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#1
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
Well, I'm back in the USA for about a month for my vacation. A while back, I'd asked on a thread here on DSF for some good late 1990s games, and some people suggested Jagged Alliance 2. Since then I got a cheap copy off of amazon.com and have really been enjoying it. In fact, even though I hadn't seen JA2 until recently it happens to run a lot like how I like my SR combats to run, with a heavy emphasis on positioning regarding both cover but also trying to arrange your team so that at any given time you have as many people as possible firing at one enemy instead of having several enemies all firing at your one teammate who is a little bit ahead of the others.
One aspect of the game which is different from SR but which I actually like is how a lot of shooting takes place over long range and how in many cases rates of hitting as opposed to missing are a lot lower than in SR. In the first place that's more realistic, but secondly it adds another layer of strategy regarding resource management, since your team goes through a lot of ammunition which you need to keep them supplied with. Although I understand how for a pencil and paper game it would be more tedious to make tons of rolls in combats where most of the rolls miss, I was always a little bit annoyed on how a shadowrunner could possibly go through an entire combat-heavy campaign without even burning through two full Predator magazines. After all, historically, the management supplies was always one of the most difficult task that military commanders needed to manage. If SR teams needed to worry more about managing ammunition and medical supplies, wouldn't that be more realistic, more challenging, and also make contacts more important? All of a sudden, SR3s 2 free level 1 contacts would be less of a blowoff because there would always be prudence in having extra sources for your basic medical supplies. So, I just wanted to thank the people who recommended JA2 to me because not only is it a fun game but it made me think a little bit about additional dimensions I could consider exploring in the future in pencil and paper games. Incidentally, I really loved the cheap-o MERC site where you could hire cheap and incompetent mercenaries because it was so funny, and I ended up hiring many of the cheap mercenaries with the intention of training them up with the good mercenaries. Unfortunately, many of my cheap mercenaries got blown away from a single "bad" round of combat. Poor Flo. :rotfl: |
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#2
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CosaNostra Deliverator ![]() ![]() Group: Dumpshocked Posts: 346 Joined: 29-January 05 From: Philadelphia, PA Member No.: 7,034 ![]() |
I love this game and have played through it three times. While major combat could be time consuming, I always found it to be very satisfying. If I could have my SR combats run like JA2 fights, I'd be very happy.
JKL PS: Loved all the mercs. Even Biff, Flo and Ira :) |
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#3
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Moving Target ![]() ![]() Group: Members Posts: 204 Joined: 27-October 05 From: Waterloo, ON Member No.: 7,900 ![]() |
It's all about Mad Dog. "I'm here, I ate every bug on the way. They were many."
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#4
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Target ![]() Group: Members Posts: 45 Joined: 17-December 03 From: CAS, Houston Member No.: 5,913 ![]() |
All time favourite game!
Love the ability to adjust the realism of the game too (like the sci-fi bug hunts) Partial to Shadow, Lynx and Fox myself. |
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#5
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 ![]() |
I'm a big fan as well - and have played it through multiple times - but there's one thing about it that absolutely drove me up the wall.
That'd be the blatant enemy "cheating". I have no problem with the game manipulating things behind the scenes to make the AI opponent sufficiently challenging - just as long as it is not, at every turn, glaringly obvious. In JA and JA2 the worst example of this was the way enemies would repeatedly and consistently hit your guys at distances that far exceeded the effective ranges of the weapons they were using - often making accurate shots despite concealment and cover - but the accuracy of your mercs would drop dramatically in identical circumstances (which was in accordance to the rules), and it'd sometimes seem like tree branches and trunks were made out of some magical substance that drew your bullets towards them and away from the enemies seeking cover behind them. I suppose it did encourage more tactical play, but for all the wrong reasons, and could be maddening on some of the maps without much cover. Another was the ability of the enemies to keep on fighting effectively (virtually unimpeded) when injured - again, something none of the player's mercenaries were capable of. You'd sneak up on a bad guy, shoot him twice in the head from 20' away with carefully aimed shots, and end your round, only to have him turn around, and shoot you three times - at which point, your merc would lose half his health and action points, and probably miss if you tried to continue the exchange. Again, it could be gotten around if you always moved your guys in teams (and I virtually always did) but it always felt absurd to me to have to bring two guys to sneak up on someone and shoot him in the back of the head - because you needed 3 or 4 bullets to make sure, a lot of the time. :S Still, the game did have a "sweet spot" where the balance of your forces vs. the enemies felt just right, and the combat was tactical, and quickly decided if you managed to hit where they weren't looking. It's just too bad the feel wasn't maintained throughout. |
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#6
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
You know, I'm not really experienced with the game, so maybe I'm dead wrong, but it seems to me like Flo could end up being a good character because she has a high WIS. It would seem that you could just keep her in training for an incredibly long time until her stats got really good and then you'd have a dirt cheap mercenary with pumped up stats. I suppose that you'd have to mathematically figure out the opportunity cost of that training (the fee of whomever trains Flo who you're removing from action, as well as the cost of Flo while she sucks), though, to know how much you were really paying out for a pumped up Flo. Anyway, I was going to try that out but then she died, so oh well. |
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#7
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CosaNostra Deliverator ![]() ![]() Group: Dumpshocked Posts: 346 Joined: 29-January 05 From: Philadelphia, PA Member No.: 7,034 ![]() |
Fox has some great lines... "In position and available, as always..." :D
I usually used Flo to train militia but you're right that a high wisdom helps a lot. |
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#8
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Moving Target ![]() ![]() Group: Members Posts: 288 Joined: 7-December 04 Member No.: 6,873 ![]() |
http://www.abandonia.com/games/en/38/UFOEn...nemyUnknown.htm
Mention of Jagged Alliance 2 brings this old gem to mind, PC version still costs money (wow, that says something) but the DOS version is freeware now. |
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#9
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
personal favorite is Grizzly. that man is a god damn man.
