Ho ho plenty nerf on skills, the biggest hole with combo get ignored (Rapid Clearance then Adrenalin Rush) no nerf for Mind Crush also. The Dash change is interesting, looks astute, block spaming and skill keeps almost it’s power, no more “easy” Dash and double shot, will give more sense to dash and Heavy Chaingun.
Because it makes no sense to say a human with shotgun is same than human with sniper, only explanation is you was trolling or never played such games using only humans with various equipments and skills levels.
I didn’t say that they were ‘the same’ I said that they’re weren’t ‘unique opponents’ this is not the same thing. Also I was talking about shotguns and rifles, and made no mention of snipers (not that it matters, they’re still not unique opponents).
If that’s your only explanations then you really need to become more open minded.
I made a comment that was a reply to someone else and had no relation to you what-so-ever - If you decide to pick up on it and draw false conclusions then it’s not me that’s doing the trolling.
You’re supposed to shoot the crab guys on their limbs. Use the mouse wheel to zoom in and select a limb. They die fast, you can disable their wepaons/shields. Isn’t this obvious?
So for Assault Rifle (this is something that PP doesn’t show) again there’s no confusion to do between Shotgun and AR, I believe you think SMG not any Rifle.
So it’s different type of units and are pretty unique to each other.
For SMG it’s complicated, in some games it’s rather similar to shotgun, in some other it’s quite different.
No, I think rifle. - Not a sniper, or a SMG, or anything else for that matter. A rifle, the one with a long barrel and a stock that you brace into your shoulder, doesn’t necessarily have a scope, but designed for long distance shooting.
I think you may be mixing up your English.
To me a human opponent is a human opponent, it doesn’t matter what weapon they hold as they can drop that weapon and pick another weapon up. Hence a human wielding gun A and another human wielding gun B are not unique opponents. - When a sentinel first appears in Silent Storm that is a unique opponent.
Going back to PP - A crab man that has 20 armour and claws is not a unique opponent as compared to a crabman with a 10 armour and any type of gun you like. It’s just the same asset being used over in a slightly different way.
Beside some very long range shotgun (I mean for a shotgun) again that’s different unique type, confuse them and not consider them unique to each other is weird.
And it’s the loop, Jagged Alliance has one enemy type (ok almost), it makes no sense, but ok let say we agree to disagree.
If you manage the same those with pincer, those without poison, those with shield, those with AR or not, those with RF or not, and even those with AR 50 or not… Sigh.
We were talking about evolution. A human doesn’t stop being a human because they’ve picked up a different piece of equipment. The devs aren’t creating every single NPC character model from scratch for every one of them. I think you’ve totally got the wrong end of the stick here and this is now turning into semantics because you missed the context of the post in the first instance.
And again - It’s not about how you manage them, it’s about what they are, you could paint it pink and stick a poppy in its beak but you’re still facing a crabman, not a new and unique creature that has evolved from it.
I’ve has started to just find the game annoying and was thinking of just calling it a day and going back to the wonderfulness that is XCOM2 - but decided to look at Nexusmods - and that was a good idea.
I’s recommend to the OP and others who are finding the balance annoying, to get some mods installed. The one I have been playing with today is “Customizable Game Tweaks (All in one)”, and it lets you adjust many many things. I am enjoying it a little more now as a result.
Just cos they use their abilities doesn’t meant hey aren’t doing this.
The thing is instead of using tactics and fighting as a squad (or even in squads, doen’t need to be every alien on the map… but it should, unless they are completely deaf!), they act like individuals and don’t do anything but run into range then use their abilities.
I don’t disagree. Game isn’t in the state that would allow me to recommend it. It does have potential, so I am looking forward to seeing how it will develop.
Just for clarity. In JA2 they have different ranks of enemy soldiers and ranks influence weapons/equipment and AI profile. An Elite with a pistol is much more dangerous enemy than a recruit with a high end assault rifle. That doesn’t make them “unique” on their own but it creates “unique” encounters when you have to fight a different roster of soldiers in the same location.
I have a feeling that in PP the only difference in AI behavior is weapons. When tritons loose their firearm they behave pretty much the same as melee crabs. I’ve never seen AI trying to ambush you. One single time I’ve seen behavior where Tritons put a lot of smoke and where hiding in it for multiple turns. But it wasn’t because they are smart, just because they carried shotguns and where avoiding my overwatch, which was just overlapping cones from 8 guys covering half of the map.
Yes but JA2 AI is totally stupid, ambush, never or with luck and high numbers. AI isn’t about mimic human it can’t do it half well, it’ about behaviors and variations to context, at end it’s no human.
XCOM1&2 have much better AI but let face it it makes enemy control soldiers a bit all the same, when in PP there’s a much better variation around control and panic thanks to AI not too smart.
I had a triton sniper disarming a sniper and a vehicle turret, not that bad.
Sirens also show interesting behaviors, and thanks it’s not human like nor too smart otherwise soldiers controls would have been a much bigger problem.
So to recap:
Yes a lot of AI is lead by tools the enemy has, no it’s far to be only that.
Triton never behave as crabs, a good comparison is Crabs with just poison and Triton with short rane pistol or Shotgun, very different AI.
Siren behave in unique ways with many variation.
Mindfrager has unique AI.
Scylla have their own AI partially adapted to skills owned.
Chiron have unique AI.
So a lot of AI is coming from skills/weapons but that’s normal, and no it’s not just the point and one AI for all.
Yeah, and to be fair, in JA2 I wouldn’t expect to find unique opponents in terms of their asset design, you’re facing a human enemy in a military scenario, I guessing that it was originally pitched that way, and it would be extremely odd to then suddenly have space crabs pop up.
PP on the other hand marketed itself as having evolving alien creatures throughout the game which sounded great. The reality is that we’ve got a few alien types and those types can have different load outs which are applied across the board whenever that type appears.
In JA2 there are coupe of unique enemies in a form of story line characters. They are still human but carry some unique weapons/gear. They might be hostile or not, depends on how you play. I don’t think they use any different AI, they are more of a Elite template with unusual set of equipment. That was enough to make encounters a bit more interesting. I’m talking about terrorists/mafia/generals.
For 7.62 there was a mod in development where mercs that you don’t hire can get hired by one of the factions and then they can appear as your adversary in missions. That was a pretty cool idea, sadly I never tried it.
Exactly. The point is not in how something looks like, or what kind of animations it has but if it actually changes the way how you have to play. You can use the same AI for all enemies but if their armor/weapons/equipment changes the way how you have to approach situation then this could be good enough. An example is some super armored enemies in Terror From The Deep that reminded you why you should carry explosives or uber melee weapons.