Home » BIT COMPOSER GAMES » Jagged Alliance: Back in Action (by Coreplay) » Played Back in Action, preview online
Played Back in Action, preview online[message #295744] Tue, 27 December 2011 00:32 Go to next message
Swaller is currently offline Swaller

 
Messages:19
Registered:February 2011
Back in Action is finally here and though there are some changes, it does feel like a Jagged Alliance game.

Hands-on preview can be found here:
http://www.hookedgamers.com/pc/jagged_alliance_back_in_action/preview/article-978.html

There's tons to talk about but it doesn't all fit in a preview. If there's anything you'd like to know, post below and I'll try and answer.

(Also note that I'm playing a - preview - build and as such, nothing is set in stone)

[Updated on: Tue, 27 December 2011 00:34] by Moderator

Report message to a moderator

Private
Re: Played Back in Action, preview online[message #295778] Tue, 27 December 2011 13:03 Go to previous messageGo to next message
Peal is currently offline Peal

 
Messages:261
Registered:August 2007
Location: Germany
How about this:

Q1: you got like 6 Merc's in 3 squads and with each of those you try to kill an different enemy simultaneously at different spots on the map. How does that play out?

Q2: With all the plain and cold interfaces and especially with the "unbelievable" portraits, do you feel JA2 Atmosphere at all?

Q3: Can you create your own "IMP" Merc at the beginning?

Report message to a moderator

Master Sergeant
Re: Played Back in Action, preview online[message #295806] Tue, 27 December 2011 18:51 Go to previous messageGo to next message
Fozzie is currently offline Fozzie

 
Messages:183
Registered:April 2010
Location: Germany
Is there really only one attachment allowed per gun?
Also: how are those new experience points handled? Do mercs get them for every kind of action (repairing, lockpicking, medicking...) or only for kills? Is only the merc who got in the final shot awarded XP or everybody who hits a target? Do all mercs in a squad get "bonus XP" when the last enemy is killed, are there "Global XP" for achieving greater quests/missions?

What about the "armory"? What variety of weapons can be expected from the preview version?
Have you had any experience with explosives and those "fixed application spots" yet?

How are lines of sight/fire handled, apart from the absence of FOW and what about rooftop fighting?

Did you play night ops?

Report message to a moderator

Staff Sergeant
Re: Played Back in Action, preview online[message #295820] Tue, 27 December 2011 23:12 Go to previous messageGo to next message
Swaller is currently offline Swaller

 
Messages:19
Registered:February 2011
Peal
How about this:

Q1: you got like 6 Merc's in 3 squads and with each of those you try to kill an different enemy simultaneously at different spots on the map. How does that play out?

Q2: With all the plain and cold interfaces and especially with the "unbelievable" portraits, do you feel JA2 Atmosphere at all?

Q3: Can you create your own "IMP" Merc at the beginning?


Q1: I don't think it does. As far as I can tell, going into a combat creates something of an 'instance' that has to be resolved before you can move to different parts of the map, the same as before. You can have multiple active squads in the same location though.

Q2: The portraits and interface designs are definitely not the game's strong points but they do not detract from the JA feel. Once I got accustomed to the Plan&Go system, Back in Action started feeling like a JA game.

Q3: It's not in the preview build so that remains to be seen.

Report message to a moderator

Private
Re: Played Back in Action, preview online[message #295821] Tue, 27 December 2011 23:23 Go to previous messageGo to next message
Swaller is currently offline Swaller

 
Messages:19
Registered:February 2011
Fozzie
Is there really only one attachment allowed per gun?
Also: how are those new experience points handled? Do mercs get them for every kind of action (repairing, lockpicking, medicking...) or only for kills? Is only the merc who got in the final shot awarded XP or everybody who hits a target? Do all mercs in a squad get "bonus XP" when the last enemy is killed, are there "Global XP" for achieving greater quests/missions?

What about the "armory"? What variety of weapons can be expected from the preview version?
Have you had any experience with explosives and those "fixed application spots" yet?

How are lines of sight/fire handled, apart from the absence of FOW and what about rooftop fighting?

Did you play night ops?


