Thread #2336362
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Which is your fav waifu? Is she better than chocolate?
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>women on the battlefield
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>>2336592
All women in this game are pretty terrible, if cheap... except the negress Darcy who is S+++ best leader in the entire game. There's essentially a power gap between her and everyone else.
>Reywa
Reywa is "okay" as a vehicle pilot, but I think the only pilots worse than her are another woman (a pirate) and the drunk old white trash dude who proudly claims he doesn't even have a drivers license. You just don't have enough normal vehicle pilots to make the difference as obvious as with infantry, where aside from aformentioned negress every single squad leader between good and terrible is a man, and you only get women afterwards.
All in all it probably does make sense to recruit women, especially since you recruit random ass mercenaries and ex-pirates too, since you got fucked during the transit, the ship is barely there and you've got like 50 people to hold it all together.
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The correct way to breach the walls.
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>>2336637
I love Bog because he lets me take a vehicle but also spend on other stuff. I just keep him out of direct fire as much as possible and use the range of an autocannon or something like that.
For this, he's great and comes on more missions than Rewa.
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Best armour?
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Something feels wrong with defence missions now. Used to feel overwhelming with enemies rushing in on vehicles. Now they seem to be too scared to approach most angles except lightly pushing at your weakest point (but still hesitantly).
>>2336639
I hate these ones so much because of the artillery. That being said, I wasn't expecting it so maybe next time I'll do better.
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>>2336649
So basically you can just rush the wall without being spotted, blast through it and you're scot-free? Makes me wonder about taking a very limited small squad, vehicles, charges, and hope to avoid any combat at all.
>>2336654
I feel the same, the pirates play a lot more aggressive and are more motorised. The Rogue Army just dance around with weapons teams in the open while the commander blows his whistle. I don't even get many mechs when on defence.
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>>2336654
Rogue Army defences are nuts for me because you can't use the towers. They just obliterate them in one turn or suppress anyone that's in them. Although my all vehicle strat has been working against them because I can just attack them back and hunt down the mortar teams.
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>>2336657
Sort of. You just cling to the edge of the map and blast the 2 bunkers that will be firing at you and rush through the wall. Usually there'll be a couple of infantry units and a walker on the other side, but shouldn't be much of a problem. If you got vehicles, use them or at least have something to carry your infantry in case they get suppressed trying to make it through. You can of course still get unlucky with the arty and have it land right on you, but it's pretty low chances.
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Screw this bullshit
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>this mission
>11-12 rounds of fighting 3 FUCKING GIGA STUGS
>my tonk with the long anti tank gun, laser Lim, russian boi with emp rifle and Darby as a scout
nearly spent all my resources on those and after that I had to clean up the fucking REST of the army, Expert mode befun
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>>2336362
Ok, how do I do sabotage missions? I thought you need to have a squad in the highlighted area, but there was no indication that they were sabotaging the systems, so I just started shooting the special buildings, which sucks cuz I barely have any AT
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>>2336741
They're not even that hard because you can suppress and disable them like everyone else. It's just tedious and fucking boring because you have to pour a billion points of damage between the huge armor, HP pools and I'd wager they have DR on top of it all as well.
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Yeah okay there's no way they balanced the defense missions on extreme, the sheer amount of shit that gets thrown at you all at once is ludicrous.
Featured: Pirate EMP team, Pirate Commando, two chaingun trucks, one lasergun truck, nine squads of infantry.
Not Featured: Two rocket trucks raping my shit, and the EMP team, flamethrower team, and infantry I have already killed.
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>>2336757
See, that'd be doable without the artillery. The problem is currently is artillery is too oppressive for the player to deal with since you don't have enough "Clear suppression and begin pushing" active abilities in this game. To say nothing of accidentally running into an enemy hidden in the fog who squad wipes you.
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>trying to 5 star a RA op
>almost did it
>enemy walker does a 180 and instantly takes out a SL
I wasted an hour, fuck the game can be annoying, especially when the AI decides to target POWs
>>2336748
get a scout/recon unit whose only purpose is to locate the rocket trucks.
Then bomb them from orbit
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>>2336762
Yeah I agree, my ability to fight back was basically instantly crippled. I would have had to have two vehicles ready to go and kill the truck wherever they spawned to counter this, but that means I required meta knowledge to not fail the mission
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>>2336767
Not a linux user, but I've got a mediocre computer on the low end of what the game wants and an HDD and the load times are pretty good. There's just a weird delay between turns, selecting units or voice lines every so often.
