Home » BIT COMPOSER GAMES » Jagged Alliance: Back in Action (by Coreplay) » Played Back in Action, preview online
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| Re: Played Back in Action, preview online[message #295821]
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Tue, 27 December 2011 23:23 
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Swaller |
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Messages:19
Registered:February 2011 |
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FozzieIs 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.
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| Re: Played Back in Action, preview online[message #295836]
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Wed, 28 December 2011 09:09 
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Swaller |
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Messages:19
Registered:February 2011 |
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@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... 
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| Re: Played Back in Action, preview online[message #295870]
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Thu, 29 December 2011 01:02 
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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.
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| Re: Played Back in Action, preview online[message #295891]
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Thu, 29 December 2011 12:19 
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Fozzie |
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Messages:183
Registered:April 2010 Location: Germany |
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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.
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
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Staff Sergeant
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| Re: Played Back in Action, preview online[message #295893]
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Thu, 29 December 2011 12:54 
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Swaller |
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Messages:19
Registered:February 2011 |
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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. 
[Updated on: Thu, 29 December 2011 13:02] by Moderator Report message to a moderator
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| Re: Played Back in Action, preview online[message #295963]
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Fri, 30 December 2011 01:29 
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| Hazapuza |
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Messages:262
Registered:February 2009 Location: Finland |
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lockiewell , 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. Perhaps my question should've been a bit more accurate...
SwallerSpend 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
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Master Sergeant
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| Re: Played Back in Action, preview online[message #295987]
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Fri, 30 December 2011 13:55 
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Swaller |
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Messages:19
Registered:February 2011 |
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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. 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
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| Re: Played Back in Action, preview online[message #296230]
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Wed, 04 January 2012 19:59 
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Koda |
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Messages:40
Registered:December 2011 |
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Swaller1. 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. 
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
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Corporal
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| Re: Played Back in Action, preview online[message #296257]
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Thu, 05 January 2012 00:55 
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Koda |
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Messages:40
Registered:December 2011 |
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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.
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Corporal
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| Re: Played Back in Action, preview online[message #296291]
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Thu, 05 January 2012 15:27 
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Koda |
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Messages:40
Registered:December 2011 |
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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
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Corporal
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