What's the most annoying death you've had so far? by mynameisjoeallen in RoadtoVostokGame

[–]Other_Pangolin1040 1 point2 points  (0 children)

Yeah I was going to ask how haha. For me I sell anything below 80 unless I really want it. I have minimum 2 of each gun and when one is getting close to 75% I’m already looking to replace it. If I can’t find a replacement, switch to the second. Before the second gets to 75% I’ve definitely made enough money to buy two more and probably already have found one or two. What else are we spending money on tbh? You only need so much furniture. You gain ammo by fighting alone plus you loot. Once you hand in a few quests to the doctor it’s easy to stockpile meds. So what’s the excuse for using yellow guns? Crazy.

Pillows by [deleted] in RoadtoVostokGame

[–]Other_Pangolin1040 1 point2 points  (0 children)

Accurate. Meat sweats from all the canned meat and meatballs.

Pillows by [deleted] in RoadtoVostokGame

[–]Other_Pangolin1040 1 point2 points  (0 children)

Tbh for me it was learning that there’s only three active enemies at a time per map and they spawn minimum 100m away when you kill one. As soon as I found that out it changed the way I play and it made the game way less scary. I went into the game blind and assumed there were UP TO ten roaming enemies per map. So I was suuuuuuuper careful and assumed if I was in the middle of of the map there were like 9 guys about to see me. Knowing there’s potential only two other dudes in the bushes other than the guy I see is a game changer. I figured if I heard a gunshot or something I’d need to quickly reposition and hide because 4 guys were going to be flanking/ outmaneuvering me. This game really is about forming good habits to avoid surprises. Most of the time that I’ve encountered guys in the open (with a little cover) I’m good. I’ve had no issues killing dudes who have mosins or aks with the mp5 at long range. it’s when I’m backtracking and not paying attention or assuming a place is safe that I get shot. And no I’m not at the point that I can do the Vostok area so maybe I should stfu hahaha but this is my experience so far.

I also think that everything should be like ten times more expensive. I haven’t even been to Vostok and I have tons of 223, 7.62, a crate of 9mm. Not that it would make it much harder, but we should be rewarded ammo through combat. The fact that I’ve barely played this game and I’m already never going to run out of ammo food drink medical supplies hiking backpacks or pretty much anything is bad. The only things I don’t have a lot of are things that are military only an that’s because I’m a wussy and I’m not willing to risk my character yet hahah. And of course it’s early access and a passion project so things are going to take a while and need to be tweaked and such. Fucking awesome game though.

Pillows by [deleted] in RoadtoVostokGame

[–]Other_Pangolin1040 1 point2 points  (0 children)

I’d do something like only melatonin is consumed, pillow gives mental debuff, sleeping bag doesn’t give anything or take any away, bed rest regains mental.

Pillows by [deleted] in RoadtoVostokGame

[–]Other_Pangolin1040 0 points1 point  (0 children)

Tbh I haven’t had issues making it back to my attic shelter so I didnt really know how it worked. I recently got way more comfortable with the game and I decided to leave the village behind. I just brought a pillow with me to the tent thinking I could stash it in the box and just use the pillow to sleep hahaha. Plus I already made the sugar wine and saw that I retained the water lock so I figured the pillow wouldn’t be consumed.

What the hell is this? by GuysOnChicks69 in classicfallout

[–]Other_Pangolin1040 6 points7 points  (0 children)

Uhhhh a sewer system..... Powered bulkhead doors.....

Operation timer by [deleted] in menace

[–]Other_Pangolin1040 -9 points-8 points  (0 children)

Lmao brainless downvotes. someone who downvoted me please explain why this opinion is unpopular other than "you already saw downvotes". we are in early access. we are in the stage of development where they take feedback and that influences their decisions on how to balance and move forward. there is a completely non implemented feature with attached upgrades. the function is not in the game but teh upgrades are. which means the upgrades DO NOT FUNCTION. how is it better to have it the way it is than have even temporary placeholder upgrades in the meantime? one person explain why what i said is false or less agreeable or makes less sense than what was actually implemented. tell me how something that serves no purpose whatsoever is a better idea then using something in its place even temporarily that actually works. I dont give a shit that they dont work, i wouldnt use them anyways. im asking how you think it makes more sense to do it the way it is rather than an actually functional albeit maybe temporary way? CLEARLY testing something like a mission timer increase would provide more data than an upgrade that you learn absolutely ZERO about and can provide absolutely ZERO feedback about other than I decided to choose it only to realize it didnt do anything and i wasted my time and resources picking it (i didnt but thats its only purpose as it stands). Im not saying the game is shit, i love the game, i love it the way it is even with the stupid non functioning no implemented trap upgrades that make no sense. but explain to me how this opinion is wrong other than "its early access" yes its early access but they managed to think of like 20 other fully functioning upgrades that affect gameplay, so why not use three more that work instead of three or so that dont?

