Jagged Alliance 3

Jagged Alliance 3

Starting Mercs Done Right! v2
feedback/discussion
i'll just go in order from your last few comments

- i'd be careful about changing the stats of any of the mercs, in fact thats probably the one thing i'd try to avoid if possible. i think we can both agree they aren't really balanced but i think they are part of the flavor of the game. unless theres a merc who has a specific stat value that just makes no sense (none immediately spring to mind for me) so yeah, i would just leave raiders leadership stat alone, its not game breaking considering militia can't actually go out and take territory for you.

- I agree about revenge being sort of a weird fit for him, that perk is really only good when used in conjunction with a heavy armor merc with beefed up who can tank a lot of damage. I think vanguard and distracting shot would be a good choice, considering he should basically be a fairly generic rifleman character with really high leadership/teaching skill (as per JA2)

edit: would be nice if at least one of the mercs had revenge from the start though, something to consider
Last edited by mousetrapreplica[TSC]; 12 Dec, 2023 @ 12:34pm
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Showing 1-4 of 4 comments
- i haven't played much with fauda, her talent seems really cool, i just usually already have a heavy weapon merc by the time im hiring a legendary merc. maybe on my next playthrough i'll try her out.
- Fox is a tough one, id say with her dex of 100 you definitely have to give her a dex perk to start. i could honestly see any of them working, untraceable would synergize well with her super high stealth kill chance (affected by dex), dead eye is always useful but might not fit as well with her character. honestly im starting to think opportunistic killer isn't such a bad starting perk, your call though.
- I think turning Len into a support fire/overwatch expert makes perfect sense. i think those are sound perk choices for him, except i wouldn't give him flanker, I just don't think it suits him considering his relatively low mobility. Stress management could make sense to represent his nerves of steel he's gotten as a hardened veteran, or maybe recoil management because why not
- again im really torn about giving a character fast runner from the get go, as it basically railroads you into a light armor build. I actually like using shadow with medium camo armor and giving him a mid range weapon like a suppressed AUG/M16, but going the light armor obviously makes a lot of sense with stealth where the idea is you aren't being shot at at all. maybe flanker instead?
hey, been playing a new game after taking a break from JA3 for a little while. feels good so far, i think before i suggested reverting dr q back to starting with the free move after melee attack and i still think thats a good idea. i also think starting fox with opportunistic killer is a little sub optimal. other than that feels great.

only other feedback so far is for Red, i think the idea of giving him somewhat of a marksman perk set up is neat (doesn't really synergize with his special ability that well but it works well in terms of lore/fluff so im cool with it) however i feel like if any of the explosives experts should have the teaching skill it should definitely be him. i think he had it in JA2 and it fits his character to a tee
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Showing 1-4 of 4 comments
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