Another tip to add is that you can re-hide your mercs after combat is started. They have to be out of line of sight and this can't be the turn they were revealed. If your stealth melee get caught, save some ap to run then around a corner to rehide. You can also set up brutal hit and runs if ambush with overwatch, disengage and hide and reset up another ambush.
@@Ic0nGaming i tried it especially with Mouse and fix they have a great dex are dort cheap and awsome moveable.... Only Thing ist i would Invest in a weak of marksmen Training. I pair them with MD Barry and livewire cause they wont Costa a Grande a day was into the Game have high wis and will learn fast paired with the imp the purrfect Team. Even thoug i also Love the skills of Mouse and fox you wont initiate Combat when she does Not Score a kill but suprisee so strong with stealth
@@rodebertrotklang7594 Yup, agree on that part fully. It has amazing range and one shot potential. Just quite crappy mid-combat without higher ground, but you can't have everything I guess.
my main strategy at the moment is stealth and sniper: first explore good positions and kill singled out enemies with a stealth expert (Mouse in my case), meanwhile bring snipers (Kalyna, Buns and my Imp) to high ground and have two close combat experts or grenadiers (Dr Q and Barry) if legion guys come to close. In the night with silencers and thermals i had a lot of fights without a lot resitance until now.
Leg shots can come in handy if you are facing multiple melee/close range foes that are tanky and you cannot kill them all. It can slow down their ability to rush you.
One thing to note about the shield icons indicating cover is that sometimes they will show as red instead of blue. This means you won't get the cover benefits if you are standing for example. Some places will only give cover if you are crouched or prone.
Great video, and others I see you have, will check them out. Thanks for putting it out there. I wish this game had a manual, even a colour-printed one..that would be so cool. I miss that from back in the day, some games had manuals that were works of art in their own right. Imagine a map you could fill out, with intel as you progress, etc. Yes, I am a bit wild! I see other comments talking about set-up, approach, positioning..ending up high-and-dry with seemingly impossible distances to cover during combat, too far away from the rest of squad.. I face the same challenge, but now, on my 2nd play - abandoned my first after taking my 2nd mine(with knowledge I wish I had when I started) - I am slowly finding myself being more situationally aware to think ahead. One thing I really think is missing is tactical pause. It can be finicky moving all the characters around in realtime, and it feels like sometimes clicks don't register, or sometimes moving the camera changes the level and I end up being noticed by enemy while accidentally climbing a ladder for eg. There is a pause mod, but I hear it can break the game. Not a risk I want to take, with the hours I will be putting in. The other thing is I wish there was a way to tab between mercs without the camera centering on them each time. It can be jarring adjusting your mouse position each time the camera jerks around whilst setting up stealth approaches when combat/discovery are imminent. Overall I love this game so far, even with all the nitpicks. I suggest everyone to do an initial playthrough with the mindset to fail, and try new things, don't be too serious, make bold choices, in preparation for a second, more serious and delicate playthrough. I foresee way too many playthroughs in my future 😅 Thanks again for the invaluable tips!
Intel and Notes are nebulous. 1) Talk to unnamed villager NPCs multiple times, talk to them all. These unnamed villagers will give you fragmentary intel which help you piece together the clues. 2) When assembling you primary team, try to have a negotiator, scoundrel and psycho. 3) I bet videos which feature quest resolutions would be popular. (Should I gather all Gran Chien's treasures or sell them when I find them?) 4) Gathering intel improves tactical mode overview and deployment.
AK-47s like to jam? That's an oxymoron. I have AKs on several of my mercs and they have never jammed. However I never let them get below 90% maintenance.
Way to go, sir. Also make sure to keep one of these Ak for Barry, while waiting for his FAMAS incoming, any real-time split-second action now... He gets to become such a shooter in the long run, I don't even understand why they spec him with a shotty in this game. Shotty is for Igor or Nails during unstealth missions.
