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Fordítási probléma jelentése
Part of the fun of the game, for me at least, is to experiment with different ways to win spectacularly (or lose horribly).
I admit I take a bit less risks this time around, due to the much smaller pool of mercenaries available as compared to prior JAs, but I still do try to feel out the strengths and weaknesses if the situation allows for it.
The game rewards and punishes min/maxing to a great extent, especially when it comes to the perks; some combinations unlock amazing capabilities, and effectively render alternative playstyles for that merecenary to be effectively locked of, or at least incredibly ill-suited for changing the approach mid-to-late game...
But if you're starting out from a distance and afraid to get closer, then deliberately make an IMP with hand-to-hand skills and force that guy into melee. Learn what all that stuff you are scrapping for parts to trick out your sniper rifles could otherwise do.
And don't give up on the snipers--the sure do have their place. Just try not to use them in every inventory place. At least give someone a mortar or something to help mix up the types of deaths you cause!
If your merc has high aim, they can now headshot everyone.
If your merc has low aim, they have a weapon with great aim bonuses to help them actually hit.
If you're far away, they're likely the best weapon and you can just shoot at enemies while they have to get closer.
If you're close up, they're definitely not the best, but they're not terrible.
It's just kinda weird because they should not be acceptable general purpose weapons, but should be pretty specialized.
True general purpose weapon is the Commando with quick scope, extended mag, 5.56 armor piercing rounds, and under barrel grenade launcher.
When wearing light armour vest, fast runner, frog leaping, you can use Run and Gun like William Dafoe in platoon, shoot on the run at the enemy, then have the option to shoot again for the kill, or runaway to better cover. And for longer distance or enemy behind cover you have 40mm HE.
Besides which the point isn't that they're absolutely the best general-purpose weapons in the game, it's that they shouldn't even be in the running! A team of 6 people with snipers should feel like you have a weakness to compensate for by playing using special tactics, like taking a team of 6 melee mercs.
Instead it's mostly just kinda...fine.
Actually, that's not true. Thermal scope removes the cover bonus of a target at 3+ aim.
Makes no difference, we don't need later game weapons or 6 sniper mercs or 6 melee mercs. We just need to understand what perks and which weapons to equip.
One good setup merc is worth 6 sniper mercs or 6 melee mercs. I usually setup Flay with the Winchester 1894 sniper rifle and sharpened machete. We can see sniper rifle slung over his back.
With the sniper rifle, he could maybe take out one or maybe two enemy max during Turn 1.
With the sharpened machete, he can take out 4 enemy during Turn 1, and 3 more enemy during Enemy Turn. Total 7 enemy KIA. There are better killing options than just using sniper rifles.
Do we need to bring 6 snipers or 6 melee to any fight? If we just bring 1 or 2 snipers to any fight, the sniper rifle will be just fine, nothing to de-buff.
https://steamcommunity.com/sharedfiles/filedetails/?id=3167122920
https://steamcommunity.com/sharedfiles/filedetails/?id=3167126506
Currently things like melee or pistols feel like they have specific tradeoffs. If your entire team were using them, you'd need to make a special effort to play around this
They certainly aren't bad, but a melee-only game would feel like a challenge run because there'd be situations they are very lacking in and mercs they aren't good on.
Same with something like trying to only use machine guns.
Limiting yourself to just sniper rifles wouldn't really feel like a challenge run at all. You wouldn't be losing out substantially in mobility, you wouldn't have a terribly hard time at long range, you don't need particular high stats on your mercs to use them well, etc.
And that doesn't really feel right for sniper rifles. That's the thing that I think feels off rather than them necessarily being too strong.
In Higher difficulty, sniper mercs will take a lot more injury damage as the number of enemy scale up. One round of enemy 40mm tear gas to your snipers and they will lose some action points and require time to recover. Not exactly the most efficient use of sniper firepower. Just play in higher difficulty, there is no need to debuff the sniper rifle just for people who only play in First Blood.
You made this generalised statement; but you do not qualify this with any examples. For example, did you complete Eagles Nest with snipers only? In which difficulty level?
BUT we are playing Jagged Alliance. This restriction does not apply to any other JA game in the past.
What would you do half their damage? Then suddenly they are completely useless. They are fine as they are, having 1 or 2 snipers on your team plus machine gunner, melee, shotgun guy is way more fun anyways than boring slow 6 sniper teams.
Its a single player game not a competitive pvp game like call of duty and similar.
I dunno, that's what I said earlier and still no one has been able to respond.
Ignoring the fun factor, there are tons of better builds that are just straight up better than a sniper only team.
I think most players consider "slow and safe enemy kills" as OP, vs finishing the entire combat in just 1 or 2 turns with other builds. They probably feel that way because enemy AI tends to be very dumb and just rush headlong w/o cover towards the sniper from far away, enabling methodical pick offs.
Which again, still means this is NOT A PROBLEM with the weapon, but a problem with the enemy AI/equipment/etc.