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#3622030 - 08/07/12 03:50 PM Re: Jagged Alliance - Back in Action [Re: Paul Morrison]
Paul Morrison Offline
Veteran

Registered: 01/15/01
Posts: 12094
Loc: Canada
The G3 is ok. Nothing special. Gus still has his in my game as his backup weapon. Usually I have him shooting something with more accuracy at range.

I really like the Barrett, it is very effective at really long ranges (the M-40 is close behind). In terms of all around shooters the G-11 is impressive, as is the 7.62mm SCAR.
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The word "Martyr" is just a fancy name for "crappy fighter".


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#3622495 - 08/08/12 11:38 AM Re: Jagged Alliance - Back in Action [Re: Paul Morrison]
ricnunes Offline
Senior Member

Registered: 12/17/01
Posts: 3361
Loc: Portugal
Well sniper weapons in the game like in real life only serves to one purpose, sniping enemies that are far away and preferably careless. This is modeled in the game (and rightly so) by being weapons that take "quite a long" time to aim and shoot (something like 5 seconds) so these weapons aren't definitly suitable when you are engaging an enemy that is aware of you and engaging you, specially at closer distances.
With this, one of my preferred weapons is the M-16 since it has a long range (specially compared with most assault rifles in the game), it's lightweight (lighter than a M-4 in the game but this is not true in real life - must be an inacuracy within the game), fast to shoot, very good precision in automatic/burst fire and inflicts a good damage. The Tavor-21 (which equips some of my mercs as well) is also a very good weapon but it doesn't have the range of the M-16.
Regarding 7.62 NATO weapons my favourite is the M-14, which is a very rare weapon - So far in the map I only found one hidden on a stash, but something it can be purchased on Bobby Ray's online shop - The M-14 is a very deadly weapon since it inflicts a very good damage, has an excelent range (almost on par with sniper rifles), very reliable, much faster to aim and shoot than a sniper weapon and while it only fires a few rounds per burst in burst mode when it hit an enemy (on burst mode) the results are always a very gory mess hahaha

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#3622934 - 08/09/12 01:12 AM Re: Jagged Alliance - Back in Action [Re: ricnunes]
FlashBurn Offline
Member

Registered: 12/24/11
Posts: 1574
Loc: Washington State, USA
Ya I seem to be using m16 and G41 ALOT. However old school battle rifles IMO should be alot more effective at range. I just feel that for game purposes that could have been balanced out a bit better. Ah well, thats what mods are for. =). Curious as to what will be happening with this new stand alone expansion getting released soon. Jagged is an addicting little game despite some odd choices in game play (rushing bad guys).

Just ran into my 1st tank. Not vary thrilled how those are done. Might as well have been a REALLY dug in bunker or something instead.

I finally gave in and started equiping my mercs with law rockets and m79's to deal with the uber armored hoards of level 5 bad guys. Lots of flying bodies everywhere now.
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Steel Armor: Blaze O War (SABOW)---

ISABOW mod. Check Graviteam forum. New AI vehicle M113a1 with recoiless and M106a1 self propelled mortar carrier. Much of other little stuff too. biggrin Requires AUG SABOW patch from Graviteam. Enjoy biggrin

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#3624383 - 08/11/12 08:30 AM Re: Jagged Alliance - Back in Action [Re: Paul Morrison]
- Ice Offline
Hotshot

Registered: 06/23/05
Posts: 7543
Loc: Philippines / North East UK
Been reading this thread except for most of Paul's "spoiler" posts biggrin

I just started this game two days ago after getting it on the Steam summer sale. Wow! I played Fallout Tactics before this and I must say this game gives a better "feel"... all that's missing is some power armor and I'm happy.

I am curious about Paul's two teams... I started the game with 40K funds and just managed to get two guys... well, one guy and one gal. So far, I have taken the airport, the town, the mines, the water pump, the roadblock, and the uni/hospital with just the two of them. My biggest problem is carry-capacity. Each merc has one primary and one backup weapon, which just leaves me with 4 additional weapons to carry back to base or give to the militia. That limited slot space and the limited inventory means I leave a lot of stuff behind.... like those kinky magazines and empty batteries. smile

So anyway, one team of two mercs. One is a handgun specialist and is ideal for closer-in attacks which I discovered also disrupts the enemy's aiming time. The other is a sniper-type, though he doesn't really have a sniper weapon. He shoots single-shot when the hit possibility is good, and fires a burst for those -oh-#%&*$#-we-got-lotsa-baddies-coming-in- situations. Secondary weapon for both is a shotgun, which is fun when I can set up a trap... get one merc in position, the other one goes in the open, sticks out his tongue at the bad guys, maybe flick the finger, then runs back. Infuriated, the enemy soldiers rush in, only to find themselves facing two shotgun barrels in nearly-point-blank range. My main tactic, though, is to spot the enemies from afar, have the handgun merc crawl closer, then start sniping with the other merc. As the sniper guy takes longer to aim and shoot, the enemy usually gets hit once, decides he wants to come in closer to bring him in range, runs towards me, then realizes the handgun merc is there and annoys him and prevents him from doing anything. So usually, an engagement has my sniper firing one shot, enemy comes in, second merc gets the guy in range and fires of two or three shots which essentially "suppresses" the enemy, then my sniper gets off the second shot finishing the guy off.

No sweat. So far I've only used up two or three of those bandage roll kits. I'm playing on Normal difficulty with Line-of-Sight... I wonder if you guys are playing on hard?