@@PrimarchX Yeah, again, shotties as in "ten dead" by the devs. Shhh! don't tell me.. Let me guess... Reaper? Right? Gotcha! Ha, ha, ha! That clue you gave me was to much, too easy. Me? I have shotguns as back down wet puns : as Nettelson is on the set, in case you hadn't noticed. So Tex is kinda jealous too. If you want FOOL advantage of Nettelson's "ultimate" give him a shottyset on conic fire. Bam! You done with the mission. "you don't want these two on the same set, I'm in to say." Cynthia Guzzman, when asked about close encounters of the third hype, such as... Steroïd, as an example. Also, please don't trust Steroïd with your guinea pig's life : the man's so dum' he litterally couldn't remember how much ammo was left in his double-barrell, back in Jagged alliance 2. Thank the Lord I have Grizzly for competent suff hoarding and aslo machine guns. So forget about close encounters, as a matter of act, Grizzly's an actor. Tex is fine with it as Grizzly isn't an actor. But Tex not fine with Ron Higgens, as he's pretty sure ron Higgens is in fact Ron Swanson who put on a disguise to make a valiant come back pretending to be a humble LAPD keystone copwhile Tex deserved the whole scene for himself, this time, as was promised to him by Gus Tarball the myself, back when I told him : "I've seen a lot of things during my career, I've seen a cuban madlad pretending to be deaf to make his weight out of Florence Colorado unscathed, I've seen strip fighters who couldn't afford to pretend it's a game in front of their own full motion video wives, even. And now, close to retirement, I finally get to see first eye a Japan maglag pretending to be John Wayne to make his way IN Hollywood unscathed to play the role of hire fighter. Well.. That's how Tex ended up in A.I.M., basically. But shhhh!... 🤫 Everything having to do with Tex is very secret in this game. Except maybe for the fact his name is a play on "James Coburn"
@@PrimarchX Also, fist time in my life I ever get to hear about stealth oriented JA mercs needing backup weapons. Ever heard of PMM? shorter barrels for exquisite AP worthiness, maybe? no offence, (meaning the fence only), If your stealthy has a shotty as a back up weapon, then it's a waste of a backup and of ammo for 12g that I'm sure could be better used elsewhere. I'd rather have knives, or Blood and his infinite knives the himself for that matter at least they have a chance to kill before eeryone gets alarmed. Stealth shotty... Now please don't tell me you rely on sniper rifles to shoot padlocks with alarm from a safe distance, I might end up taking you seriously on this. Young genZ players thinking they know how to WAR need to realize X-Com gameplay is for kids only. This game here requires brainmatter, not "let's fill this slot with whatever weapon I have left for good measure without even considering the actual challenges at hand" Shotguns are not for "close encounters" that's a meme, or maybe a good oportunity to take advantage of some perk. But the shotty has a whole other usefullness. Now go spec your weapons, that'll give you an extra chance to see the light. Also, stealth : take a gun, shorten it, (2AP per shot!) silence it, red dot it. Use match ammo for that extra mile, double said extra mile during night sorties if you're night ops. Which you should be if you're stealthy, after all. No? Bam. Slick operator, not a noise, maybe only a Shadow you're not even sure was real : you done, pretty much to make sure it ends up rhyming with Sydney Nettelson.
my two cents (or nine), not in any particular order (more in replies): 1. use tactical view (hotkey o) to loot the map because it offers the best view angle and zoom out option 2. floors. most buildings have floors and roofs that can be climbed by your snipers 3. if your load takes more than usual it's a bug and you need to restart the game. don't bother waiting. 4. other than diamonds and diamonds you can't sell gear. so get used to dissassembling and upgrade your actual gear. 5. medpacks can be refilled so don't have more than one or two 6. divide your squad into snipers and close combat/spotters. that way you get flanking bonuses even if your close combat group stays hidden. 7. new starter tip - the cheap suppressor on the starter sniper rifle is only 20 parts and keeps your guys hidden as long as they one shot enemies. 8. longer contracts are much cheaper 9. livewire (merc) + scouting operation = permanent vision of the enemy on the map
@@-drey Yeah I discovered this yesterday and had some heavy WTF-feelings towards this but whatever. I appreciate that I don't get to forget again to mod my gun when it happens to cross my mind in the most unfitting moments possible :D
@@Ic0nGaming same :D:D. one last tip - i promise (sorry but i write them as i remember them - so minefields are a great source of materials . the way to navigate them is one grid tile at a time with your demo expert and the nearby mines are gonna be visible for disarming/looting - the tip being that I think the wisdom check is done per command. otherwise how do you explain longer movement orders never seem to detect mines :P
Thanks for this! Jagged Alliance 2 was one of my fav games back in the day. But my elder millennial brain just kept glossing over important info. You broke down the range/aiming system well.
