Home » SIRTECH CLASSICS » Jagged Alliance 2 » The A.I.M. Library » Looking To Make an IMP For A Solo Game... Traits?
Looking To Make an IMP For A Solo Game... Traits?[message #28772] Wed, 05 October 2005 08:10 Go to next message
Omega Supreme is currently offline Omega Supreme

 
Messages:7
Registered:September 2005
Location: Alaska
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
Re: Looking To Make an IMP For A Solo Game... Traits?[message #28773] Wed, 05 October 2005 09:21 Go to previous messageGo to next message
Mravac Kid is currently offline Mravac Kid

 
Messages:68
Registered:May 2004
Location: Opatija, Croatia
I'd say Stealth and Night Ops... that should help you get at least a few unnoticed kills in each sector (of course, only go during the night).

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Corporal
Re: Looking To Make an IMP For A Solo Game... Traits?[message #28774] Wed, 05 October 2005 10:01 Go to previous messageGo to next message
Bane is currently offline Bane

 
Messages:201
Registered:May 2000
Location: Vancouver, BC, Canada
Easiest is night ops and almost anything else. I prefer NO/AW since you can use burst to good effect if you run into trouble at close range.

Some people prefer AW expert but it's a bit risky in a solo game since you may have ammunition problems if you burst all the time.

Stealth might be good but I personally have not seen it being as useful as NO. I suppose if you wanted to get *really* close and steal weapons.... but that's more of a specialist role rather than for a lone IMP.

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Sergeant 1st Class
Re: Looking To Make an IMP For A Solo Game... Traits?[message #28775] Wed, 05 October 2005 10:57 Go to previous messageGo to next message
noom is currently offline noom

 
Messages:5
Registered:October 2005
I second night ops and stealthy. The silencer that you get from stealthy should be very useful for the first few cities.

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Private
Re: Looking To Make an IMP For A Solo Game... Traits?[message #28776] Wed, 05 October 2005 13:23 Go to previous messageGo to next message
CCKeane is currently offline CCKeane

 
Messages:98
Registered:September 2004
Location: Hoboken/Long Island
I'd say electronics and Lockpicking, but that's because I'm strange.

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Corporal 1st Class
Re: Looking To Make an IMP For A Solo Game... Traits?[message #28777] Wed, 05 October 2005 23:57 Go to previous messageGo to next message
Archie is currently offline Archie

 
Messages:19
Registered:September 2005
Location: Great Britain
Lockpicking definately. So frustrating not being able to open all those wonderful chests and doors.

Is the game actually possible solo? I never considered the idea before.

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Private
Re: Looking To Make an IMP For A Solo Game... Traits?[message #28778] Thu, 06 October 2005 20:48 Go to previous messageGo to next message
the_elegant_yak is currently offline the_elegant_yak

 
Messages:7
Registered:September 2005
That's a crazy idea. Has anyone ever done it before? Do you just charge straight for the final city? If you capture towns then surely you'd end up spending all the time training Militia.

I've got NO and stealth on my imp, but NO and ambidextrous would be cool, cos you could fire 2 silenced pistols at close range.

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Private
Re: Looking To Make an IMP For A Solo Game... Traits?[message #28779] Sat, 08 October 2005 11:07 Go to previous messageGo to next message
Bane is currently offline Bane

 
Messages:201
Registered:May 2000
Location: Vancouver, BC, Canada
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
Re: Looking To Make an IMP For A Solo Game... Traits?[message #28780] Sun, 16 October 2005 09:41 Go to previous messageGo to next message
Omega Supreme is currently offline Omega Supreme

 
Messages:7
Registered:September 2005
Location: Alaska
Quote:
Originally posted by the_elegant_yak:
That's a crazy idea. Has anyone ever done it before? Do you just charge straight for the final city? If you capture towns then surely you'd end up spending all the time training Militia.
The IMP does all the combat alone, but I usually have the local yokels (Ira, Dimitri, Carlos, etc) help with the support stuff like militia training.

