I'm not going to try to convince you to like it, but you either got a few things wrong (or perhaps, you can't do it in the demo?)
Janmanden wrote:The graphics are clearly inspired by Fallout, but the developer certainly didn't have the same artistic talent and it hurts the game..
More likely, it was inspired by JA (the original).
On LOS. Line of sight is really bad. You never quite know what you are gonna shoot at, except that you will be hitting a lot of wall and cover..
You can hold down the... damn, can't remember what key it is. There is a shift/alt something that highlights your LOS.
Janmanden wrote:And the aim doesn't show the chance to hit, but the action points required to make the shot. .
Again, the size of your reticule is an indicator. Forgot the exact thing to do, but you can it to show a % number of your to hit chance.
Janmanden wrote:You can shoot at an enemy in the house, but you can't shoot directly at explosive material in the house, but if you get a lucky miss you can. Very inconsistent..
You can. Right click with you mouse to get the dark reticule and click twice with your left mouse button (once to verify you are aiming at terrain, second time to actually fire).
Janmanden wrote:There was an enemy crouching behind a box that nearly killed half of my mercs in the first game. No matter my own stance, aim or how close I got, I only hit the box. Had to move out. An enemy was sniping me from the roof top into the building thru the windows. He hit very often and very hard. I never managed to hit him..
Thats sort of the point of crouching behind a box. It provides cover and crouching improves your aim (see above notes about %). It's recommended to do the same if flushing out enemies. Lying prone behind cover is even better, especially if your rifles have bipods
Janmanden wrote:On Ranged. You just keep missing with your long-range guns, and any other range weapons for that matter, while the enemy just keep hitting with close-range handguns at long range and unlike you they actually seem to have unlimited ammo.
They have limitied ammo. In long firefights, you will actually see enemies run out of it and start using melee weapons (or leg it away, fleeing the combat zone)
Janmanden wrote:Shooting from one room, across a room into an adjoining room seems to be impossible, even with a clear straight aim, but not for the enemy. .
See notes about LOS. It's a bit skewed because it *is* a hex based combat system.
Janmanden wrote:On grenades. Using grenades and the grenade launcher is actually a bit weird. When you target a spot (black crosshair) you also see the expected drop point (red crosshair), which will make you aim at some rather strange things to hit the enemy. .
See note about targeting terrain. It also considers obstacles when throwing grenades (you can't lob a grenade through a roof f.x.)
Janmanden wrote:On Turnbased. Trying to get into a position to kill isn't that easy with or without stealth. As soon as you spot an enemy or the enemy spots you, turn-based combat is turned on instantly. If you wanna sneak around and get into positon you have to know where the enemy is and avoid seeing it and avoid being seen. Wha...t? Even if you ignore the enemy, without taking a shot and try to move out of sight, the enemy who wasn't even facing your direction will just turn around and shoot you. Hhhng. .
Enemies have ears too. And stats. Some have very good hearing (or hearing aids, which is a piece of electronic hardware, just like the night vision goggles you can get).
Janmanden wrote:On Inventory. Inventory is VERY limited. There are 8 spots for ammo, grenades, small handguns or small medkits and 4 spots for anything bigger. You can't load all the junk onto one char and have that sell it. .
Yes and no. I liked the added "realism" of not having 546 kg of equipment on one character.
Janmanden wrote:Even if you have 4 small magazines, 15 bullet capacity, with only 1 bullet in each, you can only have 4 of those magazines in one stack. For grenades and rifle mags (30 bullet capacity) the limit is 2 in each stack. Feh..
You can merge items. Instead of stacking them, open the inventory of the ammo cartridge and add another cartridge. You can do that with just about everything, ammo, medikits, toolkits, etc.
Janmanden wrote:Quite often you'll find yourself with remaining unusable AP's like 3 AP's. It cost AP's to reload guns, but not to switch guns. If your body isn't aiming at the enemy in itself it cost more AP's to shoot and likely less accurate too but, since accuracy apparently isn't really part of the game, that's just speculation. .
Unused AP's give you bonus AP's in the following turn. If you get forced to move after having spent all of them, you will get a negative bonus (say, you have 0 AP and got caught flat footed in the open and trapped by crossfire. You character might decide to retreat or drop to the ground, depending on his agility. The extra AP is subtracted from the following round).
Janmanden wrote:Furthermore, if you current character spot an enemy or an item on the ground while moving, he will stop moving in midair. .
Use a scout to spot the enemies first, then they don't surprise your grunts.
Janmanden wrote:I find the roleplaying to be very shallow and I'm not in favor of the character development system where skill points are automatically put into the most used skills. You grow in the skills you use. .
I liked the way your guys could get a few specialties, like nightfighter, being stealthy, heavy weapons expert etc. (you can get 2 of these perks).
Janmanden wrote:It's like JA2 is the equivalent of the Sims Tactical Combat Game. You hire a bunch of sim-mercs, who's gonna drive you mad with pointless repetitive comments about this and that and there is no real communication besides it. The only way to keep them happy (high morale) is to give them some successful experiences "easy kills". Vicki kept losing morale for no other reason than my neglect to use her in combat and the passing of time. .
Then you are really missing a lot. The fighting is a large part of the time spent (which game isn't). But the other part is the miniature universe created in Arulco. You have to secure income, manage economy, set up makeshift lazarets, solve a bunch of small and medium sized fedex quests (break people out of prisons, kill the local crime lord, robbing museums, raid the queens secret laboratory, secure food supply lines for the rebels, fight aliens, and too many more to list). Also, you have to gain air superiority, transports, keep your mercs happy (which isn't easy, as all of them have personalities, some old grudges and some old lovers). And there are a *lot* of mercs to choose from. You also have to manage their training, finding time for it, teachers, you name. In short, there is much more to the game than the brain dead fighting in the demo.
Janmanden wrote:If JA2 had stayed closer to its source of inspiration and the talented people over at BiS it would have been a blockbuster, but then it would have been Fallout Tactics....and with some added dialogue....Fallout 3. .
It's source is JA (which is probably more inspired by the xcoms than anything else)
Janmanden wrote:Anyone who thinks, that FOT is a cheap imitation of JA2 is obviously suffering from JA2 fanboy-ism sharing the same delusions of grandeur as JA2 itself. JA2 promotes itself as the "Best of": roleplaying, tactics and strategy. That's a laugh. I guess I'm just not a fan of JA2.
Your loss. I would still recommend, you "borrow" the full version from somewhere and give the game a go (the demo is a pretty dull demonstration of the combat only, with preequipped characters to boot)
And yes, I'm a shameless fanboy
A dyslexic walks into a bra...