Posted November 27, 2014
***GAMEPLAY SPOILERS EVERYWHERE***
I'm a big fan of the turn-based tactics genre and have been having a blast with Jagged Alliance 2. At the moment I'm playing vanilla 1.12 but am considering switching to 1.13 due to some tactical issues with 1.12. There are a few questions where I hope the veteran players can weigh in. My questions all relate to 1.12, but I'm open to hearing about whether 1.13 might fix or continues to have these issues.
I have captured Drassen, Chitzena and Cambria, my Drassen mine has run dry and I have the Drassen and Cambria SAM sites.
Interface
Let's start with the easiest. People say that the GOG version of JA2 includes the Gold Pack updates. I've heard that the Gold Pack includes added features like line of sight from various squares. Some hotkey lists for the 1.12 gold version say that the End key allows you to see line of sight from the cursor. However, in the GOG version, the End key only shows me the line of sight for the selected merc. Nothing I've tried shows me what I want. Am I missing something here? Is it that the GOG version does not actually have the Gold Pack updates, or am I not doing something right?
Also, is there a way to turn on the grid? Sometimes the perspective makes it hard to see whether my merc actually is behind cover and the grid would be really handy. At the moment I have to use my cursor to align the grid manually.
Sniping
I have a sniper rifle with a range of 80 squares, but my merc's line of sight is probably about 30 at most. It seems they can still fire at unseen enemies as long as we have a spotter. I've noticed that it's less accurate when the target is out of the sniper's field of view, although attachments like the scope and laser sight seem to help a bit.
My question is: How much less accurate is it? I suspect the sniper rifle's probably not worth using, due to the issues further below about use of a spotter.
Door campers
Is there a viable strategy against door campers?
In the Cambria SAM site I've cleared the map except for the two-layered security building. The outer layer had two enemies camping behind a closed door. Making noise didn't lure them out.
It didn't seem to matter how we open the door, whether we use the handle or use a shaped charge, the merc crouches right in front of it and gets shot up by the campers. So what I did was load up my door man with the best armour and set the other 2 mercs on the team to prone behind him. It seems to be luck of the draw whether our mercs get the first turn or whether the enemies get the first turn. Even if we get the first turn, there are interrupt possibilities for the enemy.
I thought about whether this problem could be solved if there was a feature to force an early switch to turn-based mode, so that we can open the door during our turn. But it wouldn't solve the underlying problem of the enemies getting interrupts when we open the door.
There was only one enemy facing the door and luckily he only had a one-shot rifle. My door man survived and together they took out the enemy. But we could hear sounds coming from the corridor adjacent to the door so I knew there was another enemy there waiting to get a shot off the moment my merc stepped through. What I did was pop smoke, wait for it to expand, and then got all 3 of my mercs through the door and prone facing the corridor where the enemy was. The smoke cleared and turn-based mode began, with similar issues about luck of the draw on who gets the first shot.
I'd contemplated planting some TNT and blowing a hole in the building, but I want to learn to deal with this situation better in general. TNT is rare and there isn't enough for all the situations we might need it. In many of those situations, it's possible there are civilians in there. It also doesn't solve the problem that, once the bomb goes off, the enemy might get the first shot. I think this hurts the realism a bit because in a realistic scenario, the mercs would just chuck a flashbang down the corridor before charging in, but the grenade physics in JA2 isn't that versatile. The flashbang idea didn't work because the side corridor was so long. Also, grenades aren't always available (i.e. for sale) when these situations arise. And even when they do become available, the stocks at Bobby Ray's are quite small compared to how often we might need to use them. Realistically, we'd need to use a flashbang down every unknown corridor in hostile territory.
I had a similar situation in taking the hospital in Cambria. There was a sealed corridor with closed doors and the enemies were camping. I knew they were there and set up my entire squad in preparation, but opening the door was a big risk for the door man.
So here's a summary of my issues with door campers:
* Even if we know they're there and make the best possible preparation, the enemy might get the first shot and kill the merc who opens the door.
* Some doors have long corridors running along them. The first merc who crouches/crawls through risks getting shot and killed.
* Grenades and explosives aren't always a viable option due to scarcity, civilians, indestructible terrain or range. Also, the enemy may still get the first shot.
So my question is: What am I doing wrong? What can I do better? What's a viable strategy for handling these situations?
I know that saving and reloading is a simple approach, but I'd rather play it right than rely on luck. And higher level mercs might have more luck with interrupts, but it still seems to be overly reliant on luck, especially considering the frequency of these situations and when facing high level elites.
