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Not everyone is playing on Baby Mode.
Probably some missing tuning.
I'm certainly not.
But hey, not everyone's running in guns blazing and using full auto at everything, or having their entire "strategy" consisting of just overwatch traps either.
I'm playing at Commando difficulty but I intend retry at Normal difficulty. And didn't used the forgiven mode.
I'm also surprised by how much I see people saying they are running out of ammo in JA3, I haven't had absolutely any ammo issues so far and there seems to be plenty to be found around, haven't crafted any either yet. Granted, I did donate the machinegun from the initial island to the town and haven't found any since until just now, still need to repair this new one I've found, guess I'll see how my ammo supply will be after that : )
Just one more point why I consider JA1 better than JA2, even if JA2 is a lot more impressive, but also a lot less well tuned on its rules.
YES you can now create your own AMMO! doesn't anyone think this is a total improvement, i don't need to rely on Bobby Ray imports!
You can only:
- Modify ammo you found, to change them in a special type if you have the crafting material no way common.
- Or create ammo from scratch, but it's half broken for now because the crafting material base is very rare. And I know you can get it from explosives but they are very rare it's not base grenades plus it requires another rare crafting material.
2. Loot is heavily random on ammo type requested.
Second point, I decided to give a last try in my current play before pause the game for later and let some time to dev to clean some aspects.
So it' sector with ghost, very fast there's two dead bodies trapped, each with a good weapon. At first try, Commando because I forgot low down as planed after a load with this difficulty level in the save. In second body I found a cool weapon with ammo I had plenty.
But despite moving with care and step by step because of possible traps, I got the whole group blasted. Side note, add formations setup when moving by group, despite Barry was at front it didn't work properly because the formation is a stupid square.
So reloaded and this time reminded change difficulty, and what gave me the game 2 weapons requesting 7.62 OTAN ammo when I had 2. Facepalm.
Really curious I tried load back multiple time and check again to quote it was totally random lol. It's saying a lot on dev that gave up manage ammo, it's pure random and up to player to manage with what he has.
For me that's bad design, and at least for such fixed important loot it should not be random, nor should be so random the ammo drop/loot. I hope the dev will tune that. I suppose later game it's less important but during first phases that's bad.
ammo, medicines, equipment, weapons via the website. Also much more realistic.
This mercenary group is an impoverished bunch of garbage collectors.
Their starting capital alone is less than my current account.
They ABSOLUTELY need to add Bobby Ray's. Crafting ammo does not cut it. It takes way too long and costs way too much. I guess it's an ok mechanic for upgrading from standard to special purpose loads but we should be able to buy all the standard ammo we want.
If in JA1 you could really have an ammo management along a time, it's not just because many drops wasn't random but also because there was only a small set of ammo type so controllable.
In JA3 the amount of ammo type make it impossible to manage. So the solutions seem limited:
- A shop where buy any ammo. It removes any scarcity aspect to make it a small management aspect including take it in account in budget.
- A way to craft ammo on any type, but then the game needs ensure provide the material to craft them, moreover some players complained on the craft time very high and showing the dev don't expect it as a serious ammo source.
- Not control ammo types, but ensure the player has a diversity of weapons using any ammo type and not make that too RNG. So it will give a feeling of scarcity even if not really by switching to weapons for which you have ammo.
I don't see other way, and I agree with some other posts in this thread or some other on ammo problems, gave up and give soon enough a shop to buy any ammo type at a reasonable price.
Crafting will generate many side problems. And ensure player has weapon diversity will be problematic with variable team(s) size and the amount of ammo type.
Perhaps there's another way or perhaps even the problem is enough under control but then I really don't see how because my small tests on loot RNG was smashing even if I realized it was not full RNG, for example a weapon with many specific mods dropped multiple times with all same mods, or a weapon I never saw before always dropped with some ammo.