Re: Demo review of JA2:BiA (My pennies on the demo)[message #298185]
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Wed, 08 February 2012 22:42 
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Flettner |
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Messages:59
Registered:April 2006 |
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BurnsI have my misgivings but I withhold judgment for now mostly because it also took JA2 half a decade to become good.
Not at all. The JA2 demo had fully functional controls, a great interface, no LoS problems, a high degree of functionality and was a decent gaming experience. The full game had some problems but nothing very severe and the problems were sorted out after a few patches. By contrast the JA2:BiA demo offers far less tactical options then the JA2 demo, has graphics that are worse in some ways, animation that is far worse, lots of LoS problems and the worst interface/controls I've ever seen. Correcting all of the stuff that flat out doesn't work in JA2:BiA won't compensate for a truly horrid interface/controls, lack of modding, lack of FoW, poor RPG elements and an almost non-existent strategic aspect.
As a tactical, RPG or strategic game JA2:BiA is a flop. If it had decent controls/interface it could have had a shot at being a decent if mindless third person shooter.
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Corporal
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Re: Demo review of JA2:BiA[message #298780]
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Mon, 13 February 2012 03:35 
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Finn |
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Messages:85
Registered:October 2008 Location: Sweden |
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I just tried the demo again and the AI is horrible. Three mercs with two fully automatic assault rifles and one shotgun pointed at a door were gunned down by two enemies who ran in through the door and just stood there and took shots at the mercs while they whined about taking fire. The "plan & go" mechanic might have been good if it hadn't been for the fact that there are several bugs stopping the mercs from carrying out their orders.
EDIT: It took me a while to realise why the game auto-saves at the start of every combat. It's because the combat mechanics are so flawed that if you rely on the game to work you will wipe and have to reload nine out of ten times. When playing this game you literally have to circumvent the game mechanics. Doesn't sound right to me.
[Updated on: Mon, 13 February 2012 12:26] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: Demo review of JA2:BiA[message #298840]
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Mon, 13 February 2012 19:34 
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judecca_hel |
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Messages:33
Registered:January 2011 |
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I play it for 10 hours, and it is better than I think.
plan&go is not bad, it's open up a lot of tactical maneuver and it feel very satisfies when you plan ahead and the plan come together.
In once skirmish, I stomp the entry building with one plan stack ahead.
I send Wolf and Fox to wait in front door, let Barry set the 4C on the back of building with Grizzly in position for future clear shot, Ice and Ira wait in snipe position on other flank.
C4 blow the wall open, Grizzly thrown gas grenade through the hole at the same time Wolf kick the door open and Ice/Ira snipe the target through window.
Wolf and Fox stomp in the building, hip shot anyone in their path with Shotgun and SMG.(Wolf with shotgun is unstoppable in CQB)
Enemy from other building ran to help their friends, get snipe to dead with Ice and Ira.
Group of enemies that gather in the back, chock in gas and slaughter to dead with combine fire from Barry and Grizzly.
10+ enemy die in just a few seconds.
but of course, it has flaw,too.
Ally troops defend in sector is too weak and too few in number, they can't defend anything.
Swap items between mercs take forever and very annoying, I don't know why it doesn't have sector inventory.
AI's selective path sometime screw up when there are any mercs or npc block their path.
No IMP(oh god,why?)
Many mercs face look the same.
Mercs voice are lame compare to JA2 (except Ira that IMO better)
[Updated on: Mon, 13 February 2012 19:39] by Moderator Report message to a moderator
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Private 1st Class
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Re: Demo review of JA2:BiA[message #298881]
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Tue, 14 February 2012 01:58
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Finn |
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Messages:85
Registered:October 2008 Location: Sweden |
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Sam_HotteWhat you describe is (As far as i understood your description) not a bug but intended feature: The assault rifles are too slow to be fired well aimed in close quarters. Assuming the enemies are using faster weapons and are in running stance (=firing from hip!) they are always hitting first thus preventing your mercs from shooting at all.
possible solutions:
1. order a few firing commands to your mercs when the enemies are still outside the room and not hitable. If you are lucky, then your mercs are done with aiming and trying to pull the trigger right in the moment when the target enters the room and is indeed likely to hit.
2. switch to faster weapons and try firing from hip (running stance F3) which is faster with every weapon than any other stance.
(firing from hip should especially work like a charm with your shotgun. Give it a try. If it still does not work (i.e. enemies fire shotgun but you cannot from hip) you likely have discovered a flaw in game mechanics in the demo)
3. Do not use guard mode in this situation but issue direct orders.
4. Position yourself farther away from the door (for use of ARs) or closer to engage the entering foe in melee.
Wait a minute. You're saying that the running stance allows them to fire faster because they take less time to aim? Well that's logical. And here I thought that someone sitting in a kneeling firing position with the finger on the trigger of his assault rifle switched to full auto and aimed at a door while in "guard mode" would allow him to spray the doorway with bullets in a split second if an enemy showed up. Silly me..
The guys who made this game needs a high five.
In the face.
With a chair.
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Corporal 1st Class
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