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>>2336764
>I wasted an hour, fuck the game can be annoying, especially when the AI decides to target POWs
The AI is really strange with POWs. I've found it will happily sneak around in the fog of war, get into your backline and snipe your POWs.
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>>2336364
>>2336366
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>>2336771
The AI tends to send a small contingent of flankers pretty often. Really easy to notice on those "prevent from leaving" missions on open ground with bugs. This can sometimes also work out badly, because they'll just attempt to circle around the entire map if there is something blocking movement&sight in the middle
also fuck chain link fences
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>>2336776
I dunno, I feel like the HP penalty is just too harsh. You're always gonna want your vehicle playing an IFV role in practice, or you're dumping an entire infantry squad just to have a slightly more mobile unit to do nothing. To say nothing of it being able to get fire superiority for you when there's artillery or heavy machine gun presence around.
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>>2336783
Playing on normal I went for 5% since its more flexible and you get so much base supplies it ends up being an extra 100+
Higher difficulties and if running multiple vehicles should make the 15% better since supply cost for equipment are flat
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>>2336783
They both stack, if you're insane enough to do it. It seems like past 1,000 supply the +5% is better overall, since you get +50 and 15% cheaper vehicles only saves you 60 or more if you have a 400 point+ machine.
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>>2336774
idk man, i picked him as my starting pilot and immediately picked new tricks for him. now he has 100 ap and decent accuracy. i use him in the starting vehicle with a tank gun and he just one shots everything from long range without ever getting hit, so his only downside is negated, and he has insanely low deploy cost compared to other pilots
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>>2336801
>>muh Pike stronk
>We see.
What's wrong with Pike? He is a cool guy
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>>2336816
He can either be a command cuck or a pretty solid rifle grunt. Disruptive fire is pretty solid and synergizes with people like Rewa or Yaz with their finisher perks, you don't even need to kill an element to inflict the status.
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>>2336803
>>2336804
He work as power multiplier, but his efficiency is too low so he don't deserve a slot in most cases.
Basically anon run 2 vehicles, neither of them is Rewa, Lim + 2 supports.
For fucking sake Pike should do there, give Lim additional attack, so he will have 4 short range attacks per round instead of 3? Lmao.
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So pirates apparently eventually hit a difficulty spike where their armored units take multiple rocket / drone / anti materiel rifle / melta bombs to destroy. It used to be that one hit from any antiarmour weapon reliably took out their shit, now it's two or three at best.
This happened right before a mandatory "defend the zone" mission where one million pirates are shooting me to death with rocket trucks and rolling up en masse in their hamas pickup trucks to molest my little boy bussy
What the fuck do I do here?
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>even the pirates start correcting your young marines mispronouncing POG
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>Dice of the Gods cougar canonically sends you a video of her playing with her pussy
We need a chud SL next so I can share it with a brother.
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give me one(1) reason why i shouldn't put all my dudes on Crowbar.. its clearly the best gun in the game
>>2336819
>>2336816
NTA.. I'm using him as my CQC meatgrinder (with SOF PPP) but I KNOW that i'm basically wasting most of his skills.. thinking of recruiting another squad leader to change things a bit
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>>2336855
It can delete a group of bugs in one attack if you're crouched next to them and use burst but I feel divided on it atm, the accuracy at closer ranges really does suck when you have to fight a lot of pirates but the ARC does not feel any better to me either
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>>2336855
>>2336858
The thing about the crowbar is that while the accuracy does suck at close range, the falloff mechanic means it retains its damage and AP when you're close as well. If you're struggling with the range still, then you can always stagger your units to cover overlapping fields of fire.
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oh yeah it's gaming time
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>Battle Brothers trained falcon gives you vision over the map
>Recon drone in Menace is called the "Falcon"
Cute. I'm a sucker for reference-to-previous-game. Half expecting The Menace to be the work of some futuristic Davkulfags.