I'm a big fan of the turn-based tactics genre and have been having a blast with Jagged Alliance 2. At the moment I'm playing vanilla 1.12 but am considering switching to 1.13 due to some tactical issues with 1.12. There are a few questions where I hope the veteran players can weigh in. My questions all relate to 1.12, but I'm open to hearing about whether 1.13 might fix or continues to have these issues.
I have captured Drassen, Chitzena and Cambria, my Drassen mine has run dry and I have the Drassen and Cambria SAM sites.
Interface
Let's start with the easiest. People say that the GOG version of JA2 includes the Gold Pack updates. I've heard that the Gold Pack includes added features like line of sight from various squares. Some hotkey lists for the 1.12 gold version say that the End key allows you to see line of sight from the cursor. However, in the GOG version, the End key only shows me the line of sight for the selected merc. Nothing I've tried shows me what I want. Am I missing something here? Is it that the GOG version does not actually have the Gold Pack updates, or am I not doing something right?
Also, is there a way to turn on the grid? Sometimes the perspective makes it hard to see whether my merc actually is behind cover and the grid would be really handy. At the moment I have to use my cursor to align the grid manually.
Sniping
I have a sniper rifle with a range of 80 squares, but my merc's line of sight is probably about 30 at most. It seems they can still fire at unseen enemies as long as we have a spotter. I've noticed that it's less accurate when the target is out of the sniper's field of view, although attachments like the scope and laser sight seem to help a bit.
My question is: How much less accurate is it? I suspect the sniper rifle's probably not worth using, due to the issues further below about use of a spotter.
Door campers
Is there a viable strategy against door campers?
In the Cambria SAM site I've cleared the map except for the two-layered security building. The outer layer had two enemies camping behind a closed door. Making noise didn't lure them out.
It didn't seem to matter how we open the door, whether we use the handle or use a shaped charge, the merc crouches right in front of it and gets shot up by the campers. So what I did was load up my door man with the best armour and set the other 2 mercs on the team to prone behind him. It seems to be luck of the draw whether our mercs get the first turn or whether the enemies get the first turn. Even if we get the first turn, there are interrupt possibilities for the enemy.
I thought about whether this problem could be solved if there was a feature to force an early switch to turn-based mode, so that we can open the door during our turn. But it wouldn't solve the underlying problem of the enemies getting interrupts when we open the door.
There was only one enemy facing the door and luckily he only had a one-shot rifle. My door man survived and together they took out the enemy. But we could hear sounds coming from the corridor adjacent to the door so I knew there was another enemy there waiting to get a shot off the moment my merc stepped through. What I did was pop smoke, wait for it to expand, and then got all 3 of my mercs through the door and prone facing the corridor where the enemy was. The smoke cleared and turn-based mode began, with similar issues about luck of the draw on who gets the first shot.
I'd contemplated planting some TNT and blowing a hole in the building, but I want to learn to deal with this situation better in general. TNT is rare and there isn't enough for all the situations we might need it. In many of those situations, it's possible there are civilians in there. It also doesn't solve the problem that, once the bomb goes off, the enemy might get the first shot. I think this hurts the realism a bit because in a realistic scenario, the mercs would just chuck a flashbang down the corridor before charging in, but the grenade physics in JA2 isn't that versatile. The flashbang idea didn't work because the side corridor was so long. Also, grenades aren't always available (i.e. for sale) when these situations arise. And even when they do become available, the stocks at Bobby Ray's are quite small compared to how often we might need to use them. Realistically, we'd need to use a flashbang down every unknown corridor in hostile territory.
I had a similar situation in taking the hospital in Cambria. There was a sealed corridor with closed doors and the enemies were camping. I knew they were there and set up my entire squad in preparation, but opening the door was a big risk for the door man.
So here's a summary of my issues with door campers:
* Even if we know they're there and make the best possible preparation, the enemy might get the first shot and kill the merc who opens the door.
* Some doors have long corridors running along them. The first merc who crouches/crawls through risks getting shot and killed.
* Grenades and explosives aren't always a viable option due to scarcity, civilians, indestructible terrain or range. Also, the enemy may still get the first shot.
So my question is: What am I doing wrong? What can I do better? What's a viable strategy for handling these situations?
I know that saving and reloading is a simple approach, but I'd rather play it right than rely on luck. And higher level mercs might have more luck with interrupts, but it still seems to be overly reliant on luck, especially considering the frequency of these situations and when facing high level elites.
Post edited November 28, 2014 by ForgottenTrope