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Help me build an unusual IMP[message #29210] Mon, 18 December 2006 10:26 Go to next message
Snicker is currently offline Snicker

 
Messages:71
Registered:November 2002
Location: Canada
Hey all.

I'm going to start a new game, and I'm going to impose an unusual new limitation on my IMP.

No explosives at all, meaning no grenades or gunpowder and thus, guns. The other mercs can do it, just not the IMP.

I'm thinking a lot of throwing knives, plus a combat knife for up close encounters. Maybe I'll take the dart gun, too, but I'll not sure.

This will be totally cool, but I'm unsure which skills to take. I'm leaning towards knifing and throwing, but I'm not sure if I shouldn't trade something out for night ops or stealthy.

What do you guys think?

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Corporal
Re: Help me build an unusual IMP[message #29211] Mon, 18 December 2006 11:11 Go to previous messageGo to next message
Paingod556 is currently offline Paingod556

 
Messages:32
Registered:March 2006
Location: Perth, WA
All I can suggest is spend all your points on agility, dexterity, and strength. And a fair amount on health and medical, if you plan on bringing a knife to a gunfight....


I've never played it without some form of high-powered weaponry in my IMP's hands, so I'm not sure.

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Private 1st Class
Re: Help me build an unusual IMP[message #29212] Tue, 19 December 2006 01:00 Go to previous messageGo to next message
DNA from the Lowlands is currently offline DNA from the Lowlands

 
Messages:337
Registered:July 2003
I think it will be a tough game, mostly for organising the finances.
If Ira is not going to do all the killing it's higly likely your AIM-mercs will want a salary-raise before the end of the first week. (IMP's don't get salaries not to mention ask for a raise. And with the 1.13 mod you can have 6IMP's for $18-thousand)

http://www.jaggedalliance2.com/secrets/secrets03.html , contains some info on MERC-skills and bonuses.

Myself, I would go for NightOps (increased range of sight and interupts, at night) coupled with Martial Arts.
NightOps would increase the chances of my merc spotting an enemy, taking 'the initiative to fall-back'. Smile
Throwing is a good one but since I wouldn't be able to throw grenades, I'm not using that.
The MartialArts has something to do with me being small and the M.A.merc having a small-male-body-type.
I'm not the knife type, too many times have I sneaked up on an enemy, poked him with a knife to watch him turn around to kill my merc...

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Master Sergeant
Re: Help me build an unusual IMP[message #29213] Tue, 19 December 2006 05:28 Go to previous messageGo to next message
Snicker is currently offline Snicker

 
Messages:71
Registered:November 2002
Location: Canada
All right, I made the IMP.

Throwing and knifing.

Health 85
Agility 85
Dexterity 80
Strength 65
Wisdom 85
Leadership 35

Marksmanship 80
Mechanical 0
Medical 35
Explosives 0

Just sliced my way through Omerta. Yay me.

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Corporal
Re: Help me build an unusual IMP[message #29214] Tue, 19 December 2006 05:41 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
http://www.gun-world.net/ja2mod/ja2.htm

download that mod and apply it Snicker..it contains alot more knife and throwing knife choices..one being "heavy" throwing knife..your imp will have alot more options open to him and you'll have a better chance of carrying out yer "no-boom-stick-imp" game Very Happy

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First Sergeant

Re: Help me build an unusual IMP[message #29215] Tue, 19 December 2006 06:52 Go to previous messageGo to next message
Snicker is currently offline Snicker

 
Messages:71
Registered:November 2002
Location: Canada
Quote:
Originally posted by tbird94lx:
http://www.gun-world.net/ja2mod/ja2.htm

download that mod and apply it Snicker..it contains alot more knife and throwing knife choices..one being "heavy" throwing knife..your imp will have alot more options open to him and you'll have a better chance of carrying out yer "no-boom-stick-imp" game Very Happy
I...can't even understand half the text on that page...this is an English mod, right?

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Corporal
Re: Help me build an unusual IMP[message #29216] Tue, 19 December 2006 06:55 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
yup...its english..its currently up to ver5..make sure ya only download the ones that say "savefile"..the others take between 3-6 weeks to download :biglaugh:
and when ya download and extract them..extract them to yer data 1.13 folder and let them overwrite...then may yer knifing fun begin

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First Sergeant

Re: Help me build an unusual IMP[message #29217] Tue, 19 December 2006 13:18 Go to previous messageGo to next message
Snicker is currently offline Snicker

 
Messages:71
Registered:November 2002
Location: Canada
Ooh, don't have 1.13 installed.

Anyway, it might kind of ruin the challenge if I get some practical blades. Would have been nice to have that 4 AP Kbar from SOG'69 though...

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Corporal
Re: Help me build an unusual IMP[message #29218] Tue, 19 December 2006 17:00 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
kbar is in the mod..lol..as is a heavy throwing dagger a seal 2000 rambo knife along with a plethora of other dandy neck seperators

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First Sergeant

Re: Help me build an unusual IMP[message #29219] Tue, 19 December 2006 23:12 Go to previous messageGo to next message
Will Gates is currently offline Will Gates

 
Messages:1012
Registered:September 2006
Location: Far far away.
Lack of bullets has forced me to knife my way through various maps in all the usual mods etc. Even in std JA Dimitri can take a 12 plus rural sector at night entirely with throwing knives. It's a blast but the real knife expert you need to speak to is WUDU.

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Sergeant Major
Re: Help me build an unusual IMP[message #29220] Wed, 20 December 2006 13:37 Go to previous messageGo to next message
Snicker is currently offline Snicker

 
Messages:71
Registered:November 2002
Location: Canada
Quote:
Originally posted by tbird94lx:
kbar is in the mod..lol..as is a heavy throwing dagger a seal 2000 rambo knife along with a plethora of other dandy neck seperators
Yeah, I saw. I just came off SOG'69 and it's a bit of a downer to pay 7 AP a slash.

But like I said. If I got some actually useful blades, it might break the challenge.

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Corporal
Re: Help me build an unusual IMP[message #130860] Mon, 26 February 2007 05:41 Go to previous messageGo to next message
Garfgarog is currently offline Garfgarog

 
Messages:9
Registered:May 2006
I actually made a squad of characters like that with that mod. They use tasers and crossbows, consisting of a 'Ninja' leader IMP 'Shinobi', Dmitri, Shank, Dynamo, Spider and Shadow.

Aside from Shinobi, Shank is actually the second most capable unit in the squad, though he's managed to reach level 9-10 through raising his assorted skills and stats, so they're my hard hitters, with my IMP scoring the distance shots with Dmitri spotting at closer range or with Them-Ops, Shank moving in with throwing knives and his trusy Seal 2000, Dynamo provides covert automatic fire and is my man for getting through doors and assaulting buildings with Shadow. Spider doesn't do much combat, or really anything actually, since most missions mean never being seen on the job. She lugs most of the other gear, but makes emergency bandaids when someone stubs their toe or fails to catch something tossed between members. ;D

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Private
Re: Help me build an unusual IMP[message #131096] Wed, 28 February 2007 02:06 Go to previous message
Lucas is currently offline Lucas

 
Messages:311
Registered:June 2006
Location: Londrina, PR, Brazil
Night ops is better then stealth, because NO mercs can get 1.5 extra square of LOS during night missions, and if you give them Night googles... They're perfect spotters for your marksmen and markswomen (Buzz, Hitman...)

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Master Sergeant
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