what traits for my IMP?

#1Binky_BarnesPosted 11/13/2008 3:13:28 PM
I am using the 1.13 patch and I can choose some traits (I think thats what they are called) for my custom merc. Which ones should I pick? Thanks for any help.
#2SpaceAgeSamuraiPosted 11/13/2008 4:56:28 PM
First of all, 1.13 isn't a patch; it's a mod. (it's just named that way, because it was intended to be an extension of the original game rather than something completely different.) If you haven't played through vanilla JA2 (version 1.12) at all, I'd suggest that you do that, first. The countless additions in 1.13 can be a bit overwhelming, even if you're already well versed in how JA2 works. I can't even imagine how daunting it'd be for a stone-cold newbie.

That said the one trait that just about everyone can agree on is Night Ops. It allows your IMP to see further at night, which is a huge help, especially since you should almost certainly be launching your first major battles (the ones to liberate Drassen) at night, and the ability to spot the enemy before they spot you is a huge asset.

Beyond that, it's really up to you. Take whatever you think sounds most useful. If you need some help, descriptions of what they all do can be found here:
http://jaggedalliance2.com/secrets/secrets03.html
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#3VelariPosted 11/14/2008 4:06:13 AM
It's really personal preference in the end. I sometimes get expert hand-to-hand or knifing just for the heck of it. In general you don't end up using them much, but it's just for fun :P
Ambidextrous is one I just happen to like as well.

You could also try to "fill in the blanks," so to speak. For example, if you don't specifically intend to hire someone for picking locks, you can give your IMP merc that role by giving him/her high dexterity and mechanics, plus expert lockpicking or lockpicking/electronics. I don't even remember if you can get electronics on and IMP (although you probably can in 1.13), but oh well :P


One I personally liked a lot was an IMP with high marksmanship, psycho personality, and expert automatic weapons :P

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SO3 board resident sagissa.
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#4SpaceAgeSamuraiPosted 11/14/2008 3:43:08 PM
"Ambidextrous is one I just happen to like as well."

I knew there were other smart people out there!

Fear the quiet killing power of an IMP with 2 silenced MAC-10s (with AP ammo, once the enemy starts packing too much armor for normal rounds)! The enemy knows I'm out there, picking them off, one by one, but they're never sure where, until it's too late! Mwa ha ha! (As you can tell, I'm a little biased, myself.)

"One I personally liked a lot was an IMP with high marksmanship, psycho personality, and expert automatic weapons :P"

Definitely a combination with extreme potential. The only thing I'd say is that you don't really need to go out of your way with the marksmanship, right out of the gate. Your IMP will be with you from day 1 and will see plenty of battles. As long as you have high wisdom (and ALL IMPs should take the maximum allowed wisdom), your marksmanship will increase quickly enough that a high rating will come, in time. (In my current game, I think I started with 60, and my IMP is now at over 93 with more than 3 towns left to go.)
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When all else fails, read the instructions.
#5VelariPosted 11/15/2008 3:38:39 AM
Yeah, that's true of course, it's just that the character was there to shoot stuff up, and not much else :P
So I had no use for points in medical, explosive, etcetera, and on the other marksmanship just went with the "theme" for that character, so to speak.

Was a lot of fun to play, though. You might just want to consider putting a few more clips than you normally would on that character :P

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SO3 board resident sagissa.
Liek omfg its teh lesbian!11!11@1, etc, etc. Wolfwood824 - about me ^_^
#6Halo_ForeverPosted 11/24/2008 10:20:14 AM
Full auto (expert) comes to mind, especially in night missions a experienced mercenary can destroy large amounts of enemies with burst (killing enemies with Spectra armour in one burst). Especially useful with large burst weapons like MP5's, RPM (the Russian LMG, in case I spelt it wrong), H&K21, MAC-10 and so forth.

Ambidextrous can be useful in the beginning but at least in vanilla JA2, the best weapons (Assault Rifles, Sniper Rifles and the Rocket Rifles) require both hands to use effectively, so for ambidextrous action I'd suggest Fox, Meltdown or Danny (?), instead of putting on your character.

The usefulness of Night Ops and stealthy have been mentioned here. Lock picking might be worth it if you aren't going to pick up Maddog or Dynamo anytime soon.

I would absolutely recommend against taking Hand-to-Hand, Martial Arts and Knifing, since as far as I'm concerned they don't do jack to the enemy, but makes you a prominent target. I've gotten two melee kills in 350 hours of JA2, even at point blank it is always better to shoot.

