Thanks for the reply R@S.
About the Army Base, the doctor that was there from finishing a quest is no longer available. He was killed during a surprise attack on my base for the first time, and when he died he just dropped another large medic bag. I was unable to get to him in time to heal him or anything, and he never came back. I didn't really need him though, as I have a doctor available in the Jungle Camp as well as my own team. I did find one "exploit" out, if you sell a used medical bag or first aid kit to a bartender/con artist/etc you can then buy it back at full charge. I have since found several medic bags on a different quest.
I guess I need to wait longer to find the quests to get the trader and mechanic. I noticed that my base had up to 9 militia at one point, but I have since lost the base. I guess I can always go take it back when I have need for it, but right now it seems pointless because it's so close to the "enemy". If I leave for any amount of time to do a quest or sell off supplies, they send in a bunch of forces from Campecino and take the base over again. No idea how to stop that from happening, and I can't waste my time babysitting that base when I have other quests to do.
Honestly, I don't see the point in manuals then if you have to carry them on you. There instead should be a way to make your units read them to learn them, giving a small but permanent boost in the skill associated with that manual. After the manual is read, the condition can be reduced or what ever. As of now I see no point in them other than just another item taking up crate space.
So what's the point in using tripwires then? If the regular soldiers see them too soon and too easily, why even have them? On maps against bandits, you usually don't have time to even set them up before the bandits are all dead. I have some other AP mines including those sweet spec ops mines, but haven't tried them yet.
I'm guessing that the TNT charges might have some use later on, such as opening a gate or wall or destroying an object. Their blast radius is too small to be effective against troops, and without shrapnel they are really pointless in that role anyway. I was hoping they could be used for remote detonation, but that option isn't there.
So does anyone have a list of all available vehicles, along with their bonuses? I still am using the default awarded URAL, but the highest I've ever had the cargo hold was 1/3 up on the blue bar. And that was after picking up about 200k worth of items from the CdO assault. I doubt I need anything that large, and have ordered a HMMWV instead. I'd love to see a list of vehicles that includes their cargo capacity, health limits, speed, and noise levels.
About the unofficial patch, I saw that there is one but it was numbered 0.86 or something like that. Wouldn't that actually have a negative effect on my game since I'm using the 1.11 official patch?
I did notice that enemy units attacking me with M4's were bugged. The weapons lacked buttstocks, and they were firing the weapons by holding them over their heads. I sold the M4's to the shop, and when I came back they magically had buttstocks in place. I have also noticed that under-barrel launchers and MK's don't seem to work, they won't accept ammo.
Another question I forgot to ask, is there any point in using the various costumes? I found a nice ghillie suit that my sniper is using, it says it provides a concealment bonus. I have since found a lot of various rebel, soldier, and police uniforms. They add weight to my load, so is there any point in wearing them or are they just for looks?
I'm really enjoying this game so far. Few negatives and bugs, but most of it is good. I think the game could use another patch to clean up some typing errors and other issues, but other than that I think they have one hell of a game here.
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