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hunter guy is suprisingly strong and cheap as an indirect fire team, mortars or the grenade launcher
does as much damage as carda and rena on menace missions, while costing only about 100 supply, just shoots grenades all day everyday, one salvo of grenades overloads a construct platoon (as well as shooting up the overload meter of those nearby from the splash) and all these overloaded hordes just end up not moving and ticking down to bleed damage
plus it's hilarous taking out a scout construct going for a cheeky flank while it's a ? that you don't see yet
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I'm playing on expert and I don't really lose people or see the need for armor beyond class 2 for the accessory slot
Scout+binocs and killing everything from out of their sight range is pretty strong and straightforward. Only thing that can get a bit messy are defense missions, especially rogue army ones
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what are we all hoping for in terms of what the grand map gameplay will look like down the line? As much as theyve worked hard on the current iteration, i feel like right now its very restrictive
maybe they could do something like the BATTLETECH system with a big map you jump around to do jobs in, with competing factions in each system
could make prosperity in a system you focus on a thing too
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>>2336926
the defense missions are fucked up on expert late game with bugs, you WILL get swarmed, you WILL get bombed by 3-4 bombardiers, you WILL get rushed by copious amounts of alien warriors and blast bugs, the only way to win them is to deal with the bombardiers with long range and killing enough little dude swarms that all other break/flee/retreat, I legit havent found the firepower of doing it any other way
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>>2336933
If anything Menace are the easiest to bully this way, theyre slow as fuck and don't have indirect fire options that rogue army or pirate organs or even Bombardiers do. I just take out all guncrawlers and scouts as priority then the rest are pretty helpless to being outranged/outdetected
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>>2336939
That's my situation with late-game outpost relief with RA.
>stormtroopers get bussed onto the point, driving over my mines and then smoking up
>try to counter-snipe with Darvy WILL have some random jaeger team bumble upon her during the AI's mad rush end-of-turn and have her gunned down because there are just so many of them
>vehicles will be instantly lased by jaegers or HQs and die to a bevy of ATGMs
>infantry trying to hold the point will be suppressed by mortars and whittled down by swarm launcher medium mechs
>holding a tower will get you mortared to death or get the tower blown out from under you
>the swarm of light walkers providing fire support
>those original storm troopers are still hotboxing btw and now they've capped it
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>>2336845
NTA but I restarted a couple times while learning the game and on my third restart got a free APC on the very first mission which was dope
If you have more vehicles than you can deploy, and you take damage on one in a mission, you can swap it out for a fresh one
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I have not found a Single Weapon that Tech can take advantage of. I keep getting tripod guns that are fine on Rich Bitch, but Tech can't use them undeployed. He's still rocking the machine gun you get in your starting equipment, and it's not good. I bought a mining laser for him to try and it turned out to be the shittiest weapon ever. Why can't I find a minigun or something cool?
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>>2337008
The MMG is decent against bugs, since it's got good pen and better damage than most of the rifles in the game. Even without suppression if you hit the bugs with a bullet or two you'll cut down the squads of spiderlings and young warriors pretty easily.
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>>2337003
There's a few different varieties of RPGs that Tech can use without deploying, including the one you start with on normal. Currently he's mostly just an AT guy.
I think I saw some shit on their d*scord from the devs that they intend to let him use tripod weapons but they want to give him proper animations for doing it with each, and it's literally just not done yet.
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>>2337003
I just use the rocket launcher on him. I find that things like the machine gun can be planned a bit more proactively, but sometimes you can't anticipate the arrival of a vehicle that needs to go away right now and not having to deploy the launcher is huge in those moments.
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>construct units appearing on non-menace operations
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>fuck up and lose my APC
>next mission rewards me with a Pirate truck
>it can't use the APC's machine gun
>I picked Rewa as my pilot
She won't be happy learning that she's now a glorified taxi driver until I find a usable turret
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I AM FIELD MARSHAL ZAMA
DE GLORIOUS LEADER OF DE PLANETARY JINGWEI
U ARE NASTY TEKKER AND WILL BE LASER DESIGNATED
U CRITICIZE DEFENSE MISSION AND WILL BE ATGM'D
U NO LIKE DE SUPPLY CAP? MORTAR'D
U COMPLAIN ABOUT DE TIME LIMITS? JAEGER TEAM'D
IT HAS COME TO DE ATTENTION OF DE GLOROUIS PLANETARY JINGWEI THAT DE NASTY MAJOR HAS BEEN SPREADING RUMORS OF UNKNOWN THREATS IN DE WAYBACK. DIS IS A SHAMEFUL DISPLAY AND IS AN ATTEMPT TO SPREAD TEKKER TYRANNY.
