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Woody, have I got some tips for you! They may help and they may not, but I will leave that for you to decide.
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- Unlike JAGGED ALLIANCE, you can detonate explosives by firing at them in DEADLY GAMES. This can be lethal in multiplayer--put some explosives on the ground, and when the enemy walks by, shoot at the explosives. Does much more damage than a grenade.
- The Tip Received The Most: If you come upon a locked door and have no keys then use your weapon to shoot the door until it opens.
- Computer enemies will tend to hold onto their grendades until they've taken half their health in damage. Then they'll start tossing the pinapples. Two lessons here: first, heavily injured enemies may be the most likely to grenade you, and second, if you're creating a scenario and want to force a computer enemy to throw a grenade, make his Current Health half of his Max Health.
- Rocks have three uses. You can use them to create a diversion--throw one in the vicinity of an enemy and he'll go check out the sound. Second, you can use them to detonate mines. Throw one where you think there is a mine. And third, you can use them as weapons! (Though they only do a couple points of damage.)
- When using the mortar, ALWAYS STAND A COUPLE OF SQUARES AWAY FROM WALLS OR TREES. The mortar launches at a 45 degree angle, so it needs some clearance. Also, don't try firing the mortar indoors (you'd be surprised how many people try.)
- You can mortar people inside of buildings (firing from the outside, that is), but it will take 2 hits on the same spot on the roof. The first hit only damages the roof, the second does damage to the interior.
- When you're in a situation where you can use a knife or one of the
other close combat weapons (i.e. Chainsaws work wonders...) try to leave
yourself a couple of turn points to "aim" this will not only insure your
hit but "where" you hit. The opponent will also try to dogde but
raising the attack value will help SOOOOO much. EXAMPLE: just clicking
'knife' without adding extra points gave me about 10-15 points of damage
to the opponent. Aiming gave me almost 40 points. (i guess it helps to
go for an exposed part....not just the torso...)
- There IS a way around those stubborn dolts like Leech, Malice and Fidel refusing to move until they've eliminated their enemy (particularly annoying in multi-player!). Make sure they have a close
combat weapon readied in their secondary hand. When they refuse to
budge, right click on it so it's their primary weapon. They are now free
to move (can't stab somebody to death without moving I suppose). That's
all.
- Taking care of enemies is easy if you can get them from behind....
have a few of your most damaging mercs sneak up behind the enemy while the enemy is distracted by fighting your main body of mercs. (the best merc formation is crescent shape or crossfire, but remember to take cover and duck at all costs!) You can sneak up and stand directly behind a merc and shoot him the head for lots of damage,dont bother aiming this close, just blast away. Make sure these mercs have lots of APs, because if you dont kill the bad guy, there'll be hell to pay. High agility is a must for this!. This is a great tactic if your enemy is ducking behind one of those bullet proof bushes and you are having trouble hitting him.
- Another thing to do is to designate someone the grenade holder. Give them a grenade launcher and several grenades, so when enemies group together you'll be prepared to cause lots of death. Make sure this person has high marksmanship, preferrably a 5 pocket vest to hold all that stuff, and a high powered gun if they are a good marksman. A nice tactic is to equip everyone with 2 guns until you can get m14s, m16s and .12g rifles. A good combination is a shotgun and quickfiring handgun. Shotguns are VERY slow, often leaving you with 10 action points and no time to shoot again. That's where the handgun comes in. Even better is an uzi and a shotgun. Also,when weapons jam, you have a backup!
- Hire leech on your starting team. He's a damn good shot, cheap, and the only big drawback is his slowness.
- Pick up everything you can. You can put almost anything to good use.(or sell it for a profit)
- When firing a merc, take ALL of his stuff away....they dont mind!
- Save before exiting a mission, so if someone leaves you, you can reload and take their stuff away. You dont want em walking off with your only m16 and a spectrashield.
- Save every few minutes, in case something goes wrong. Your most powerful weapon is the game's save feature, if you dont mind being underhanded and reloading till the enemies miss all their shots.
- Instead of firing someone, consider offing them and saving your reputation, unless they've been with you for a while.
- Take extra keys you find in the field so you dont have to look for them in future missions, just bring the old ones along!
