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I am playing the JA2 demo. This is a wonderful game, just the right balance of complexity and playability. I could use help with the following:

1) I am not sure what is happening with the 'interrupt'.

2) When you administer medical aid to a wounded merc is this a one time thing? Does it do any good to give more medical help on subsequent turns?

3) Sometimes when I put the crosshairs cursor over an enemy it turns into a heart that says things like 'strong' or 'weak'. Does this mean this enemy is already wounded and is giving their condition?

4) I keep trying to throw grenades and blowing my own mercs up. When a grenade is thrown does it always go up in the air and then come down or is it possible to throw one into a building or from one room into another inside a room?

5) What is the proper procedure for reloading? I put my weapon in my off hand, pick up the reload, magazine or whatever, in my right - and do what?

6) When I want to transfer an item from one merc to another, how do I do it? The only way I've figured out to do this so far is for the merc who has the item to drop it and another merc to pick it up.

Thanks
1. An interrupt is when your merc or the enemy end his/her turn with enough AP and subsequently the opposing forces come to his view, he/she might or might not got a chance to react (shoot, run, change stance) to the enemies movements, main factor to this happening AFAIK are mainly from experience level of the said enemy or merc and of course his/her point of view, it might also happens if the merc hear some suspicious noises. That said it is a powerful tools to lay waste to your enemies or getting butchered by the enemies, since after the interrupt it's your turn again (after the whole enemy turn finishes).

2. Medical aid on battle only serves to fully bandage the wound suffered during battles, each merc has a health bar besides their portrait, red means current HP, yellow means lost HP due to wounds, and pink is lost HP but it's already bandage. Left untreated your wounded merc can bleed to die. So it is important to treat the wound with first aid kit. There are no way to replenish HP in battles, saves from using a regen booster, but it is a rare item. When you first aid your merc it might take more than 1 turns, but after the wounds bandaged, no yellow bar remaining it's of no use to further administer medical aid on said merc.

3. Yes, that is the projection of the enemies remaining HP, AFAIK it goes from Excellent --> Strong --> Healthy --> Wounded --> Poor --> Critical --> Dying --> Dead enemies. Not every enemies start from Excellent, they all have different max HP each and it can jump from Excellent to Dead in a single shot.

4. It is possible to throw to building through door and/or windows, when throwing grenades pay attention on the red projected crosshair of the grenade, red means probable thrown, grey means impossible throw. Always pays attention to grenade blast radius none shown just don't throw too close to your merc.

5. Just pick the magazines and put them on top of your weapons then click it, remember to use the correct ammo type and it does take AP when done on battles. The games automatically put you on reload mode if your help weapon are empty when you tried to shoot with it.

6. In tactical screen (inside map) put the two mercs close together, open the inventory and pick the item you want to transfer and click it on top of the merc you want to pass the item to. Or drop to ground and pick it up. On Strategical screen (where the big map shows), click the boxes under the merc portrait to open the inventory pages and pick the item you want to transfer and press right or left to go to the inventory of the merc you want to transfer the item to, on a side note the mercenaries must be on the same sector to transfer the item and they must not be on travel. You can also open and sector inventory pages and transfer the item through there, just right click on the sector in the map and select inventory.
Post edited January 03, 2014 by Shaaka
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Shaaka: 1. An interrupt is when your merc or the enemy end his/her turn with enough AP and subsequently the opposing forces come to his view, he/she might or might not got a chance to react (shoot, run, change stance) to the enemies movements, main factor to this happening AFAIK are mainly from experience level of the said enemy or merc and of course his/her point of view, it might also happens if the merc hear some suspicious noises. That said it is a powerful tools to lay waste to your enemies or getting butchered by the enemies, since after the interrupt it's your turn again (after the whole enemy turn finishes).

2. Medical aid on battle only serves to fully bandage the wound suffered during battles, each merc has a health bar besides their portrait, red means current HP, yellow means lost HP due to wounds, and pink is lost HP but it's already bandage. Left untreated your wounded merc can bleed to die. So it is important to treat the wound with first aid kit. There are no way to replenish HP in battles, saves from using a regen booster, but it is a rare item. When you first aid your merc it might take more than 1 turns, but after the wounds bandaged, no yellow bar remaining it's of no use to further administer medical aid on said merc.

3. Yes, that is the projection of the enemies remaining HP, AFAIK it goes from Excellent --> Strong --> Healthy --> Wounded --> Poor --> Critical --> Dying --> Dead enemies. Not every enemies start from Excellent, they all have different max HP each and it can jump from Excellent to Dead in a single shot.

