Great video for beginning players! Here's some comments based on my own playthroughs: A good perk to take with a high Leadership Merc is Teacher Training militia is often a necessary expense and it can take quite a lot of time. A high Leadership and Teacher shaves off hours from the time and much of the time you might want to train militia 4 times to obtain a full squad of elites on those crucial towns and diamond mines. Having a high Marksmanship makes your merc a great trainer for this important stat. There are many mercs with great skills whose main drawback is a poor Marksmanship score. Training can take a lot of time and few marksmen are good trainers. With your merc you can bring your cheaper mercs up to speed pretty quickly. Especially if you listened to this video (and you should!) and have maxed out your other attributes. This makes your merc an all-purpose trainer for those stats. Another good perk is Stealthy Stealth kills are pretty powerful and you can go to the Hunter's Camp in C5 to buy the powerful Dragunov Sniper Rifle pretty early. It will make clearing early fights much easier with your merc picking off so many of their stragglers.
In JA2, the way you answered questions, determined your end build, and players would memorize the sequence of answers to get the build they wanted. I think Haemimont wanted to avoid that in JA3.
Holy shit. I once tried a run with Raider because I wanted my squad to have a teamate with the leader role and he is the only option at the beginning. It was my longest run and so I became accustomed to 5~6 hours travel time between sectors. Imagine my surprise when in my next run, the highest leadership member I had, had around 20 and travel times were 12 hours long. I knew something wasn't right but I hadn't made the connection with the leadership stat. Thanks a lot for pointing that out!
Learning about Leadership makes me want to restart my current 20 hour game. I would probably be a lot farther if I had traveled the map faster. Very helpful videos, you deserve more Subs.
Thanks! Every time I learn something new in this game, it makes me want to restart. That's probably the reason why I'm still on Ernie Island! Good luck and have fun!
I have come across one instance of negotiator early in the game. You can get a bunch of parts from Basil in his initial conversation, "help us help you" and he gives you 20 parts.
@@bitsizedgamer8698 I like your uplifting personality! For me it's deciding which merc to recruit and left old one behind. And of course I'll be following your custom character build. It's so good!
In my experience psycho doesnt givr additional chat option but the char sometimes switches to full auto, which turbed to be amazing when you ambush a ton of enemies
Thanks! I haven't actually played with a psycho character yet. In JA2, I loved Meltdown, but I've found ambidextrous is not as powerful as it was in JA2. I wish it was though - I can imagine Meltdown holding two Uzi's and going full berserker auto mode. It would be glorious!
@@mladenorsolic370 Thanks! I assumed it was the case because of the tooltip, but I haven't actually found a case yet for it. But of course, I still haven't left Ernie Island.
Psycho's also have a chance to refuse to renew their contracts with you if you bore them, aka if you go long periods of time without any fighting. So keep that in mind when hiring them (or just make your I.M.P your Psycho)
2:30 Dexterity guides Hit Chance for Melee; at least if we believe the tooltip to Steroid's special talent . 😉 - That, afaik, still uses Dex. ^^ - Strength for determining the damage. Partly for this reason, Grizzly and Steroid make terrible melee combattants; as okay their stats may actually be for going Full Auto. Edit: 11:00 So, sorry for the small insider, Leadership really channels the inner Stonewall Jackson. ^^
@@rodebertrotklang7594 this is what I'm looking for! To save money, I'm gonna hire recruit only with high Dex, but their marksman will be in the 60. Does this mean I'll be sacrificing damages over accuracy? Hmm
I have a strong bias towards Teacher. Because even if you have another in the squad, the bonus to training ops is worth ~20pts of Leadership, and applied before the calculation for your leadership skill. And since you have high Leadership, you will be training. So be maximally efficient. Always.
I can understand that bias. I contemplate it, but there is an opportunity cost at the tactical level: It means you can't take a perk that will help you win tough fights. Since I have the most fun in fights, I have a strong bias towards those perks.