Note: my answers are based on the preview build, nothing is set in stone until it goes retail and the below should be taken as such.

Attachments are tied more to the merc than to the gun. Each merc has one attachment slot that you can fill.

Experience is gained through kills and distributed in a standard RPG fashion (assign points manually to all relevant areas). As far as I can tell, experience is shared between all mercs that are shooting at a specific target and I haven't been able to see bonus or global XP's handed out.

There are TONS of different weapons and they have great detail both in design and in stats. And yep, blew out walls using the fixed application spots.

Line of sight works quite well. In Plan&Go, you can see the fov of your own mercs and that of soldiers, giving you great insight in whether you are safe or if you can hit someone. You can shoot trough windows and even windows that are boarded up - if - you are close enough. Rooftop fighting is definitely in, though it's not easy sneaking up on enemy soldier guarding the stairs. Smile

Report message to a moderator

Private
Re: Played Back in Action, preview online[message #295822] Tue, 27 December 2011 23:33 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3641
Registered:July 2009
Swaller
Attachments are tied more to the merc than to the gun. Each merc has one attachment slot that you can fill.
That soooo makes no sense, care to explain more?
Swaller
There are TONS of different weapons and they have great detail both in design and in stats.
Care to quantify 'TONS' with an actual numerical range?
Swaller
You can shoot trough windows and even windows that are boarded up
WOW!

Report message to a moderator

Captain

Re: Played Back in Action, preview online[message #295829] Wed, 28 December 2011 00:25 Go to previous messageGo to next message
Peal is currently offline Peal

 
Messages:261
Registered:August 2007
Location: Germany
Swaller

Peal
Q1: you got like 6 Merc's in 3 squads and with each of those you try to kill an different enemy simultaneously at different spots on the map. How does that play out?


Q1: I don't think it does. As far as I can tell, going into a combat creates something of an 'instance' that has to be resolved before you can move to different parts of the map, the same as before. You can have multiple active squads in the same location though.


I wanted to know about how you solve the situation of having 3 differnt Spots on the map to look at, while you try to engage with 3 different groups of your one squad, i mean 2 ppl are a squad you can say ...

You can have multiple squads in the game. I want to know how that specific game situations plays out.

Report message to a moderator

Master Sergeant
Re: Played Back in Action, preview online[message #295836] Wed, 28 December 2011 09:09 Go to previous messageGo to next message
Swaller is currently offline Swaller

 
Messages:19
Registered:February 2011
@DepressiveBrot: In the character overview, there are slots where you can add clothing, armor and weapons. One of the slots sits above the weapon slot and there you place an attachment. If you remove the weapon from the merc, the attachment stays and will automatically service the next weapon you place in his hands.

@Peal: I'm not sure what you mean... Do you mean a situation when you are in a town or a location and splitting up your squad into different sub teams? If so, it isn't all that different from turn-based. First off, you can set what sort of events can trigger the Plan&Go to activate (other than hitting the space bar). So if someone spots an enemy or is being shot at, P&G will kick in and you have time to take action. Additionally, setting mercs to 'guard' mode allows them to take action themselves. It's happened a few times that I was fighting on one side of a building, thinking the other side was cleared by the mercs I sent in that direction, and then having a stray soldier walk right into my mercs and getting mashed by them without my intervention.

P&G can work very similar to for instance Baldur's Gate or Dragon Age:Origins, it's just more advanced, allowing you to actually plan. But you'll have to use it with care and move mercs that are in different locations step-wise.

I've also used P&G to set up crossfires. I had a couple of situations where a number soldiers were holed up and not inclined to leave. Sneaking around the building, I set up my mercs underneath the windows, then used P&G to time each of them to sit up and start spreading lead in sync. The results were very satisfying... Smile

Report message to a moderator

Private
Re: Played Back in Action, preview online[message #295847] Wed, 28 December 2011 15:10 Go to previous messageGo to next message
Guest
@Swaller

You just totally avoided a TON of questions.

Report message to a moderator

Re: Played Back in Action, preview online[message #295848] Wed, 28 December 2011 15:14 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3709
Registered:February 2006
Location: Scotland
ach leave the guy alone , we'll all get a chance to comment soon !