you should make a movement/pre fight guide. I just picked up this game, and im struggling to figure out how i should move around the map, set up before engaging and doing stealth takedowns and that
actually groin and legs are the best combo to hit someone in the open. It literally just stops an enemy from doing anything for a turn. In that case they can neither move nor shoot back. Although I have no idea which parts have less percentage of being hit. Just try it
FYI line of fire can be deceptive. Just because you have a lof does not mean that you can fire freely. bullet can still hit obstacles right in front of your merc's face, especially when a merc is in prone
re Movement: Back in JA2 during combat there is Stealth (or Silent) Mode movement where my unit moves silently. In JA3, is "Hidden" the equivalent of "JA2's Stealth Mode"? Likewise, there was a RUN movement too; is there an equivalent here? Lastly, is vision reduced at night such that units are invisible after several squares away?
Hidden is stealthed. You get a warning when they are about to get caught, but as long as they have the hidden tag, they are fully stealthed. Running is not a thing anymore afaik. And iirc Night does reduce the accuracy from aiming or sth like this. I have no idea if it reduces the range of sight, but I'd assume as much. Needs some research on that end.
It was very explanatory, thank you. Would you please go over the economy in a similar way? I had to abandon my first playthrough because i ran out of money.
I'd love tips on how to set yourself up for success when outnumbered. I had a pretty rough fight in front of the bunker on the first island because the attacking force the outpost sends out reached that spot just as I did. I know it's not going to be the last time I have a fight like that and quick save and quick load only goes so far
Gotcha! To give you some food for thought until I'm done with recording this: When I have to fight against larger odds I always try to deal as much damage as possible in the first turn. Most of my save scumming revolves around a solid alpha strike (ideally taking down one dude in the first move and then kill 1-2 more in the same turn). If you get a good lead in turn 1 you can keep killing them while they trickle towards you. This and Overwatch. Smart use of overwatch decimates the follow up enemies. Well, I'll definitely do another vid about this topic, I hope this might help you out in advance! =)
Letting them come to you is a good tactic when the odds are against you. Ideally identify a choke point the AI must pass through to come to you. Be in cover and in stealth, set up overwatch (or at least take cover for more AP next turn). They will often run into your kill zone in dribs and drabs, so you can take them out piecemeal. You can see that tactic in action with the fight in island fort, if you repair and man the machine gun - it will almost solo the fight for you. More generally, when you don't have a heavy machine gun to back you up, remember that after each wave, you can reacquire stealth if they can't see your merc. But in the particular fight you mentioned, IcOnGaming's suggestion of being aggressive works best - I just managed to beat the timer for reinforcements being sent out. I did a kind of pincer movement with Buns with a long gun on the rocky height overlooking the bunker entrance, with my main force coming from the side in the jungle. The AI moved to engage my main force and after they were committed, Buns could flank them.
@@Ic0nGaming It actually helps me know I am on the right track. I've got my custom merc set up with a silenced sniper rifle to do sneak attacks. I usually headshot the most dangerous looking of the enemies and a bunch more run into the rest of the squad on overwatch. When I'm lucky I can use one or two characters to stealth pick off some of the enemies on the outside of the group before combat starts
Retreat to high cover and they will start to chase and get together - then shaped charges to chokepoint. Pretty cheese but I got out 6 by one shaped charge. Trust Barry.
Yeah, I love the mercs with their personality. The self made merc is very bland in comparison. So I rather took another one with all the story and stuff.
Solid tips! A point on aiming - you said you only go for headshots if the range is in the lower 25%. I don't think range is as big of a proplem as it seems, since I've had one of my guys wielding the Gold Fever sniper rifle and getting reliable headshots even at the extreme end of the weapons range. I initially thought that the range malus was scaling, so the further to the right it was, the worse the malus. But it seems like it's just a flat penalty, and as long as you have more + than - then you should still have a pretty decent chance. If this assumption is wrong, then I'd love to hear what other people have found.
Yeah I tend to be overcautious in tips regarding risk taking. Usually any shot with enough aiming within the 50% mark seems to be a solid chance for a hit judging from my experiments across the board. Ofc, Marksmanship and weather matters here a lot as well.