I wonder if the travel time isn't a bug or something. The original squad had a speed of +27% and the second had a speed of +60%. It looks like a 60% squad speed means that you only need 100 - 60 = 40% of the base time. I haven't seen speeds and travel times calculated like that before. A 100% speed bonus would mean that you can travel anywhere instantly.
Thanks! I have not done the math. I assume there's a formula somewhere, but just don't want to spend the time to figure it out. (I was just trying to calculate in my brain while recording the video LOL).
The math does seem to work out the way I described. The base travel time is around 14 hours, and it's multiplied by .72 in the first case, and .4 in the second. I would definitely label this a bug that ought to be fixed. If some character had 99 leadership, they'd take only 3 hours to make the trip, which is ridiculous.
@@shawngillogly6873 Thanks! Yes, the game was designed with this in mind. I don't think it will be nerfed. It gives real value to Leadership. Otherwise players would probably only put a minimal amount into Leadership.
Yeah, I think that would be the way to go, if you plan to do early game all-melee while training up your marksmanship during the game. I might try that in a future let's play.
Great video for beginning players!
Here's some comments based on my own playthroughs:
A good perk to take with a high Leadership Merc is Teacher
Training militia is often a necessary expense and it can take quite a lot of time. A high Leadership and Teacher shaves off hours from the time and much of the time you might want to train militia 4 times to obtain a full squad of elites on those crucial towns and diamond mines.
Having a high Marksmanship makes your merc a great trainer for this important stat. There are many mercs with great skills whose main drawback is a poor Marksmanship score. Training can take a lot of time and few marksmen are good trainers. With your merc you can bring your cheaper mercs up to speed pretty quickly. Especially if you listened to this video (and you should!) and have maxed out your other attributes. This makes your merc an all-purpose trainer for those stats.
Another good perk is Stealthy
Stealth kills are pretty powerful and you can go to the Hunter's Camp in C5 to buy the powerful Dragunov Sniper Rifle pretty early. It will make clearing early fights much easier with your merc picking off so many of their stragglers.
Thanks for the pro tips!
Answering the I.M.P questions should give a Talent...
In JA2, the way you answered questions, determined your end build, and players would memorize the sequence of answers to get the build they wanted. I think Haemimont wanted to avoid that in JA3.
ty fren, good advice. i like the simple human conversational style of your videos. feels personal imo.
Thank you!
Holy shit. I once tried a run with Raider because I wanted my squad to have a teamate with the leader role and he is the only option at the beginning. It was my longest run and so I became accustomed to 5~6 hours travel time between sectors.
Imagine my surprise when in my next run, the highest leadership member I had, had around 20 and travel times were 12 hours long.
I knew something wasn't right but I hadn't made the connection with the leadership stat. Thanks a lot for pointing that out!
Thanks! Yeah, the first time I discovered it - I had the exact same response.
That leadership map speed tip is very helpful!
Agreed!
Thanks!
@@Jeff-cn9up Thanks!
Wisdom is raised by spotting stuff.
Thank you! I did not know that! Thanks!
Learning about Leadership makes me want to restart my current 20 hour game. I would probably be a lot farther if I had traveled the map faster. Very helpful videos, you deserve more Subs.
Same 😅
Thanks! Every time I learn something new in this game, it makes me want to restart. That's probably the reason why I'm still on Ernie Island! Good luck and have fun!
Thanks!
I have come across one instance of negotiator early in the game. You can get a bunch of parts from Basil in his initial conversation, "help us help you" and he gives you 20 parts.
Thanks for the tip! I'll use it in my next playthrough or the next time I stop by Ernie village, which is pretty frequent these days.
@@bitsizedgamer8698 I like your uplifting personality!
For me it's deciding which merc to recruit and left old one behind. And of course I'll be following your custom character build. It's so good!
@@condorX2 Thank you!
Negotiator and Scoundrel activate far more often than Psycho. I've only seen one quest where psycho actually has value.
Leadership save travel time in half from 20 hours to 5 and time is money 😮
Great insight
Exactly. Time is money! Thanks!
good vid, thanks for making it
Thanks! And You're Welcome!
Formula for travel time bonus is (max team LDR-25)%, so +60% with a 85LDR merc
Thanks for the tip!
