

And that's not really how a modern firefight works. The only way to effectively cover someone trying to move up, a lot of the time, is to outright kill everyone shooting at them. This meant that it felt unnecessarily difficult to use conventional move-and-fire tactics with my rifle team, which led to some really awkward tactical situations.


Single-shot and even burst-fire weapons don't usually suppress enemies at all, even if you have multiple mercs firing on the same target. It's hard to have a dedicated machine gunner because you can't just buy ammo with cash outside of a few places that have a very limited supply, and automatic weapons chew through that precious supply hungrily. One thing that did bug me a bit is the way suppression works. You don't have strategic independence to go pursue objectives in different sectors simultaneously, though, so you'll have to stick together. Jagged Alliance 3 features a drop-in/drop-out co-op mode for two players that allows you each to hire and control your own squad of mercs from a common pool of funds. Livewire, my hacker, is written as an almost exasperating stereotype of a snarky college student, but her practicality occasionally opened up some new options for me in quest dialogue when I had her on my team. He's not even supposed to be here today! But his character trait causes him to make the whole squad feel inspired when he makes a tough shot and is surprised by his own competence. My Canadian medic, Michael "M.D." Dawson's whole schtick is that he's very timid and self-conscious. While I might not have always found the archetypes they were based on especially entertaining, I did like that they weren't just an endless procession of mostly indistinguishable grunts. One area where Jagged Alliance has always differed from its cousins like XCOM is that most of the available mercs are pre-written characters instead of blank slates, and come with a distinct personality and visual style.