Report message to a moderator

Captain

Re: Played Back in Action, preview online[message #295869] Thu, 29 December 2011 00:18 Go to previous messageGo to next message
Swaller is currently offline Swaller

 
Messages:19
Registered:February 2011
tao
@Swaller

You just totally avoided a TON of questions.


No, I didn't. But I will certainly avoid you from now on, I can't live in the shadow of your 'ray of sunshine' personality. Smile

Report message to a moderator

Private
Re: Played Back in Action, preview online[message #295870] Thu, 29 December 2011 01:02 Go to previous messageGo to next message
Guest
Thanks. That doesn't mean that I will avoid you though.

Also, since a ray of sunshine has no shadow, you can live in my light rather comfortably brother.

Also 2,

Answer the questions. If you are playing a preview, and you sign up for a Bear's Pit account to tell us about it, answer the questions.

Report message to a moderator

Re: Played Back in Action, preview online[message #295886] Thu, 29 December 2011 08:20 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1502
Registered:December 2008
Swaller
I will certainly avoid you from now on


You won't be alone... :giggle: (sorry, that was too good of a setup, couldn't let it pass)

Report message to a moderator

Sergeant Major

Re: Played Back in Action, preview online[message #295891] Thu, 29 December 2011 12:19 Go to previous messageGo to next message
Fozzie is currently offline Fozzie

 
Messages:183
Registered:April 2010
Location: Germany
Swaller

1) Experience is gained through kills and distributed in a standard RPG fashion (assign points manually to all relevant areas).

2) Line of sight works quite well. In Plan&Go, you can see the fov of your own mercs and that of soldiers, giving you great insight in whether you are safe or if you can hit someone.

3) Rooftop fighting is definitely in, though it's not easy sneaking up on enemy soldier guarding the stairs. Smile


1) So other "assignments" won't give mercs XP? Poor field doctors/mechanics... that reminds me: did they change the skill/attribute roster or are there the same as in the original? What about perks like "automatic guns" or "night ops"? And as has been asked before: is the I.M.P. still in?

2) But you see all enemies regardless of FOV, right? So the FOV of your own mercs is used for what exactly? How do night vison goggles for your own squad work? Can you take shots at enemies not inside the own vision cone, say, with a sniper rifle from further away? Do scopes alter the FOV or do they just add chance to hit?

3) What about climbing rooftops? How often was that possible as far as you have played?

And yet another question: how many enemies were there per sector/map on average and can they get reinforcements from adjacent regions (you can't really call them sectors any more, as far as I understood it)?

[Updated on: Thu, 29 December 2011 12:21] by Moderator

Report message to a moderator

Staff Sergeant
Re: Played Back in Action, preview online[message #295893] Thu, 29 December 2011 12:54 Go to previous messageGo to next message
Swaller is currently offline Swaller

 
Messages:19
Registered:February 2011
1. In the preview build, other assignments do indeed not add XP, though I have no problem getting my docs and mechanics to upgrade as they shoot too. Perks most definitely exist though. The IMP mercenary is not in.

2. In P&G you can see them. In real time you are more or less aware where they are. FOV for your mercs is used to determine if they can actually hit a target and no, you can't shoot anyone outside your mercs FOV. I haven't played around with night vision goggles yet and scopes -seem- to lengthen the FOV.

3. So far, every town has had several roofs you can climb on and many other locations have them too. The new maps have more 'verticality' and there are some places where going higher up is just part of the street as well (in Grumm, for instance, there's two story building complex with a street servicing the top story that overlooks a square - which you'll no doubt turn red when playing). There are also a lot of elevated areas that are sort of in between, like ramps leading from street level to a door half way below street level: good places to take cover.

