weapon Sling slot, but very few - very heavy ones that don't fit into the combat pack slot. Those heavy items you can't lug around anyways because of weight penalties.
So I'm still struggling to find proper use for these special combat packs.
Sure, the binoculars itself fit small slots, but you still need a place to put your gun if you use them.
The special combat packs usually have more small specialized slots (for example compared to the TT-3 day pack). In addition those can be worn with some backpacks, if you really need huge carrying capacity. And the TT-3 Day//Blackhawk Patrol Pack are slightly heavier.
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229593]
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Tue, 28 July 2009 22:53
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Headrock |
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Messages:1760
Registered:March 2006 Location: Jerusalem |
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Quote:But then again I play on Insane (with a lot quick save&load going on ^^), so the 3 or 4 enemies don't matter much...
I would agree, if not for the fact that if you linger around long enough (like for unlocking all the crates), they'll keep coming, virtually depleting garrisons in all nearby sectors.
I'm going to keep this on for this campaign. And then I'm going to put in a HAM feature that makes this more interesting.
Quote:It does however have a considerable drawback in that I can't just save my game, turn on my flashlight and run around like a beheaded chicken when I'm looking for the last couple of enemies hiding somewhere on the map, but I need to make a lengthy search, combing the territory and keeping my mercs covering eachother.
That's the thing though - the after-battle investigators are "ordered" to come straight at you... So there's really no need to track them down.
Quote:Daylight missions is just suicide.
Yeah, that's true in 1.13 on high difficulty. In HAM it's the other way around, night missions are extremely difficult at most times. Especially if your night-vision equipment is inferior/on-par with the enemy's. Also snipers are much less useful in WildFire because of ample cover and other vision-impairing terrain like tall grass (which is pretty much everywhere...)
Quote:With the reduced carrying capacities for characters, is there any real point to the combat packs that have weapon slings on them?
Yes, if the character isn't wearing too much armor (e.g. a sniper)...
Quote:However, just carrying that MG and a drum or two of ammo, along with the armour is enough to bring pretty much any mercenary into the 95-100% encumberance. Having to lug along a heavy sniper rifle on top of that would heavily tax any mercenary to such a point that he/she'd topple over every few steps, and find little use of their little personal arsenal.
Carry both a Sniper Rifle and a Light Machine Gun? The whole point is that you shouldn't. A strong character can probably carry a more reasonable combo, like a sniper rifle and a large SMG maybe. And light armor, if at all. If you want to carry even more than that... well, it's your choice. HAM has a setting to increase carrying capacity.
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229605]
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Wed, 29 July 2009 01:24
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Forral |
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Messages:71
Registered:May 2009 Location: Sweden |
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Quote:It does however have a considerable drawback in that I can't just save my game, turn on my flashlight and run around like a beheaded chicken when I'm looking for the last couple of enemies hiding somewhere on the map, but I need to make a lengthy search, combing the territory and keeping my mercs covering eachother.
HeadrockThat's the thing though - the after-battle investigators are "ordered" to come straight at you... So there's really no need to track them down....
I didn't know that. That's really good to know. Maybe I'll tick it back on then. I had always assumed that the enemy recognized when there was only few of them left, and then promtly hid in the closest bathroom, where they would wait until I get bored and make a mistake.
Quote:Daylight missions are just suicide.
HeadrockYeah, that's true in 1.13 on high difficulty. In HAM it's the other way around, night missions are extremely difficult at most times. Especially if your night-vision equipment is inferior/on-par with the enemy's. Also snipers are much less useful in WildFire because of ample cover and other vision-impairing terrain like tall grass (which is pretty much everywhere...)
My findings were actually the opposite, at least in concerns to HAM's effect on Daytime/Nighttime combat.
In 1.13 without HAM's supression, all I would have needed to do is find high ground, put a couple of snipers down and dominate the sector. The long view distance during the day would have been beneficial for me in order to cover more territory, and if the enemies see me it's no big deal as they are too far away to accurately shoot me anyways.
With HAM however, due to the presence of foes that are very wiling to fire supressive fire - combined with the quantity of automatic rifles among enemies in this mod, any attempt to pull off the same plan would quickly have resulted in my snipers getting pinned down and incapacitated. Chances are they'd be struck as well, and I'd have to get a medic up there to help as well, getting him caught in the shower of fire as well.
I found that with HAM, the only way to escape the terrible effects of supressive fire is to avoid getting seen in the first place, and when dispite all efforts to avoid detection you are seen anyways, quickly terminating enemy that spots you.