END OF LINE
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>>2336687
These things are weak as shit. A couple of ATGM shots or tank shots and they are kill. The real threat are those little squads of 3 dudes. Autocannons and AM rifles work really well against the menace though. Anything with high single target damage since most of their stuff is small unit count but big health pool.
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>>2336613
Darcy is a fucking MUST HAVE, nobody fucking else even close to her. Equipping her with the suppressed crowbar and Jager+camo is fucking obscene, she can slaughter entire armies by herself and never get spotted.
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>>2336633
Shotguns and SMG's are for Mobile Infantry units, use the IFV to drop them point blank and laugh as you delete units.
>Rend ammo
Is utterly broken for shotguns and SMG's, as they have shit AP by default and armor shredding only goes until you reach that weapons AP rating, but Rend ammo lowers your weapons AP rating, which isn't a problem for shotguns and smgs, and allows you to sandblast armored units for follow up damage.
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>The red mission rewards aren't actually penalties, they are already active enemy buffs that doing the mission cancels
Fuck, I completely misunderstood that my whole first campaign. I only just realised now that they are active throughout the missions unless you do those ones.
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>>2336841
>dope
Is a logbook for a weapon, when a soldier/Marine gets issued a weapon and when you qualify or check if the weapon is properly sighted in and a soldier/Marine will mark point of aim/point of impact and establish a battlesight zero which is a "set it and forget it" setting for iron sights or red dot sights that allows a shooter to engage a target out to 300 meters without adjustment.
>POG
Person Other than Grunt, which is a slur against anyone who isn't a infantryman, even other combat arms (artillery/armor/heavy weapons) gets called this.
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>>2337156
Honestly as soon as I saw the african warlord stand in, and the second he leaves the briefing lady called him a fucking retard I knew all the screeching about "woke" was just classic thin skinned wignat bullshit
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>>2337091
I genuinely find this girl hot anons what do I do
the dice lady too
and Hayfar, good lord, shes so cute
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>THE PLANETARY JINGWEI ARE A CORRUPT, BADLY-LED, AND BADLY-TRAINED INSTITUTION, ROTTEN TO THE CORE, AND ILL-EQUIPED TO SPREAD PEACE IN THE WAYBACK t. sage analysis
Oh okay, so they're some shitty african warlord militia, facing their rogue elements should be eas-
>eats 3 ATGMs from the map edge
yeah sage and haywick are full of it. needs rape correction for this misinfo
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>convenient, very convenient
>Major, you are a CONVENIENCE STORE!
why do germans write black characters so well
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>>2337165
Consider for a moment that your cruiser is SUPPOSED to have a plethora of advanced combat rifles, lasguns, plasmaguns, power armor suits and walkers, and thats considering that this is before considering that this is a deeply unpopular move politically for the TCR to do. And it DOES have nuclear bombs loaded on it. Compared to the TCR, the Jingwei's shit is completely backwater.
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>>2337164
Fuck that, save and get an EXWOO
One early EXWOO and manpower problems are instantly solved for the entire run.
I really think ship upgrades should be upgradable rather than making you pay full price a second time. It just feels like the wrong decision to ever pay for the basic version.
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>>2337171
He's from the core worlds. He was fighting against them. Now that he's in the wayback, he probably sees just how much shitter things can be. It's like when someone that thinks Russia is based and trad actually moves there and gets raped to death in the first week.
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alright, the enemy AI knowing where your line of sight is at all time bullshit is so jarring, they need to adjust this shit because it's so fucking lame playing peekaboo with enemies that keep running away even though your units are completely concealed.
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>>2337184
But you have the exact same tools as the Ai. The concealment indicator on top of your units.
I use it to peekaboo fire my long barrel apfsds and break los all the time, why shouldn't AI play with the same ruleset and information of the player?
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>>2337187
because they don't? if an enemy unit is concealed they are completely invisible until you see them once then they become question marks, why should the enemy know my line of sight and constantly skirt out of it if they never seen my unit?
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>>2337187
Because they should probably at least intelligently take up defensive positions or use faster/cheaper units to find your scout using the information they have. Instead, they endlessly run one tile beyond your FOV, allowing you to effectively push them around the map and then bomb them into dust with arty and mortars.