Lowest I've seen is 7, most I have seen I think was 40. I haven't seen reinforcements come in yet, but I've been told the AI is still being worked on so that may change. The Queen sends goons to take back a 'sector' (it would still be a sector, but not squared off, it's more of an "area of influence thing") and when she does, she sends quite a few. Defending from that can be quite challenging and it feels very rewarding when you succeed. Smile

[Updated on: Thu, 29 December 2011 13:02] by Moderator

Report message to a moderator

Private
Re: Played Back in Action, preview online[message #295894] Thu, 29 December 2011 13:09 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3709
Registered:February 2006
Location: Scotland
Swaller , thanks for keeping commenting , despite *some* members disapproval , this will at least give us a picture of how the game plays , at least till some of US get our hands upon it ... :diabolical:

Report message to a moderator

Captain

Re: Played Back in Action, preview online[message #295947] Thu, 29 December 2011 19:14 Go to previous messageGo to next message
Fozzie is currently offline Fozzie

 
Messages:183
Registered:April 2010
Location: Germany
I agree, at least we're getting a bigger part of the picture, now. Whether it looks pretty, everyone has to judge for themselves, I guess. To me, some things actually look promising, but I'm still sceptic.

Report message to a moderator

Staff Sergeant
Re: Played Back in Action, preview online[message #295955] Thu, 29 December 2011 23:14 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
Swaller
Experience is gained through kills and distributed in a standard RPG fashion (assign points manually to all relevant areas).

Eh, what does that mean exactly?

And how are the graphics, overall? Especially character animations.

Report message to a moderator

Master Sergeant
Re: Played Back in Action, preview online[message #295956] Thu, 29 December 2011 23:24 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3709
Registered:February 2006
Location: Scotland
Quote:
Eh, what does that mean exactly?


well , guessing here , but usually after a number of kills/actions accumulates , gaining experience , a screen will come up allowing you to 'spend' points in beefing up whatever you may wish to add to your character .

Report message to a moderator

Captain

Re: Played Back in Action, preview online[message #295960] Fri, 30 December 2011 00:38 Go to previous messageGo to next message
Swaller is currently offline Swaller

 
Messages:19
Registered:February 2011
You're welcome guys. I'm glad I got the chance to play and share and that Kalypso/bitComposer did not hit me with an NDA. Smile

@Fozzie: Yup, I can understand that. I probably wouldn't have lost my skepticism had I not gotten to play the game. I really think they need to release a demo.

@Hazapuza: Yup, Lockie has the right of it. Spend points (seems to be seven with every level) in areas such as dexterity, strength, marksmanship etc etc.

Character animations are pretty good. Running looks perhaps a little 'wooden' but every other movement is animated very lifelike and some of the deaths are (a bit morbid) quite entertaining to watch. Head shots are probably more important than ever before so be prepared for stuff to get nasty. Wink






Report message to a moderator

Private
Re: Played Back in Action, preview online[message #295963] Fri, 30 December 2011 01:29 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
lockie
well , guessing here , but usually after a number of kills/actions accumulates , gaining experience , a screen will come up allowing you to 'spend' points in beefing up whatever you may wish to add to your character .

Err, well yeah, thank you lockie. Razz Perhaps my question should've been a bit more accurate...

Swaller
Spend points (seems to be seven with every level) in areas such as dexterity, strength, marksmanship etc etc.

It's how I feared, then. Another thing I just can't see a reason for (at least right now). First issue that comes to my mind with an RPG-like leveling system is that it might destroy some of the uniqueness between the mercs.

But what's with the headshots? Too many bullets required otherwise?

[Updated on: Fri, 30 December 2011 01:32] by Moderator

Report message to a moderator

Master Sergeant
Re: Played Back in Action, preview online[message #295987] Fri, 30 December 2011 13:55 Go to previous messageGo to next message
Swaller is currently offline Swaller

 
Messages:19
Registered:February 2011
I too like leveling up based on skill usage, though I must admit that it's good to be able to spend points towards medical skills for those weak in that area, or towards marksman skills for medics that can't shoot (though giving anyone a decent long-range weapon will make them pretty deadly at mid range).

With healing being done in the field and not all medical equipment able to stop your mercs from bleeding, you'll want at least one good medic in each squad.

