Tacticular Cancer: We'll have your balls

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Let's Play Jagged Alliance 2 (Update 9: Chitzena...problems)

Discussion in 'Codex Playground' started by Overweight Manatee, May 28, 2010.

  1. spekkio Cipher

    spekkio
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    Click here and disable ads!
    Yeah, increase the brightness for night missions definitelly.

    Also: My biatch was 1st to get hurt? WTF!
  2. Azira Liturgist

    Azira
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    Must be just me then, I had no problems with seeing what was going on.
    It is night ops.

    Please continue. :) And much appreciate a better peashooter. Even though I'm a healer at heart, I'd like to make sure I have a job to do... :twisted:
  3. Overweight Manatee Barely Literate

    Overweight Manatee
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    Tell me if this appears bright enough to you. With the brightness level turned up like in the last screenshot I posted, the daytime became absolutely horrendous. I think this is a comfortable median. If its not bright enough don't worry, there isn't much night action for this segment.

    We hand off the note from Enrico to a woman in the area. She takes us to the nearby rebel leader, Miguel.

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    When presented with the letter, Miguel and Carlos loosen up. Note that I have some kind of bug that causes the screen to continually scroll downward during this conversation. Also, finding Miguel gives Orgasm a level. There's a very good joke in there somewhere.

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    We get Ira. While her marksmanship is fairly low, she has good health (76), agility (72), and incredibly dexterity (91), which all boost her shooting prowess. But that's not important to us, what is important to us is that she is a teaching expert and has wisdom 83. Even though her Leadership is in the 10s at the moment, the wisdom will ensure she levels it up very quickly. Teaching expert gives +25% for both levels of teaching to the leadership skill for training militia, and being one of the rebels gives her another +10%. So for the purpose of training militia her leadership will effectively be increased by about 70%. She may be able to do some good teaching of dexterity to our own commandos (though its use drops off as you get stronger, so we probably don't need it). She is also completely free. Nice!

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    Elliot has bad news to report, gets smacked. Deidranna decides to send more troops at us.
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    We take some time to have Eve repair all of our newly found equipment. These guns will jam every other shot if we don't, and the armor won't work at all. Meanwhile Orgasm will teach weaker members some marksmanship.

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    Introducing our newest group member and first tranny, Ezekiel 'Root' Hardison. She has excellent shooting stats and Sniper expert level reduces the range to target's for all accuracy checks by 10%, while also increasing her maximum aiming ability (aquired after spending several extra AP aiming a shot) by 20. My second favourite trait after Night Ops. She comes with an MP5 and I hand over the SKS to her, which has a much higher range, damage and accuracy then anything else we have at the moment. Also, contrary to what I said before, the SKS does not need manually rechamber rounds between shots. I was reading the stats incorrectly.

    She comes with a sniper scope 10x, but we can't use it yet. She actually came with a battle scope 7x, but the game crashed and I had to replay everything up to this point so I received a different weapon loadout this time. The 7x scope was nice, I could have used it. We should get a few soon, though.

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    We head off for San Mona.

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    We find a few patrols.

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    And run away almost immediately. I can't resist killing this one soldier though. Cenobyte gets the credit.

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    Eventually we reach San Mona. Its a zone controlled by Kingpin and essentially a neutral town in the war. You can't train militia here, though both militia and enemy forces can pass through the town and attack each other or you. The mines below hold a disturbing secret...

    We stop and return to repairing items with Eve while the rest train their marksmanship. Ira starts practicing leadership, she will be left in reserve in towns after we conquer them to train up military forces. She is learning fast, already gaining 2 points in half a day.

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    We move into the nearby bar. Ira gives us a piece of her mind.

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    At night, you can box for money. You can fight up to three opponents and bet up to $5,000 each time, double or nothing. Orgasm has 85 Strength and 70 Agility, so she should be up to the challenge.

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    Making sure to drop all her equipment outside the ring so as not to impair her performance, Orgasm jumps in and smacks the first boxer around, sustaining minor damage which Pariah patches up.

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    Boxing is always hit or miss though. Generally the first person to land a shot knocks the wind out of the other, who then loses enough AP to forfeit all or all but 1 attacks the next round. Then you get punched a second time, and go down. So I remembered a handy trick to always get the first round. Orgasm enters the ring near the opponent and starts combat with her opponent. He then uses his turn entering the ring, and Orgasm has a full turn to attack with.

