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2.3 Getting the tools you need
"Remember, the Brotherhood, being a congregation of honorable battle
brothers on a ideological crusade to cleanse the wasteland of evil for the betterment of
mankind, will clothe, equip, board and feed you for free, but weapons, ammo and
healing comes out of your own pocket. Wait a second..."
I'm going out on a limb here but I'm going to have to say again that FT has an
absurd character arming system and one that I refuse to acknowledge. I don't believe I
should be paying for weapons from my own army. I can understand being restricted in my
choice of weapons according to rank and experience but having to bring back gear to sell
at a huge loss to get new weapons to allow me to fulfill my own orders is absurd. I went
through the game refusing to buy anything honestly from the Quartermaster or Medical
Officer after the first few missions (The straw that broke the camel's back was when I
discovered you could gamble for equipment from your own equipment officers), instead I
fired up a trainer and used it to get all the equipment I needed from the
corrupt/swindling scum that tried to make a profit on my blood and sweat.
If you want to play honestly, then ALL (:-)) you have to do is scavenge
everything valuable that you can carry, remembering that:
- Medical supplies generally weigh nothing (this may change in a future patch) and
you can sell drugs to keep up your weapon habits,
- weapons are more valuable than rocks and wrenches, the more damage they do, the
more valuable they are,
- barter and gamble skills are important (why buy when you can roll the dice and
clear out the quartermaster using quick-load and quick-save [the results stay generally
the same upon reload...]?)
Please don't bother writing to me about how this system makes sense in a
post-apocalypse world where everyone is desperately scrabbling for supplies. It makes
sense in Jagged Alliance where you're a mercenary, it doesn't when you're a draftee in a
big organized military on a desperate mission to save the world. I can understand trading
with individual Brothers but not with the organization as a whole. (And as another IMHO
rant I also don't like the Waffen SS slant (crucifixions, concentration camps, and
execution for incompetence) that has been giving to the Brotherhood which in the previous
game shone with its own light and was ruthless but honorable.)
2.4 Turn or continuous turn based
"Things happen very fast in combat. Events, as well as baby deathclaws,
will often rush you. And there's no pause button to let you take stock of the
situation."
If you're up against a difficult enemy that can quickly kill you, use squad
turn based to keep everything under control. However remember that pressing enter gives
the enemy two turns in a row! Continuous turn based is good when you can hit the enemy but
they can't fire back or can't do any real damage back. This allows you to avoid some of
the tedium involved in taking out outclassed enemies. Sentry modes are useful for
automatically tripping attacks when the characters aren't moving, I basically have my
troops on aggressive (33% trigger threshold) at all times. Remember, they won't start
shooting if they're moving even if the enemy is right next to them so be prepared to press
W (to stop them and allow them to do their own stuff in continuous mode) or Enter (to
pause the game and to trip into turn based mode) very quickly. As should be obvious from
this section I didn't used individual turn based mode at all so if you have any comments,
feel free to send them in.
Sentry mode...its nice if the enemies come at you but most of the time they
won't.
A very valid tactic in squad turn based mode is the old "open the door,
shoot, close the door, wait for the enemy turn, open it again" trick. The enemy will
hardly ever open the door by itself and you can simply snipe the enemy to death by
protecting yourself from their fire very easily simply by closing that door before the
enemy's turn (phew...). A modification of this is crouching behind an obstacle during the
enemy turn and standing up during your own. The enemy will sometimes try and use this
"hide, shoot, hide" tactic in continuous turn based mode where it doesn't
work... (you'll sometimes see an enemy stand up, hide and get blasted apart by the shots
fired at it during the time it was standing up, shots apparently reach their target
instantaneously, the animation doesn't keep up).
3. Miscellaneous hints (spoilers)
- The APC is fairly damage resistant but don't get too close to the Mutants,
- Be wary of mines and traps, if there's a minefield, you'll probably also
encounter trapped doors, etc nearby. The game always hints that there's a minefield to be
encountered (for instance you'll see a subtle hint like a sign saying "Danger,
Minefield"),
- Buy, loot, steal and read all the books you can in the game (remembering about
specialisation),
- Open all doors,
- Check out all shelves, lockers, safes (particularly valuable), desks, anything
that can be clicked upon basically, which is why lock-picking is an useful skill. So is
Disarm Traps (hint, hint),
- Talk to everybody you can though this isn't as important as it was in Fallout so
if you can't be bothered, you don't really have.