I once saw an enemy patrol of 9 soldiers coming at me so I just waited for them at the road just after the mines... when the fight started, I parked my two mercs behind a rock, crouch position, guard mode on. Used the Baretta 92F and the Enfield L85... none of them even got close.

I do need a third or fourth member though... need some Mechanical and Explosives guys in my team, but strapped for cash at the moment. I do have some 45K worth of diamonds but have not sold them yet. Still at 06:30 on my third day though... damn, my ammunition order hasn't even arrived yet.
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#3625340 - 08/13/12 01:38 AM Re: Jagged Alliance - Back in Action [Re: Paul Morrison]
Hellfish6 Offline
Member

Registered: 08/12/05
Posts: 256
I found a mod (Combat Evolved) that makes this game so much more fun for me. I've also edited the enemy units to be more like a third-world army, with AKs, AKSUs, SVDs, etc. Cuts down on the variety, of course, but makes it more realistic in my mind. No more dudes running around with ridiculous weapons.

Now if only I can figure out a way to make them less accurate when standing and firing at me full auto than my snipers are prone with clear lines of sight...

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#3625347 - 08/13/12 02:23 AM Re: Jagged Alliance - Back in Action [Re: Paul Morrison]
FlashBurn Offline
Member

Registered: 12/24/11
Posts: 1574
Loc: Washington State, USA
Ya I like the damned game despite minor/some BIG issues. Its fun. I get to use my brain. However with vanilla it gets wonky IMO when you start facing 30 or 40 level 5 bad guys. You need a tactical nuke to kill the buggers. But I refused to get law rockets and m79's (will not touch the rocket gun thing wtf is that?) untill it became clear that they are realy needed due to 20 level 4 and 5 guys rushing you. Even with 16 mercs on your side they just tear everything up without explosives. I just don't like this part much. But had a blast with the first half of game. biggrin
_________________________
Steel Armor: Blaze O War (SABOW)---

ISABOW mod. Check Graviteam forum. New AI vehicle M113a1 with recoiless and M106a1 self propelled mortar carrier. Much of other little stuff too. biggrin Requires AUG SABOW patch from Graviteam. Enjoy biggrin

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#3627029 - 08/15/12 01:52 PM Re: Jagged Alliance - Back in Action [Re: Paul Morrison]
Paul Morrison Offline
Veteran

Registered: 01/15/01
Posts: 12094
Loc: Canada
I have now weathered all sorts of crazy attacks, and I can tell you, a pair of two 6 man squads with dragunovs or other decent distance weapons have hold against repeated 20+ infantry attacks. I have one sector in the SW where I must have killed a few hundred by now. They keep attacking 8-16 at a time, and my guys just whoop them. I engage at range, and I target 6 baddies at a time (2 shooters each), they barely even get off a shot.

Quote:
my favourite is the M-14, which is a very rare weapon


Very good at range. There is a place you can buy them (in San Mona I think).

G-11 is, I think, better overall though, much quicker to shoot indoors.

Quote:
Now if only I can figure out a way to make them less accurate when standing and firing at me full auto than my snipers are prone with clear lines of sight...


If you hit them, even once, it seems to affect their accuracy.

Also, the game models burst fire somewhat oddly. Your first shot in burst fire is as accurate as single shot. So, if you would be "likely to hit" in single shot, your first shot in burst is as well. However, the screen displays the AVERAGE of chance across the entire burst, so if your second and third shots are unlikely to hit, the average would be "unlikely to hit". So, when they are standing aimed and firing full auto they are hitting you because they have a decent first shot, the rest are likely missing.
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The word "Martyr" is just a fancy name for "crappy fighter".

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#3629235 - 08/19/12 01:01 PM Re: Jagged Alliance - Back in Action [Re: Paul Morrison]
- Ice Offline
Hotshot

Registered: 06/23/05
Posts: 7543
Loc: Philippines / North East UK
How many guys are in the bunker/barracks area north of Alma? So far they were the toughest I've faced and with the proper tactics and careful aggro, I was able to clear the area with 3 mercs. The job will be easier with 6 or 8 but I've no time to babysit that many (I prefer a mix of Plan&Go and real time). It's easy enough to take on 100 enemies provided they come in waves of 5-8 at a time.

Hitting enemies is a must! Doesn't matter if you do -20 or -1 damage, a hit "resets" the aim timer, or at the very least disrupts it. You can see this effect on your guys, especially for one that takes time to aim, like my sniper merc. He takes about 5 sec to aim for a head shot, if he gets hit, the timer will pause or for harder hits, resets to 5 sec. So I have him hang behind the group, and use my two other mercs as meat-shields/disruptors with pistols/rifles. I almost never use burst fire, waste of ammo.
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#3629397 - 08/19/12 05:50 PM Re: Jagged Alliance - Back in Action [Re: Paul Morrison]
Billy Mitch Offline
Junior Member

Registered: 07/09/07
Posts: 20
Loc: Pensacola, Fl
Anyone know where the game folder is, I've looked everywhere that I can think of and can't find it . . . thanks.

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#3629650 - 08/20/12 07:05 AM Re: Jagged Alliance - Back in Action [Re: Billy Mitch]
Smosh Offline
Member

Registered: 02/07/01
Posts: 2046
Loc: Gisborne, New Zealand
Originally Posted By: Billy Mitch
Anyone know where the game folder is, I've looked everywhere that I can think of and can't find it . . . thanks.


Mine is C:\Program Files\Steam\steamapps\common\JABIA
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