Why do people keep saying that handguns are better in close combat than any AR? They don't have better dmg, no better hit chance...so whats the advantage? AP cost (maybe 1 point difference...not much imho)? Can someone explain? 😵💫😭
Damage per single bullet is way higher than Assault Rifles. Usually Handguns have 15-20 dmg per bullet, while Assault rifles come with 12-15 damage per bullet. You can go for burst fire and theoretically outdamage the handgun, but you need to hit all 3 bullets. All in all you just get more average damage out of a single AP with handguns in close quarters than with the Assault Rifle. Nothing wrong with using AR in close quarters though.
Yeah, there's a lot of factory. Experience difference alone is a factor. Weather. Cover. Marksmanship 100 basically only states that you would hit really good under perfect circumstances. Perfect circumstances are very rare though.
JA3 doesn't give % of shot to land: well, unless you have the Mod from the developers themselves. Then it has all the %s for all the body locations etc. Comes with big game design caveats though, mainly about balance and the atmo the devs were going for (I suppose in contrast to the atmo a player wants vs some other player wants).
Does it still work like XCom's 95% chance to hit at point blank range with a shotgun?? (If you don't know, the meme is I just shoot the air above the target)
Another tip to add is that you can re-hide your mercs after combat is started. They have to be out of line of sight and this can't be the turn they were revealed. If your stealth melee get caught, save some ap to run then around a corner to rehide. You can also set up brutal hit and runs if ambush with overwatch, disengage and hide and reset up another ambush.
Thanks for this one! I'm currently experimenting with stealth combat myself so I'm appreciating =)
Even dropping prone behind a barrier, out of sight, will make you eligible to Hide on the next turn.
@@Ic0nGaming i tried it especially with Mouse and fix they have a great dex are dort cheap and awsome moveable.... Only Thing ist i would Invest in a weak of marksmen Training. I pair them with MD Barry and livewire cause they wont Costa a Grande a day was into the Game have high wis and will learn fast paired with the imp the purrfect Team. Even thoug i also Love the skills of Mouse and fox you wont initiate Combat when she does Not Score a kill but suprisee so strong with stealth
@@Ic0nGamingalso best weapons for early stealth is IMO the rifle 98 cause of armorpen range and the silencer
@@rodebertrotklang7594 Yup, agree on that part fully. It has amazing range and one shot potential. Just quite crappy mid-combat without higher ground, but you can't have everything I guess.
my main strategy at the moment is stealth and sniper: first explore good positions and kill singled out enemies with a stealth expert (Mouse in my case), meanwhile bring snipers (Kalyna, Buns and my Imp) to high ground and have two close combat experts or grenadiers (Dr Q and Barry) if legion guys come to close. In the night with silencers and thermals i had a lot of fights without a lot resitance until now.
Leg shots can come in handy if you are facing multiple melee/close range foes that are tanky and you cannot kill them all. It can slow down their ability to rush you.
One thing to note about the shield icons indicating cover is that sometimes they will show as red instead of blue. This means you won't get the cover benefits if you are standing for example. Some places will only give cover if you are crouched or prone.
Came to the comments to mention this. Good point, and not something terribly obvious in-game.
I thought red meant that position is flanked??
Great video, and others I see you have, will check them out. Thanks for putting it out there. I wish this game had a manual, even a colour-printed one..that would be so cool. I miss that from back in the day, some games had manuals that were works of art in their own right. Imagine a map you could fill out, with intel as you progress, etc.
Yes, I am a bit wild!
I see other comments talking about set-up, approach, positioning..ending up high-and-dry with seemingly impossible distances to cover during combat, too far away from the rest of squad..
I face the same challenge, but now, on my 2nd play - abandoned my first after taking my 2nd mine(with knowledge I wish I had when I started) - I am slowly finding myself being more situationally aware to think ahead. One thing I really think is missing is tactical pause. It can be finicky moving all the characters around in realtime, and it feels like sometimes clicks don't register, or sometimes moving the camera changes the level and I end up being noticed by enemy while accidentally climbing a ladder for eg.
There is a pause mod, but I hear it can break the game. Not a risk I want to take, with the hours I will be putting in.
The other thing is I wish there was a way to tab between mercs without the camera centering on them each time. It can be jarring adjusting your mouse position each time the camera jerks around whilst setting up stealth approaches when combat/discovery are imminent.
Overall I love this game so far, even with all the nitpicks.
I suggest everyone to do an initial playthrough with the mindset to fail, and try new things, don't be too serious, make bold choices, in preparation for a second, more serious and delicate playthrough. I foresee way too many playthroughs in my future 😅
Thanks again for the invaluable tips!
