Looking To Make an IMP For A Solo Game... Traits?[message #28772]
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Wed, 05 October 2005 08:10
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Omega Supreme |
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Messages:7
Registered:September 2005 Location: Alaska |
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I want to go through the game (novice) with just an IMP character, but am torn on what traits to get. I'm thinking Stealth Expert, or maybe Night Ops Expert... or 1 of each. Or Throwing (knife kills), or Auto Weapons (for kills w/lower AP costs). Thoughts?
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Private
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Re: Looking To Make an IMP For A Solo Game... Traits?[message #28779]
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Sat, 08 October 2005 11:07
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Bane |
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Messages:201
Registered:May 2000 Location: Vancouver, BC, Canada |
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NO/ambi is particularily good at the beginning when 9mm ammo is plentiful and rifle ammo scarce. Later on, AW, burst and an assault rifle are a better combination *IF* you have patched the game to eliminate the "burst bug". If the game has not been patched, then ambi is good to the end of the game.
The "burst bug" causes every even shot from your burst to miss. Therefore, a burst of 5 rounds will only hit 3 times at most. Not only that, but a burst cannot get aim bonuses nor make use of sniper scopes. Also, a burst pays a pretty hefty burst penalty for each shot.
An ambi merc with a pair of MAC-10s (or better yet, P-90s) can get off as many shots as a (bugged) burst and each shot can be aimed. This is even better in mods like SOG '69 where you can get sniper scopes for single hand weapons. In that mod, the ambidextrous merc is better than AW even if the burst bug is patched.
But in regular JA2 that has been patched, AW is usually better.
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Sergeant 1st Class
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Re: Looking To Make an IMP For A Solo Game... Traits?[message #28781]
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Tue, 18 October 2005 03:59
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DNA from the Lowlands |
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Messages:337
Registered:July 2003 |
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Sorry, about the burst-bonuses.
You can't add extra-aim-AP's and so the sniper scope is useless when firing in this mode.
But the other attachements that increase accuracy, LaserScope/Bipod/BarrelExt.
Bonuses given by these would be added I thought.
IMP-skills, certainly night-ops, see enemies before they see you, bleed less.
I would put markmanship on 85, no less. Since there's only one gunner there's hardly any room/time (spacetime, eh) for errors.
For the other skill I can't decide, I think I would miss a skill at some moment no matter what I choose.
-Lockpicking, makes sense to avoid all those 'dammit-2-hell'-situations and get goodies out of crates, but most locks can be shot or explosives might 'open up' a wall.
-AutoWeapons, ammoconservation might proove difficult 1 merc can only carry so much.
Normally each person in my entire squad carries 6_30rnd._magazines.
Burstfiring-only is costly: against 6 opponents you'll fire off 18/24/30 rounds depending on burst-size and assuming you'll have 1 kill-per-burst.
-Psycho + 12-gauge = can't burst but will get the bonus.
-Stealth, that silencer can be yours by theft-hiring Magic(armour)/Thor for a day.
I think that, on your own you'll increase levels fast enough not to need the skill, the silencer is still very usefull.
-One of the hand-to-hand combat skills might be good for standing around corners and interupting enemies silently.
But being solo you may end up outnumbered, looking for situations like this.
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Master Sergeant
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Re: Looking To Make an IMP For A Solo Game... Traits?[message #28789]
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Wed, 14 December 2005 10:24
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Gunsgg |
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Messages:57
Registered:September 2004 |
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I just finished a Solo game. My IMP character was Stealthy Ambidextrious.
I started him out with 35 on all skills, including marksmanship. agility and dexterity and strength maxed out, 75 health. But being stealthy made him quiet enough to sneak up on redshirts with silenced .45 colts...two rounds to the back of the head, and down they go! (I can't take credit for the skill template, I got that here)
He finish at level nine, with marksmanship of 98, equipped with UV goggles, silenced MAC-10's and the Auto mags for when desperate firepower was needed. His Med was only 48 when I finished, so he didn't get hit that much.
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Corporal
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