Throwing could be taken if you are thinking of building a grenadier, but don't bother taking it for knife throwing (the guns have lower AP costs anyway). Teaching could be useful but Ira (free) and Flo (practically free), MD and Buns (cheaper mercs) can be used for that, also Ira gets the native training bonus.


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Poet Eliot had it all wrong....
#7SpaceAgeSamuraiPosted 11/24/2008 3:36:19 PM
"Ambidextrous can be useful in the beginning but at least in vanilla JA2, the best weapons (Assault Rifles, Sniper Rifles and the Rocket Rifles) require both hands to use effectively, so for ambidextrous action I'd suggest Fox, Meltdown or Danny (?), instead of putting on your character."

Spoken like someone who has never experienced the raw, stealthy stopping power of a merc with a pair of silenced MAC-10s. The ability to quietly (and reliably) take down an enemy, single-handedly--at a distance, no less--is invaluable. Assault rifles are great, but once you fire one, every enemy in the sector comes running, and there's nothing you can do to avoid giving your position away. Silenced SMGs don't work too well when fired one at a time, but when dual-wielded, a merc can take out an enemy, all by himself, without alerting everyone to your exact location. As long as you start stocking up on AP ammo, so you'll be ready once the enemy starts wearing better armor--at which point you start using AP ammo exclusively (except against bloodcats, and other obviously unarmored opponents, of course)--they can be remarkably effective, all the way through Meduna ... even in vanilla JA2. (The higher speed afforded to pistols and SMGs in mods like Deidranna Lives makes them almost game-breaking in their raw power.)

That said, my ambidextrous mercs always have an assault rifle as a backup weapon, for when we're forced to fight during the daytime (which I avoid, whenever possible) or in other situations where the enemy is simply out of SMG range. Relying on the SMGs is no reason to be stupid and ignore the situations where a more accurate weapon, however noisy, is indeed preferable.

In short, don't knock it 'till you've tried it! I have and have kicked many butts in the process ... or at least peppered them with streams of 9mm and .45 ammo.

And yes, Danny is ambidextrous. So are Vince and Vicki.
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When all else fails, read the instructions.
#8Halo_ForeverPosted 11/24/2008 10:45:56 PM
Spoken like someone who has never experienced the raw, stealthy stopping power of a merc with a pair of silenced MAC-10s. The ability to quietly (and reliably) take down an enemy, single-handedly--at a distance, no less--is invaluable. Assault rifles are great, but once you fire one, every enemy in the sector comes running, and there's nothing you can do to avoid giving your position away. Silenced SMGs don't work too well when fired one at a time, but when dual-wielded, a merc can take out an enemy, all by himself, without alerting everyone to your exact location. As long as you start stocking up on AP ammo, so you'll be ready once the enemy starts wearing better armor--at which point you start using AP ammo exclusively (except against bloodcats, and other obviously unarmored opponents, of course)--they can be remarkably effective, all the way through Meduna ... even in vanilla JA2.

I have used the MAC-10 trick quite a bit but still prefer the large noisier weapons. My strategy tend to be the classic sniper tactic, shoot and relocate, if I have more than one merc I'll usually create killzones with the chemical flares.(planed in such a way that the enemy doesn't back get the chance to flare me back).

What I don't remember is whether you could equip the MAC-10 with a fire rate enhancer or not. Because of the high AP cost of the MAC-10, I have used the MP5 SD more than the MAC-10.

At least my Expert Merc could shoot one or two 5 AP five-shot burst with his LMG (preferred the RPM) and still have 8-13 AP to get away from the scene (sometimes leaving the enemies a nice mine as a present). I've killed 25 enemies in one sector with a lone merc using this tactic, so it works on pretty much everything vanilla JA2 throws against you.

(The higher speed afforded to pistols and SMGs in mods like Deidranna Lives makes them almost game-breaking in their raw power.)

Haven't played the mods, which is why I said vanilla JA2. Good to know though that the modders addressed this, it was one of the things I liked better in Silent Storm (all weapon categories serving a purpose).

>And yes, Danny is ambidextrous. So are Vince and Vicki.

So I did remember correctly.
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Poet Eliot had it all wrong....
#9SpaceAgeSamuraiPosted 11/25/2008 3:41:30 PM
My point was that, when used correctly, Ambidextrous can be an insanely useful trait, right up to the very end of the game, even in vanilla JA2. It isn't for everyone. Just don't dismiss it as something that's only "useful in the beginning." It might not fit into your strategy (and no one said it had to), but it isn't something becomes useless, either.

