Sufyan: I'd love to see the "ambush" feature (which is functionally a kind of overwatch, not an ambush) changed and have it be an "interrupt" where your character halts the opponent mid action and let you spend your remaining APs on movement or attacking before the opponent gets to finish their move. Yeah, I'm a miniature wargamer.
I think we've got a
Jagged Alliance 2 fan; but then who could blame you?
Sufyan: The first shot should be made by a tough character up front with an assault rifle (if you can make it two, even better!), then the sniper is even further back just picking off enemies as they rush in to kill your assault rifle guys.
That's pretty much what I do every fight now.
Have a character with 14 CI+ (such as Angie) take the opening shot.
Leave your other characters even further behind her.
- Combat Starts -
Angie normally gets the first turn
(in Arizona at least) You can either fire another shot and have her retreat back to your other squad members with her remaining AP
Or leave her up front to get swarmed.
Your other rangers will be busy taking Ambush shots at the enemies as they approach.
Usually dead/half-dead by the time they become a problem.
Prioritize enemies like:
grenadiers, melee, pistol, smg users who tend to swarm.
Rifle and heavies usually go for cover.
I find myself pumping up
Outdoorsman on Vulture's Cry just to skip as many repetitious World Map encounters as possible.
Tweaks to weapon/item progression, better armor mechanics, hand-placed loot, funnier combat taunts and less HP bloat & filler combat - might just be enough to patch over the cracks.
Compulsively opening all the container types on each map filled with random garbage isn't the most exciting activity in the world... it's almost like something out of a MMORPG.
Just who leaves a safe in the middle of a field for example ?!? Feels like a quick and lazy approach.
I wish they would've stuck with the MSPE d6 system =\