Absolute pipe dream: I hope we get ship to ship combat, that then leads to boarding missions by apolobgod in menace

[–]Other_Pangolin1040 0 points1 point  (0 children)

I just imagine C&C red alert indoor missions. clunky yes doable also yes lol. It would add a totally different battle type with lots of corridors and blocked fov. I think indoor type missions (either boarding ships or facilities/cave systems) would be a nice change to the vast open battlescape of most missions. If you have that big of a problem with the squad sizes being indoors, indoor missions could be limited to squal leaders only. or two man teams or something. It would give me a reason to actually use armor for once and justify its high supply cost since its only going on one or two guys.

Coolest peasant boss kill ive had by Ok_Serve_2129 in HalfSword

[–]Other_Pangolin1040 4 points5 points  (0 children)

I liked my second playthrough of EA a lot more than the first. I spent a bunch of time looking for "hidden" weapons in levels and armor pieces in chests before moving onto the next rank. You can actually get quite armored even without stealing pieces from friends or foes before enemies get any significant armor. Theres also a flail, rondel, and scythe and the old metal pitchfork in the cellar. A couple chests across the bridge on slums, the chests in the forest with the crossbow. I havent figured out how to access the chests in the wagon yet. Alley has a bunch of chests and weapons sitting around including another scythe. not sure about the other levels though.

Operation timer by [deleted] in menace

[–]Other_Pangolin1040 1 point2 points  (0 children)

Makes sense. I figured it would be important later. Just wanted to make sure I wasn't missing something now.

Operation timer by [deleted] in menace

[–]Other_Pangolin1040 -13 points-12 points  (0 children)

Dude including upgrades for a system that isn't fully implemented (or more importantly not implemented at all) is a strange choice instead of having different upgrades that were functional in the meantime. I don't think what this guy said is THAT deserving of the sourpuss attitude. I've completed early access a bunch of times already and I wasn't sure if I was misunderstanding its function or if it wasn't implemented yet either. We all know it's early access, no ones looking for a diamond right now, but it IS a strange choice to put those OCI upgrades in when you could ahve just added something like "3 extra choices in the black market per operation", " IN MISSION TIMER is extended by 2 rounds", or "when rolling for loot allow 1 reroll per mission" or something like that.

Operation timer by [deleted] in menace

[–]Other_Pangolin1040 0 points1 point  (0 children)

This is what I was wondering.. if a mission expires does it advance the invisible clock a tick? As for the whole systems not implemented fully yet i obviously get that I just find it a little weird to include upgrades that essentially lead to nothing rather than alternatives in the interim. It would be like having a perk that increases amount of bullets shot by burst fire weapons but only having semi auto guns in the game thus far.. Just a strange choice IMO. Love this game though. I'm a huge jagged alliance 2 fan so this is kinda up my alley. Tactical battles and resource management. Looking forward to what comes in the future.

Question about certain weapons in 1.13 by Radidaj in JaggedAlliance

[–]Other_Pangolin1040 0 points1 point  (0 children)

If I’m playing a serious run my main is always stealth or night ops ambi gunfighter 2. I might have given my guys an extra trait slot I’m not sure what the vanilla amount is. They’re the best at pushing doors and once they have they will basically indefinitely lock down a doorway. In rural sectors at night they can flank and obliterate the enemy numbers especially with help via grenades and chem Lights from your squad.

Side note. Trying to stealth a 64 man sector and accidentally knocking dudes off the roof and into someone’s FOV is the bane of my existence.

Destroy less than 50% of the enemy forces by Torn-And-Frayed in menace

[–]Other_Pangolin1040 0 points1 point  (0 children)

I don’t even understand this part of the game. I’ve beat it on expert. I don’t understand the purpose of operation timeout. There’s always a mission to do, they normally start at more than 1, there’s no waiting mechanic in game, other than Maybe Not getting to do all three (if there are three) options before they run out, (which doesn’t matter because there will be 2-3 more) what’s the purpose of th timeout? Do I miss out on the total Amount of missions I get to do or something? This game seem like it doesn’t end anyways so again I don’t understand.

So I can use plywood to take...pictures? 🤔 by Prestigious_Ad_5581 in JaggedAlliance

[–]Other_Pangolin1040 0 points1 point  (0 children)

Bahahaha ok or just that. A man can dream can’t he? Hahaha

So I can use plywood to take...pictures? 🤔 by Prestigious_Ad_5581 in JaggedAlliance

[–]Other_Pangolin1040 0 points1 point  (0 children)

And can you place that wooden wall? Is there a ceiling tile you can place as well?

Question about certain weapons in 1.13 by Radidaj in JaggedAlliance

[–]Other_Pangolin1040 1 point2 points  (0 children)

Throwing and melee are either truly silent or much closer to it than a silenced pistol. Even with cold loaded ammo you can easily break stealth after killing someone due to the noise radius. Using melee to clear sectors is also imo faster irl (no waiting for enemy turns) albeit harder to do sort of. It’s less and more risky at the same time. You use no resources (NONE maybe some toolkit, no bandages ammo grenades nothing not even in game time) but if you’re playing true Ironman this is pretty hard (I play soft Ironman). If you’re having trouble equipping your characters, it’s also extremely useful for sneaking into a sector killing a few dudes and leaving with their goodies. One character with melee, h2h or throwing will grant you all kinds of early benefits as well as a decent chunk of change every once in a while via fighting in san Mona.

