Jagged Alliance 3

Jagged Alliance 3

Statistieken weergeven:
Best starting perks for IMP?
Preferably based on the stats and team in this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=3005227258

Thanks
Laatst bewerkt door brainrotter; 29 jan 2024 om 22:08
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31-45 van 45 reacties weergegeven
What i need now is sharpening stone! Where is it?

WTF? Hand-to-Hand does not work on Hyenas!
Origineel geplaatst door uncle nick:
What i need now is sharpening stone! Where is it?

WTF? Hand-to-Hand does not work on Hyenas!
Some enemies have immunity to melee overwatch (butchers as far as I recall). Maybe hyenas have it too.
Laatst bewerkt door sandman25dcsss; 4 feb 2024 om 9:05
Melee IMP seems to be working out. Taken down the First Boss, ...2 more to go.

https://steamcommunity.com/sharedfiles/filedetails/?id=3156370237
For the IMP I usually have very good stealth & do extra damage with Melee attacks if you have a 2+ perk mod. Leave the teaching to Fox, Wolf is a brilliant jack-of-all-trades and just make sure you havea decent shot/sniper in the team. Grizzly may seem like a good starting choice but when you get the chance put him in an Americans only squad or he will start rubbing people up the wrong way.
i like auto weapons and teacher with high leadership, if its a solo run dont get teacher obviously
Melee IMP has taken down the 2nd Boss, ...one more to go.
https://steamcommunity.com/sharedfiles/filedetails/?id=3157676111
Origineel geplaatst door Trolleur_Durden:

-Leader build: Stealthy + Teaching.

This is my favourite IMP build, and probably the most straightforward. Put 0 in Mechanical/Explosives/Medical, strength or health at 40, everything else at 85. You end up with a very good firearm user straight out of the box, able to carry your starting team with ease on Ernie island and train efficiently a lot of good mercs with one or two lackluster stats. Later on, you transition into a sniper build which stays relevant the whole game. This allows you to invest in mercs with a lot of potential, but which are weak early game, like Livewire, Fox, MD and so on. Teaching makes the training better, and with almost all stats at 85 and improving from the get-go, your IMP will almost always be the best trainer available, especially if you also feed them the magazines. Stealthy's main purpose is to improve the long range shooting game, by improving the chances to perform a stealth kill, but it's so marginally useful that you can replace it with Night ops or Auto weapons if you want.

1. Which Perks do you choose for your Leader Build?

2. Any suggestions for the rest of the Team?
I currently run:
- IMP (undecided/ AR)
- Barry (Demolition/ Shotgun)
- Livewire (Stealth/ Sniper)
- Buns (Support/ Sniper)
- Fox (undecided/ Sniper/AR)
- Open Slot (prob. Melee)
Laatst bewerkt door gotomato; 11 mei 2024 om 10:18
Origineel geplaatst door gotomato:
Origineel geplaatst door Trolleur_Durden:

-Leader build: Stealthy + Teaching.

This is my favourite IMP build, and probably the most straightforward. Put 0 in Mechanical/Explosives/Medical, strength or health at 40, everything else at 85. You end up with a very good firearm user straight out of the box, able to carry your starting team with ease on Ernie island and train efficiently a lot of good mercs with one or two lackluster stats. Later on, you transition into a sniper build which stays relevant the whole game. This allows you to invest in mercs with a lot of potential, but which are weak early game, like Livewire, Fox, MD and so on. Teaching makes the training better, and with almost all stats at 85 and improving from the get-go, your IMP will almost always be the best trainer available, especially if you also feed them the magazines. Stealthy's main purpose is to improve the long range shooting game, by improving the chances to perform a stealth kill, but it's so marginally useful that you can replace it with Night ops or Auto weapons if you want.

1. Which Perks do you choose for your Leader Build?

2. Any suggestions for the rest of the Team?
I currently run:
- IMP (undecided/ AR)
- Barry (Demolition/ Shotgun)
- Livewire (Stealth/ Sniper)
- Buns (Support/ Sniper)
- Fox (undecided/ Sniper/AR)
- Open Slot (prob. Melee)

Surprised you got Buns and Fox to work together. You will have to choose between the two in near future.

No real idea about the build. I would assume Teaching and Negotiation. High wisdom and leadership.

Whatever else depending upon what kind of battle style you would want. Close quarters for Melee, Auto weapons for battle riffles / smgs. Stealth for snipers. Forgot the one for pistols / shotguns but it's right next to full auto.

Ice is always a good merc. Blood for silent kills with his knife. Since you are going to train you might consider Nails. He can do explosives and mechanics. With training he is one of the best melee fighters in the game. Grizzly is a good heavy weapons guy once trained, as is meltdown if you can stand her mouth.
Vicky is best mechanic in the game.
Laatst bewerkt door ROE; 11 mei 2024 om 15:20
I decided to start again with a new roster, because my inner "monk" isn't satisfied.
Usually i want a well balanced team with all "roles" combat and "Out of Combat" (*OoC) and "social talents" present.
But i'm really unsure what the combat role of the "Leader" should be. Maybe Overwatch? I'm open for suggestions.