Barry's shaped charge for the win :D
Intel and Notes are nebulous.
1) Talk to unnamed villager NPCs multiple times, talk to them all. These unnamed villagers will give you fragmentary intel which help you piece together the clues.
2) When assembling you primary team, try to have a negotiator, scoundrel and psycho.
3) I bet videos which feature quest resolutions would be popular. (Should I gather all Gran Chien's treasures or sell them when I find them?)
4) Gathering intel improves tactical mode overview and deployment.
Great video and clear instructions. Thank you 👍🏼
AK-47s like to jam? That's an oxymoron. I have AKs on several of my mercs and they have never jammed. However I never let them get below 90% maintenance.
Way to go, sir. Also make sure to keep one of these Ak for Barry, while waiting for his FAMAS incoming, any real-time split-second action now... He gets to become such a shooter in the long run, I don't even understand why they spec him with a shotty in this game. Shotty is for Igor or Nails during unstealth missions.
@@messire9837 I have shotguns as backup weapons on my stealth-oriented stalkers. For close encounters...
@@PrimarchX Yeah, again, shotties as in "ten dead" by the devs. Shhh! don't tell me.. Let me guess... Reaper? Right? Gotcha! Ha, ha, ha! That clue you gave me was to much, too easy.
Me? I have shotguns as back down wet puns : as Nettelson is on the set, in case you hadn't noticed. So Tex is kinda jealous too. If you want FOOL advantage of Nettelson's "ultimate" give him a shottyset on conic fire. Bam! You done with the mission.
"you don't want these two on the same set, I'm in to say."
Cynthia Guzzman, when asked about close encounters of the third hype, such as... Steroïd, as an example.
Also, please don't trust Steroïd with your guinea pig's life : the man's so dum' he litterally couldn't remember how much ammo was left in his double-barrell, back in Jagged alliance 2.
Thank the Lord I have Grizzly for competent suff hoarding and aslo machine guns.
So forget about close encounters, as a matter of act, Grizzly's an actor. Tex is fine with it as Grizzly isn't an actor. But Tex not fine with Ron Higgens, as he's pretty sure ron Higgens is in fact Ron Swanson who put on a disguise to make a valiant come back pretending to be a humble LAPD keystone copwhile Tex deserved the whole scene for himself, this time, as was promised to him by Gus Tarball the myself, back when I told him :
"I've seen a lot of things during my career, I've seen a cuban madlad pretending to be deaf to make his weight out of Florence Colorado unscathed, I've seen strip fighters who couldn't afford to pretend it's a game in front of their own full motion video wives, even.
And now, close to retirement, I finally get to see first eye a Japan maglag pretending to be John Wayne to make his way IN Hollywood unscathed to play the role of hire fighter. Well.. That's how Tex ended up in A.I.M., basically.
But shhhh!... 🤫 Everything having to do with Tex is very secret in this game. Except maybe for the fact his name is a play on "James Coburn"
@@PrimarchX Also, fist time in my life I ever get to hear about stealth oriented JA mercs needing backup weapons. Ever heard of PMM? shorter barrels for exquisite AP worthiness, maybe?
no offence, (meaning the fence only), If your stealthy has a shotty as a back up weapon, then it's a waste of a backup and of ammo for 12g that I'm sure could be better used elsewhere.
I'd rather have knives, or Blood and his infinite knives the himself for that matter at least they have a chance to kill before eeryone gets alarmed.
Stealth shotty... Now please don't tell me you rely on sniper rifles to shoot padlocks with alarm from a safe distance, I might end up taking you seriously on this.
Young genZ players thinking they know how to WAR need to realize X-Com gameplay is for kids only. This game here requires brainmatter, not "let's fill this slot with whatever weapon I have left for good measure without even considering the actual challenges at hand"
Shotguns are not for "close encounters" that's a meme, or maybe a good oportunity to take advantage of some perk. But the shotty has a whole other usefullness. Now go spec your weapons, that'll give you an extra chance to see the light.
Also, stealth : take a gun, shorten it, (2AP per shot!) silence it, red dot it. Use match ammo for that extra mile, double said extra mile during night sorties if you're night ops. Which you should be if you're stealthy, after all. No?
