10 Tips & Tricks I wish I knew before starting: Jagged Alliance 3

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Welcome back to Syken Plays, your dedicated channel for Tactical & Strategy Games! Today, we're diving deep into the world of Jagged Alliance 3. 🌍

In this video, I'm sharing 10 things I wish I knew before starting Jagged Alliance 3. These tips and tricks are designed to help you navigate the game more efficiently and enhance your overall gaming experience. Whether you're a seasoned player or just starting out, there's something in here for everyone! 💡

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Stay tuned for more videos on Tactical & Strategy Games, and as always, happy gaming!

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Just starting this game and must say this is one of the most useful guides esp to newcomers to the series like me

perckmalice
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Regarding scarcity of ammo as well as things like lockpicks, crowbars, etc, let me offer a "Number 11", which I myself didn't recognize until second playthrough. Adding some scroll-down space because this is a bit of a






...the DUMP, in the Port Cacao area. I cleared this sector on first run, but never noticed that once it is under control, the Dump has a unique operation available: "Harvest Junk". Yields tons of parts, gunpowder, lockpicks, magazines, crowbars, wirecutters, explosives components, armor weave/ceramics, etc. Once I realized this, ammo shortages were never again a problem, and also all those other things which are fairly rare for loot drops; they're plentiful here.

I've since sided with both junkyard gangs in different runs, "Harvest Junk" was consistently available afterward, so I don't think it's tied to which side you support in their feud. (edit; since typing this comment a while back, I've paid closer attention. Seems it does matter which side is supported. It's the current "ruling faction" (Nobles?) which provides Harvest Junk option. That's probably why I "never noticed" on my first playthrough...it really wasn't there. So, side with the old lady, lol).

What I do is park one person here full-time, alternating between junk-scavenging and ammo/explosives-crafting. By late-game, had three full 6-person squads all with multiple 500-round stacks of AP ammo for all the calibers they were using. More utility-type items like lockpicks & crowbars than could ever use. Free-to-hire Larry is a good candidate for this job, because he's not very good in most respects, but does have good Explosive stat for ammo-crafting. (I also use him to quickly train up other mercs into "mid-range" Explosives - about 50/60-ish - so they can at least recognize landmines and use grenades/etc tolerably well).

cragnamorra
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Bags of Chien money can also be exchanged at poachers' camp for weapons and artifacts

REXYFULL
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Thanks for the tips and tricks 👍 this will come in very useful hope it will make the game enjoyable looks like a brilliant one will get back to you if I come across any problems thanks again durky

DG-gxqf
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Hello Syken! Very helpful tips if I knew it before I have started but now I have most learned by myself. Tip number ten was new for me. Unfortunately I have lost Livewire during a fight. She was killed by a rocket.

According to number two: My mercs all have a sniper gun. I hate this kind of sneaking. I am to slow to manage it.

Thanks for this video!

GriszDarkpaw
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Hey syken! Loved all your xcom videos! Happy to see you here. Where is that weapon chart you refer to?

nickatnight
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Another useful tip: If you lose control over a depleted mine it will continue to produce diamond shipments you can intercept.

SpielkindFR
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Do you generally use multiple squads? If so, how many and why? Perhaps to manage takeovers of areas/mines? Does it really matter if you train militia with your main squad or a second one?
Any advice on maybe some more advanced tips etc you may have gleaned would be appreciated. Your guides are really helpful to learn and help master this game.

zion
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Big tip to avoid rage quitting: make sure you have AP rounds for all your main weapons ASAP, in preparation for "the event".

ragingchimera
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Something I would like to know but have not been able to figure out is how Difficult Levels effect XP and drops.
You can switch level during play, which if you wish, allows mines to be more productive while on First Blood, and enemy soldiers are much squishier. I have not found any difference in map based loot but enemy weapon drops are a little better on Mission Impossible, maybe.

End of battle, special task XP is higher on MI, but quest XP seems to be the same.

The only other thing that keeps me on MI level for battles is that I think tough enemies are worth XP, but I don't know if that is true. There is no vanilla way to track merc XP numbers.
I just heard there is a mod that gives you that info, so if someone is using it, do the 2 shot baddies give more xp than the one shot baddies?

Are there any other differences that can be confirmed?

safarijon
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when you are doing the stealth part, what does the big red skull icon with like a cross behind it mean?

GatecrasherSlim
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Tipp #10: You must have spent many ingame weeks just to train the mercs. At what stage of the game did you do that?

LibertarianPhoenix
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Hi, i need help, buy by the online shop and send the stuff to the ernie city, but can't find my stuff i had buy online. where put the game the stuff???

peterang
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Could you share a link to the Google sheet you reference? Thanks!

MRey
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...as a 'smart gamer' i knew most of these things before i started, so i approve the list and agree that these things are important, or at least good to know before starting ...

AkelasanAK