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Private
Re: Looking To Make an IMP For A Solo Game... Traits?[message #28781] Tue, 18 October 2005 03:59 Go to previous messageGo to next message
DNA from the Lowlands is currently offline DNA from the Lowlands

 
Messages:337
Registered:July 2003
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 = Smile 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
Re: Looking To Make an IMP For A Solo Game... Traits?[message #28782] Sat, 22 October 2005 18:54 Go to previous messageGo to next message
Grunty is currently offline Grunty

 
Messages:10
Registered:April 2004
Quote:
Originally posted by Omega Supreme:
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?
I always make my IMP have Night Ops. Also very important make the character crazy. Now when your crazy imp aims at an enemy and goes crazy then that burst fire is going to hit the enemy more than an ordinary burst fire. If you then add Auto weapons then the results are even better. So I'd say Night Ops expert or NO/AW and crazy character.

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Private
Re: Looking To Make an IMP For A Solo Game... Traits?[message #28783] Mon, 31 October 2005 10:01 Go to previous messageGo to next message
Annapolisjohn is currently offline Annapolisjohn

 
Messages:117
Registered:September 2003
Location: westminster, Maryland
I alway use Throwing expert... I dont use the Psycho trait... And I with the imp character don't see the auto weapon skill ... working like it should

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Sergeant
Re: Looking To Make an IMP For A Solo Game... Traits?[message #28784] Wed, 16 November 2005 12:55 Go to previous messageGo to next message
Holywhippet is currently offline Holywhippet

 
Messages:25
Registered:March 2003
Location: Canberra, Australia
Just wondering - does the throwing trait help make your grenade lobbing more accurate or is it only for knives?

I'd say stealth + throwing to be a good combo. Night ops didn't seem to help much when I took it. There are plenty of mercs who can pick locks. I rarely use my main merc for repairs either so I don't need electronics. If I got in close I'd be using a machete/knife so I don't need martial arts. Does hand to hand help with knifing enemies at point blank range?

Not sure about teaching either - does it boost training militia or is it only for teaching skills?

Ambidexterity would only be useful at the start when you are still using pistols. Later on I'd be relying on assault rifles and sniper rifles.

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Private 1st Class
Re: Looking To Make an IMP For A Solo Game... Traits?[message #28785] Thu, 17 November 2005 20:34 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I'm pretty sure throwing helps with grenades as well.


I'm speaking from playing experience, nothing I've seen in the code.

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Sergeant Major
Re: Looking To Make an IMP For A Solo Game... Traits?[message #28786] Sat, 19 November 2005 00:20 Go to previous messageGo to next message
Critter is currently offline Critter

 
Messages:14
Registered:October 2004
Location: KY, USA
Quote:
Originally posted by Holywhippet:
Ambidexterity would only be useful at the start when you are still using pistols. Later on I'd be relying on assault rifles and sniper rifles.
No way! I've taken a NO/Ambidex character to the end of Wildfire using dual Silenced Mac-10's.

It's definitely a good combination.

Stealthy is useless, IMO, with a NO character. At night with decently high levels, yr damn sneaky enough as it is.

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Private
Re: Looking To Make an IMP For A Solo Game... Traits?[message #28787] Wed, 30 November 2005 06:38 Go to previous messageGo to next message
chanman is currently offline chanman

 
Messages:47
Registered:August 2001
Location: Delta, BC, Canada
My personal suggestion would be Night Ops (Expert) and a heavy bias towards agility. The ability to see first, shoot first, and then run away is incredibly powerful at night, as the expert night ops essentially gives an edge over any early game enemy at night, and an edge over everyone when coupled with UV goggles.

Just watch out for break lights - sometimes I've had to shoot and scoot to avoid being swarmed.

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Corporal
Re: Looking To Make an IMP For A Solo Game... Traits?[message #28788] Mon, 12 December 2005 09:53 Go to previous messageGo to next message
Holywhippet is currently offline Holywhippet

 
Messages:25
Registered:March 2003
Location: Canberra, Australia
I started up a game yesterday. I was aiming for stealthy and throwing but got expert stealthy instead. I'm toying with the idea of restarting since stealthy doesn't seem to work correctly. I've been trying to sneak up on guards but they always seem to notice me before I get within range. I'm also becoming very impressed by throwing since Blood has been lobbing knives around and doing lots of damage with them.

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Private 1st Class
Re: Looking To Make an IMP For A Solo Game... Traits?[message #28789] Wed, 14 December 2005 10:24 Go to previous message
Gunsgg is currently offline Gunsgg

 
Messages:57
Registered:September 2004
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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