So far i'm thinking:
  1. IMP
    Combat: Open for Suggestions
    OoC*: Negotiator and Trainer

  2. Barry
    Combat: Explosives/Shotgunner
    OoC: disarm and secondary mechanic

  3. Meltdown Dunno about her. She is not very liked
    Combat: Heavy Weapons, maybe Overwatch perks?
    OoC: Psycho

  4. Igor/Blood/Ivan (later)
    Combat: Melee
    OoC: nothing special

  5. Livewire
    Combat: Sniper/Stealth
    OoC: Scoundrel Mechanic

  6. Fox/MD
    Combat: Support?
    OoC: Scoundrel Medic

Which Combat Role would Vicki fulfill?
Is dual wielding worth it?
Laatst bewerkt door gotomato; 12 mei 2024 om 0:24
I've been using Vicki as a sniper and haven't bothered with her dual wielding ability at all, although I do find Tex is pretty effective dual wielding his two custom pistols.
Origineel geplaatst door gotomato:
I decided to start again with a new roster, because my inner "monk" isn't satisfied.
Usually i want a well balanced team with all "roles" combat and "Out of Combat" (*OoC) and "social talents" present.
But i'm really unsure what the combat role of the "Leader" should be. Maybe Overwatch? I'm open for suggestions.

So far i'm thinking:
  1. IMP
    Combat: Open for Suggestions
    OoC*: Negotiator and Trainer

  2. Barry
    Combat: Explosives/Shotgunner
    OoC: disarm and secondary mechanic

  3. Meltdown Dunno about her. She is not very liked
    Combat: Heavy Weapons, maybe Overwatch perks?
    OoC: Psycho

  4. Igor/Blood/Ivan (later)
    Combat: Melee
    OoC: nothing special

  5. Livewire
    Combat: Sniper/Stealth
    OoC: Scoundrel Mechanic

  6. Fox/MD
    Combat: Support?
    OoC: Scoundrel Medic

Which Combat Role would Vicki fulfill?
Is dual wielding worth it?

A few suggestions:

-Meltdown is... slightly above average. Her unique perk is quite meh, but she's by far the "least worst" of all the available psychos, with solid well-rounded stats. However, she doesn't pair well with MD.

-Medic skill isn't really useful provided you know what you are doing and don't end every fight riddled with bullets. However, there's a few Medic checks here and there for some small bonuses and one of them is a Med 80 check tied to one of the main quests. It's not mandatory though, since you can do that quest without it, but keep in mind that Fox will need a bit of training/manuals to improve her subpar 69 Med skill in order to be a fully-fledged.

-For me, Vicky is mainly a secondary team mechanic. Being claustrophobic is a real issue in this game, because there's quite a few important underground areas, especially with the addition of the Ubahn, which is why it's best to put her in a secondary team meant to defend mines and towns.

-Fox is arguably the best stealth killer in the game thanks to her awesome unique perk, but she needs a bit of Marksmanship training to truly shine. Before that, she's much better with throwing knives thanks to her 100 Dex.

-Dual wielding is viable, nothing more. It's only useful on Fox and Vicky imo, and for different purposes. With two guns with silencers, Fox is much more reliable as a stealth killer, whereas Vicky can dish out quite a punishment with fully modded Glocks, but besides that, I wouldn't bother with it on Meltdown for example, except if you are struggling with ammo and looking for a way to spend your 9mm ammo instead of your precious rifle calibers.

-For melee, I prefer Blood over both Igor and Ivan.

Igor is quite decent right from the get-go and comes with well-rounded stats and a low level allowing you to build him in an optimal way, but his unique perk becomes irrelevant as soon as you get better ways to generate Grit.

Ivan's unique perk gives him the highest potential of all the available mercs, but I find him to be a bit "win-more". What I mean by that is that he comes with quite a few levels already and no melee perks, which means that you will need to gain a fair amount of XP to make him really melee relevant. Sure, once he's lvl 8 or so, he can chain-kill 25 soldiers in a row with ease, but by the time you get there, the game should be almost over anyway.

Blood is a fantastic melee character thanks to his unique perk giving him both damage and mobility, which allows him to close the gap with ease and makes him melee relevant right from the start. I tend to give him a shotgun early game and slowly transition into full melee once he gets a few levels.
While there's obviously a lot of flexibility in terms of viable IMP builds... The fact that there's only like 3-4 "high" leadership characters until you get gold, does kind of lend to having high leadership being more useful. Especially since 2 of the high leadership characters you can get without AIM gold are generally agreed to be among the worst characters in the game.

Actually not overall a fan of relying too much on the IMP to be honest. Despite the ability to minmax, the stat point distribution will always leave them quite a bit behind other mercenaries with comparable niches, and they have special abilities on top of that.

As a leadership based merc, they can at least buff better mercenaries and fill a niche that they only compete with bad mercs in, and 85 leadership is enough to pass probably every skillcheck in the game. Unlike say, Wisdom where 85 isn't even enough to pass every check on Ernie. With high leadership, you can easily drop your IMP out of your main squad once you get someone like Len or Scully and have your IMP just do support BS and hang back defending towns or whatever.
Fox is probably the best merc in the game as far as team play is concerned. She can open every combat with a free shot. Give her a .44 rifle, mod it with a quick scope, a silencer, and watch her work.

Also, her dual wield ability is crazy good. Take two anacondas, mod them with a quick scope, an extended barrel, and she turns into a crit machine with dex perks. She will also get two shots per round which is actually four. Vikki and meltdown are the same.

For the IMP I prefer a melee build, but any will do. If you don't like meltdown you could make your IMP a heavy weapons toon.
IMP is boring. Use for militia training so you can have someone interesting in squad instead.
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Geplaatst op: 29 jan 2024 om 22:05
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