In BiA, a good set of armor is really effective at stopping bullets, especially at mid or long range and while a good helmet protects the back side, it'll not help a face from being blown off. Wink Depending on range and angle (it seems), a single shot in the face -can- put a man down. When you have 12+ of Deidranna's guys rushing towards your 4 mercs (I usually have squads of 4), head shots can do a lot of damage before they get too close and you'll need to switch to burst and lose accuracy.

[Updated on: Fri, 30 December 2011 13:57] by Moderator

Report message to a moderator

Private
Re: Played Back in Action, preview online[message #296221] Wed, 04 January 2012 16:57 Go to previous messageGo to next message
lamurt is currently offline lamurt

 
Messages:50
Registered:July 2008

our favorite game blog has a review too:

http://www.rockpapershotgun.com/2012/01/04/hands-on-jagged-alliance-back-in-action/

For now though, stick to 1.13 safe in the knowledge that JA doesn

Report message to a moderator

Corporal
Re: Played Back in Action, preview online[message #296223] Wed, 04 January 2012 17:28 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1403
Registered:July 2006
Location: People riding polar bears...
Quote:
For now though, stick to 1.13 safe in the knowledge that JA doesn

Report message to a moderator

Sergeant Major
Re: Played Back in Action, preview online[message #296230] Wed, 04 January 2012 19:59 Go to previous messageGo to next message
Koda is currently offline Koda

 
Messages:40
Registered:December 2011
Swaller
1. In the preview build, other assignments do indeed not add XP, though I have no problem getting my docs and mechanics to upgrade as they shoot too. Perks most definitely exist though. The IMP mercenary is not in.

2. In P&G you can see them. In real time you are more or less aware where they are. FOV for your mercs is used to determine if they can actually hit a target and no, you can't shoot anyone outside your mercs FOV. I haven't played around with night vision goggles yet and scopes -seem- to lengthen the FOV.

3. So far, every town has had several roofs you can climb on and many other locations have them too. The new maps have more 'verticality' and there are some places where going higher up is just part of the street as well (in Grumm, for instance, there's two story building complex with a street servicing the top story that overlooks a square - which you'll no doubt turn red when playing). There are also a lot of elevated areas that are sort of in between, like ramps leading from street level to a door half way below street level: good places to take cover.

Lowest I've seen is 7, most I have seen I think was 40. I haven't seen reinforcements come in yet, but I've been told the AI is still being worked on so that may change. The Queen sends goons to take back a 'sector' (it would still be a sector, but not squared off, it's more of an "area of influence thing") and when she does, she sends quite a few. Defending from that can be quite challenging and it feels very rewarding when you succeed. Smile



Hi there,

I'm one of the developers at Coreplay and just wanted to clarify 1 and 2:
1. All the assignments add XP. Are you sure you didn't just miss it? E.g. after lockpicking a door your merc should definitly be rewarded XP (if lockpicking is successful)
2. You can shoot further away than the length of the FOV if you target the enemy manually. However, the further away, the less damage you deal if you hit. Of course, the chance to actually hit also depends on the distance. The FOV for your own mercs is mainly used in the guard mode (and it's only shown in pause mode when guard mode is active) and for triggering a pause when a new enemy is being seen (if you enabled this). In guard mode, mercs automatically fire on enemies in FOV. This has obvious advantages, but manually targeting is more effective (aim at head). In guard mode and with high perception values (= large distance FOV) you run the risk of alerting the enemy unnecessarily by firing, so use it with care.

[Updated on: Wed, 04 January 2012 20:07] by Moderator

Report message to a moderator

Corporal
Re: Played Back in Action, preview online[message #296232] Wed, 04 January 2012 20:20 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3709
Registered:February 2006
Location: Scotland
Hmm , thanks for appearing here and answering at least a couple of points , you're welcome to let us know more about the game anytime .
Lockie .

Just out of interest Koda , have you played any Jagged Alliance titles at all ?

[Updated on: Wed, 04 January 2012 20:22] by Moderator

Report message to a moderator

Captain

Re: Played Back in Action, preview online[message #296237] Wed, 04 January 2012 21:12 Go to previous messageGo to next message
Koda is currently offline Koda

 
Messages:40
Registered:December 2011
I guess it's okay to answer a few questions as long as it can be answered based on the preview version. To answer your question: I've played JA1 a bit, but mainly the X-Com series (trilogy and quite a few of the clones). Therefore I'm used to both turn-based and pausable realtime titles. I was skeptical when the decision to go PnG was done, preferring the turn-based X-Com titles, but now as I'm playing the preview version at home ("playing" while implementing stuff at work doesn't count Wink) I'm way more optimistic about JA:BiA.