Bam. Slick operator, not a noise, maybe only a Shadow you're not even sure was real : you done, pretty much to make sure it ends up rhyming with Sydney Nettelson.
my two cents (or nine), not in any particular order (more in replies):
1. use tactical view (hotkey o) to loot the map because it offers the best view angle and zoom out option
2. floors. most buildings have floors and roofs that can be climbed by your snipers
3. if your load takes more than usual it's a bug and you need to restart the game. don't bother waiting.
4. other than diamonds and diamonds you can't sell gear. so get used to dissassembling and upgrade your actual gear.
5. medpacks can be refilled so don't have more than one or two
6. divide your squad into snipers and close combat/spotters. that way you get flanking bonuses even if your close combat group stays hidden.
7. new starter tip - the cheap suppressor on the starter sniper rifle is only 20 parts and keeps your guys hidden as long as they one shot enemies.
8. longer contracts are much cheaper
9. livewire (merc) + scouting operation = permanent vision of the enemy on the map
Yup, agree on all of these. Didn't notice #8 myself yet, thanks =)
And the cheap suppressor is OP, it doesn't even have drawbacks I know of.
@@Ic0nGaming 10. not very useful but who knows: you can modify guns at any point, even during combat :D
@@Ic0nGaming my pleasure ! take care !
@@-drey Yeah I discovered this yesterday and had some heavy WTF-feelings towards this but whatever. I appreciate that I don't get to forget again to mod my gun when it happens to cross my mind in the most unfitting moments possible :D
@@Ic0nGaming same :D:D. one last tip - i promise (sorry but i write them as i remember them - so minefields are a great source of materials . the way to navigate them is one grid tile at a time with your demo expert and the nearby mines are gonna be visible for disarming/looting - the tip being that I think the wisdom check is done per command. otherwise how do you explain longer movement orders never seem to detect mines :P
go on gameplay settings and turn the shields to always on
Thanks for this! Jagged Alliance 2 was one of my fav games back in the day. But my elder millennial brain just kept glossing over important info. You broke down the range/aiming system well.
you should make a movement/pre fight guide. I just picked up this game, and im struggling to figure out how i should move around the map, set up before engaging and doing stealth takedowns and that
Yes, this is in the making =)
Yeah this part of the game and general qol really kills this game for me.
@@morioh6623 same. Kinda weird trying to go stealth around, just to get caught and having mercs in places where they need 16 turns to do something
Just a FYI. The high ground you were looking at on this map DOES work if you have a merc with a long range rifle
Hm, when I was experimenting around I didn't get a clear shot on those dudes. Good to know that I must've derped on the gun there.
actually groin and legs are the best combo to hit someone in the open. It literally just stops an enemy from doing anything for a turn. In that case they can neither move nor shoot back. Although I have no idea which parts have less percentage of being hit. Just try it
Thanks for the tips New to this game 👍
FYI line of fire can be deceptive. Just because you have a lof does not mean that you can fire freely. bullet can still hit obstacles right in front of your merc's face, especially when a merc is in prone
Yeah, very true. But at least you know you will have a position to effectively go into overwatch.
re Movement:
Back in JA2 during combat there is Stealth (or Silent) Mode movement where my unit moves silently. In JA3, is "Hidden" the equivalent of "JA2's Stealth Mode"?
Likewise, there was a RUN movement too; is there an equivalent here?
Lastly, is vision reduced at night such that units are invisible after several squares away?
Hidden is stealthed. You get a warning when they are about to get caught, but as long as they have the hidden tag, they are fully stealthed.
Running is not a thing anymore afaik.
And iirc Night does reduce the accuracy from aiming or sth like this. I have no idea if it reduces the range of sight, but I'd assume as much. Needs some research on that end.
It was very explanatory, thank you. Would you please go over the economy in a similar way? I had to abandon my first playthrough because i ran out of money.
Sure thing! Currently working myself through the game to get the intel together =)
WOW Thanks for this Tips really nice video colleague gaming youtuber , i subscribed keep up good work 💞👌😊👍
Are you Austrian?
Because these videos are like Christoph Waltz talking about JA3 which is just great.
lol. i was looking for this vid just now
same haha
I'd love tips on how to set yourself up for success when outnumbered. I had a pretty rough fight in front of the bunker on the first island because the attacking force the outpost sends out reached that spot just as I did. I know it's not going to be the last time I have a fight like that and quick save and quick load only goes so far
Gotcha! To give you some food for thought until I'm done with recording this:
When I have to fight against larger odds I always try to deal as much damage as possible in the first turn. Most of my save scumming revolves around a solid alpha strike (ideally taking down one dude in the first move and then kill 1-2 more in the same turn).