I underestimated it, myself, until I was forced to make due with an initial landing team containing Fox, Danny, and Meltdown (and I later picked up Vince, as well). I thought, for sure, I was going to have to abandon their dual-wielding ways and move to assault rifles if I wanted to do any kind of real damage, once things picked up, but they proved to be such excellent, silent assassins, I kept going. Next thing I knew, they'd become the core of my stealth squad. Without fail, I was able to take out at least half the enemies in any given sector before they even realized we were there ... and I could do it all without all of the luck or trial-and-error involved with throwing knives. I finally had a viable stealth tactic that worked even in iron man games!

"Haven't played the mods, which is why I said vanilla JA2. Good to know though that the modders addressed this, it was one of the things I liked better in Silent Storm (all weapon categories serving a purpose)."

Well, I'm only playing through Deidranna Lives for the first time, myself, but when I said pistols were made almost game-breakingly powerful, I mean it. Let me put it this way: my IMP has a kill/battle ratio that puts everyone else on the payroll to shame, racking up a body count almost twice as high as her nearest competitor. In all this time, she's been using the USP Tactical (a .45 cal. pistol) she landed in Omerta with. All she did was pick up a twin (most likely Grizzly's old sidearm, once he moved on to assault rifles) and tack on a couple of silencers. Now, I've liberated Drassen, Alma, Cambria, Chitzena, all 3 of the SAMs (leaving only the one in Meduna), kicked the crap out of the crepitus, and bloodied whole hordes of bloodcats, often taking out 3 or 4 enemies in a single turn ... all with her starting equipment. (And, yes, this is on Expert--it's the only difficulty level I play, anymore.)

Your initial equipment is supposed to suck. That's what make the whole process of graduating up the weapon tree a worthwhile endeavor. You squeak by with your popguns until you can pry something better from your enemy's cold, dead hands, and trade up. Lather, rinse, repeat! That's how the JA games work.
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#10Halo_ForeverPosted 11/26/2008 8:36:23 AM
>Well, I'm only playing through Deidranna Lives for the first time, myself, but when I said pistols were made almost game-breakingly powerful, I mean it. Let me put it this way: my IMP has a kill/battle ratio that puts everyone else on the payroll to shame, racking up a body count almost twice as high as her nearest competitor.

My Expert merc once had a kill ratio 4:1 to the nearest member of his team.

I underestimated it, myself, until I was forced to make due with an initial landing team containing Fox, Danny, and Meltdown (and I later picked up Vince, as well). I thought, for sure, I was going to have to abandon their dual-wielding ways and move to assault rifles if I wanted to do any kind of real damage, once things picked up, but they proved to be such excellent, silent assassins, I kept going. Next thing I knew, they'd become the core of my stealth squad. Without fail, I was able to take out at least half the enemies in any given sector before they even realized we were there ... and I could do it all without all of the luck or trial-and-error involved with throwing knives. I finally had a viable stealth tactic that worked even in iron man games!

My point was that, when used correctly, Ambidextrous can be an insanely useful trait, right up to the very end of the game, even in vanilla JA2. It isn't for everyone. Just don't dismiss it as something that's only "useful in the beginning." It might not fit into your strategy (and no one said it had to), but it isn't something becomes useless, either.


That was why suggested Danny or Meltdown for the ambidextrous action (Danny learns quite quickly because of the wisdom and I recall him starting with a decent level, Meltdown has lower wisdom than Danny but can shoot from the get-go, both can become effective stealth killers). Still starting with your first characters as ambidextrous, if you are not sure how the stealth mechanics work (OP), might not be the best idea. In the beginning it might be better to just go through the standard weapon tree.

I will revise my thoughts about the stealth dual wield though I wonder how does it fare against stealth bursting, eg both the Emperor (my IMP) and Buzz have alone cleared sectors with 20 enemies by bursting with silenced weapons. I haven't noticed much of a difference in enemy awareness and the AP cost of shooting a dual shot is roughly the same as that of a burst. I understand that with a bad merc the problem is consistency, but when you have a skilled merc (Buns/ Steroid from the lower tier, or pretty much anyone from the higher tiers), their bursts should be effective enough, especially if the said merc is a auto-weapons specialist such as Raven or Buzz
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Poet Eliot had it all wrong....