Report message to a moderator

Corporal
Re: Played Back in Action, preview online[message #296242] Wed, 04 January 2012 22:23 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3709
Registered:February 2006
Location: Scotland
Interesting .... While you won't have any free time I'd guess , a try of JA2 1.13 might be instructive as a comparison ?

Report message to a moderator

Captain

Re: Played Back in Action, preview online[message #296257] Thu, 05 January 2012 00:55 Go to previous messageGo to next message
Koda is currently offline Koda

 
Messages:40
Registered:December 2011
I downloaded it and played a few turns. You immediatly notice the old-school UI compared to BiA. While BiA is somehow "guiding" you just by having a certain UI design, the 1.13 UI does offer a lot of information at once, kind of overwhelming new users (like me) in the first hours. Of course, this becomes almost irrelevant later on.
The strategic map feels quite different. While the original has quite small "tiles", BiA has more natural "tiles" tied to the content of the sectors. E.g. a city in BiA is usually on one tactical map, while in 1.13 most or all cities have more than one tactical map. Basically, the maps in BiA are several times larger than 1.13's maps. I guess like 5 times larger or so.
Tactical combat feels different to a certain degree. I guess this depends on how you play BiA. If you use the guard mode intensively and only use PnG rarely, BiA tends to feel like a mixture of JA and Commandos. If you don't use guard mode and like to use PnG along with activating automatic pause triggers, it feels much more turn-based. Stances are similar, but in BiA the stance decides aim accuracy instead of the user right clicking.
I'll play more 1.13 and BiA tomorrow.

Report message to a moderator

Corporal
Re: Played Back in Action, preview online[message #296259] Thu, 05 January 2012 01:06 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3641
Registered:July 2009
Koda
I guess like 5 times larger or so.
Area or height/width? It's not like we're missing support for bigger maps, it just takes very long to build them, thus we only have a few in different projects.

Report message to a moderator

Captain

Re: Played Back in Action, preview online[message #296260] Thu, 05 January 2012 01:16 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
Koda
... but in BiA the stance decides aim accuracy instead of the user right clicking.
I'll play more 1.13 and BiA tomorrow.

does this mean while standing you can only take snapshots or shoot from the hip instead of being able to take snapshots as well as aimed shots?

what about firemodes can a machine gun fire a whole magazine/belt in one long fullauto burst or is the burstsize for all weapons fixed e.g. 5 shots?

btw about time a dev paid us a visit Razz

[Updated on: Thu, 05 January 2012 01:18] by Moderator

Report message to a moderator

Master Sergeant
Re: Played Back in Action, preview online[message #296291] Thu, 05 January 2012 15:27 Go to previous messageGo to next message
Koda is currently offline Koda

 
Messages:40
Registered:December 2011
I'd say 5 times the width and height of 1.13 maps, but it's hard to tell without measuring.
There are 2 stances for standing, one for shooting from the hip and one for aimed shooting (this stance is also slower and therefore more silent). Lying and crouch stance are also aimed. This is also all dependend on weapon type, e.g. with a shotgun you often don't need to use aimed shooting. The burst size differs by weapon type, but it's not the whole belt at once, more like 2-5 shots.

[Updated on: Thu, 05 January 2012 15:27] by Moderator

Report message to a moderator

Corporal
Re: Played Back in Action, preview online[message #296292] Thu, 05 January 2012 15:33 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
thanks for the answers

Report message to a moderator

Master Sergeant
Re: Played Back in Action, preview online[message #296299] Thu, 05 January 2012 16:42 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
What exactly is the reason for only one attachment being usable at a given time? And why are they issued to merc inventory instead of specific guns? First of all the attachment system doesn't sound very logical the way I've understood it (all the guns use the same attachments?), and secondly it seems to be very limited.