hm. i think i remember some frustrations along that line when i first started playing. i pretty much got it licked, though. the secret is not to think tactically, it's to think strategically. ideally, you want your enemies to come to you, on ground you control. so, for one thing, try to do most of your fighting at night, especially once you start getting night vision goggles. what you do is, move into an area and set up a nice crossfire. then send out a sneaky guy with good perception to stir up the bad guys. once you've got 'em riled, run your sneaky guy back to the ambush point. the bad guys will follow, and your emplaced mercs can take them apart. basically, don't allow the bad guys to get a shot off; that way, you don't have to worry about their accuracy. |
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#10
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,901 Joined: 19-June 03 Member No.: 4,775 ![]() |
I agree with mmu1. When it was nice, it played really well, but mainly, it was just frustrating for very preventable reasons.
It was also laughably and often frustratingly unrealistic most of the time. Rather strange, considering how much I'd heard about it being realistic, and I would have assumed someone would make a realistic tactical squad level game by now. I tried out some JA2 modding briefly, but working around in that engine was frustrating at best and cripplingly infuriating more often. |
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#11
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,598 Joined: 15-March 03 From: Hong Kong Member No.: 4,253 ![]() |
I had the best luck with a night ops squad: Spider, Dr Q, Stephen, Raven. If you are lucky enough to get a mian charater with the night opsx2 advantage, you can quite often kill entire partols by yourself, you just need guys to follow you around and pick up the loot.
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#12
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
don't forget Blood, for the night ops. throw a knife into somebody's head from behind, you can one-shot them.
as far as realism, i don't know of many games that are more realistic. |
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#13
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,901 Joined: 19-June 03 Member No.: 4,775 ![]() |
This reminds me of my recent attempt to like Brothers in Arms, the most realistic shooter ever.
Complete with extremely realistic inability to hit anything with a rifle at ten feet. |
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#14
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,598 Joined: 15-March 03 From: Hong Kong Member No.: 4,253 ![]() |
Hmm? I had no real problem hitting things in Brothers in arms. But isn't that the game that didn't have crosshairs for 'hipshots'? Since the computer can't give you kinestetic info about where your wepon is pointed, it need to give you the cross hairs.
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#15
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,901 Joined: 19-June 03 Member No.: 4,775 ![]() |
I didn't use crosshairs, but with iron sights, I couldn't keep a rifle on target from ten feet away. 100m shots were laughably out of the question.
Likewise, pistols that were out of range across the street in JA2 were... frustrating. |
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#16
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,598 Joined: 15-March 03 From: Hong Kong Member No.: 4,253 ![]() |
Wasn't this the game with the 'steady breathing' key? The rifles still wobbled some, worked better if you were crouched, etc. Holding a rifle stead in the standing unsupported position is kinda hard.
Well, plenty of editors ofr JA2. Personally I reduced a lot of 'gamish' weapon stats, increased range by around 50% and made most weapons available from the begining of the game :D |
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#17
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 ![]() |
If it's realism you want, I'd suggest the single player training missions in America's Army. The obstacle course, the first aid lecture, the SF equipment identification lecture and the SERE excercise are especially mindnum... I mean realistic.
