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In it I mentioned about Raven "...her bios says "used the cover of night", but there's already many NightOps Mercs - but no Stealthy & Automatics Merc in JA3.
Plus with her Talent TopSpotter she now can sneak forward and actually spot (and mark) bad guys for the team."
So I expanded the lore here to have a Sneak+Auto Merc in JA3 (like Igor was in JA2). It is true tho that she shines as machinegunner mostly and maybe there should be a change.
Which other merc could do Stealth and Auto? Maybe I should just add nightops to Raven (if I remember how to do it X))
But no return. Replayability too low. Gameplaywise just too many downgrades from JA2.
These are the other reasons I stopped playing:
-> https://gtm.steamproxy.vip/id/RoQifella/recommended/1084160/
Them breaking my favourite mods was one of the reasons I stopped playing.
Just lucky I finished my single-John-Wick run before they disabled the Dualie mod.haha
Although JA3 devs regularly destroy good, working mods with their silly updates, I think tbh that it is unlikely that this mod causes any issues because moddingwise it changes very little and nothing structural or scriptwise.
So Idc any more, bc I don't play it any more.
Please be more specific describing the issues.
Nice! Upload it, share da luv.
To everybody:
Making small changes in this mod is super-ez. Just open the built-in Mod-Editor, look for the mod in the list and open it up. The rest is pretty much self-explanatory.
Ask if any questions arise. Only thing is that some perks are named differently in the game and the files, but I trust you'll figure it out!
Not really working on a new version of it right now. Have had only little complaints. Most people like the changes. If you have any suggestions, please drop them here.
Balance?
Gonna do a mod that fixes that btw. For moa balance ;-)
Will be an add-on to Starting Mercs Done Right!
Just finished a solo campaign on MI. Was easy too. game's just too ez in general imo.
With a 3AP weapon he can kill over a dozen enmies in one turn. (Done that.)
Here you can see a melee build that kills like 20 people in 1 turn
https://www.youtube.com/watch?v=Hs-jpUvzBAk&t=28s
We even improved this build so it can kill an unlimited amount of enemies per turn (as long as you can reach them) see https://www.youtube.com/watch?v=x7OlbddU1Vc
So like my mod, don't like my mod but just don't talk about vanilla merc/price balance in here bc it doesn't exist. There is no balance in vanilla regarding mercs and prices and that's why there also is no balance of that in this mod.
Btw I took Grizzly as a starter in a testing campaign I ran. I played with triple enemies and higher ammo drops, so I actually used the MG42 (which was fun). He is good, but he is in no way imba (like Ivan is in vanilla) and still not as good as Igor is - for the same cheap price.
Sure he's very powerful now but so are said examples Igor and Barry and they don't eat ammo for breakfast like him. MGs in general are not that widely used in JA3 so I don't see this imbalance in any way as gamebreaking or so. (As for example Ivan's imba vanilla 3AP-talent is - just saying regarding devs and merc testing.)
You're feedback is always appreciated and the suggestions noted tho.
Mercs and prices are imba in vanilla. From minmax perspective you have to take Igor and Barry each time. Grizzly is strong & cheap like them now, I agree, not the best MG gunner tho, that's Ivan. The main reason for giving Grizzly the Auto trait was his talent. I looked at it in detail and it is useless in vanilla. (see 2)
In some cases this mod makes the already screwed up merc price imbalance better (Scully) in some it makes it worse (Grizzly) but fixing the vanilla merc/price imbalance is no goal of this mod.
There are mods that try to do this - tbh I just don't care enough about it to do it myself. I don't need a good price balance to enjoy the game, but I need mercs with fitting perks.
Glad you liked it overall, if you want to make a light version for yourself send me a DM and I'll show you how.
However, adding traits feels pretty cheesy.. For sure devs had a lot of testing to balance the mercs and prices. And adding traits (because of previous games) ruins the balance in many ways. Grizzly in my current playthrough is overpowered with both heavy weapons and automatic fire traits, making him the ultimate machine gunner for like 300$/day. Pretty sure there was a reason why devs didn't have a single merc with both these traits.
How about a light version (or a setting) which only leaves "changes" and "swaps"?
Anyway, thanks for the modding!
or on the discord.
