There is an Iron Man achievement in the Jagged Alliance 3 game that requires players to clear the corresponding level at the highest difficulty. Many friends are not sure how to complete this achievement. In this issue, the editor brings you the tips on how to pass the Iron Man achievement in Jagged Alliance 3, below Let’s take a look.
1. Build your own to maximize leadership, wisdom, and marksmanship, and then allocate it to agility, dexterity, and life until it is close to 80. Strength and tool skills do not matter.
High leadership:
First, you can run faster on the big map, save hiring time, and save some money.
The second is the option to trigger high leadership in the early stage.
The third is to be able to efficiently train several highly intelligent recruits with high leadership, so that FireWire, MD, and Barry can quickly improve their marksmanship. This is also the most important point. Compared with training a few militiamen, this will improve their strength the most (and also prevent High blood pressure caused by a carbine in the face).
His high intelligence makes it easy to open the panel, and training for low attributes can add 11 points at a time. He will soon be able to work part-time as a nanny and repairer. After a few battles, his agility skills will reach the 80 life mark, and his marksmanship will break through 90. He will eat more books later. It can raise the basic attributes other than strength to above 95, and then train others during rest, healing and maintenance to improve combat effectiveness.
2. Melee combat is not recommended (probably because of the fully automatic full firepower mod). Agility skills can be ignored, and dexterity skills do not need to be used unless you are playing stealth sniping.
Some netizens said it was a bit opportunistic. I personally think that the automatic reloading of the alert is really not worth it. After all, after setting up the machine gun, just click "r" every round to load the bullet. The alert basically allows the opponent to come in and die, and the player's turn is basically There is no need to actively fight, health skills are useful under high pressure. The 20% health bonus can prevent violent death. It is very comfortable to use the vanguard skill machine gun to give 15 shields per round. It saves medicine and prevents violent death.
For the strength skill, the grenadier can break through and sweep (Barry brings it). When fighting that slutty woman in Santiago, Carmen went in and out without getting hurt. For the wisdom skill, just one person with disruptive shooting is responsible for interrupting. The terror warning is really a matter of opinion. It was supposed to be killed in the second round, but triggering panic will make the opponent run speechless, and even disrupt your deployment. Sometimes, after hitting the bunker, the opponent will run out of the bunker and be beaten on guard. This kind of situation is not effective. I don't recommend anything definite.