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Discuss these criminally underrated Jagged Alliance style games. So many different guns to pick from, environmental destruction, complex systems, basically a turn-based tactics fan's wet dream.
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Nobody liked the mechs, but everyone ignores that the game has X-COM-like difficulty curve that starts in hell and then sharply drops off once your team gets some XP and gear. The mechs are there to provide at least some semblance of a challenge in lategame.
They also look really cool.
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>>1987722
The mechs are only bad because of shit balancing, which also harms the game in other ways. On the enemy side, they have too much armor which makes them tedious to fight. On your side, they're too slow which makes them tedious to use.
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>>1987904
Sentinels slightly tweaks them, it's easier to kill the pilot with regular weapons (no longer have to lug those massive beam cannons along, since S3 doesn't have the lasrifle from S2). But they're still annoying.
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Is there any way to speed up animations or make the game run in the background when alt-tabbed? Large scale fights take so long when it's not your turn, especially when you have allied NPCs.
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oh yes marauder, my beloved
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>>1989762
>wife is essential NPC and can't be killed
brb maxing out hand-to-hand combat skills through some good ol' fashioned domestic violence
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Are the utility classes really not worth it compared to soldier, scout and sniper?
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>>1990148
IMO soldier isn't that good. For me the top three are scout, sniper and engineer.

>Scout
Stealth + melee class. Silenced SMGs are good too. They're quite fast as well. Can also be used as a throwing build but grenades kinds suck. Starts out weak and kinda tricky to use but can become godlike in the long run.
>Sniper
Obviously the best long range class. Also pretty decent at sneaking and interrupting. Can one-shot most regular enemies if you land a headshot, and if you have a good position you can even beat PKs one on one (though it takes time).
>Engineer
THE utility class. You want at least one of these dudes on every team IMO. Disarm traps, unlock doors, set explosives, fix weapons... They're also the best PK pilots, the best anti-PK character is an engineer in a PK of his own. Finally, if you need a heavy weapons guy I'd take one of these useful fellas over a grenadier any day.
>Soldier
The best class early on. Very strong against soft targets, can use any weapon at least decently, has the best defensive stats on average, and using a machinegun to mow down niggas straight through floors and walls never gets old. But they don't keep up well in the long run. Partially because soldier INT is usually shit so they level slower, partially because most automatic weapons aren't good against PKs.
>Medic
It doesn't take much to be able to use bandages, so I'd rather have my other dudes carry some bandages than dedicate an entire character to healing. I have the mindset that any healing done during a fight means you're wasting your time, so I only heal if it's an absolute emergency. A good sniper with weak medicine skills is generally way better than a good medic with weak snipe skills. Engineers can also make for halfway decent medics.
>Grenadier
I don't like grenades so obviously I don't like grenadiers. If you need big booms I'd rather bring an engineer, or a scout with grenades. Like the soldier they also tend to be dumb as rocks so they level more slowly.
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>>1989762
I hate this game so muchhhhhh
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>>1990641

haha what a wild tale
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What's behind that locked door in the armory? Is it just there so you can train lockpicking?
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>>1987677
jagged alliance has characters with personality, all the games trying to copy the formula seem to ignore that. this game feels way to mechanical in just the gameplay department
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>>1987677
>these absolutely pants on head retarded weapon firing animation for axis soldier class
what were they thinking
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>>1990148
>>1990213
One of each class is a fun way to go.
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I found the panzerklein storage and goddamn these things are slow. Also lol at the cloaking scout panzerklein, am I really going to have the chance to sneak up on anyone with this?
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>>1990213
>I don't like grenadiers
Your Panzerschrecks bro? They're free to refill in the first game.

>level more slowly
You don't spend five minutes at the end of every mission punching and shooting dead enemies?

>>1990148
First game is soldier / sniper >> grenadier >>> scout >>engineer >>>>>>>>>>>>>>>>>>>medic
Second, fuck it, it's sniper and scout all the way due to how ammo replenishment works.
For third game you need a priest on account of all the bugs to even finish it.
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>>1994561
S2 and 3 also had characters with personality. I'll never forget the one-eyed German sniper's line just before he died.
>I'll see you all in hell.
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>>1995115
What is even the functional difference between bazooka, panzerschreck and panzerfaust? Is it better to go for an explosive with high explosion damage or high fragment count? Fewer fragments with more damage or more fragments with less damage?
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>>1987677
The ragdoll makes it unplayable since you'll be laughing at how stupid it looks nonstop.
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>>1995138
maybe if you're 8 years old and it's your first video game ever
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>>1995135
First the ammo. In S2 Allies have unlimited PIAT and bazooka rounds and krauts have PF and PS. Second in theory high damage is better vs armor so panzerkleins and high fragments vs soft targets such as unarmored humans. In practice you'll use both since you get like 1 for free and can find at best 3-4 more on enemies.

Also portable particle cannons count as heavy weapons so you can have a railgunner or two and only grenadiers can shoot reload shoot swap to rocketlauncher shoot those in the same turn.

>>1995127
based klaus
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>>1995222
In S2 you can cheese the UFO random event in Switzerland to get 2-3 lasrifles. You eradicate everything with those.
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>>1995287
Ass You Can
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Do rocket launchers rely on explosives or shooting skill for accuracy?
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>>1995311
Neither. Explosives skill is not a thing and shooting reduces aiming and shooting cost.
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>>1995345
Nevermind I'm retarded forgot grenades use throwing.
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>>1995347
(they don't)
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>>1995347
>>1995349
Only related + weapon familiarity scale. The other skills are cost reductions and or allow you to spend more AP for action. Accuracy is (base weapon accuracy + weapon familiarity + DEX/10) /something handling x perk effects.
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>>1995354
Ah I see thanks. I'm surprised that interrupt is a skill, how would you even intentionally train someone to get good at it?
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>>1995366
Extremely annoyingly. You want to disable a faggot, disarm him, body trap him in a room, revive him, turn the other way and then let him roam while ideally not punching you in the dick.
Alternatively bully a civilian.
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>>1987722
The mechs were fine in Sentinels, they just sucked in the first game.
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>>1995366
It's a perk from the Cognitive tree.
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OK yeah using panzerkleins in combat is really boring because of their slow movement, I'd rather just laser enemy PKs with infantry. Does the game really expect me to spend multiple turns slowly moving toward the enemies to strike them with a sword or unload an inaccurate automatic weapon in their face?
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>>1996121
You did get the trait for better handling them, right
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I only beat the final boss because I found the OP laser gun from the UFO, how are you supposed to beat her "normally"?
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>>2003185
You still receive a handful of those shoulder-carried particle beam cannons throughout the game, and they deal similar damage. They just happen to be bulkier and much slower-shooting than the lasrifle.
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>>1989762
How does 7.62 compare to Marauder? I haven't played Marauder in nearly 10 years, but I remember it being bleak, atmospheric, tough, buggy and a shit load of fun



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