17:42 This perk is absolute must on melee, otherwise you can't melee against any animals, tough melee or boss chars who will rip you to shreds with retaliation interrupts
Yep, it helps a lot if you want to take down crocodiles in melee. Which weirdly enough is the most efficient way to take care of them. :) Also Brutes are fully negated by this and you can make mince meat out of them.
Arterial Shot is also great against enemies wearing armor vests that your weapon can't pierce. Arm shots are still relatively easy to pull off and you get full damage that bypasses the armor that way.
Nice run through. 12:00 The problem w/ Reactive Fire vs Revenge is that w/ RF if they missed, you're likely to miss in response. Whereas if they hit you, likely as not, you have a clean shot at them.
It works in my game with very high MS and a heavily modded weapon(Raven). On Fox is was not so good, though. Just a wasted perk to get to Assasination^^
I like to pick Reactive fire on high accuracy snipers, they are often missed but rarely miss in returns :) ; revenge is more for short range like shotgun and smg guys
I choose Kalyna mostly because of her Night vision trait which allows her to counter the inaccuracy penalty on shooting during night time combat situations. Plus she is a pretty decent leader during early game with 52 leadership which is by far the highest among the cheaper mercs.
I had a night battle at Fleatown. She camped up on the boss mansion and clutched the whole fight for me. She fired so much I had a game warning her weapon has degraded almost down to 62% from 100% just in that fight
yo Kalyna also doesnt need any special ammo bcoz her range attack basically penetrates everything, you basically can just give her hollow ammo so she can crit alot!
Yeah, I keep liking the game more and more the longer I play it. Today I also realized what a great job the soundtrack achieved in transporting that 90s action movie vibe. Can't wait to see what the modding community will bring up in terms of custom scenarios/guns/mercs/whateverimissed. JA 3 gives me a bit back hope for the gaming industry, AAA titles and sequels in general.
@@Ic0nGaming the thing is that OST for JA3 is: outstanding/great/good sounding/really musically catching. Very good aspect of a game. Btw, other else aspects of a game on the same good level as a rest of it.
The only thing I dislike about JA3 is what they did to Fidel. JA2 Fidel was so, so much cooler. "You tell the bad guys Fidel be coming. You tell them that!"
hmm .. i am still confusing with wisdom perk "inspiring strike" its say increase morale when you deal more than 50 damage with single attack. when barry headshots enemy and deal 54 damage his morale not increased .. may i missing something ?
Sudden strike seems counter-synergistic with melee because I’d imagine you get overwatched more frequently from moving into melee range than attacking, no? I mean you should try to move around the overwatch but still…
I got fire routine, reactive fire and killzone with Raven. It's insane. Usually once per combat on average some poor idiot tries to shot her and instantly gets whacked by the double reactive fire, since her marksmanship is so high and you can mod weapons so they add accuracy to every shot. On top of that she annihilates everything in her overwatch zone, almost guaranteed^^(with a machine gun it is pretty much guaranteed, but an assault rifle at that point is usually enough aswell). Trying out crit/stealth kills with Fox now, since she leveled up quite a bit in my game and she has that amazing scoundrel perk, which let's her have all her ap even though she initiated combat with a stealth kill attempt.
@@gurustron yep that's the one i meant^^ Totally busted btw. If i would start a game where i would win 1000$ if i finish the game w/o a reload, i would always pick Fox if she is available^^
I would really prefer a bit more in-depth guides. This one is very surface-level and you seem to absolutely love almost every perk. Examples of info that's missing: - What's "significant damage" for the revenge perk? 10? 10%? Every attack that causes a wound? something else entirely? - How much grit can a merc accumulate? 15? 15 per perk? infinite? - How much is "higher accuracy" in several skills? etc.
I don't know if there's other factors which can increase Grit higher, but I've noticed that the "15 grit when ending not in cover" perk stops accumulating after two turns. So 30 seems to be the max, at least for that specific perk.
Nice video. i'm not sure about how moral functions yet, but doesn't it gives more AP to the whole squad, making Shock and Awe an awesome perk to give to at least one guy per squad ?