4. It is possible to throw to building through door and/or windows, when throwing grenades pay attention on the red projected crosshair of the grenade, red means probable thrown, grey means impossible throw. Always pays attention to grenade blast radius none shown just don't throw too close to your merc.

5. Just pick the magazines and put them on top of your weapons then click it, remember to use the correct ammo type and it does take AP when done on battles. The games automatically put you on reload mode if your help weapon are empty when you tried to shoot with it.

6. In tactical screen (inside map) put the two mercs close together, open the inventory and pick the item you want to transfer and click it on top of the merc you want to pass the item to. Or drop to ground and pick it up. On Strategical screen (where the big map shows), click the boxes under the merc portrait to open the inventory pages and pick the item you want to transfer and press right or left to go to the inventory of the merc you want to transfer the item to, on a side note the mercenaries must be on the same sector to transfer the item and they must not be on travel. You can also open and sector inventory pages and transfer the item through there, just right click on the sector in the map and select inventory.
What excellent and comprehensive replies! Thank you very much.
No Problem, hope it helps.
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Emala: I am playing the JA2 demo. This is a wonderful game, just the right balance of complexity and playability. I could use help with the following:

1) I am not sure what is happening with the 'interrupt'.

2) When you administer medical aid to a wounded merc is this a one time thing? Does it do any good to give more medical help on subsequent turns?

3) Sometimes when I put the crosshairs cursor over an enemy it turns into a heart that says things like 'strong' or 'weak'. Does this mean this enemy is already wounded and is giving their condition?

4) I keep trying to throw grenades and blowing my own mercs up. When a grenade is thrown does it always go up in the air and then come down or is it possible to throw one into a building or from one room into another inside a room?

5) What is the proper procedure for reloading? I put my weapon in my off hand, pick up the reload, magazine or whatever, in my right - and do what?

6) When I want to transfer an item from one merc to another, how do I do it? The only way I've figured out to do this so far is for the merc who has the item to drop it and another merc to pick it up.

Thanks
A couple of extra tactical points with your questions that may help you:

1) Interrupts are your friend, if you are hidden round a corner, it's not a bad idea to leave at least one merc with full AP, facing the right way, this will probably mean that if someone comes around the corner that merc will get an interrupt. The reason this has so much impact is that being shot costs you (or in this case them) AP. So even though they come around the corner with enough AP to unload a burst into you, even if your point blank head shot doesn't kill them, it's unlikely they'll still have enough AP.

5) Try as much as possible to reload outside of the turn based combat, you can combine two half full clips to be one full clip. This is free when in real time, so make sure that all guns are as fully loaded as possible while your mercs are hiding somewhere.
avatar
Emala: I am playing the JA2 demo. This is a wonderful game, just the right balance of complexity and playability. I could use help with the following:

1) I am not sure what is happening with the 'interrupt'.

2) When you administer medical aid to a wounded merc is this a one time thing? Does it do any good to give more medical help on subsequent turns?

3) Sometimes when I put the crosshairs cursor over an enemy it turns into a heart that says things like 'strong' or 'weak'. Does this mean this enemy is already wounded and is giving their condition?

4) I keep trying to throw grenades and blowing my own mercs up. When a grenade is thrown does it always go up in the air and then come down or is it possible to throw one into a building or from one room into another inside a room?

5) What is the proper procedure for reloading? I put my weapon in my off hand, pick up the reload, magazine or whatever, in my right - and do what?

6) When I want to transfer an item from one merc to another, how do I do it? The only way I've figured out to do this so far is for the merc who has the item to drop it and another merc to pick it up.

Thanks
avatar
wpegg: A couple of extra tactical points with your questions that may help you:

1) Interrupts are your friend, if you are hidden round a corner, it's not a bad idea to leave at least one merc with full AP, facing the right way, this will probably mean that if someone comes around the corner that merc will get an interrupt. The reason this has so much impact is that being shot costs you (or in this case them) AP. So even though they come around the corner with enough AP to unload a burst into you, even if your point blank head shot doesn't kill them, it's unlikely they'll still have enough AP.

5) Try as much as possible to reload outside of the turn based combat, you can combine two half full clips to be one full clip. This is free when in real time, so make sure that all guns are as fully loaded as possible while your mercs are hiding somewhere.
Both good ideas wpegg. Thanks.