Sir_Toejam's Comments

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Jagged Alliance Online

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Jan. 07, 2013

Rating: 27

make the cash rewards for replaying missions higher. or, make repairs MUCH cheaper. or better: BOTH.

Enola: Prelude

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Jan. 07, 2013

Rating: 1

@gabralath: always shift to defensive mode just before the boss' attack. it will save you if he uses his heavy hitting. also, always have regen up. Key to this fight is the earliest group attack spell you received. hit him with it at full offensive stance when you have shattered his defense, and you will win eventually.

Enola: Prelude

Play Enola: Prelude

Jan. 07, 2013

Rating: 3

...just make a button that makes it go fullscreen.

Enola: Prelude

Play Enola: Prelude

Jan. 07, 2013

Rating: 3

using ctl+f is a bad thing for fullscreen, as those with firefox browser just pull up their search menu.

Jagged Alliance Online

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Jan. 07, 2013

Rating: 2

should make it so you can sell extra resources for gold, or at least trade resources, say, 2 for 1. or even be able to trade resources with other players.

Jagged Alliance Online

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Jan. 07, 2013

Rating: 1

I can understand special ammo costing gold instead of cash, but it should be MUCH cheaper. you want to encourage people to use this stuff. box of 50 should be 5 gold, box of 200 should be 15. seriously.

Jagged Alliance Online

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Jan. 06, 2013

Rating: 1

hospital and repair cost about 50% too much, given how high the fail rate is. speaking of which, when the success bar shows 90% chance of success, but in practice that amounts to about 60-70%, I think the bar needs to be nerfed, or success rates improved to match.

Jagged Alliance Online

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Jan. 06, 2013

Rating: 1

@rhsxhfdl: I had a similar thing happen. I chose commando, and ended up with a sniper, with no bonus to AP, but with commando stats and boosts to sub and pistol :P

Jagged Alliance Online

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Jan. 06, 2013

Rating: 6

crafting should come a bit earlier in the game, and crafting parts should drop more often. most of the things you end up being able to craft right now are usually already outleveled by just buying standard commons from the store before you get a chance to make them.

Jagged Alliance Online

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Jan. 05, 2013

Rating: -1

note: if you take on two contracts at once, only the new one will be active, the old contract will not progress to the next step.

Jagged Alliance Online

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Jan. 04, 2013

Rating: -4

another suggestion (wouldn't put so many, but I do like turn based tactical combat games!): mercs you can hire have "traits" (green = good, red = bad). It would be cool if your main character could acquire traits throughout the game, based on what they do during missions. Get shot a lot? eventually you would acquire the trait "target", which would toughen your skin (boost your endurance). something like that.

Jagged Alliance Online

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Jan. 04, 2013

Rating: -3

...or even enable a gold upgrade to your hospital so you can then purchase medkits for cash whenever you want?

Jagged Alliance Online

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Jan. 04, 2013

Rating: -3

another medkit suggestion: ...make the gold versions of the medkits 1 use per mission, but they automatically renew after each mission (so you don't have to keep repurchasing them). make a medkit that costs cash do less healing, and one use only.

Jagged Alliance Online

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Jan. 04, 2013

Rating: 1

which do people find more useful in a team: Soldier (hit minus), Gunner (hit plus).

Jagged Alliance Online

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Jan. 04, 2013

Rating: 2

FWIW, I'm 15 missions in and haven't noticed any loading lag. I have no clue what is different about my setup.

Jagged Alliance Online

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Jan. 04, 2013

Rating: 1

suggestions: 1) Let us swap mercenaries without them losing progress every time. 2) make basic med kits that cost cash instead of gold, that heal a small amount and stabilize wounds ONLY. leave the others to cost gold. seems a waste to have a basic medkit cost gold. nobody will ever use them.