Huh, is that a side effect of morale? I admittedly haven't spent enough of a thought about other effects apart from Perk interactions of morale. Thanks for pointing this out, you guys are the best =)
@@Ic0nGaming honestly a detailed explanation on moral would be great because i'm not sure ! but the game says it affects "the whole squad" with positive/negatives events and pretty sure those include AP win/loss
@@ploluap Yeah I really wanna critizice the tooltips so far. Many things don't even get shown, like the Map Movement Bonus of Leadership - I haven't found where this is mentioned in the game descriptions at all. If it's somewhere, it's hidden well enough for me not to yet find it ^^ And Morale is a similar topic. It's being mentioned a lot, but I miss some extra pop up description about morale mechanics. The game has a few of these oversights, but I'm sure this will get addressed in future patches.
Ok i checked in combat : exceptionnal moral is +3AP, high moral is +1 AP. Mercs each have indivual moral values, but it seems to go generaly in the same direction for everyone. That indeed makes Schock and Awe an awesome perk and leadership a very good stat.
I've watched several of your guides and this one is a bit disappointing im comparison to the others. A lot of basic things and synergies are left open, eg. how recoil management works (affecting an enemy until he moves with a bonus of +x % after attacked once). Also you talks about grit as if you could stack an unlimited amount even tough it states in the additional tooltip it only stacks up to 30, so wouldn't getting all those perks for the same character like you imply be useless?
as XP is split over the party...it is actually a trap to take only l1 mercenaries...you will never bring them to a higher level..and if you replace them later all the xp is lost...as a min maxer I would take 3-4 lvl3-4..and your IMP..as the early game is easy even on commando difficulty
@@ploluap of course you can but they will never be as good as veterans and elites..as they will never get as much xp...you can train the same..L9 gives +3 AP..the only benefit is the money..but that is even without mine mod not a problem if you do not get legendaries..midgame with 3 mines i have 250k
You probably are rushing a lot, my recruit team is level 8 now with 25-30% of the game left, my second team is around level 6 but they are chilling a lot and composed of vet/elite mostly (+2 free merc) when i recruited them. And you can always farm the troops the enemy is sending, just leave enough enemy warposts for that. (for ex my 2nd team is filtering the enemy teams at Chalet de la Paix just letting the ones going to Landsbach while alpha team is painting center-east of the map) Obviously recruiting a level 1 or 2 mid or end game is a bad choice, better go for an elite/legendary if that's what you mean. Well unless it's for a delivery man/woman but we already have Smiley for that. I play on commando difficulty, slow progression, mid January 950k$ on account, i intentionally left one fresh mine to capture. I recruited Shadow two months ago i guess, Legendaries are big fun. Maybe 2nd run i'll try max difficulty with a team of 4, starting with vet/elites and try to rush more.
You dont understand savior perk, you get free move when using a bandage on ally, so if you are far away, and ally is dying, you click on bandage and get free move as long if you are using it on an ally, which lets you move much further when using bandage and get in there right away. Not really worth it if your save scumming, but anyways
Dire warning can be cool on mercs with high number of attacks but low damage like an smg user or mg. Because its a flat 15%, number of shots landed is the key contributor to making it effective. But if you can spray an elite with three or four 9mm rounds and cause them to panic it can be pretty strong. Only question is if its worth the point or some other perks that would be more usefull.
17:42 This perk is absolute must on melee, otherwise you can't melee against any animals, tough melee or boss chars who will rip you to shreds with retaliation interrupts
Thanks a lot, I knew I was missing something!
Yep, it helps a lot if you want to take down crocodiles in melee. Which weirdly enough is the most efficient way to take care of them. :)
Also Brutes are fully negated by this and you can make mince meat out of them.
Arterial Shot is also great against enemies wearing armor vests that your weapon can't pierce. Arm shots are still relatively easy to pull off and you get full damage that bypasses the armor that way.
Really enjoy your videos. They've been extremely helpful. Thank you for the effort you've been into them and opinion
Thanks for the sum up and the whole playlist, this helps a lot!
Nice run through. 12:00 The problem w/ Reactive Fire vs Revenge is that w/ RF if they missed, you're likely to miss in response. Whereas if they hit you, likely as not, you have a clean shot at them.
