Jagged Alliance 3

Jagged Alliance 3

View Stats:
OKOK Aug 13, 2023 @ 9:32pm
So i go back and played Crossfire.
After playing JG3 for 4 time. Going back to crossfire feels way too different. Crossfire i use fox alone to clear 4 areas until i get enough cash for second mec. Clock 17/18 and SMG is the king in cross fire. Hitting enemy will reset their attempt to shot back. This alone is very important to interrupt enemy attack.
SNIPER are aiming time is too long, so getting interrupt by getting hit will disable snipers.
In crossfire every weapon have it's role.
Short range. Pistol/SMG/Shotgun. Interrupt interrupt. Assault rifle will never get a shot off.
Medium range Adv shotgun still work as miss shot fly everywhere and hit nearby target and disrupt them. Assault rifle is the king here.
Out of view is where Sniper is the king. Slowly kill everything with headshot.


If we put interrupt into JG3. getting hit not only reduce HP, it reduce next turn AP. this should be fun to try.

Other ideas
Hv Sniper need to prone to shoot.
Light sniper need crouch to shoot.
Assault?HMG get negative aim from shooting from standing.
< >
Showing 1-14 of 14 comments
Butterside down Aug 13, 2023 @ 10:14pm 
Its different here when you walk up to someone and shoot them in the face with your last AP. But the enemy has one hit point left and its his turn. oops. Interrupt reducing AP, might make sense in a turn base game.
Hopper Aug 14, 2023 @ 12:50am 
I liked Back in Action and Crossfire(even with the bugs...), the combat system was a lot of fun.

There definitely needs to be more AP penalties for getting shot. I think every shot should cause Suppression(-4 AP) and Bleeding(-1 AP), and they should stack. Get shot twice and you wont be doing much on your next turn...
[ScrN]PooSH Aug 14, 2023 @ 1:45am 
First, let's remember that Crossfire was yet another attempt to resurrect JA2 - and yet another one that failed.

Basically, you are suggesting to make the game even easier: even if your merc failed to kill an enemy, the latter wouldn't be able to shoot back due to AP reduction. It will make stealth even more OP. While the suppression mechanics can be enhanced (current non-stacking -4AP is nothing), making hits to reduce both HP and AP will break the entire gameplay.
OKOK Aug 14, 2023 @ 2:17am 
Easy? u must be joking right unless you are always playing the sneak and snipe game.
Try rush next to enemy before battle trigger. than u will know what interrupt mean to u.
[ACPL] Jon Aug 14, 2023 @ 2:37am 
Met the "Composer" mercs already? Brahms, Handel, Mendelsson (& so on) teams?

See how much AP you have next turn after soaking in a burst or two from them.

I win battle after battle in 1 or 2 turns simply because I bring 3:1 numberical advantage and I shred enemies enough so that they can't effectively retaliate due to AP shortage.
Last edited by [ACPL] Jon; Aug 14, 2023 @ 2:38am
Hopper Aug 14, 2023 @ 3:01am 
Originally posted by ScrNPooSH:
Basically, you are suggesting to make the game even easier: even if your merc failed to kill an enemy, the latter wouldn't be able to shoot back due to AP reduction.
Don't forget it'd works both ways. Those light grazes from enemy fire could quickly shut your mercs down. It's how it works with the full suppression system of JA2 1.13, and on there the bullets don't even need to hit you to effect you.

It makes the game harder, not easier. You often need your teammates to save you when you come under fire.
[ScrN]PooSH Aug 14, 2023 @ 3:36am 
Nothing works both ways because enemies are dumb. Before 1.03, one MG could eliminate the entire enemy squad. Despite "working both ways", enemy MG barely could land a single hit because players are not so stupid to run through the overwatch area.

The 1.13's Suppression system is fantastic and makes perfect sense, but at the same time is ridiculously overpowered. You could continuously lay down suppressive fire, leaving the enemies without any AP. Then use other mercs to get closer and eliminate the targets without any resistance. I never saw the enemies do the same, even when using new "enhanced" AI. At least, it was the case in 7609. I didn't play the recent versions.
Hopper Aug 14, 2023 @ 4:15am 
Try JA2 Vengeance: Reloaded. The enemies on there are extra trigger happy and will often pin you down. Using cheesy tactics like camping all your mercs in a room and letting the enemy come to you rarely works on JA2: VR because the enemy will just riddle the building with bullets.

Originally posted by ScrNPooSH:
Despite "working both ways", enemy MG barely could land a single hit because players are not so stupid to run through the overwatch area.
That single hit will help the AI a lot if it causes their target to be suppressed and bleed. If suppression stacks, two hits and your machinegunner will be out of action since the recent patch change.

