Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Vengeance 1.13 Reloaded » Vengeance: Reloaded - Introduction (All you need to know )
Re: Vengeance: Reloaded - Introduction[message #362579 is a reply to message #360743] Wed, 03 March 2021 17:00 Go to previous messageGo to next message
luk3Z is currently offline luk3Z

 
Messages:68
Registered:December 2006
Location: Metavira
Hello
I haven't play this since 2018 (Beta_02.07.2018_v7609). As you can see I have longer break with it, so I have a question.
Is there any chance for .pdf or manual & how-to steps in Vengeance: Reloaded (+ additional hints) ?
This would be awsome coz this mod is currently 830 MB in size. I'm feelig lost when I'm trying something new nowadays...
Thanks in advance.

[Updated on: Wed, 03 March 2021 17:01]

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Corporal
Re: Vengeance: Reloaded - Introduction[message #362586 is a reply to message #362579] Fri, 05 March 2021 03:30 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2432
Registered:October 2005
Location: Australia
luk3Z wrote on Thu, 04 March 2021 02:00
Hello
I haven't play this since 2018 (Beta_02.07.2018_v7609). As you can see I have longer break with it, so I have a question.
Is there any chance for .pdf or manual & how-to steps in Vengeance: Reloaded (+ additional hints) ?
This would be awsome coz this mod is currently 830 MB in size. I'm feelig lost when I'm trying something new nowadays...
Thanks in advance.
Unfortunately not, this is the best place to share hints or tips or some chat about it on the Bear's Pit Discord channel. You can always check out the release notes or Beta change logs for more newer additions outside of data content like speech files and graphics.

[Updated on: Fri, 05 March 2021 06:29]

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Lieutenant

calendar51.png  Re: Vengeance: Reloaded - Introduction[message #363133 is a reply to message #362586] Thu, 06 May 2021 17:19 Go to previous messageGo to next message
lamurt is currently offline lamurt

 
Messages:51
Registered:July 2008

summary:

cheats disabled - extremely stupid idea on something that is barely beta IF the idea is going tru the entire game to see what's up and down.

enemy progression, enemy counterattacks etc. strategic stuff - as usual, after about a week of game time things begin to become unplayable from a gameplay balance point of view.

invisible **ehrm properly camoed** enemies seeing and shooting your mercs to hell but vice versa ain't happening. which is a plague recently in the ja land i believe - this ain't the first time i am seeing this.

i am sure some folks will now advise turn this on that off in the .ini, well that's not the point. obviously the designers had something in mind, right?

as it is, if you want to enjoy ja2 this is not a mod for it. initially it looks like complete and polished, but as time goes by shows where ja went and become unfortunately: something not meant to be played and/or enjoyed.

ridiculous, that's what this is.

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Corporal
Re: Vengeance: Reloaded - Introduction[message #363612 is a reply to message #347826] Mon, 23 August 2021 13:37 Go to previous messageGo to next message
Vandenberg is currently offline Vandenberg

 
Messages:6
Registered:June 2013
I appreciate all your hard work that went into making this overhaul modpack. It's really a testament to a great game that I'm back again to enjoy this 20+ years old title that I actually still own on a CD I have somewhere. The atmosphere of the game is at least still intact and not butchered as in the sequel attempts. And with the new and improved level design and new content and mercs there's so much fun to be had, again.

The only thing I'm afraid of is a balance spike like the person above describes, I've had it in Wildfire and that cut the fun short real fast. And my mercs are such crap, I don't believe they will be able to hold out for long.


Also it got me reading about the tumultuous history of the IP being revived for a sequel. All those games appear to need modding to be enjoyable, and although they might appeal to some people, all of them fail to capture the same atmosphere as the original.

It kinda makes me think there's no hope for a true JA3 with the IP sitting with one developer somewhere. If you already know that one team's limited resources aren't going to cover the entire scope of the game, and that you're going to need the modding community to back things up, you might as well just create solid foundations for the game to run on and the community to build on. With a solid art director at the helm to steer the atmosphere in the same direction in the original. And developers that can build something in a way that it's extensible and scalable. Then just carbon copy the same mechanics from JA2 into a new engine, release modding tools and from there just build the whole thing together.

Anyway it's okay to dream. So I'll just thank you again for your great work for keeping the game alive!