- It's also a guide idea to visit all areas of a map, since there might be
somebody or something useful hidden away,
- If the power nodes keep on repairing themselves, try knocking them all out at
once,
- If the door won't open with lockpicking, there's probably a key or switch
nearby,
- Two squaddies, one with a ranged weapon and one with a burst should be assigned
to each of the gates at the ghoul cathedral, though the North gate could be watched by a
single sniper if the pressure at the West becomes too great,
- Choose the less obvious route when in doubt,
- If you can, run from a Behemoth, don't bother to fight it, its too much of a
bother though it is worth quite a lot in experience points (but see below),
- You get the most experience from finishing a mission, not from killing so don't
bother wiping everybody out unless you're low on money/equipment,
- Alway follows your orders. When in doubt, do exactly as ordered. Do it in the
order that its been given to you, the game engine doesn't cope with out-of-sync actions as
well as it did in the other Fallouts.
- Repeat talking to "interactive" characters until they stop making
sense.
- On the hostage mission, talk to the Mayor after completing each mission, in the
order given. Be sneaky when saving the war veteran, a direct assault will end up getting
him killed.
- The brains in the last mission need to be targeted manually, CTRL + right click.
The doors will then open.
- Cabhaal Lahourn wrote in and told me that "... in the mutant fortress
stage, the APC *can* drive over the trenches. Surprisingly it can also make it over the
green toxic pit surrounding the main mutant HQ. I drove the APC over the gap on the right
side of the fortress in front of the sandbag fortification. I parked the APC there and
ended up killing 80% of the mutants in the base as they ran up to the walls. No need to
have anyone on foots the whole mission. This mission is also easier if done at
night."
- Cabhaal also reminds you that using the steal skill is the fastest way to
exchange items both ways between characters. I just hope your squad mates don't mind
stealing from each other.
- He also mentions that after you finish a mission you can put one person on the
exit grid and load him/her up with ALL the loot from the mission. When done collecting,
place all members on exit grid to exit screen. On the map move vehicle away from mission
site and click on location to go to tactical screen. Pull vehicle up beside
overloaded squad member and have them enter vehicle. You can then unload them. This allows
you to collect very large amounts of equipment on the missions that have you driving a
vehicle. This is handy if you want to go in for the barter fallacy instead of just
gambling or "cheating".
- As far as I know, there's no way to continue playing the game after you've seen
the end movies so you can't take a tour looking for special encounters with your pumped up
squad after watching the CGI. Do it before visiting the last mission location.
- Carry around the note you find for the General's wife. It will come in useful
near the end of the game.
- Missions are often easier at night...
- Here's a list of Special Encounters. They're almost all useless BTW:
"The wasteland might be radioactive, but it is not dead. You will
encounter many things, most of which will attempt to kill you, some will attempt to steal
from you, a few will trade with you and some will just leave you shaking your heads in
bemusement as you wander whether to blow what you've seen up or not. Remember the first
rule of the wasteland is when in doubt, shoot."
Encounter name |
Description |
Brothers Grimm |
Mutants that you can kill or heal, if you heal
them, they'll join the Brotherhood. |
Canadian Invasion |
I'm not sure whether they're Canadians invading
the US or whether they think you're Canadians, but anyway they'll attack you with acid and
will die. |
Coppertone |
A mad robot who thinks it’s in the Matrix is
generating power by rigging humans up to exercise bikes with generators. If you attack it,
it'll lower your reputation, but you can steal the electrical cells in the lockers next to
the bikes. |
Farmer |
A farmer with Brahmin that will trade useless
items with you. |
Four Horsemen |
War, Pestilence, Death and Famine chatting about
how people can screw things up on their own without the help of the Apocalypse Riders. I
attacked them but with 12,000 HPs each, I ran out of ammunition before I could kill one.
Luckily they can't hurt you with their kicks if you're wearing power armor so have fun. |
Phil - the Nuka Cola guy |
A guy on a bike. Exactly what this refers to, I
don't know... |
Reaver Dance |
A pun on the Riverdance troupe. A bunch of Reavers
dancing. |
Sixth Sense |
A Brahmin called Cole that sees dead brahmin, a
pun on the Bruce Willis film. |
Trader |
Trading useless junk. |
"Read, reread, and learn. Dismissed."
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