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    Since the person to land the first blow generally wins, we handily clean up the next two fighters even though the 3rd one probably should have decked Orgasm's finely shaped ass. Our funds rise to $9,280, enough to start training a militia in the next town we conquer.

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    I have Pariah heal up the other fighters of the ring. If I need more money and want to fight them again, this will ensure they heal so I don't accidently kill them. Its also the nice thing to do, after abusing my trick to always have the first blow. It helps improve Pariah's skill as well.

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    We continue with our business, repairing and training skills.

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    Enrico start telling us to hurry up. Fuck you man, didn't you see we started this LP on Insane? Bastard expects us to liberate an entire country in less then a month. Meanwhile, Eve gains a level.

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    We finish repairing all of our items and set off, leaving Ira behind to continue training herself. We are ambushed by bloodcats.

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    Unsuprisingly, Bullets are stronger then a large feline. You will notice I still have Eve and Pariah holding their pistols. I found them surprisingly good with pistols in our first battle, I think it may be the bonus for using a one handed weapon with both hands kicking in. Pariah still has his MP5 and Eve has a Spas-12 shotgun, both of which will be put into use if we need some close quarters shooting soon (hint: we will).

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    We reach the city, dodging a few patrols.

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    Circle around, then rest up to make sure everyone is fully prepared for the fight. Energy lower then 85% starts to hurt your accuracy.

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    We begin the assault on Chitzena that night.

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  4. spekkio Cipher

    spekkio
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    Screenshots are perfect. Keep it that way.

    BRB, reading (is teh hard).
  5. Cenobyte Tacticular Staff

    Cenobyte
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    Ah, the little kittens.... perfect targets for some shotgun target practice :lol:

    Can't wait to see your glorious extermination of the cock-a-roaches later on. Always the climax of any JA2-game, together with the last headshot for Deidranna.
  6. Thor Kaufman Prophet

    Thor Kaufman
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    think like a pro
    Nice. :cool:

    In case you need more recruits:
    Thor
    [IMG]
    normal body
    Coward/Psychotic
    Hand to Hand Combat
    decent physical stats, low marksmanship, medium medicine
    Weapon: Crowbar
  7. Orgasm Barely Literate

    Orgasm
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  8. Azira Liturgist

    Azira
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    In *knowing* the teachings of Zerthimon, I have become stronger
  9. GarfunkeL Racism Expert

    GarfunkeL
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    SS are perfect, yes. Very interesting way to start a game, though!

    AFAIK, Agility + Dexterity affect your number of APs but your weight (STR-encumberance) affects it adversely. Further, as you pointed out, fighting with backpacks on is harmful for accuracy. Though marching with more than 100% weight is a good way to build up health, which, again AFAIK has no other effect but your lifebar.
  10. Overweight Manatee Barely Literate

    Overweight Manatee
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    From the 1.13 forums (note that this refers to the 25 AP system, scale the final result by 4 for the 100 AP system):
    So Agility is definitely worthwhile since its the largest stat AP bonus, and also gives you evasion. Life is also good because its life, and when hurt the lower the percentage of damage the less it effects you. Dex is rather marginal since it doesn't provide many other benefits other then negating an enemy's dodge and adding to a few non-combat skills we don't care about. Strength of course is useful since the lower your encumberance the less of these AP's you lose.

    Also, bumping to next page. Write up is almost done, next fight is a doozy. Quite long, lots of carnage.
  11. GarfunkeL Racism Expert

    GarfunkeL
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    Hmm, does DEX then affect your movement speed? Different mercs have different values for running. Walking and crawling are always the same but some mercs are faster runners than others. If thats AGI too then I've wasted bazillion IMP-points into DEX along the years :(

    Should've read the formulas :evil:
  12. Overweight Manatee Barely Literate

    Overweight Manatee
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    Bump.
  13. Overweight Manatee Barely Literate

    Overweight Manatee
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  14. Overweight Manatee Barely Literate

    Overweight Manatee
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  15. Overweight Manatee Barely Literate

    Overweight Manatee
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    I have no idea about movement speed. It sounds like it would fall under Agility, but who knows.

    Dex is still useful to have at least a bit of. The dodge formula works like this:

    Dodge rate = enemy level x 2 + enemy agility / 5 - your level x 2 - your dexterity x 5

    So you want to have as much dex as an evenly leveled enemy has agility. Otherwise your enemy ends up with a good 5% bonus, and this can get even worse facing higher levels.
  16. Overweight Manatee Barely Literate

    Overweight Manatee
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  17. Overweight Manatee Barely Literate

    Overweight Manatee
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