Yeah, the AI is dumb, but changing the combat system will be a good way of improving them.
Being shot or bombed needs to be more punishing to the player, otherwise the AI has no hope of taking you down past the mid-game.

Restrict more weapon attachments. It's no wonder the AI has no chance when most players are running around with suppressed sniper machineguns...

Oh and give the AI more grenades, grenade launchers, mortars, etc, so the player can't just camp in one place and overwatch.

Allow the AI to use stealth and possibly even get stealth kills on our mercs.
Originally posted by ScrNPooSH:
Nothing works both ways because enemies are dumb. Before 1.03, one MG could eliminate the entire enemy squad. Despite "working both ways", enemy MG barely could land a single hit because players are not so stupid to run through the overwatch area.

The 1.13's Suppression system is fantastic and makes perfect sense, but at the same time is ridiculously overpowered. You could continuously lay down suppressive fire, leaving the enemies without any AP. Then use other mercs to get closer and eliminate the targets without any resistance. I never saw the enemies do the same, even when using new "enhanced" AI. At least, it was the case in 7609. I didn't play the recent versions.

However that is the correct and realistic tactic.
dump a lot of bullets to the enemy, and then flank them.

It is not Overpowered, it just did what it should.
suejak Aug 14, 2023 @ 6:22am 
Yeah, that's not overpowered. It's actual tactics and could be balanced by ammo scarcity.
seems legit' Aug 14, 2023 @ 10:56pm 
It's a game for kids by a team of kids (it's become clear from the voiceover) who haven't played the original JA because it's over 20 years old now. You shouldn't expect or demand advanced mechanics and perfect balance from this particular title, it's more like a fun comix book, and it seemed to me the team declares this themselves when you're starting a new game. As a standalone fun story it's more compelling than the sequel, and it certainly doesn't deserve to be compared to the original.
zloba Aug 14, 2023 @ 11:11pm 
Originally posted by seems legit':
It's a game for kids by a team of kids (it's become clear from the voiceover) who haven't played the original JA because it's over 20 years old now. You shouldn't expect or demand advanced mechanics and perfect balance from this particular title, it's more like a fun comix book, and it seemed to me the team declares this themselves when you're starting a new game. As a standalone fun story it's more compelling than the sequel, and it certainly doesn't deserve to be compared to the original.

This is nonsense. Ian Curry himself is one of the JA3 designers. He can seen in devblogs talking about design choices.
seems legit' Aug 14, 2023 @ 11:24pm 
Originally posted by zloba:
This is nonsense. Ian Curry himself is one of the JA3 designers. He can seen in devblogs talking about design choices.

Curry is a writer on the Jagged Alliance 3 team: he helped with the story, quests, characters, mercenaries and dialog. In particular, the game designer is proud of the work done on the NPC conversation system, which has become much deeper.
:steamhappy:
Of course it got deeper now because the original game had almost no dialogs and few quests. But there was a deep tactical component. What can u say about the size of the maps? Or about weapon modding system where the laser sight appears out of the trash? The cartoonishness of this tittle can only be denied by a lunatic (or kid lol).

Curry adds that any Jagged Alliance should have a global strategy layer, solid tactical gameplay, character interaction, and a story. The Haemimont staff, being fans of the series, understand this as well.
:steamhappy::steamhappy::steamhappy:
SOLID TACTICAL GAMEPLAY yyyyeah
zloba Aug 14, 2023 @ 11:55pm 
Originally posted by seems legit':
Originally posted by zloba:
This is nonsense. Ian Curry himself is one of the JA3 designers. He can seen in devblogs talking about design choices.

Curry is a writer on the Jagged Alliance 3 team: he helped with the story, quests, characters, mercenaries and dialog. In particular, the game designer is proud of the work done on the NPC conversation system, which has become much deeper.
:steamhappy:
Of course it got deeper now because the original game had almost no dialogs and few quests. But there was a deep tactical component. What can u say about the size of the maps? Or about weapon modding system where the laser sight appears out of the trash? The cartoonishness of this tittle can only be denied by a lunatic (or kid lol).

Curry adds that any Jagged Alliance should have a global strategy layer, solid tactical gameplay, character interaction, and a story. The Haemimont staff, being fans of the series, understand this as well.
:steamhappy::steamhappy::steamhappy:
SOLID TACTICAL GAMEPLAY yyyyeah

I should've realised you are a bot when you said that the designers haven't played JA. My bad, good bye.
< >
Showing 1-14 of 14 comments
Per page: 1530 50

Date Posted: Aug 13, 2023 @ 9:32pm
Posts: 14