Jagged Alliance 3

Jagged Alliance 3

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Merc: Dr. Clifford 'Cliff' Highball
   
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Mod Categories: Mercs
File Size
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4.578 MB
2 Dec, 2023 @ 12:36pm
26 Jan, 2024 @ 9:59am
4 Change Notes ( view )

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Merc: Dr. Clifford 'Cliff' Highball

In 1 collection by key
key's mods: Jagged Alliance 3 Mercenaries
29 items
Description
Dr. Clifford 'Cliff' Highball

BIO - Checklist: Golf, Stethoscope, Hunting Rifle, Wife

The flexible doctor Clifford Highball has honed his shooting skills with a needle and rifle and is a devout member of A.I.M. for the past couple of years.

Cliff's health has improved considerably since he gave up alcohol and put himself on a high-fibre diet. This is great news for potential employers since it's next to impossible to find doctors with Highballs efficient combination of marksmanship and medicine.

Additional info: We are told Highball has also turned his explosives hobby into a marketable skill.

Contains:
- New Merc: Dr. Clifford 'Cliff' Highball (voiced)
- New Perk: Bloody Good Shot

☕️ :-)
https://www.buymeacoffee.com/key_avain
35 Comments
Lt.Stock 11 Nov, 2024 @ 8:26pm 
The only thing missing is the fact being Afrikaner and in Grand Chien is going to have him be smug about coming here and thus butts heads with the local population.
TexMcQuade 5 Jul, 2024 @ 10:33am 
Can you please make IMP version?
key  [author] 26 Jan, 2024 @ 9:59am 
Update:

- No more perk icon duplication on mod reloads
- Moved the needed pics/icons to the UI folder to eliminate some warnings
Ze one 9 Dec, 2023 @ 7:59am 
I'm there what's yur handle? also key?

Orient 100% at vanilla. It is the basis for everything and still better balanced than most mods. Other mods should patch to make yur mercs (fit) honestly.
key  [author] 9 Dec, 2023 @ 7:37am 
Yeah, who doesn't like his Commando style from time to time? :)

Actually, the JA3 Discord is a nice place to discuss topics, you could check it out (if not already).
Ze one 9 Dec, 2023 @ 7:04am 
Very nice thoughts. It'd would be awesome if we'd had a place where we could post pics (of possible builds) - to not only critisize but maybe even add positive ideas. I get the marksman/doc idea in Cliff, lemme think about it...

Btw you forgot AR friendly playstyles (like mine) who like to do everything with MGs, MPs and everything that makes ratatatat like in a overboard 80s action movie :steamhappy:
key  [author] 9 Dec, 2023 @ 6:20am 
... and there are different playstyles :)
- some would go the always headshot route and any perk that takes more than 1 turn to kill Faucheux and his 30 bodyguards is luckluster. So even if you add Bleeding/Knock Down/Voodoo Curse etc status effects this is not interesting for this playstile. This might be/might not be fun for all.
- Others like the stealthy approach, silently taking out the whole camp - so certain perks are not even getting playtime for this
- Again others compare everything to Barry's shaped charges ...

Just some of my thoughts on balancing ...
key  [author] 9 Dec, 2023 @ 6:13am 
Some other thoughts on Cliff: his Agility and Dex are relatively low, that hinders his AP and shooting potential, so his perks would work ok. So he needs to plan ahead, sacrifice some APs in a given turn to realize a much bigger potential next turn with the golden perk. The grit on bandage, while golden, I don't think matter that much, if you are relying on grit from bandaging in a battle, well, this is not going to change that much in the grand picture.
In Vanilla, it is too easy to level up Agility/Dex or anything really with training, and *BAM* you've got yourself an overpowered build. But there are other mercs with similar or bigger potential in Vanilla already, some already from Level 1. Secondly, while I've enjoyed my walkthrough with Vanilla, next time I'd like to limit the training possiblities/speed for myself, because it potentially quite quickly ruins the differences between mercs.
key  [author] 9 Dec, 2023 @ 6:03am 
Balancing is anyway a fine art, and even with best intentions, it's very easy to go off - not to mention it is almost virtually impossible the get it perfectly right across different difficulties AND potential mods.
You might just take Vanilla as basis, but considering that JA3 is luckily very mod friendly, there are limitless possibilites in the end. And some mods are almost mandatory, or just plain too much fun to exclude, which in retrospect might heavily influence the power level of a perk. So which audience should you try to please?
Hence, I am trying to keep an open mindset, take current stuff (Vanilla+mods) as baseline as much as I can, and also rely on player feedback.