Fatberg Slim
Educated
I finished the game recently (v1.4) and generally agree with the good-for-what-it-is comments that others have already made. My team (leadership IMP, Nails, Fox, Tex, Ivan, and Magic) was balanced and never got too annoying. If I play it again it would be years from now with a completely different team and approach to working through the map.
Some random observations:
- I never found a use for SMGs. Run and Gun was inaccurate every time I used it, and assault rifles or a silenced pistol for stealth seemed to be a better option in every case (not to mention rifles)
- Giving my IMP merc the Night Vision trait was probably a waste compared to how powerful it is in JA2
- Was there any unique gun variant that was an improvement over a modded generic version?
- It was fun to enable Tex’s reverse-weeb LARPing by only giving him a Winchester rifle with a basic optic scope
- The game was stingy with lockpicks. I went the last 1/4 or so of the game without one, and went the BLM route by giving Magic a crowbar and making him do all thelooting peaceful demonstrating. Next time I’d force doors open and save my lockpicks for containers to avoid breakage
- Looking back, I’m not sure how worthwhile it is to actually spend time and resources to train militia compared to how it is in JA2 (or guards in JA, although they are a lot easier to manage). Next time I might try not doing that and see how much it matters
- Most enjoyable battle was my team of 5 against 20 – 25 enemies in the Old Diamond mine, and ambushing them while they were marching through the narrow pass of the map by raining dynamite on them Sunset Riders-style
- For the recently added features, I only used Bobby Ray's to order magazines whenever available and a mortar at the end of the game since I couldn’t find one. It’s less convenient compared to JA2 since the delivery areas is limited to one side of the map and there’s no Skyrider to quickly ferry your shipment to you, so I usually just picked up my stuff whenever my team was in the area. The U-Bahn questline was OK but not worth starting a new game to try out. I have mixed feelings about the setup (unfrozen Nazis developing supersoldaten is a bit tired, although doing it by experimenting on the African unterrassen is a new approach). I like that there were more interior fights, skill checks involving multiple attributes which I don’t think I saw elsewhere, and some impact on the larger world, but there wasn’t much variety in exploring and fighting in each sector
Some random observations:
- I never found a use for SMGs. Run and Gun was inaccurate every time I used it, and assault rifles or a silenced pistol for stealth seemed to be a better option in every case (not to mention rifles)
- Giving my IMP merc the Night Vision trait was probably a waste compared to how powerful it is in JA2
- Was there any unique gun variant that was an improvement over a modded generic version?
- It was fun to enable Tex’s reverse-weeb LARPing by only giving him a Winchester rifle with a basic optic scope
- The game was stingy with lockpicks. I went the last 1/4 or so of the game without one, and went the BLM route by giving Magic a crowbar and making him do all the
- Looking back, I’m not sure how worthwhile it is to actually spend time and resources to train militia compared to how it is in JA2 (or guards in JA, although they are a lot easier to manage). Next time I might try not doing that and see how much it matters
- Most enjoyable battle was my team of 5 against 20 – 25 enemies in the Old Diamond mine, and ambushing them while they were marching through the narrow pass of the map by raining dynamite on them Sunset Riders-style
- For the recently added features, I only used Bobby Ray's to order magazines whenever available and a mortar at the end of the game since I couldn’t find one. It’s less convenient compared to JA2 since the delivery areas is limited to one side of the map and there’s no Skyrider to quickly ferry your shipment to you, so I usually just picked up my stuff whenever my team was in the area. The U-Bahn questline was OK but not worth starting a new game to try out. I have mixed feelings about the setup (unfrozen Nazis developing supersoldaten is a bit tired, although doing it by experimenting on the African unterrassen is a new approach). I like that there were more interior fights, skill checks involving multiple attributes which I don’t think I saw elsewhere, and some impact on the larger world, but there wasn’t much variety in exploring and fighting in each sector