There are some useful mercenaries in the Jagged Alliance 3 game that require high fees to hire, so it is necessary to build a self-built mercenary with reasonable points. In this issue, the editor brings to you the self-built mercenaries in Jagged Alliance 3. There are some strategies for adding mercenaries. If you are interested, please follow the editor to take a look.
Suggestions for adding points to each attribute of long-range high damage stream
Life: There is no need for long-range players to max it out, but it must not be maxed out. Not to mention that the enemies also have high-damage weapons. Life will affect your fatigue speed. The lower the blood volume, the easier it is to fatigue. 40 health will give a poor experience. If it is controlled to 70 You can click on a talent, but the 70 health talent is useless to us. Free Creeping advises you not to click on it. Sometimes you are on the balcony upstairs and you can hit while squatting, but you can't hit by crawling, and you change into a crouching position. It takes 1 action point.
Agility: No brainer, the strongest attribute in combat.
Dexterity: There is a saying here. For our genre, in theory, it is of course maxed out, but the benefits of dexterity in the first early stage are limited. In the second early stage, guns are not good. The range and damage are limited. You don’t have so many action points to aim. Thirdly, , aiming is pretty easy to practice. It's enough to leave some talent points, 80 points. 70 points is quite extreme, and it’s quite difficult to practice without walking.
Strength: Not needed in combat, but the backpack determines that this attribute cannot be low. For us, this attribute cannot be trained through combat at all (it can only be practiced with melee attacks), but we don’t need the initial talent, so we will weigh it against the remaining points.
Wisdom: Wisdom is extremely difficult to train. It can only increase a little when you find supplies on the map. Since you go in a small team when exploring the map, it is difficult to control the designated person to increase the wisdom. Moreover, the higher the intelligence, the easier it is to find things. It is easy to get opportunities to increase wisdom, an endless loop.
Note: Long-range high-damage flow is not the strongest gameplay for self-created characters, nor is it the optimal gameplay. It is just a gameplay that I discovered based on my personal understanding that takes into account both game experience and in-game capital investment.
If the difficulty of acquisition is used as the main factor affecting the cost-effectiveness, wisdom will be directly maxed out, but the talent of wisdom is only slightly useful to us with 80 inspiration strike. Use practicality as the main influence on shadow, and intelligence of 30 will do. But the most buggy role of intelligence lies in our later professors. High intelligence can make our weaknesses grow quickly. Therefore, it is recommended that the minimum starting point is 80.