If you get a good lead in turn 1 you can keep killing them while they trickle towards you.
This and Overwatch. Smart use of overwatch decimates the follow up enemies.
Well, I'll definitely do another vid about this topic, I hope this might help you out in advance! =)
Letting them come to you is a good tactic when the odds are against you. Ideally identify a choke point the AI must pass through to come to you. Be in cover and in stealth, set up overwatch (or at least take cover for more AP next turn). They will often run into your kill zone in dribs and drabs, so you can take them out piecemeal. You can see that tactic in action with the fight in island fort, if you repair and man the machine gun - it will almost solo the fight for you. More generally, when you don't have a heavy machine gun to back you up, remember that after each wave, you can reacquire stealth if they can't see your merc.
But in the particular fight you mentioned, IcOnGaming's suggestion of being aggressive works best - I just managed to beat the timer for reinforcements being sent out. I did a kind of pincer movement with Buns with a long gun on the rocky height overlooking the bunker entrance, with my main force coming from the side in the jungle. The AI moved to engage my main force and after they were committed, Buns could flank them.
@@Ic0nGaming It actually helps me know I am on the right track. I've got my custom merc set up with a silenced sniper rifle to do sneak attacks. I usually headshot the most dangerous looking of the enemies and a bunch more run into the rest of the squad on overwatch. When I'm lucky I can use one or two characters to stealth pick off some of the enemies on the outside of the group before combat starts
Retreat to high cover and they will start to chase and get together - then shaped charges to chokepoint. Pretty cheese but I got out 6 by one shaped charge. Trust Barry.
FYI. Dr. Q. is absolutely the most op character.
I noticed you haven't taken the $6999 starter merc with manually customised stats
Yeah, I love the mercs with their personality. The self made merc is very bland in comparison. So I rather took another one with all the story and stuff.
I have heard the starter merc doesn't cost extra after the first payment though. Which might make up for the blank slate.
Solid tips!
A point on aiming - you said you only go for headshots if the range is in the lower 25%. I don't think range is as big of a proplem as it seems, since I've had one of my guys wielding the Gold Fever sniper rifle and getting reliable headshots even at the extreme end of the weapons range. I initially thought that the range malus was scaling, so the further to the right it was, the worse the malus. But it seems like it's just a flat penalty, and as long as you have more + than - then you should still have a pretty decent chance.
If this assumption is wrong, then I'd love to hear what other people have found.
Yeah I tend to be overcautious in tips regarding risk taking. Usually any shot with enough aiming within the 50% mark seems to be a solid chance for a hit judging from my experiments across the board. Ofc, Marksmanship and weather matters here a lot as well.
Why do people keep saying that handguns are better in close combat than any AR? They don't have better dmg, no better hit chance...so whats the advantage? AP cost (maybe 1 point difference...not much imho)? Can someone explain? 😵💫😭
Damage per single bullet is way higher than Assault Rifles. Usually Handguns have 15-20 dmg per bullet, while Assault rifles come with 12-15 damage per bullet. You can go for burst fire and theoretically outdamage the handgun, but you need to hit all 3 bullets.
All in all you just get more average damage out of a single AP with handguns in close quarters than with the Assault Rifle. Nothing wrong with using AR in close quarters though.
@@Ic0nGaming ok, thanks. So no hidden acc bonus to handguns or anything? That is a relief 😁
AK-47 Loves to JAM? WTF?
Mine did. But wasn't the gun, was the quality. My mistake ;)
Basically when they go below 60% things are really often jammy.
Just add a forward assist to make the AK jam less.
- NATO, probably.
The aiming is so inconsistent even with marksmanship 100.
Yeah, there's a lot of factory. Experience difference alone is a factor. Weather. Cover. Marksmanship 100 basically only states that you would hit really good under perfect circumstances. Perfect circumstances are very rare though.
JA3 doesn't give % of shot to land: well, unless you have the Mod from the developers themselves. Then it has all the %s for all the body locations etc.
Comes with big game design caveats though, mainly about balance and the atmo the devs were going for (I suppose in contrast to the atmo a player wants vs some other player wants).
Does it still work like XCom's 95% chance to hit at point blank range with a shotgun?? (If you don't know, the meme is I just shoot the air above the target)
Good video, you talk a little too boring
the Source material does not help with that