aiming points

Hired Guns: The Jagged Edge is a turn-based strategy that puts you command of a squad of specialists for hire in the genre’s biggest game-world yet: the African country Diamond Coast. Diamond Coast is a playground for the cruel and corrupt, each with their own agenda. Choose your friends wisely and buy an army of ruthless mercenaries to unleash mayhem on your foes. Choose “jobs” from different factions and complete them for cash to upgrade your weapons and hire more elite soldiers of fortune.
Post Reply
bartholimew
Posts: 85
Joined: Sun Feb 22, 2004 11:53 pm
Location: Swastika Ontario Seriously I am

aiming points

Post by bartholimew »

I noticed toggling Max aim on or off does't effect the amount of AP expended. I would have thougt it would be less for a non max-aim shot.

I saw this and noticed if it cost me 11/10 for an aimed shot an un aimed shot is still 11/10, so no shot.
User avatar
SeanD
Posts: 1082
Joined: Thu Mar 02, 2006 5:36 am
Contact:

RE: aiming points

Post by SeanD »

Calculating AP cost for shooting is not quite that simple. Was that the second shot you took at the enemy? If that's the case you get a AP bonus and max aiming doesn't always cost more. If you take something like a pistol and shoot at an enemy repeatedly you'll see the AP cost of shooting decrease as you continually fire. I suspect your Max Aim "discount" is related to that.
Sean Drummy

Marketing and Press Relations Manager
Image
User avatar
milkweg
Posts: 566
Joined: Mon Jul 23, 2007 10:06 am

RE: aiming points

Post by milkweg »

I see the same thing as he says. First shot and it doesn't matter if you choose max aim or not, the cost in AP is the same. Yes, second shot will cost less, if you have enough AP for a second shot (whch brings me to another gripe) but the cost for max aim and regular shot seems to be always the same cost which is not how it is in any other game of this type and nor should it. Max aim should always cost more AP. I will check again to confirm though.

The other gripe is that enemy NPC can run halfway across the map and still lodge a grenade or even sometimes take 2 - 3 shots. My mercs are supposed to be elite and not the enemy grunts.
User avatar
SlickWilhelm
Posts: 1854
Joined: Sun Jul 22, 2007 1:52 pm
Location: Rochester, MN

RE: aiming points

Post by SlickWilhelm »

ORIGINAL: milkweg

The other gripe is that enemy NPC can run halfway across the map and still lodge a grenade or even sometimes take 2 - 3 shots. My mercs are supposed to be elite and not the enemy grunts.

I've seen this, too. Shouldn't the NPC's have to play by the same rules that the mercs do?
Beta Tester - Brother Against Brother
Beta Tester - Commander: The Great War
Beta Tester - Desert War 1940-42
User avatar
SeanD
Posts: 1082
Joined: Thu Mar 02, 2006 5:36 am
Contact:

RE: aiming points

Post by SeanD »

A large part of the problem that enemies run real far and still have AP is because their strength is too high. We're making tweaks to the enemies so that the amount of stuff they can do in a turn is not nearly as much. After the beta update comes out do pay attention to these types of things. If you still think enemies have an unfair and unbalanced advantage there are many methods we can try to rectify this.
Sean Drummy

Marketing and Press Relations Manager
Image
User avatar
milkweg
Posts: 566
Joined: Mon Jul 23, 2007 10:06 am

RE: aiming points

Post by milkweg »

OK, thanks Sean. Good thing this game is easy to tweak, eh?
Post Reply

Return to “Hired Guns: The Jagged Edge”