Squad level tactical games in the vein of X-COM, Jagged Alliance, Silent Storm, etc. are always plagued by the range problem. Usually the smallest unit of area, the square, is made to represent 10 meters, which results in streets 100+ meters across, living rooms dozens of meters wide, etc. This really messes with ranges and movement. I guess the other option, making the squares represent 1-2 meters, is out of the question because of the map complexity and visibility issues that'd cause. I did spend a lot of time with Jagged Alliance 2 some years ago (I still have the completely redone equipment lists I made, with images and SFXs from some mod), but I haven't really looked back after Silent Storm. Completely flattening the whole operational area with panzerfausts, mortars and HMG fire never gets old. |
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#18
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 ![]() |
The big problem with Brothers in Arms is how strongly it tied your accuracy and the effectiveness of your shots to the enemy's suppression level.
If the enemies were not suppressed, then you could walk up to them, and shoot them square in the vitals with a rifle from 10' away, and if you were lucky enough to register a hit, they'd shrug it off, and need at least one more. On the other hand, if they were heavily suppressed, you could spray 4 or 5 of them from 30' away with SMG fire that didn't even go near more than 1 or 2 of them, and kill them all. I played through the first three or four missions, then unistalled it, thinking fondly of Call of Duty. |
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#19
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 ![]() |
Actually, in X-COM, that was much less of a problem than in the other two - because, unlike in the other two games, your LOS (while unrealistically limited, because of the small size of the maps) was almost always shorter than your effective weapon range, not the other way around. It's certainly a better way of doing it than allowing you to see an enemy from far away, but having pistols that aren't accurate beyond 20'. And while we're on the subject of Silent Storm... Don't you wish someone who could write a good war story and do solid mission design licensed the engine from them, and made the game Silent Storm should have been? It's amazing how good the game was despite the awful skill system, a badly told and crappy storyline (I love power armor as much as the next guy, but this was NOT the place for it), absurdities like random encounters with groups of German soldiers in the middle of England, and the cartoonish NPCs you had on your team. |
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#20
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 ![]() |
It's been way too long since I played an actual X-COM game to say much about those, but I certainly am not happy about how the ranges are done in the UFO-series games. There's something horribly, horribly wrong about a FN FAL having a maximum range of 33 meters (21 meters in burst mode).
Not really. I only play it to blow shit up, and it handles that quite admirably. What pisses me off most about it is the "Finnish" character in it, voiced by someone who's never heard Finnish and uttering lines that sound like they've been run through Babelfish. |
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#21
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Great, I'm a Dragon... ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 6,699 Joined: 8-October 03 From: North Germany Member No.: 5,698 ![]() |
So is Silent Storm worth picking up for 10€/$?
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#22
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 ![]() |
Definitely. It's still a fun game, despite its many flaws. |
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#23
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Great, I'm a Dragon... ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 6,699 Joined: 8-October 03 From: North Germany Member No.: 5,698 ![]() |
Credit Card, Internet shops, forums like these - zack! I bought it.
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#24
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
While we're on the subject of JA realism, how does Wildfire hold up in terms of realism? It came with my JA package but I haven't installed it yet. I heard that Wildfire was a JA mod made by some fans who wanted it to be more realistic and that they tweaked the ballistics and added more accurate sound effects.
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#25
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
Well, I'm still hooked on this game. Haven't beaten it yet, either. My continuing thanks to those who recommended it...it's one hell of a meaty and engaging game.
You know, one of the FAQs on gamefaqs.com says that if you're "cautious" none of your mercenaries should die. I have no idea how that could possibly be. I mean, granted I'm not an expert at the game, but I do my best to play cautiously and I have lost a lot of mercs. In the course of one game, after having captured 3 cities, while learning the basic ropes and making a few big mistakes, I've lost a lot of mercs...more than 5 but less than 10, I think. The thing is that I tend to lose people when I'm surprised by something new in the game. For example, last night I encountered enemies who fling grenades for the first time. I had no idea they'd be able to fling grenades more accurately than they can shoot over really long distances and I didn't know how to deal with the grenade that takes away the mercs' stamina (as opposed to hit points). So I ended up losing Buns, Razor, and Grizzly all at once basically because they got miracle grenaded from outside of effective direct fire range and I couldn't figure out how to get them moving again. It's always these surprise moments when I encounter something new and unexpected in the game that lead me to lose a handful of mercs. I don't reload every time someone dies because I think that's weak; just like I believe in letting the dice fall where they may in SR I'd rather do the same in a strategy game and potentially let an entire game be a wash or a "loss" if I am very unlucky or not good enough of a player to win. Slightly different topic: has there been a lot of modding of JA2? I can imagine potential for a lot of fun mods with the engine, like a Full Metal Jacket mod, or a military vs. 1950s giant insects campaign mod, or an Aliens 2 mod, or a Damage Incorporated mod... |
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