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Pistols need their damage buffed by a good amount but need their damage to fall off beyond their max range.
You misunderstand me. I'm not asking for him to be good at doing everything. I'm asking for him to be rebalanced, so that his price matches his skills. Based on what he has now, he should at most be a veteran level merc. I mean...Buns is veteran and is cheaper to hire than Tex, and its hard to argue that Tex is better than her.
Not at all, Desert eagle and anaconda are awesome
Never used Tex though, can't you just equip him with better pistols on second slot ?
The rank recruit/vet/elit refers to the starting lvl, not the potential of the merc. Tex perks seems quite good, but yeah his stats are slightly above average
Tiers are mostly a reference to experience level. Rookie is 1-2, Vet is 2-3, Elite is 3-4 and you have to be 5 or higher to join the ranks of Legendary. That's why Ivan is only tiered in Elite despite being recognized in the lore as the fastest rising star in the biz. Experience level used to mean more in previous Jagged Alliance games since it influenced how often characters would perform out of turn interrupt attacks and other various bonuses.
These days it's still hard to tell exactly what level does aside from the AP bonus that causes Tex to be faster than Buns when they're both Day 1 hires. In fact in the extreme early game he's actually one of the better candidates for being a temporary hire for rushing the diamond mine asap since his traits and experience level cause him to be noticeably more accurate than Buns or the newbies and being married to his six shooters isn't a drawback yet because they're still better than a pair of unmodified Peacemakers or Hi-Powers. He does tend to fall off after that but well, I don't have a kinder way of saying this: Tex has always been a joke character. He was outright bad in JA1 and in JA2 he was only recruitable in the field because he had retired to become a movie star and some how got more competent in the interim. That he's as good as he is in JA3 is actually a continuation of a nearly 25 year old joke if you're in on the lore.
I'm not sure if they're awesome. They're better, but I don't see anything spectacular about them.
I'm even fine with pistols mostly being a sidearm unless you spec in them. BUT LET THEM AT LEAST BE A SIDEARM. As it is, in close quarters you still just shove your 5 foot rifle in someone's face and blast them because it a) has better accuracy b) does more damage and c) you don't need to swap weapons.
The whole concept of bullets doing vastly more damage when fired from a rifle -- at all ranges -- is just plain weird and a big cause of the gun imbalance. I've said it before and I'll say it again: JA2 had weapon damage wrong because it used muzzle energy as a basis, and JA3 more or less followed along. JA2 had pistols being useless and it's no surprise then that JA3 does too. JA3 got a lot more stuff right to make different weapon types viable (fewer wide open maps, status effects, special attacks, etc.) but it still has the problem that pistols are not just not that great but the things that they should be good in (close quarters combat and as a sidearm) they are not. To make matters worse, dual wielding is all kinds of wonky and the AP cost is likely bugged (luckily there's a mod that fixes it).
Tex is a well designed merc and his ability looks interesting, it's just that he's stuck with some terrible weapons.