Home » SIRTECH CLASSICS » Jagged Alliance 2 » The A.I.M. Library » Perfect team.
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Re: Perfect team.[message #29189]
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Tue, 05 December 2006 19:49
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Paingod556 |
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Messages:32
Registered:March 2006 Location: Perth, WA |
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Lynx, probably a Barrett M82 .50cal, with a Colt 14-45 as a sidearm
Grizzly, with Jackhammer and Commando mortar
Magic, for picking locks- maybe give him a heavy AR like a FAL
Shadow, MP-5/10SD, for silent kills. Plus the best NVG gear.
Trevor, AICW and C4 explosives- for blowing stuff up and being the token Aussie.
And Ivan, with an AN-94 Abakan and some RPG-18s.
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Private 1st Class
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Re: Perfect team.[message #29195]
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Thu, 07 December 2006 23:33
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Viruk |
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Messages:21
Registered:August 2006 Location: Scotland |
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hehe, I done that already, I took my 6 startup mercs all the way to the end.
I was new then so mostly I took mercs on the basis of marksmanship, I think I had Buns, Steroid, MD, Hitman, my IMP and someone else, totally forgot who.
I'm just trying to play around, try new things. After I complete it again...it's time to try some mods.
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Private 1st Class
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Re: Perfect team.[message #29196]
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Fri, 08 December 2006 02:04
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Placenik |
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Messages:26
Registered:August 2006 Location: Serbia |
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My team is always rebel force:
IMP- nightops, explosives/mechanic/doctor, Steyer SMG with silencer (started with 35 in DEX, STR and HELTH, 50 in EXP and 70 WIS- after Omerta Day 1 have 60 STR, 80 HEALTH, 100 EXP, 99 WIS, LVL 6)
Ira- trainer, explosives/doctor, M14 (STR/HEALTH/LVL=65/91/3 after Omerta Day 1, attack on Drassen reserved for training Iras marksmenship)
Maddog- lockpick, explosives/mechanic, Dragunov + some AK (main lockpicker/indoor fighter)
Dimitri- throwing, explosives/mechanic, M21 + granades
Dynamo- lockpick, mechanic, M14
Shank- throwing,-, any inaccurate AK (spread fire)
Anyone beyand LVL4 gets EXP/WIS on 100/90+
Also, all are recruited ASAP, meaning I got Maddog, Dynamo and Shank before Drassen)
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Private 1st Class
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Re: Perfect team.[message #29209]
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Tue, 30 January 2007 20:43
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Bob_Marley |
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Messages:28
Registered:May 2006 Location: Essex, UK |
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Buzz: MG, LAWs
Ivan: RPK, Mortar
Conrad: MG
Fox: medic, assault rifle
Spooky: Suppressed SMG and scoped rifle
Trevor: assault rifle, tool kit, lock smith kit, explosives.
If it was my usual team I would have the specialists(medics, mortars, pack mules, engys) in a seperate squad and my first squad made up of all the auto weapon mercs I can find, and a marksman (usually raven)
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Private 1st Class
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Re: Perfect team.[message #150999]
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Fri, 27 July 2007 23:42
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adamsun |
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Messages:175
Registered:January 2002 Location: MA, USA |
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Silent night operation and assume there is no problem on ammo supply:
IMP NO/stealth
Scope
Raven
Static
Magic
Trevor
Each one have silent sniper rifle like VSS Vintorez, silent assault rifle like OC-14 Groza or assault rifle with grenade launcher, and silent P90.
The team should also have one mortar, some LAWs and one LMG.
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Staff Sergeant
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Re: Perfect team.[message #151020]
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Sat, 28 July 2007 07:14
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themglman |
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Messages:74
Registered:October 2001 Location: Texas |
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Using relationships :
Imp , Fidel , Razor , Haywire , Bull , Nails
If i could only play one more game , probably :
Imp , Gus , Fidel , Razor , Haywire , Numb
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Corporal
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Re: Perfect team.[message #153004]
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Tue, 14 August 2007 09:23
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Lucas |
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Messages:311
Registered:June 2006 Location: Londrina, PR, Brazil |
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My favorite squad for Night missions:
Scouts: Grunty and Spider
Snipers: IMP (NO expert) and Raven
I prefer to attack Deidranna's forces at night, since it much more easier to avoid damage, as well puts the enemy at disavantage, provided that you have at least one NO merc to spot the enemies
For night squads is also a good idea to put Razor and equip him with throwing knifes, he doesn't have NO skill, but since he needs only 3 hours of sleep per day, he can take down enemies at night before he finally feels sleepy (Hey, even Razor needs to sleep, no? ).
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Master Sergeant
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Re: Perfect team.[message #154522]
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Sun, 26 August 2007 20:58
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sjkone |
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Messages:10
Registered:April 2006 |
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my attack team so far
Magic: AICW dual SOCOM
Dr. Q: SCAR-H SV, FiveseveN
Ivan: AUG HBAR, Glock18 and mortar
Igor: PSG1 and P90
Shadow: AUGA3 and silenced SOCOM
Barry: converted SCAR-L CQC and silenced MP7
[Updated on: Sun, 26 August 2007 21:03] by Moderator Report message to a moderator
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Private
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Re: Perfect team.[message #154684]
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Tue, 28 August 2007 02:37
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Trevor |
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Messages:16
Registered:March 2007 Location: France |
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"IMP- nightops, explosives/mechanic/doctor, Steyer SMG with silencer (started with 35 in DEX, STR and HELTH, 50 in EXP and 70 WIS- after Omerta Day 1 have 60 STR, 80 HEALTH, 100 EXP, 99 WIS, LVL 6)"
How you do this man!!!!
[Updated on: Tue, 28 August 2007 02:38] by Moderator Report message to a moderator
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Private
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Re: Perfect team.[message #154734]
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Tue, 28 August 2007 14:21
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Placenik |
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Messages:26
Registered:August 2006 Location: Serbia |
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fred"IMP- nightops, explosives/mechanic/doctor, Steyer SMG with silencer (started with 35 in DEX, STR and HELTH, 50 in EXP and 70 WIS- after Omerta Day 1 have 60 STR, 80 HEALTH, 100 EXP, 99 WIS, LVL 6)"
How you do this man!!!!
Little in game abuse for 1.13 In vanilla it is not needed, and since IMP editor is not working any more, I have to do it when playing rebel-only game (to survive 20-soldiers groups 'till I get Maddog)
RUNING- runing meanlessly through sector in real time will give you health&strenght +3 levels needed for next step
BOMB PLAYING- will give you wisdom&explosives +3 levels more
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Private 1st Class
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