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Re: Crap I never use. . .[message #219186] Fri, 05 June 2009 05:53 Go to previous messageGo to previous message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Hi Cribbie, I am paranoid, I don't go over 99% weight, I don't know how the game would handle 100.4% for overland travel on foot, I know internally it still keeps track of the fractions, you can test that.

Stuff that I carry and rarely use: KCB knife (only used to cut 2 fences in Grumm), gas mask (usually wear extended ear and sun goggles), submachine gun with AP and HP ammo (only used for close 1-5 tiles enemy or bloodcat), cammo kits (only used to hunt down last enemy in sector), glow sticks (only used when enemies bunch up at night, the problem is that enemies will leave the lit area in their next turn), toolkit (usually do repair in cities and use the toolkit from the sector inventory), commando mortar & 3 mustard gas shells (only used when enemies draw in additional forces from adjacent sectors, and then not always).

Please keep in mind that I typically play on Insane in Iron Man, so some gear choices cater to this style like for example the extended ear is more useful at night to catch enemies trying to flank you.


By the way smoke grenades are highly underestimated, they provide close to perfect protection from being shot. Let's say you have enemies advancing toward your team, and there are more enemies than you can shoot down every round. Eventually one or two enemies will stop at a position where they can see a couple of your mercs and you won't be able to shoot them down before your round is over.

This means that these enemies left standing now act as spotters for all other enemies in the sector. In the enemies next round every enemy gets to spend all their APs to shoot the mercs from your team the spotters can see.

Other than the obvious, that the spotted mercs will be in a world of hurt, the other results will be:
1. The enemy snipers will raise their guns and look through their scopes allowing them to see other mercs from your team. Now these scoped gun enemies will act as spotters until they move and lose track of your team again.
2. Enemies with auto fire guns will start spraying bullets toward your mercs who have been spotted. This may result in stray bullets randomly hitting other team members.

Smoke grenades fix this effectively by imposing a severe aim penalty to the enemies who are further away, possibly also making it much harder for the enemy spotters to hit your mercs as well. Also if the smoke is think enough, the enemy spotters may lose sight of the mercs they initially spotted, completely fixing the situatiion.


Stun grenades are pretty good too when you have enemies bunch up at night. Also there are 2-3 maps where you need to throw a stun grenade into a room otherwise you will get shot. At night you may get into a situation where 6-12 enemies are bunched up 8-12 tiles away from your team, which is a big danger. If one of them decides to take the risk and get close enough to act as a spotter, the remaining may run toward your team and start shooting the same round.

The way you handle this is throw a glow stick, followed by a stun grenade in the same round. Now the problem is that the stunned enemies will get up and do stuff in the next round (mostly run away which is annoying too). To counter that you can throw two defensive grenades (which stuns them even more) or (my personal favorite) a tear gas grenade. The tear gas will have enough time to spread, the enemies usually drop their guns after the stun grenade hits them, now the enemies can't get their guns because they are still in the tear gas cloud on the ground.

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Sergeant Major

 
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