Jagged Alliance 3

Jagged Alliance 3

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Red Mine: What benefit of saving more miners?
So in that A2 mine you enter and have a count of dead miners / surviving miners.

What does it affect?
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Also each miner that dies decreases your income by like 100-200 each?, you can recruit more workers to increase your income in addition whether you make graaf a foreman or not
Torpex a écrit :
I never got the special rifle even after saving all miners.

Although it is possible I lost one. Most likely, as I did not get the drop.
The sniper rifle is easy to miss as it's not on his body as loot, but as an object you can interact with on the balcony looking over the mine. It's not a good weapon though so you didn't miss much except scrapping it for 16 scrap
Actually, it IS a good weapon if you get it rather early. On my first playthrough, that mine was the first I liberated. I gave the golden gun to Livewire and from then on, she pretty much killed one enemy per turn.
morchuflex a écrit :
she pretty much killed one enemy per turn.
Correction: one enemy every TWO turns.

The AP cost is so high, plus the fact that there's only one round in the rifle (meaning you have to reload after every shot) that unless you're using a merc with very high APs you can't reload and shoot (accurately) in the same turn.

Sure you can achieve high APs with morale bonuses and skill perks but that's not reliable and IMHO makes the rifle not worth it.

sooshon a écrit :
The sniper rifle is easy to miss as it's not on his body as loot
Also it doesn't highlight as an interactable object until you inspect it with a merc, so it's easy to understand how many players don't notice it.
Dernière modification de Cougarific; 9 aout 2023 à 9h17
morchuflex a écrit :
Actually, it IS a good weapon if you get it rather early. On my first playthrough, that mine was the first I liberated. I gave the golden gun to Livewire and from then on, she pretty much killed one enemy per turn.

Give livewire a K98 and a few days training I mrk and she'll do the same. That golden gun is ass.
I blew the gun up with a grenade. Let Graff live but didn't know that locks out Pierre. Oh well.
FatalException a écrit :
morchuflex a écrit :
Actually, it IS a good weapon if you get it rather early. On my first playthrough, that mine was the first I liberated. I gave the golden gun to Livewire and from then on, she pretty much killed one enemy per turn.

Give livewire a K98 and a few days training I mrk and she'll do the same. That golden gun is ass.
The golden rifle has bipod and much higher damage. Use show CtH mod to see difference.
Fun fact about him, if you have certain mercs with you things can happen. For example you cannot make him foreman if you have Ivan and some others (Blood?) on the team, they will immediately shoot him if you try. Also be careful with Fidel, asking Graaf about certain things will instead make Fidel go crazy and shoot him for fun.
My first 7.62 NATO AP always ends up with Graafs name on it.

No regrets.
The AP cost is so high, plus the fact that there's only one round in the rifle (meaning you have to reload after every shot) that unless you're using a merc with very high APs you can't reload and shoot (accurately) in the same turn.

Sure you can achieve high APs with morale bonuses and skill perks but that's not reliable and IMHO makes the rifle not worth it.

AP cost is 6 and reload cost is only 1 or two so you'll get one fully aimed shot per round like any other sniper rifle. But cant attach anything and it only has a basic scope so its balanced with the other sniper rifles.
Mack a écrit :
xScaramouchx a écrit :
Sniper rifle is just for killing the boss, the more miners you save the higher your income at the mine, which will go up as your recruit more from other parts of the map.
I'm pretty sure that's wrong, I got the boss and finished the missione but his men and him slaughtered all the miners (I didn't realise you could take multiple squads into missions) and I never got the special gun.

You don't need many mercs. Nearly all of the enemy wander into positions that you can stealth kill without them ever being discovered. Two is probably the minimum you want for this though as IIRC the trio near the truck are not the easiest to get solo. If you have enough down around them they only call each other for help and it's possible not to trigger the boss done right.

It's perfectly valid to just rush in with multiple teams if you wish but a cautious approach with even one merc is capable of saving every miner.

It's also fair to say that it's easier to pull off if you know it's coming. My first play I lost a few from ignorance when I just started blowing $hit up straight off. That went badly... for the miners anyway. If you don't care about them they provide a good distraction.
run 1: killed everything on the map with stealth except graaf and the roaming enemy below him a few steps north. even stealthkilled the guy inside the house and didnt get caught by graaf.

run 2: stealthkilled the area, forgot the roamer in the north, engaged graaf via stealthkilling the guy inside the house. graaf came around the house and got no AP left, thus died. north roamer came up to the house and got shot.

both times 0 miners died.
obviously i used a melee+ranged stealthkill combos (no pause mod bc easy enough).

lost A2 on run 1 and during the retaking the military guys started to attack miners. stealthkilled enough to not let a single miner die but no idea whether or not dead miners via military reduces income (not that it would matter at that point but yeah).

also i changed the exit of the ernie island tutorial, setting the route of the tutorial boat directly to B2 (/A2) to get A2 asap (f*ck fleatown mine). also this shortens the time to get flay and the 2 dragunovs he basically comes with. obviously such an early A2 mine income will be reduced quite a bit but overall the better route due to dragunovs alone. the only real downside is not getting larry as fast as possible, however i arrived in fleatown with 10-12 tiny diamonds, thus the only choice from lootboxes was to get a good roll on the magazine pack and what RNG gun i want.

also this probably opens the way to get the commie-mine earlier, which triggers by having 100% in the town. this only triggers the assault on biff which is easily taken out, while the actual biff event doesnt have a timer on it (no rush to get larry sober). didnt do that on run 2, bc with flay i went straight to fleatown to get larry. with the A2 income i had enough money to hire raider, nails, MD, wolf and someone else who probably doesnt matter, had 2 6-man squads, one to engage the commie-town and one to sent to port cacao.
once port cacao was taken i hired buns, hitman (milita train) and meltdown (psycho perk 4coffeebeans (sent nails to the north)).
thus i currently have ~25% of the map and almost full 3 squads. (1.5 waiting for n-night ez mode after clearing the prison (without a leadership char (another mistake but i guess the kill jackhammer debuff will disappear for n-night)).
i also sent MD to the north which kinda delays my plans for the sanatorium by 2 days.

not perfectly executed but a massive overall improvement over going to fleatown first, with the only remaining question being who to sent into the landsbach arena. no Q this time around, however i´m considering a 3 day hire.
All good but this golden rifle is not such a prise after all. It does 50dmg per shot, which is pretty much the highest you can get, but still... You have to reload it after every single shot and cannot attach any kind of suppressor to it, so I think a modified SVD or PSG is way more efficient after all.
Gold Finger uses 1 AP to reload, just use it to enjoy the Big Badda Boom sound. The game devs recorded all the sound from shooting real life weapons.
tfw when ur sh*talking early 2ks tactics game has WAY better weaponsounds than the f*cking abortion named payday3.

https://www.youtube.com/watch?v=tKopCmv8lt0

or to quote that dev guy:
"taking that extra step to bring it to life i think is worth that time and effort"
10/10 attitude
dlc sold
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Posté le 21 juil. 2023 à 8h20
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