This is such a clean analysis, I might even borrow that from you at some point! Well pointed out, really. =)
@@Ic0nGaming Thankee kindly
It works in my game with very high MS and a heavily modded weapon(Raven). On Fox is was not so good, though. Just a wasted perk to get to Assasination^^
I like to pick Reactive fire on high accuracy snipers, they are often missed but rarely miss in returns :) ; revenge is more for short range like shotgun and smg guys
It works fine if you have a weapon built for reactive fire, like reflex scope and such
I choose Kalyna mostly because of her Night vision trait which allows her to counter the inaccuracy penalty on shooting during night time combat situations. Plus she is a pretty decent leader during early game with 52 leadership which is by far the highest among the cheaper mercs.
I had a night battle at Fleatown. She camped up on the boss mansion and clutched the whole fight for me. She fired so much I had a game warning her weapon has degraded almost down to 62% from 100% just in that fight
Fleatown is the town with the market bazaar vendors right? That one with the loot box guy
yo Kalyna also doesnt need any special ammo bcoz her range attack basically penetrates everything, you basically can just give her hollow ammo so she can crit alot!
problem with kalyna is her low dexterity. you need to train her to get those stealth perks. kinda annoying.
Sudden strike is amazing, must for melee characters
This is what happens, when you'll fall in love with the game (actually greatest sequel of last 15? years) 😂
Yeah, I keep liking the game more and more the longer I play it. Today I also realized what a great job the soundtrack achieved in transporting that 90s action movie vibe.
Can't wait to see what the modding community will bring up in terms of custom scenarios/guns/mercs/whateverimissed. JA 3 gives me a bit back hope for the gaming industry, AAA titles and sequels in general.
@@Ic0nGaming I knew the studio that helped make Tropico would get atmosphere and music right. I did not expect them to do so well on the gameplay.
@@Ic0nGaming the thing is that OST for JA3 is: outstanding/great/good sounding/really musically catching.
Very good aspect of a game.
Btw, other else aspects of a game on the same good level as a rest of it.
The only thing I dislike about JA3 is what they did to Fidel. JA2 Fidel was so, so much cooler.
"You tell the bad guys Fidel be coming. You tell them that!"
Does anyone know if the Ironclad perk affects also cumbersome weapons?
hmm .. i am still confusing with wisdom perk "inspiring strike" its say increase morale when you deal more than 50 damage with single attack.
when barry headshots enemy and deal 54 damage his morale not increased ..
may i missing something ?
Sudden strike seems counter-synergistic with melee because I’d imagine you get overwatched more frequently from moving into melee range than attacking, no? I mean you should try to move around the overwatch but still…
I got fire routine, reactive fire and killzone with Raven. It's insane. Usually once per combat on average some poor idiot tries to shot her and instantly gets whacked by the double reactive fire, since her marksmanship is so high and you can mod weapons so they add accuracy to every shot. On top of that she annihilates everything in her overwatch zone, almost guaranteed^^(with a machine gun it is pretty much guaranteed, but an assault rifle at that point is usually enough aswell). Trying out crit/stealth kills with Fox now, since she leveled up quite a bit in my game and she has that amazing scoundrel perk, which let's her have all her ap even though she initiated combat with a stealth kill attempt.
Scoundrel is the one about free swap and additional dialog. You are talking about Striking Looks one.
@@gurustron yep that's the one i meant^^ Totally busted btw. If i would start a game where i would win 1000$ if i finish the game w/o a reload, i would always pick Fox if she is available^^
Yeah, rage is ridiculous because you can just carry wounds. If you have a lot of health and grit, you can sacrifice 50 max health for 50% damage
I would really prefer a bit more in-depth guides. This one is very surface-level and you seem to absolutely love almost every perk.
Examples of info that's missing:
- What's "significant damage" for the revenge perk? 10? 10%? Every attack that causes a wound? something else entirely?
- How much grit can a merc accumulate? 15? 15 per perk? infinite?
- How much is "higher accuracy" in several skills? etc.
I don't know if there's other factors which can increase Grit higher, but I've noticed that the "15 grit when ending not in cover" perk stops accumulating after two turns. So 30 seems to be the max, at least for that specific perk.
