70-something is fine, too).Ībove average dexterity helps a bit as well. You don't have to take Ira nor Gasket, just be mindful that they're available.Īs for the guys who'll do actual shooting, you want good health, agility and marksmanship (Good, meaning 80 and above. When MERC opens up on day 3, you can hire Gasket for all your repair needs (desn't like Russians though), and who also happens to be the only guy out of the bunch worth the money. Ira is available almost from the very start (but she is an annoying type), and can be used as an ok medic and trainer (she has teaching speciality ang get a training bonus as a member of the rebels - her leadership is low in the beginning, but trains very fast.) A repairman might be useful, if you have bobby ray's stock set to something else than default, so that you can buy some worthwile used stuff once you hit Drassen. Steroid and Barry anno the fuck out of me, so the above combination desn't work for me.įor starting team you need: a medic, a militia trainer, and 2-3 good soldiers. And, of course depends on difficulty and starting money.Īlso, it's okay just to pick up guys whose voiceset you like. Regarding that starting mercs question - depends on who is available at the moment. The game itself is suffered by lack of budget and inexperience of developers, of course, but combat system is by far the most realistic AND quite manageble and the same time - which is a no small feat. thus emulating TB with it's exciting, and much loved by VD, minigame - AP management! In E5, you can just queue orders and don't touch control until they get completed. and you have to add waiting for enemies walking around and firing in sequence, which on a slower computers were absolutely horrible for large battles - especially when militia was around! I perfectly remember how much of a chore was to command a full squad of mercs in Ja2, if they were fighting in separate areas against lots of enemies. Of course, in a full-scale combat things can get hectic, but it's just a matter of how much micromanagement you can take. In a perfect situation, you neither have to pause nor unpause the game - you issue orders, orders get completed, you issue new ones - game automatically resumes. The best thing about SPM you don't HAVE to TIME pauses - they occur automatically when something that should require you attention pops up - like you character running out of orders (you can stack them and make orders like 'shoot that guy in the head till he drops dead, btw), new enemy appearing, being shot at, grenade thrown, etc.Īnd this is configurable. However, the wf6 exe i have is german while the wf5 contents i have are english, so i'd get a mix of languages. I never bothered trying, but technicall it could work to use exe and part of the files from WF6 to make WF5 a lot less buggy. Most likely, the version you refer to is WF5 while recent versions and patches are for WF6. Wf5 was sold in english for sure, together with ja2 Gold, Wf6 has an english version by now as well (?) WF6 doesn't work with WF5, they're not compatible, at least not out-of the box. It's a replayability thing because he may offer quite a new challenge to a map that you usually steamroll over. There are a load of NPC's that are placed somwhat random, but Mike works slightly different. Yup, the Mike thing is often puzzling because if you play ja2 always the same way (order of towns, etc.) you'll often encounter him at the same site. undeliberately losing track of enemies is almost impossible that way. You usually get one "free turn" after an encounter is over that can be used exactly for that.
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