HitTheDeck-Vanguard + Distracting Shot
Reflecting that he often lies prone (=for free) (sometimes in the open =gets Grit) and shoots single shots at targets in overwatch cones. (=his talent) Plus Distracting shot as weapon against 'counter-overwatch'.
Revenge is nice as a unique starting perk but w/o a proper build it is not strong. His other Vanilla perk Flanker doesn't rly do it for me either.
Other perks to consider might be Deadeye and Arterial shot. Both emphasizing snipery quality. Arterial shot would be nice bc you could give him special ammo and aim for unarmored parts.
I would like Prone+Distracting Shot+Arterial Shot - but 2 Wisdom perks when he won't get over 2nd level there anyway?
He could reach 90 in Health, Dex & Strength but needs 10+ points each. Normally you would want to give him Health &Dex perks to start his way up.
Prone+Vanguard+Deadeye is a bit boring tho.
The more feedback I get - the quicker it goes ;-?
I think I agree with both points on Raider and Grizzly atm. Need a better idea for Raider. I think we gotta change his perks in order to make him stronger cuz none of the traits fit. I'm thinking gold perk, but no 90skill.
I noticed it's better for Grizzly if he starts one up on the health tree (Beefed Up) since the strength tree actually doesn't help him much. (Collateral being a bit of a waste.)
There's some things I gotta check out with Fauda, namely how her talent works with light armor and cumbersome weapon. (Grants freemove?)
Need some Feedback on Fox, cuz many people seem to go the cumbersome route for opener builds with her (heavy weapons+MGs).
Some Feedback on Len and Shadow would be nice (bc I don't know if people appreciate the changes.)
Plus the question if to do something about Ivans talent :-))
Maybe I can make an early beefed down version earlier?
https://www.docdroid.net/MQj2Ybn/starting-mercs-done-right-online-table-print-pdf
2nd chance.
You hardly ever do that w Fidel. For him it would be, tough cqc situation - just move next to someone and hit him in their turn. Rarely happens if ever. Plus never knife equipped.
Right about martial arts (more like h2h in JA2). Fidel just doesn't seem like a martial artist to me
I totally agree on the Fidel/DrQ issue. Nice that you just played them both.
Fidel had a melee trait in JA2, but this is one of the cases where I don't stick to it, bc as you rightly described it makes so little sense on him given his other skills and perks.
The CQC trait was really shunned by the devs idk why.
No, I don't change the traits or perks themselves. Bring it up to Rato, he is a nice guy!
i appreciate taking my feedback into account but i can tell you have a pretty good idea what you're doing already. i look forward to V2!
Im not really the biggest fan of Vickis talent (id probably just remove the flat damage buff and leave the crit chance buff alone), ive been playesting ratos gameplay overhaul so that might be something for me to bring up to him actually since im assuming this mod won't actually be modifying any existing perks/talents, just changing which mercs get what.
Dr Q gets really good once you raise his marksmanship over the course of a playthrough, but yeah early game he really relies on his melee, and it scales incredibly well with unarmed's high crit chance, not to mention it makes a ton more sense for him to have it then fidel, who will basically never have his knife equipped and therefore almost never benefit from the entire point of the skill.
This mod is only at the beginning. What I released here is kinda my personal version that I made in one go. I appreciate the feedback bc I wanna see what the community actually wants to have.
I'm updating yugely, bro. Thanks for the feedback. I wanna make it better & more JA2 wise.
Adding CQC to Vicky is noted. Might happen in v2. Thing about throwing is she had it in JA2:
(Akimbo & Throwing), so I wanna leave that. I'll think about adding CQC - but balance is what kept me from doing so until now, she's already pretty powerful w her Crit-special and I didn't feel she needed a buff.
I added HandToHand to DrQ bc I don't see why only an IMP could have both melee traits combined (MartialArts & H2H) and the good doctor is the dedicated melee merc with his awful 60 marksmanship.
I didn't include a written changelist - just the pictures where you can see all new starting setups. I recon that not everybody knows ALL the perk symbols or even remembers what the vanilla starting perks were, so I'll add a list.
also, in mercs reloaded vicki was given cqb training instead of throwing, i thought that was a better fit for her as a dual pistol expert. i generally like the idea of taking the best changes from that and tweaking/improving where possible. let me know if you get a chance to update this and i'll gladly give it a go on my next playthrough