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Private
Re: Vengeance: Reloaded - Introduction[message #363834 is a reply to message #347826] Thu, 07 October 2021 01:39 Go to previous messageGo to next message
FabriX is currently offline FabriX
Messages:1
Registered:October 2021
I gave this mod a shoot at experienced difficulty with 5 boosted IMP (level 5/6 with 85/90% marksmanship).
I'm sad to say that it was the most unbalanced and unrealistic experience I had of all 1.13 mods I've tried (almost all).
As soon as you go tactical, the only viable strategy is to lock your team in an house with some windows and kill enemies one by one prone/crouching since a kill needs at least 4/5 0.30 cal/5.56 mm hit (with full CTH bars).
The enemy seems to well know that the weapon damage system is broken and will charge you like there is no tomorrow. So in the open you will be rushed/suppressed/killed in no time even in good cover.
Also the CTH version used is somewhat mysterious with clear in range shoots on proned enemies rated at almost 0%. Since I started to play JA2 in 1.13 long time ago, I've never used OCTH... but now I've finally understood why they invented NCTH.








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Civilian
Re: Vengeance: Reloaded - Introduction[message #364660 is a reply to message #363834] Thu, 26 May 2022 04:12 Go to previous messageGo to next message
Forcedentry is currently offline Forcedentry
Messages:2
Registered:May 2022
FabriX wrote on Thu, 07 October 2021 01:39
I gave this mod a shoot at experienced difficulty with 5 boosted IMP (level 5/6 with 85/90% marksmanship).
I'm sad to say that it was the most unbalanced and unrealistic experience I had of all 1.13 mods I've tried (almost all).
As soon as you go tactical, the only viable strategy is to lock your team in an house with some windows and kill enemies one by one prone/crouching since a kill needs at least 4/5 0.30 cal/5.56 mm hit (with full CTH bars).
The enemy seems to well know that the weapon damage system is broken and will charge you like there is no tomorrow. So in the open you will be rushed/suppressed/killed in no time even in good cover.
Also the CTH version used is somewhat mysterious with clear in range shoots on proned enemies rated at almost 0%. Since I started to play JA2 in 1.13 long time ago, I've never used OCTH... but now I've finally understood why they invented NCTH.
I have mercs with both Auto weapons and some with sniper skills, 92 marksmanship - 3 tiles away from crouching enemy in grass. Full auto mode (smg/rifle) max CTH meter - 0 hits in like 3 turns.
Single fire mode, 3-5 tiles away my mercs shoot the grass, trees, air .. like someone with autism holding a firearm for first time. I playing now with infinite waypoints and it blows me away, how fully specced merc with decently kitted weapon cant hit point blank. Sad.... counter-attacks are overwhelming killing me in no-time. Seems like suppressing fire works for AI, but when I try it, my mercs wont reach enemy without being hit.

I dunno... I love the idea of this mod, but it needs more polishing in regarding CTH and AI behavior. Also where are guides on how things work, I dont need game/quest guide, I talk about guide on which weapons are eligible for folding stock for an example.

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Civilian
Re: Vengeance: Reloaded - Introduction[message #364661 is a reply to message #364660] Thu, 26 May 2022 11:07 Go to previous message
Gopan is currently offline Gopan

 
Messages:390
Registered:June 2016
Location: Norway
I feel you. I am playing it on INSANE mode but with some changes....
First off, i go through the xml file about mercs and give almost everyone a sniper, ranger or marksman trait, among others. Then giving enough money to start off with Reaper, Shadow, Grandee, Lynx (M-14 and sniper trait) and a couple more IMP's. As soon as i land, i put everyone prone, the 2 IMP's run and go prone alongside the very first house to the SE, facing that direction, waiting for anyone to turn the corner. The long range shooters are covering the other approaches. I win but not without a scratch. Once you survive the first encounter, you're golden ! Otherwise, don't know what'll happen, i have never used NCTH, i am not a fan of "spray and pray", i prefer precision shots that do damage. Of course, to each their own, everyone plays as they like. However, since the cheats cannot be used in this mod, i try to give my team certain advantages at the very beginning and it works ! The very first time i did try without any advantages, i got slaughtered and it was very frustrating.

[Updated on: Sat, 28 May 2022 07:49]




Nipson anomimata mi monan opsin

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