Report message to a moderator

Master Sergeant
Re: Played Back in Action, preview online[message #296300] Thu, 05 January 2012 16:57 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
good question i would like to know that too. but please dont give the usual balancing answer Razz

Report message to a moderator

Master Sergeant
Re: Played Back in Action, preview online[message #296301] Thu, 05 January 2012 17:01 Go to previous messageGo to next message
yakapo is currently offline yakapo

 
Messages:11
Registered:December 2011
hmm... after reading the 2 preview / reviews my interest has somewhat piqued. I played commandos 1 & 2 and enjoyed them. Granted it's not anywhere near as fun as "chess with guns" (as another poster aptly put it). One of the reviews said the layout was exactly the same as JA2. To me that's a good thing -as I get older I think I'm becoming more of a nostalgist.

Report message to a moderator

Private
Re: Played Back in Action, preview online[message #296302] Thu, 05 January 2012 17:21 Go to previous messageGo to next message
yakapo is currently offline yakapo

 
Messages:11
Registered:December 2011
I'd also like to say thank you to the devs for answering the questions. I apologize if some of the commenters have been rude or demanding. Change is hard to swallow. It's akin to changing the brand of milk at a nursing home for old gamers. Well maybe getting rid of turn based gameplay is more like changing the entire staff of a old folks home for WW2 vets to young Japanese guys and serving them sushi everyday on placemats with the Japanese flag.

Notwithstanding, these guys have money to spend. When I sold cars a long time ago, I often turned the most bitter people who walked in into happy car buying customers (and a nice commission). If you want the sale, you have to deal with it. =D

Report message to a moderator

Private
Re: Played Back in Action, preview online[message #296309] Thu, 05 January 2012 18:03 Go to previous messageGo to next message
Koda is currently offline Koda

 
Messages:40
Registered:December 2011
I don't know about the reason why there is only one attachment slot. Anyway, you cannot use every attachment with every weapon. If you change the weapon and the attachment item does not fit to the weapon, the item will be moved to the bag.

BTW: In case I haven't really made that clear, I don't answer anything here officially. These are just my personal opinions, based on the preview version available to press. Of course, I can forward suggestions, but we're pretty finished. I'm just currently playing the BiA press version a lot in my spare time (still christmas holidays), so it makes sense to also visit these forums.

Report message to a moderator

Corporal
Re: Played Back in Action, preview online[message #296311] Thu, 05 January 2012 18:19 Go to previous messageGo to next message
EXile 150 Abyss is currently offline EXile 150 Abyss

 
Messages:137
Registered:September 2009
Don't worry you've already scored some points by posting here, and actually answering the questions with multisyllabic words instead of what they're doing most of the time on the 'official forums'.

Welcome to the PIT btw Smile

Report message to a moderator

Sergeant
Re: Played Back in Action, preview online[message #296314] Thu, 05 January 2012 18:54 Go to previous messageGo to previous message
EXile 150 Abyss is currently offline EXile 150 Abyss

 
Messages:137
Registered:September 2009
Having now dealt with the pleasantries...

By my signature I hope can understand where I stand on the 'change' in gameplay issue.
But I wont dive into that just yet.

My biggest problem with the current game is the apparent retrogression in the freedom.

- The fixed positions for explosives
- The fixed position for climbing a roof
- The lack of a grenade launcher
- Like you said only one attachment to a weapon slot

I know copying the 1.13 abilities would have been madness but down grading from the original?
And they could have balanced it a bit by adding some small things like dropping a grenade down a ladder or through a window or even directly around a corner.

So far I've only seen an upgrade in the graphics but I don't play JA2 for the graphics.
Didn't someone in the higher up realize that this is one HECK of a legacy to live up too.

If you can't address these points then just say so. But the only reply I've had on the official forums on these points is just. "No." So you're my next best hope. Razz

Report message to a moderator

Sergeant
Previous Topic: Release??
Next Topic: Demo officially confirmed
Goto Forum:
  


Current Time: Sun Jun 14 11:32:13 GMT+3 2026

Total time taken to generate the page: 0.01972 seconds