What starting stats for your merc?

Hired Guns: The Jagged Edge is a turn-based strategy that puts you command of a squad of specialists for hire in the genre’s biggest game-world yet: the African country Diamond Coast. Diamond Coast is a playground for the cruel and corrupt, each with their own agenda. Choose your friends wisely and buy an army of ruthless mercenaries to unleash mayhem on your foes. Choose “jobs” from different factions and complete them for cash to upgrade your weapons and hire more elite soldiers of fortune.
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lokiju
Posts: 2
Joined: Sat May 23, 2009 8:55 pm

What starting stats for your merc?

Post by lokiju »

So I am confused as to what I should do with my starting merc's stats? Do I drop mechanics and medical to 0 and use those points elsewhere? What should I set certain stats to in order to be competitive? Is there useful info or advice on this anywhere?

Thanks!
Deathifier
Posts: 274
Joined: Mon Jun 17, 2002 1:09 pm
Location: Sydney, Australia
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RE: What starting stats for your merc?

Post by Deathifier »

I'd say the two most important stats are strength and agility.
Maxed strength of 85 will let you carry a full suit of the heaviest armour plus plenty of ammo for your gun and extra grenades.
Maxed agility of 85 will give you full action points if uninjured.
 
In particular neither of those seems to go up through normal activity.
 
For a complete example, I set mine up this way:
Agility: 85
Dexterity: 45
Strength: 85
Leadership: 35
Wisdom: 85
Accuracy: 85
Mechanics: 35
Explosives: 35
Medical: 35
 
 
So far, after claiming 7 sectors, the stats that changed are:
Dexterity: 57  (from repairing it seems)
Accuracy: 92 (from shooting)
Medical: 63 (from playing doctor)
 
Leadership, Mechanics and Explosives don't seem to be used much, if at all.  Leadership might be used in training though, but that's a rather slow process.
 
I guess you could drop the unused skills down to 0 however you only get 15 points for doing so and you completely lose even the possibility of using that skill.
Plus there's not much you can boost with those points that is useful, is not already maxed, and isn't going to be raised by normal activity.
 
Bye,
Deathifier
lokiju
Posts: 2
Joined: Sat May 23, 2009 8:55 pm

RE: What starting stats for your merc?

Post by lokiju »

Thanks for your help! That will certainly get me started. [&o]
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