In my experience psycho doesnt givr additional chat option but the char sometimes switches to full auto, which turbed to be amazing when you ambush a ton of enemies
Thanks! I haven't actually played with a psycho character yet. In JA2, I loved Meltdown, but I've found ambidextrous is not as powerful as it was in JA2. I wish it was though - I can imagine Meltdown holding two Uzi's and going full berserker auto mode. It would be glorious!
@@bitsizedgamer8698 i stand corrected, it does both, yesterday i had my char 1st time do a psycho check in conversation
@@mladenorsolic370 Thanks! I assumed it was the case because of the tooltip, but I haven't actually found a case yet for it. But of course, I still haven't left Ernie Island.
Psycho's also have a chance to refuse to renew their contracts with you if you bore them, aka if you go long periods of time without any fighting. So keep that in mind when hiring them (or just make your I.M.P your Psycho)
@@smward87 Thanks for the pro tip! I was thinking the easiest way to have a psycho on the squad is yes, make your Imp one.
2:30 Dexterity guides Hit Chance for Melee; at least if we believe the tooltip to Steroid's special talent . 😉 - That, afaik, still uses Dex. ^^ - Strength for determining the damage. Partly for this reason, Grizzly and Steroid make terrible melee combattants; as okay their stats may actually be for going Full Auto. Edit: 11:00 So, sorry for the small insider, Leadership really channels the inner Stonewall Jackson. ^^
Thanks for this info! I agree 100%!
not only that, dex also gives stealth.kill chance but also, the aim-click effectiveness so snipers NEED to have high dex
@@rodebertrotklang7594 this is what I'm looking for!
To save money, I'm gonna hire recruit only with high Dex, but their marksman will be in the 60. Does this mean I'll be sacrificing damages over accuracy? Hmm
Steroid is my pack mule. I'll occasionally use him to surpress the enemy or use him as a bait coz his accuracy sucks
@@rodebertrotklang7594 100% Agree.
Pretty much exactly like how I used to make my JA2 IMPs
I have a strong bias towards Teacher. Because even if you have another in the squad, the bonus to training ops is worth ~20pts of Leadership, and applied before the calculation for your leadership skill. And since you have high Leadership, you will be training. So be maximally efficient. Always.
I can understand that bias. I contemplate it, but there is an opportunity cost at the tactical level: It means you can't take a perk that will help you win tough fights. Since I have the most fun in fights, I have a strong bias towards those perks.
Weird, mine won't let me do all 85 on all but strength, maybe they patched something?
That's very strange and not working as intended, since this is something you could do even in JA2.
I wonder if the travel time isn't a bug or something. The original squad had a speed of +27% and the second had a speed of +60%. It looks like a 60% squad speed means that you only need 100 - 60 = 40% of the base time. I haven't seen speeds and travel times calculated like that before. A 100% speed bonus would mean that you can travel anywhere instantly.
Thanks! I have not done the math. I assume there's a formula somewhere, but just don't want to spend the time to figure it out. (I was just trying to calculate in my brain while recording the video LOL).
The math does seem to work out the way I described. The base travel time is around 14 hours, and it's multiplied by .72 in the first case, and .4 in the second.
I would definitely label this a bug that ought to be fixed. If some character had 99 leadership, they'd take only 3 hours to make the trip, which is ridiculous.
@@Empiro3 Remember that it's a game :)
It's not a bug. It's as intended, currently. I suspect it'll be nerfed eventually.
@@shawngillogly6873 Thanks! Yes, the game was designed with this in mind. I don't think it will be nerfed. It gives real value to Leadership. Otherwise players would probably only put a minimal amount into Leadership.
Watching the video at 0.5 speed is stunningly hilarious
if you are daring enough... you Could get away with something like... 85 in ALL attributes, when you drop the MM which trains more like a skill!
Yeah, I think that would be the way to go, if you plan to do early game all-melee while training up your marksmanship during the game. I might try that in a future let's play.
Use cheat engine, make an all 85 IMP
Thanks for the comment! Trying to play it straight!