Home » SIRTECH CLASSICS » Jagged Alliance & Deadly Games » JA1: Crates
JA1: Crates[message #241169]
|
Mon, 04 January 2010 21:37
|
|
LordHaHa |
|
Messages:17
Registered:November 2005 Location: Midwest, USA |
|
|
Kind of funny that I'd de-lurk over JA1 rather than 2, but I guess that's how it rolls.
Anyway, got a quick question regarding those soddered-together, super-glued and nanotech-bonded crates scattered around Metavaria (sic?). Its the most obvious question; what is the best way to open them? I've read the guides, and it appears that Breath is a factor along with Health, but another article suggests that Mechanical is also a factor. The formula may also involve the condition of the crowbar.
If health is the best way to open them, would hiring Hurl (maxed at 100) be a good idea? If Mechanical aptitude is also a factor, who would be a good alternative?
I do have to say (on my second JA1 game and my first proper playthrough) that, in comparison to JA2, its nice to see the crowbar actually have some useful attributes rather than dumping it when you have a Mechanical 60+ guy with Lock Picking on your team busting through every portal you find.
LordHaHa
Report message to a moderator
|
Private
|
|
|
|
|
|
|
|
|
Re: JA1: Crates[message #241204]
|
Tue, 05 January 2010 01:17
|
|
LordHaHa |
|
Messages:17
Registered:November 2005 Location: Midwest, USA |
|
|
Well, I hired Hurl and (provided he's got good Breath) he seems to be having a lot of luck with the crates on the island (at least on the eastern half). I guess Health + Breath is the big thing. It also proves he's good for more than battlefield surgery practice or, in Fidel's case, dog food. I also seem to have answered my own question!
Interestingly, the Crowbar halves the amount of Breath it takes to open a crate (at least it does on JA1 v1.13CD), even if a Merc could open it by hand. I wonder if a factor in the "crate opening formula" is the amount of Breath *after* one opens a crate; if the game calculates it as being too low (close to the Fatiuged level), it fails the test.
In addition, I have a 95% crowbar and a 50% crowbar, I have noticed no difference effect-wise in either implement. Maybe it is a factor on high-security crates, but not on the ones I have encountered so far in the game.
And yeah, the handle is based off of a certain radio personality from WW2. Of course most people don't seem to be interested in military history for some reason so I tend to get a fair number of questions about it. Not here, I guess, but that's a good thing in my book.
LordHaHa
Report message to a moderator
|
Private
|
|
|
Re: JA1: Crates[message #241205]
|
Tue, 05 January 2010 01:45
|
|
Logisteric |
|
Messages:3199
Registered:December 2008 Location: B |
|
|
LordHaHaAnd yeah, the handle is based off of a certain radio personality from WW2. Of course most people don't seem to be interested in military history for some reason so I tend to get a fair number of questions about it. Not here, I guess, but that's a good thing in my book.
LordHaHa
don't understand 'handle' in this context - if it refers to your nick (what i think it does) you found the wrong war for us - lord hawhaw blundered the 11th husars into the charge of the light brigade during the krimean war (25.10.1858).
the flashman papers are the 'memoirs' of Brigadier-General Sir Harry Paget Flashman VC KCB KCIE (1822
[Updated on: Tue, 05 January 2010 01:57] by Moderator Report message to a moderator
|
Captain
|
|
|
|
|
|
Re: JA1: Crates[message #244028]
|
Fri, 12 February 2010 17:17
|
|
RichieRich80 |
|
Messages:44
Registered:February 2010 |
|
|
LordHaHaWell, I hired Hurl and (provided he's got good Breath) he seems to be having a lot of luck with the crates on the island (at least on the eastern half). I guess Health + Breath is the big thing. It also proves he's good for more than battlefield surgery practice or, in Fidel's case, dog food. I also seem to have answered my own question!
Interestingly, the Crowbar halves the amount of Breath it takes to open a crate (at least it does on JA1 v1.13CD), even if a Merc could open it by hand. I wonder if a factor in the "crate opening formula" is the amount of Breath *after* one opens a crate; if the game calculates it as being too low (close to the Fatiuged level), it fails the test.
In addition, I have a 95% crowbar and a 50% crowbar, I have noticed no difference effect-wise in either implement. Maybe it is a factor on high-security crates, but not on the ones I have encountered so far in the game.
I believe you're on the right track there, but there's definitely more to it than what you've found out. I have used Ivan (health 94), Wolf (87), Ice (90) and Fidel (88) quite a lot in JA, and among them Ivan was the best crate opener, Wolf was a close second, but Ice and Fidel were far behind them. They all had full health and breath when I made the comparisons, so there must be something else which makes Ivan and Wolf better. I believe it's their body shape. If you look at them in the inventory screen, you can see they are kinda sturdy compared to Ice and Fidel, who have a normal sized body. Other guys with that sturdy body shape are ex. Scully, Spike and some of the crap mercs too, maybe Kaboom, It and Wink. I haven't used them much if at all, but I think they all would be good crate openers. The next best body shape would be the long guys, for example Hurl (?), Mike and Magic.
So, to conclude, I think merc's ability to open crates is dependent on a combination of health, breath and body shape.
Report message to a moderator
|
Corporal
|
|
|
Goto Forum:
Current Time: Sun Jan 26 20:27:39 GMT+2 2025
Total time taken to generate the page: 0.01774 seconds
|