Avoiding detection is naturally easier at night. So with a small crew of skilled mercenaries and silent weapons, I found I was able to cut a pretty deep swath through enemy ranks before hell breaks loose. In daytime however, I find my whole squad either gets oblitterated or comes out if it critically wounded most of the time.
For example, I attacked the Hospital sector in Cambria with a selection of silenced Veresk SMGs. I like this weapon because it offers the speed and utility of SMGs whilst still having a great caliber for penetrating enemy armour. I silently dispacted a sentry just north of the upper part of the hospital and picked the lock on the back door to enter. I met an enemy in the carridor ahead that I gunned down before he could make a peep and let the rest of my crew file in behind the front man, closing the door behind themselves and taking up defensive positions.
I proceeded to then move slowly, sneaking up to corners and windows, switching between Night Vision and Normal Vision, clearing out the place room per room. I had cleaned out half of the northern building there before the enemies had a chance to return fire - and actually managed to clear that whole sector, taking only minor injuries on a few characters.
I do however agree about the effects of Smeagols maps on Sniping. It's a lot more difficult to completely cover a large area with a sniper. With many objects, walls, bushes fences and the like obscuring vision, it leaves a lot of area for both you and enemy to hide.
Quote:However, just carrying that MG and a drum or two of ammo, along with the armour is enough to bring pretty much any mercenary into the 95-100% encumberance. Having to lug along a heavy sniper rifle on top of that would heavily tax any mercenary to such a point that he/she'd topple over every few steps, and find little use of their little personal arsenal.
HeadrockCarry both a Sniper Rifle and a Light Machine Gun? The whole point is that you shouldn't. A strong character can probably carry a more reasonable combo, like a sniper rifle and a large SMG maybe. And light armor, if at all. If you want to carry even more than that... well, it's your choice. HAM has a setting to increase carrying capacity.
I understand the whole point is that you should not - that's the thing. One game mechanic encourages me to balance my teams better by imposing considerable restrictions on the amount of equipment I can carry, whilst another component gives me the ability to strap a mortar to my backpack - that I probably wouldn't be able to carry even to begin with. This question was not about "what I want to carry", but rather "what needs to be carried in order to take advantage of the special slot, as opposed to a common combat-pack slot".
It makes sense though, when the extra bonus slots are mentioned; like that little selection of hand-grenades and magazine slot present on one of the special packs. The problem was that I had considered the Weapon Sling slot a bonus that couldn't be properly utilized because of weight restrictions, rather than a slight malus because of other utility present in the backpack.
[Updated on: Wed, 29 July 2009 01:29] by Moderator Report message to a moderator
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Corporal
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229629]
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Wed, 29 July 2009 06:51
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Mauseroh one more thing smeagol: i cannot find the ammo for the new flare launcher anywhere at BR or anywhere else for that matter.
you sure you put that in there yet?
It's in, but I obviously forgot to add it to Bobby Ray's inventory. :whistle:
Fixed that.
Damn... It's just waaaaay too early.... give me time to wake up... 2 hours of sleep just doesn't cut it.
Headrock
I finished the fight in F9 (after several "investigate" incursions the enemy did in F8).
I fought 4 enemies.
Yes, that's 4 as in IV as in ٤ as in 四.
So the choice now is, either turn off the silly investigation feature, or... REVAMP!!!
hmmm... yeah, revamp that I'd say...
Also updated the pic for the M6 Lynx, as it was too large for Bobby Rays. I think this one looks much better.
And another little goodie, that might be useful: M25A2 Tear Gas Grenade:
Edit: The pic looks only blurry in this size, click to view original size...
[Updated on: Wed, 29 July 2009 08:26] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229675]
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Wed, 29 July 2009 16:02
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Sam Hotte |
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Messages:1966
Registered:March 2009 Location: Middle of Germany |
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Blue_FoxBut odd the 100 point system not implented in my install.
Then update your installation ... :diabolical:
No, better restart from scratch:
1. Install "JA2" or "JA2 gold" from CD (not "Wildfire"-CD; if 1.13 runs on the Steam-Version of JA2, i dunno).
2. Get you an OneClick-installer of your choice. (I use german allinone by Scheinworld)
2a. install und try running a normal game of 1.13 to check, if your desired features (EDB, 100AP, ...) are in this version and if the game is runing smoothly.
3. install the package "Wildfire6.06 for 1.13" and retest its functinality as in 2a.
4. install smeagols latest itemmod (IIRC v31 is up2date right now) and follow its instructions.
4a. Add his Mapupdates as well if u like.
=> You should have running the mod with 100AP and EDB at least.
For combining it with HAM, go to IIRC 2nd page of this thread. If anything failed - read the instruction, err, ask Headrock, he is HAM after all.
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Sergeant Major
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