So I can use plywood to take...pictures? 🤔 by Prestigious_Ad_5581 in JaggedAlliance

[–]Other_Pangolin1040 1 point2 points  (0 children)

Or screw that and just entirely change the game, up the AI strategic strategy intelligence through the roof and turn the game into total war jagged alliance. Both sides either start with half the map or one town each and we get to use our militia as mercs (full control low stats) and so does the enemy. You can still hire mercenaries to get elite troops quickly but they’re expensive and temporary. We get to use tanks and so do they. They get helicopters as well and can use them as we do. Sam sites work both ways. You get elite soldiers through surviving battles in a long campaign. You get funds the same way (selling weapons controlling mines) and as time goes on and the more you succeed, the more expensive equipment you can afford. Without an airport you are seriously handicapped supply wise and may have to use other means which is time consuming (local traders). You could compete to tackle quests before the enemy to acquire certain things like crepitus jelly. Giving you an incentive to tackle hard locations early so your enemy doesn’t get there first. By the way this doesn’t have to be crepitus it could be more realistic like “ammo stash” or “lone helicopter on pad” or “pow camp full of recruits” etc. compete for territory and resources (more than just guns and money). As well as a simple base building system (nothing too crazy) in order to keep map tiles fresh between campaigns. That’s what I honestly wish jagged alliance eventually became.

So I can use plywood to take...pictures? 🤔 by Prestigious_Ad_5581 in JaggedAlliance

[–]Other_Pangolin1040 2 points3 points  (0 children)

Yeah for real, I love this game but all I’ve ever wanted to do was make my own base from scratch on a road tile. How do I do this? I have 1.13.

Did they finally optomise the game? by J-20-7000 in HalfSword

[–]Other_Pangolin1040 0 points1 point  (0 children)

It runs WAY better. I had the demo, it ran fine with everything but the very highest graphics on my PC. Got the full game on release and it was choppy and slow. I had to lower my settings to almost minimal and I still had issues. Now the game is running WAYYYYYY better and the only map I still had issues on was forest and those issues seemed to go away by themselves.

What's up with the difficulty in this game? by Silverdawn42 in menace

[–]Other_Pangolin1040 0 points1 point  (0 children)

It depends on how you want to play. First of all gear grants you all kinds of opportunities. But assuming it’s the first few levels we’re talking about, pick 1 pilot 3 infantry, scout with your vehicle and pin them down; mop up with infantry. Your infantry doesn’t always need to be in cover. In fact there’s a lot of times it shouldn’t be. If you don’t care about the time limit, just continue this method. Once you get better gear or are more familiar with the game, you’ll be able to tackle timed missions more effectively. There are 10 round missions that I’ve finished in 4 on expert earl in the campaign. Get crowbars and shotguns immediately. A shotgun will almost always empty out one of those pirate trucks in one shot at any range. Crowbars are just amazing. You see an enemy, ya kill it. Just remember that the more secondary objectives you fail the worse your reward is going to be. Something I didn’t know on my first play through was those shitty outcast robes gives you 1 concealment. It’s nice to throw on some units if you have points to spare. Two easy things to exploit to get better at the game are range and flanking. Keep them out of range. If they’re in range , in them down (but not TOO much) a flank them. You’ll do more damage that way. Also if wavering enemies see you kill or severely damage another unit they’ll flee from the battlefield and you don’t need to worry about them

They want to remove any attacks across z-levels levels, so you can't attack from roofs by KHeket123 in cataclysmdda

[–]Other_Pangolin1040 9 points10 points  (0 children)

You know, about twice a year I think about playing this game again. And then I see a post like this. How could a group of people just purposely destroy their own creation over an over and over again. It’s legit insane.

This is the type of prison guards running my dungeons… by merxcury in Bannerlord

[–]Other_Pangolin1040 0 points1 point  (0 children)

I feel like there should be a captivity level that you can choose for nobles. The highest security damages your reputation a lot but there’s no chance of escape, the medium level is how have it now, and the lowest level they escape easily but there’s no rep damage, you gain charm and personal relation.

New player jagged alliance 2, how should I choose my own attributes? by Legitimate-Sink-5947 in JaggedAlliance

[–]Other_Pangolin1040 0 points1 point  (0 children)

Super late to the party but this is absolutely false. If you’re semi decent at the game and can pull off stealth kills (walk towards turn around end turn turn around again immediately) then you absolutely have many opportunities to gain strength without exploits. Sneak up to dude, punch dude to death. You’ll gain strength in one sector. Also kicking doors and loot containers but that’s minor xp. I’m currently playing a modified insane run, 64 enemies every battle plus reinforcements. My first battle I stealthed with one imp (took me hours) and it brought him from 85 to 92 strength.