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Jagged Alliance 2


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Bought this again the other day, for about the fifth time, a total only exceeded by X-Com. One of the very few games that are undiminished by time.

 

Ira the girl-thing, Gumpy the lisping delusional, the twisted twosome of Haywire and Razor, Ivan's dodgy English, Elliot the Eeeeeeeeeeeeeeeeediot getting a slapping, launching a LAW into a group of enemies, dropping a mortar round on a group of enemies, hosing down the Crepitus with every automatic weapon you have when they come out of the mines, chopping the heads off criminals (and anyone else you didn't like), Reaper's disgust for life, Gasket yelling "It's killing time!" and getting his head shot off, Buzz's bitter misandry, Father Johnnie Walker, blowing away Doreen the child slave owner, Biff and Flo's rather pathetic infatuation, Dmitri's forgetfulness, taking a knuckleduster to the face of an enemy who wandered too close, popping a head in an impressive spray of gore, blowing a hole right through an enemy and sending them flying back, planting some TNT with a remote detonator and setting it off when a group of enemies pass by, surrounded on all sides by a bloodcat ambush, stealing from Kingpin and then being hunted by hitmen, tanks blasting away your cover (if not your mercs), Skyrider not making a great deal of sense, rescuing Shank only to find he's useless...ah, good times.

 

Any other fond memories?

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Yes, definitely a fun game. and definitely worth playing through several times to try different merc builds and make them work.

 

For a bit of fun, try stealing a Minime off a tank (do it not just for the kicks, but for a very good rifle - it performs almost like a Steyr Aug, but with a six bullet burst). Or perhaps beating the final boss with your bare fists (after going through the entire game evading showers of bullets, grenades, landmines, tank shells, rockets, explosions and pretty much the entire wash/rince/repeat cycle).

 

Last time I played it, I discovered a little trick you can use for a bit of free training before you really get into the game by getting your voluntary Mercs to become teacher-less students (I found it trades off a slower learning speed for 0 energy drain) and ignoring the protesting e-mails (they stop after a while) until you're ready to capture your first town that can generate militia. If you invest enough real-time hours in it, you could even use this to twink the game and max your first couple of Merc before even starting the game. Yeah, it's a cheat, but I guess it's a handy one to know of if you've played the game a few times and want to experiment with different custom merc builds.

 

- NKF

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Heh. Now you got me to install it again. With 1.13 patch and a chinese "even more guns you've never heard of" mod.

 

I was relatively surprised when a random thug on the first map hit the deck and showered me with a salvo from a not-too-rusty MG42. Though grabbing that gun and two drums of ammo from his corpse gave me a rather good start... ouch!

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I'm finding it difficult to play a game without hiring Wolf. He's not only a good soldier, but he's also got decent medical, explosive and mechanical skills, so you don't have to hire three separate specialists.

 

Currently having a crack at Arulco with a load of MERCs, with only a few quality employees from AIM. Thanks to something going wrong and the letter disappearing when I tried to give it to Fatima, I can't recruit any of the Arulcan (Arulcish?) resistance. Still, who needs amateurs (he says, after hiring Biff and Flo).

 

Just had a battle, contact with an enemy patrol out in the woods. We found each other, had a few preliminary pops, ducking and diving for good cover, and they 'sploded Bull and Bubba with a LAW. I just stared at the sceen, thinking "That was a bit uncalled for." I mean, honestly, what need was there to use an anti-tank weapon on me, before I'd even had the chance to kill anyone? Talk about over-reacting. :blink:

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It's truly a test of patience to start the game with something like a martial artists (try it, it's awesome!) and you almost immediately get paired up against enemies with submachine guns and moderate range rifles.

 

It's a bit of a pity that the game balance (for town defense) really gets thrown out the window when the black vests get sent out to raid towns. The red vests are fine and appear to be on fairly equal standing to your cyan vests, but throw in a few black vests and the town just gets massacred. And it's a shame that most of the dark blue vests don't appear to be anywhere near the same level as a black vest. Truly some of Dierdrianna's finest elite material. You often have to intervene to even give the militia a standing chance.

 

Speaking of which: Use autocombat sparingly or not at all. Easiest way to destroy what was otherwise a crack team of commandos.

 

- NKF

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When it comes to militia vs soldiers on the town defence, I've found I get consistently better results in autocombat if it's allowed to play out at normal speed, infeat of fast-forwarding or skipping to the end of the battle. Rewarded for your patience?

 

Martial artists and other hand-to-hand combat fighters like Malice, Blood, Bull, etc are all excellent starting mercs, given that not only are they decent at ranged combat, they're good up close too. Steal the enemy's weapon with one merc, beat him up with another merc. Enemies are much easier targets when they're laying at your feet.

 

Stealth is a real, though difficult, option. Throwing knives and suppressed weapons are a help, but I find most of the work needs to be done at night with knives and knuckledusters.

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