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>>2337184
I dunno man, a pirate ambush buggy zapping you and and hitting full reverse feels pretty accurate. I don't see shit like the RA stugs doing the peekaboo reverse. They tend to slowly converge and overwhelm you. The only one it feels weird on is the bugs who need to get into melee but know they can't get close enough with their AP so they move back instead. That feels goofy.
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>>2337191
Even if the enemy is concealed you can still see the broken eye icon over your units or have it disappear you're in the LoS afaik, giving you the notice to back up or deploy. Same as them
It's more noticeable if you have a dedicated scout unit with binocs or you have a high mobility, low vis vehicle cautiously advancing them backing up
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>>2337199
On Normal it's fine. I haven't made the jump to the next difficulty level, but once you get the hang of the gameflow, it's easy enough. You basically just learn what to target with what tools. Mortars? Rush them with a vehicle. Mass infantry? Machine gun suppress them all. Heavy infantry? Autocannons. Vehicles? Literally any of the many AT options. And you'll work out what tools you need to bring for each faction.
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After facing all the enemies I'm impressed like in battle bros. They get different mechanical flavors so well, reminds me of orcs, undead, nobles, monsters, bosses, barbarians, southerners, etcetera back in bb
Excited to see what else they implement. Hopefully the factions get their own armies and you can face DICE mercs or backbone fanatics
I'm kinda afraid aliens will go the way of forest spiders/monster hunts in bb though. Annoying to fight, not that interesting, shitty loot, so always a clear miss
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>>2337200
good point, food for thought, the problem is that the AI knows where it can or cannot be seen without needing to test it, like they will approach you from buildings or tree lines even though they've never seen your people, also they just keep running away even though they have more than enough force to wipe me out easily which is just not fun, they should be aggressive when they have high numbers instead of just running to the corner of the map in a big group, i think the last hotfix might have caused this behavior.
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Not gonna bring Lim or Darby on my next run. They are my dual crutches and just fucking smoke anything they see effortlessly
>>2337203
I've gotten forced into 3 alien ops in a row in midgame and it's just a slog. Dual HMGs on an APC mow anything down short of warriors, Darby just goes on a stealth big game hunt, and a weapons team with the AM rifle kills any warriors. Unless there is still something coming to shake things up, the bugs are just too easy once you get geared.
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>>2337226
Yes, the wardog is very funny and trades 1:1 for a light vehicle while providing a little bit of vision and a big distraction, the recon drone doesn't suicide bomb but has much more vision
the AI really likes wasting time shooting at them too
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>Early plasma rifle
The RNG is making for good replayability.
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>>2337242
>RNG
It's a bit too RNG for my tastes, a better system would have both the world and faction reputation matter, with better reputation with a faction effecting price and better items becoming available.
>no negative reputation
It would be great to have more factions to fight, if your reputation gets below 0 there is a chance for said faction to drop in on you and send a killteam after you.
>dice
Better equipped pirates essentially.
>ZB corporation
VERY well equipped mercenaries, top of the line gear and lots of mechs.
>backbone
Better equipped rogue army.
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They 100% NEED to tweak the way the AI handles knowing where your units and LoS is.
It's especially bad on those don't let the enemy cross this line missions because without fail the bulk of the enemy force will sneak through where you can't see even if it's only one tile wide.
It'd bad enough that they avoid getting into range of concealed units if they can help it but the sneaky conga-line is just way too egregious.
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I think AI LoS cheese should depend on the faction and doctrine. Like aliens should never do it, MENACE also prolly, pirates some times, rogue army very often especially they're heavy on standoff and BVR and have jaegers to spot.
I always loved how BB factions used 'cheap' tactics against you like goblin nets and disengage. No reason to outright remove a playstle that's also available to the player. But make it thematic and appropriate to doctrine and flavor
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>>2337272
Yeah. In one of the pre-release things they said they were changing to way loot worked from a bunch of random tier appropriate stuff at the end of the mission to be that every enemy killed has their own loot pool and drop chances.
So more kills = more stuff and what you kill influences what actually drops, so no ATGMs from MG squads and you'll never see pirate gear drop from bugs.
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>>2337284
Depends on your definition of worth.