- Make sure you have enough ammo, at least 3 clips.
- Shooting through windows and ducking away out of the enemies line of fire is very effective and safe.
- Lance is also a fair doctor... If you want to take time out to heal,
use Lance as the doctor and *** as the patient. Lance is cheap, and
you can heal (rest) them both, and save money.
- If in a campaign and running low on money (who doesn't). Try taking
only one mercenary out. Not only will this cost you less it also
allows you to concentrate your weapons in one spot. Have Magic (the
all around best merc.) take a M-16, ammo, and some grenades as well as
some good protection (spectra sheild and kevlar helmet, preferably
treated and in good condition) and don't forget the lock pick because
he can pick almost any lock, after all he IS "Magic". Take advantage of his
agility and seak in on opponents. He can easily handle a group of
enemy mercs by himself.
- I've found a fun thing to do is go behind some thick bushes and shoot at nearby enemies then duck. The enemies and all their friends will come and try to kill you. Since they usually bunch up nicely, a shot with a grenade, grenade launcher, or a mortar are all fun.
- It's much more difficult, naturally, to hit someone lying on the ground, like they do after getting hit with a grenade. If you are in a
firefight with a clump of tightly-grouped enemies, have all of your
mercs shoot as many as they can, and fire a grenade into them. Even a
stun grenade at the end of every round will save you some return fire on
the enemy's turn.
- Shooting guys in the water is easy and entertaining, but you don't get their stuff.
- When moving a group of three to four merc's in a 'hairy' situation, leave the leading merc siting with full action points and then move everyone past him. Then rotate the sitting merc role to the new lead merc. With this technique, you can move effectivly and have a merc with a full action point count to assist in surprises from the enemy.
- If you start a campaign, i have the best group for ya!Go to A.I.M and choose: Magic, Hitman, Mike, Scope, Buzz, Leech, Scully, Ice and Malice. [If only you have money!]
OOOOOps! Don,t forget IVan DOlvich!
- There's a bug in the game that I've taken advantage of. If you quicksave before you
go through a door, go through it, and an enemy shoots at you, quickload right away
(sometimes) the enemy merc fires again and destroys the door leaving yourself with the
initiative.
- If an enemy merc keeps taking initiative when walking through a door, have someone
toss a grenade through a window and knock the merc on his butt. If there is no window,
have someone out of the enemy mercs line of fire shoot the door down. Have the merc come
to you.
- If a bunch of enemy mercs are hiding behind a door, plant an explosive in the door and
run. :)
- If you know where the item you are supposed to pick up is, plant an explosive on the
wall of the room (away from the object so you don't blow it up), and take the shortcut,
instead of walking through the entire complex.
- I have discovered that when disarming bombs and booby traps, you will have greater
success if there is nothing in either hand.
- If a merc threatens to quit at the end of a mission, offer him or her a large salary
and then fire them at the start of the next mission. This way, you can get all of their
gear before they leave and you won't have to pay them the outrageous salary you offered
them.
- I have found one very good way to protect my good mercs from getting hit by enemy
bullets. First you hire some cheap useless merc. Use that merc always walking in front of
your best marksman-men. When that merc see some enemies, let the enemies shoot that poor
man and use their action points to that shooting and after that you can use your best men
to kill the enemy and hide after shooting. On next turn the enemies, which are left, try
to kill that poor man again (it's good to have some shield on him). That man must stand in
very visible place, so most of the enemies can see him and try to shoot him. Almost every
time that man gets killed, so what, he was very cheap. Hire some other cheap merc to
another difficult mission.
- If you go near some building, get first some good shooters near the corner and keep
them in that place until they have full action point, next one of your man walk round the
corner and usually finds some enemies standing there and then he fire only one shot with
minimum points towards the enemy and then he run back to that place where are the rest
waiting. In the next enemy turn some enemies definitely come after your man, AND all your
good men, with their FULL action points, are waiting them. Usually you get the first turn
to shoot, remember to save often, and enemies don't have hardly any chance because they
are very close to you and you can fire them with minimum points.
- In the beginning of the campaign, hire speck. He is damn good mechanic and cheap. Then
he can repair your stuff rest of the campaingn cheaply.
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