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报告翻译问题






- No more perk icon duplication on mod reloads
- Moved the needed pics/icons to the UI folder to eliminate some warnings
Orient 100% at vanilla. It is the basis for everything and still better balanced than most mods. Other mods should patch to make yur mercs (fit) honestly.
Actually, the JA3 Discord is a nice place to discuss topics, you could check it out (if not already).
Btw you forgot AR friendly playstyles (like mine) who like to do everything with MGs, MPs and everything that makes ratatatat like in a overboard 80s action movie
- some would go the always headshot route and any perk that takes more than 1 turn to kill Faucheux and his 30 bodyguards is luckluster. So even if you add Bleeding/Knock Down/Voodoo Curse etc status effects this is not interesting for this playstile. This might be/might not be fun for all.
- Others like the stealthy approach, silently taking out the whole camp - so certain perks are not even getting playtime for this
- Again others compare everything to Barry's shaped charges ...
Just some of my thoughts on balancing ...
In Vanilla, it is too easy to level up Agility/Dex or anything really with training, and *BAM* you've got yourself an overpowered build. But there are other mercs with similar or bigger potential in Vanilla already, some already from Level 1. Secondly, while I've enjoyed my walkthrough with Vanilla, next time I'd like to limit the training possiblities/speed for myself, because it potentially quite quickly ruins the differences between mercs.
You might just take Vanilla as basis, but considering that JA3 is luckily very mod friendly, there are limitless possibilites in the end. And some mods are almost mandatory, or just plain too much fun to exclude, which in retrospect might heavily influence the power level of a perk. So which audience should you try to please?
Hence, I am trying to keep an open mindset, take current stuff (Vanilla+mods) as baseline as much as I can, and also rely on player feedback.
I am aware of such nuances, don't worry. As I wrote before, here it was intentional, because:
1) Didn't want to add Cliff any non-canon perk (Stealthy, Night-Ops), etc. - simply because his Ja2 perks are non existant. Hence I took a "lesser evil" route and deliberately broke the rule for Golden Perks.
2) Still, Cliff needed to fill a specific role of being an Elite Doctor/Marksman
There is always a theme with a merc, that should also fit the character. Here with Cliff I've gone with the sharpshooter doc who can shoot so precisily, that if he hits some vital parts/organs, you are dead. If not outright, you'll bleed to death.
I might have gone slightly overboard here, no denying - as I am also doing much more modding then actual playing. My approach here was to start high, and lower based on feedback, which I welcome.
But I am also ok via private chat, no prob.
- Modified Cliff's perk: it now has 15°% bonus chance for Criticals hits, and causes Bleeding only on Critical hits
Again, feedback is welcome (actual playthrough)
Just to summarize, I was/am looking for actual playthrough feedback.
Nevertheless, I believe I will do what I proposed to hopefully better balance it - again, feedback will be welcome (actual playthrough).
Bruh, that is so monster imba, especially with his very strong special ab. Not even the top A.I.M. mercs are build like this! I have to look at yur other mercs, the looks are nice and so on, but u might need some help regarding the builds...
Nevertheless, if a nerf will be needed, I am also thinking along the lines of lowering the critical hit % bonus (to 15% maybe) and then applying bleeding on critical hits only.
(I feel two of the golden perks are not gamebreaking, but the +50 crit damage coupled with his personal perk might be - please give feedback)
great mod. Is it possible to make a version of this mod where Cliff got only perks the vanilla game would allow (for example 2 bronze; 1 silver). He seems quite OP with the 3 gold perks and i really want him in my team but i also want a balanced campaign. Thanks and i am sorry if i asked too much.
@ Ciaran_S: Yes, so actually I was experimenting a bit more with his previous pictures I made after your comments, and then couldn't stop :) Hope you'll like it.
- As I like to keep to original JA2 stats/data, Cliff is pretty straigthforward: he has no personal friends/dislikes, and no special skills from JA2.
This also made it a challenge, because Cliff is to fill the role of an Elite doctor/marksman, and it would feel pretty lucklustre compared to others mercs.
So I did break the JA3 skill perk rules a bit, and gave him 3 gold perks, one of which synergizes with his personal perk. So now he should be a formidable Elite level marksman/doctor as intended.
- He has an amazing South African accent - which is beyond the current AI voice syntesis tool capabilities/my capabilities with them. So besides some sound editing, it's only stock JA2 voices this time.