Their guns generally cost fuck all so you can sneak in some more gear and the flamethrowers are actually fucking nuts against organics if you can close the distance. The EMP guns are super situational obvious but they halt Rogue army armour in their tracks.
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>>2337284
yes
some basic stuff like ass rifles, looted PDW
concealment rags, scavenger armor, better scavenger armor, pirate jumpsuit
chainguns, rpg launchers
cars and trucks, mounted weapons like lasgun, chaingun, rocket launcher
shitload grenades including termite, ammo bags
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>pirates get completely deleted and replaced by rogue armies/bugs/menace
I didn't appreciate how nice it was to fight them. Hopefully they'll bring them back in a future update for mid and late game ops. I miss having actual chaotic firefights instead of a suicide melee congaline or running around a fuck huge map chasing after a couple of bitch boy spotters
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>>2337294
They are actually still there, RNG just didn't generate the mission for you.
Just go into the Operation and immediately abandon a mission and you suffer a penalty of -5 relations to reroll.
You lose when the MENACE paints the map red.
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>Didn't get a single pirate jumpsuit despite doing multiple operations against them
Well fuck me I guess?
Certain items ingame are way too fucking rare, I don't even have enough special variants of guns to outfit my handful of squads.
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>>2337311
I just ran into rogue armies for the first time
Not even mad there are worse things out there, much more content than I was expecting
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>>2337321
>Laser lance 2 hit KO'ing your vehicle goes BRRRRRR
>Jager scouted your vehicle and marked it
>Non-LOS ATGM squad in the middle of butfuck knowhere sets your vehicle on fire and makes it panic in the first shot
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>>2336829
There is also Ivory and Sachin (the two Jingwei SLs) addressing each other by name when hitting or missing a target.
Though my favorite special interaction is Pike and Lim just laughing after killing someone
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>>2337331
Unless you are running a pure vehicle army, your squishy infantry are supposed to be your spotters.
Remember that as long as you got camo and you don't fire an unsupressed gun, those dudes are just going to stay almost invisible looking at things for you.
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put about 40 hours in the game and really loving it so far but i want to put it down to wait for more content to be added. what are some other games like menace besides battle brothers? is jagged alliance 3 kind of similar?
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>>2337345
>is jagged alliance 3 kind of similar?
not really but its quite decent, you lead bunch of mercs in africa, capture diamond mines and shoot at french negros
the difference is that your unit are single troops, not teams
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I am honestly surprised at how fun this is, even if it's clear the game needs a lot of work and a DLC. I am liking all of the characters surprisingly enough, they are all quite genuine and charming.
Tech is actively making me less racist, love this nigger. The AI knowing the vision of your hidden units is cancer tho.
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>>2337354
It's not so much that they know where your units are, its more that they actively plan and maneuver around that knowledge.
So like it's not the overarching AI that knows it's the individual units.
A bit of an out there comparison but in Alien: isolation there's a two AI dynamic. The Director which always knows EVERYTHING about the player at all times and the Alien itself which the Director just nudges in the right direction. Well in MENACES case the Director is letting every enemy unit know everything at all times instead of just giving them the occasional. to abstract a bit, "hey check out over there teehee".
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I got the silenced crowboar, plasma mg, smart-link and laser designator as drops(lucky)
Put that all on Darcy and with some backup from a ATGM ATV piloted by the christcuck with adaptive camo she can now full clear rogue army from the map. She wipes squads even behind medium cover in 1 turn from like 10 tiles away, crazy.
Pair that with Terrorist(best boy) and Carda being heavy infantry squads that dig themselves in like ticks and and murder anything that comes at them with deployable atgms and miniguns.
Kino game
>ALL ABOUT THE VALOR HUH MAJOR
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>>2337392
Sad to miss out on all the MG, mortar and auto-cannon fun I've been having. I imagine the laser cannon isn't good enough on its own either maybe I'll finally take disposable rockets.
Luckily it was the big wide defence mission and it arrived after all the infantry unsupported, still almost killed Rewa, though.
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At what point does the U60A1 stop being worth it?
Right now my main mechanized force is Bog, Ivory and Rewa in IFVs (20mm, .50 and laser repeater, each with a .30 MG), Carda and Lim as mechanized infantry, and Pike as a support squad with recon drone, AT drone, and mortar
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>>2337326
>give laser gun to Indian rifle guy
>walkers no longer exist on my screen
You're like those fucking babies who used to whine endlessly about orc warriors knocking your guys off the high ground. You don't want to think or adapt your playstyle to the enemy, you just want to hit one button and get loot.
