laclongquan
Arcane
Ensure Estoni's airspace safe can enable an airdrop strategy over half the map. Very important for a game that you can only sell loots in the northwest and here.
In what sense? All this game does is flood me with red shirts and ocasional 2-3 blaskshirts with better gear (I understand that it is supposed do be "realistic"). There is a limited number of scenarios you can build with such a small number of elements.Tixa is worth doing because it's an awesome fight.
I dunno, there's a cool layout, multiple floors, a few NPCs around. It's a cool map, one of my favourites, but there's nothing extraordinary about it in the sense of deviating significantly from the standard gameplay. If you're getting tired of the game you might as well go straight for the capital and save it for a replay. I tend to do Tixa earlier, after liberating maybe around four or five cities.In what sense? All this game does is flood me with red shirts and ocasional 2-3 blaskshirts with better gear (I understand that it is supposed do be "realistic"). There is a limited number of scenarios you can build with such a small number of elements.Tixa is worth doing because it's an awesome fight.
Clearly you're not throwing enough of themIm disapointed in both Grenades and Grenade lunchers.
It's a rifle:Is rocket riffle considered heavy weapon?
The more recent you go with 1.13, the more stuff to do on strategic map and out of combat they keep adding, but it turned into a giant kitchen sink of clashing ideas a long time ago so YMMV on what parts of it are fun. Building-wise it has stuff like setting up new obstacles/cover or moving and repairing existing stuff. There are facilities that let you do some strategic map orders more effectively or do completely new stuff, some espionage elements, mobile militia groups to order around, etc. For some economy balancing, you can tweak stuff like mine income, what's available in shops (so you can get cool stuff available when you're still having money issues for some c&c regarding what to spend that money on), how costly maintaining militia is, and whether the sell-to-locals hotkey gives you anything more than a pocket change.2. I was expecing more strategic elements, maybe some base building or resource management like x-com. But this is mostly good tactical combat with some light rpg elements tacked on. After few hours i had no more problem with resources or funds. I never needed to retrain militia (ie. Trained to the max once and ignored).
Estoni is just a point-of-interest junkyard (with a few named NPCs) that only sees enemy patrols when they pass through it sometimes. For a bit of a spoiler, you may want to go there nonetheless if you plan on visiting one of the other two places. As others have said, Tixa and Orta are worth stopping by in. There's also an optional event/trigger for Tixa that you can't get anymore in your playthrough.Anyways, besides the capitol i only have 3 small locations to take. Is there a point in attacking Tiaxa, Eston and Orta? Or should i just assault Meduna directly?
For easily-missable ones: investigate what you can do with other websites linked on AIM, or try surrendering when prompted to.3. Scenes of the Queen abusing poor Eliot were funny at the begining, the tey became not funny and now (after like 10-12) they are funny again because they keep pushing the same fuckin joke XD Andy Kaufman would be proud of this shit!!!
If you don't find vanilla combat satisfying/difficult enough and want some more environmental surprises, Wildfire has a different set of tactical maps, that are optimized towards making them more challenging (more windows in buildings to make them less safe to camp in, more minefields, heavily-fortified military areas). So you could first try that before jumping straight to 1.13 once you feel like you've milked vanilla dry (though there's a submod for 1.13 that replaces the maps with Wildfire ones).In what sense? All this game does is flood me with red shirts and ocasional 2-3 blaskshirts with better gear (I understand that it is supposed do be "realistic"). There is a limited number of scenarios you can build with such a small number of elements.
Is your lockpicking merc an electronics specialist (conventional locksmiths would have trouble with fancier locks), and/or sufficiently-dextrous? Have you tried making the local personnel help you?In the orta basement there are metal/futuristic dorrs that i cant lockpick (90 mechanics skill) or blow up with tnt, or open with keycard (i have 2). How to bypas them? Rhey are on the left of the basement map.
You still can. After you have enough in a sector, load it all onto your merc, call for a heli ride to San Mona, Estonia, Cambria to sell (most of) them .- It is still messing with my mind that im not supposed to hoard all the loot to vendor it later XD
Silent Storm doesn't even have armor, morale, or energy, the weapon balance is shit, and you have to mod the game just so that the squad members you take don't get outclassed by the ones left back at base. The only thing it has going for it is the destruction physics. There is no universe where it is better than vanilla JA2.Silent Storm, Sentinels in particular, is excellent and ranks above vanilla JA2 purely in terms of gameplay. JA2 of course has the better mercs and strategic elements and all that jazz, and with a properly configured version of 1.13 it's the best game in the subgenre bar none, but Silent Storm brings something different to the table and is just rock-solid, with absolutely delightful use of 3D space. Vanilla JA2 -> Silent Storm/Sentinels -> 1.13 is the right order to play the games in.
UFO/X-COM also belongs in this discussion somewhere but I'll be damned if I know where. Just play it.
Sentinels has armour (not that it's a particularly great mechanic in either game) and fixes the skill system, and the weapon balance is fine in both games. Energy and morale are nice, but are only impactful at extremely low values, which has to do with how the strategy and squad management is handled, which is one of many reasons why I say that the strategy component is much better in JA2 than S2/3. Thinking purely about the way they work in battle, they're not very important, and the destructible environments of Silent Storm more than make up for them.Silent Storm doesn't even have armor, morale, or energy, the weapon balance is shit, and you have to mod the game just so that the squad members you take don't get outclassed by the ones left back at base. The only thing it has going for it is the destruction physics. There is no universe where it is better than vanilla JA2.Silent Storm, Sentinels in particular, is excellent and ranks above vanilla JA2 purely in terms of gameplay. JA2 of course has the better mercs and strategic elements and all that jazz, and with a properly configured version of 1.13 it's the best game in the subgenre bar none, but Silent Storm brings something different to the table and is just rock-solid, with absolutely delightful use of 3D space. Vanilla JA2 -> Silent Storm/Sentinels -> 1.13 is the right order to play the games in.
UFO/X-COM also belongs in this discussion somewhere but I'll be damned if I know where. Just play it.