Could you make clip about best Perk or Perk tier list in your opinion. This clip is too long and lost focus for min/max player. Regards
...what qualifies as light armor? I don't see armor category listed in game?
Is in the item description
@@juliansantos6860 ... yea, already figured, somehow wasn't clear. Thanks anyway
Nice video. i'm not sure about how moral functions yet, but doesn't it gives more AP to the whole squad, making Shock and Awe an awesome perk to give to at least one guy per squad ?
Huh, is that a side effect of morale? I admittedly haven't spent enough of a thought about other effects apart from Perk interactions of morale. Thanks for pointing this out, you guys are the best =)
@@Ic0nGaming honestly a detailed explanation on moral would be great because i'm not sure ! but the game says it affects "the whole squad" with positive/negatives events and pretty sure those include AP win/loss
@@ploluap Yeah I really wanna critizice the tooltips so far. Many things don't even get shown, like the Map Movement Bonus of Leadership - I haven't found where this is mentioned in the game descriptions at all. If it's somewhere, it's hidden well enough for me not to yet find it ^^
And Morale is a similar topic. It's being mentioned a lot, but I miss some extra pop up description about morale mechanics. The game has a few of these oversights, but I'm sure this will get addressed in future patches.
@@Ic0nGaming Yeah absolutely, i appreciate that they made tooltips for almost everything but some of them obviously have to be reworked
Ok i checked in combat : exceptionnal moral is +3AP, high moral is +1 AP. Mercs each have indivual moral values, but it seems to go generaly in the same direction for everyone. That indeed makes Schock and Awe an awesome perk and leadership a very good stat.
I've watched several of your guides and this one is a bit disappointing im comparison to the others. A lot of basic things and synergies are left open, eg. how recoil management works (affecting an enemy until he moves with a bonus of +x % after attacked once). Also you talks about grit as if you could stack an unlimited amount even tough it states in the additional tooltip it only stacks up to 30, so wouldn't getting all those perks for the same character like you imply be useless?
as XP is split over the party...it is actually a trap to take only l1 mercenaries...you will never bring them to a higher level..and if you replace them later all the xp is lost...as a min maxer I would take 3-4 lvl3-4..and your IMP..as the early game is easy even on commando difficulty
you can definitely use recruits the whole game
@@ploluap of course you can but they will never be as good as veterans and elites..as they will never get as much xp...you can train the same..L9 gives +3 AP..the only benefit is the money..but that is even without mine mod not a problem if you do not get legendaries..midgame with 3 mines i have 250k
You probably are rushing a lot, my recruit team is level 8 now with 25-30% of the game left, my second team is around level 6 but they are chilling a lot and composed of vet/elite mostly (+2 free merc) when i recruited them.
And you can always farm the troops the enemy is sending, just leave enough enemy warposts for that. (for ex my 2nd team is filtering the enemy teams at Chalet de la Paix just letting the ones going to Landsbach while alpha team is painting center-east of the map)
Obviously recruiting a level 1 or 2 mid or end game is a bad choice, better go for an elite/legendary if that's what you mean. Well unless it's for a delivery man/woman but we already have Smiley for that.
I play on commando difficulty, slow progression, mid January 950k$ on account, i intentionally left one fresh mine to capture. I recruited Shadow two months ago i guess, Legendaries are big fun.
Maybe 2nd run i'll try max difficulty with a team of 4, starting with vet/elites and try to rush more.
He loves everything 😒
Well, most perks ARE good in this game and that's something good isn't it?
Only sharpshooter. The rest is the trash
You dont understand savior perk, you get free move when using a bandage on ally, so if you are far away, and ally is dying, you click on bandage and get free move as long if you are using it on an ally, which lets you move much further when using bandage and get in there right away.
Not really worth it if your save scumming, but anyways
Now that is an interesting aspect i never quite saw. Thanks!
@@Ic0nGaming it will be a great asset on your dead is dead campaign
Dire warning can be cool on mercs with high number of attacks but low damage like an smg user or mg. Because its a flat 15%, number of shots landed is the key contributor to making it effective. But if you can spray an elite with three or four 9mm rounds and cause them to panic it can be pretty strong.
Only question is if its worth the point or some other perks that would be more usefull.