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The difficulty scaling in this game feels very wierd
Mission 1 of the campaign you will be told like yeah some riff-raff is sabotaging a city idk go get’em riger. But actually you will have to assault a city with entrenched pirates inside with no grenades and hardly any armor, while they get boarding commandos and armored trucks.
And then your first rogue army op 5 ops later will have missions where you have to ACHIEVE A BREAKTHROUGH IN A HEAVILY FORTIFIED STRONGHOLD AGAINST A ENTRENCHED ENEMY - SHOCK HORROR. And then the entire mission is just driving over 2 undeployed AC squads and their babysitting officer while you take sporadic mortar fire. To get to a completely undefended extract zone on the other side of the map with 5 units and win with 5 stars in 3 turns out of 16 alloted
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>>2337452
>Going against rogue army as soon as the cinematic pops up is extremely risky
I dunno, I did with nothing but the PAL and some disposable AT to deal with the walkers and a recon drone and mortar for the snipers and it went fine
the first few rogue army missions are glorified local defense force
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>>2337450
The breakthrough mission feels fundamentally flawed compared to all the other mission types, and comparing them feels wrong. It would at least make sense to me if it was a capture operation where you had to take and hold the target zone like the... capture operations, and the enemy had a chance to overwhelmingly respond the moment you touch the box. As it is, armored convoy goes brrr.
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>>2337478
kino
remember smoke offers DR though too, it's incredibly powerful in a pinch.
mortar strikes etc. can still suppress you if it lands in there (same shape as the light mortar barrage) and when the smoke clears they'll be stuck out of cover.
probably lots of ways to use the ai tendency to charge head first into smoke because of the LOS blocking and cover against them.
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I beat a late-game village defense against bugs on expert AMA
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There were a lot of bugs
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>>2337158
Yeah. It looks like if the planet is getting fucked by the Menace, constructs can start to appear in other operation.It actually makes missions easier because the AI starts fighting each other rather than throwing all its units at you.
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did you clap at the name drop anons?
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>>2336362
Mods when?
I had the good luck of getting an early drop of the vehicle flamethrower and infantry mortar, the smoke and suppression alone saved my ass into building a terrible Pike that with inspiring presence is fucking carrying the whole team.
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>>2337526
I dont know I am still early game with 6 dudes, but its certainly powerful early game if you dont care about turn times. Before i had long range weapons for infantry and the IFV I poured smoke on top of those dangerous pirate turrets drove close to them and waited for the smoke to dissipate and destroy them.
Also it wrecks havoc on clustered bugs and pirates.
I hope the game has more enemy factions.
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>>2337523
unity is fairly easy to fuck with
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Is it worth to have early game more powerful armors, they are so fucking supply drop expensive that I am even trying to save for that Corpo ship skill that reduces vehicle drop supply.
I dont like to play defensively but in expert its making do so, with Tek firing at long range with 20mm or mortar, I dont know. I get autistic about mission roles.
Shotguns are fucking powerful on bugs for sure, I feel like my game in expert revolves around having Pike babysit everyone for accuracy and his AP order bonus.
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>>2337535
You only need to upgrade armor when the enemy starts fielding better Anti tank gear.
Armor deflection basically works all the time when you got +50 on the enemy's armor pentration.
Not sure how armor damage works but small arms fire basically never negate strip armor, it needs to be multiple Autocannon+ Hits. Lasers not penetrating armor does nothing.
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anybody seen this armor in game yet?
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also just went into the video files and they tested the subtitles with fucking salad fingers
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>>2337539
Makes sense, much like BB this game has shit tutorials on how the numbers work.
Also I hate the squadies system, would be better if they were customisable, dont mind he leaders but I also feel like its bugged, I only have the damage medical bay and either I am very lucky or all the munched suqdies get saved at end mission. maybe I just have not ben noticing things right.
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>>2337545
Some of the character stuff is kinda neat.
Rewa is still a huge bitch but she's generally nicer to other TCR marines and more likely to accept compliments from them and likewise other Marines are more offended by her being a bitch.
Meanwhile she's far ruder to the Wayback natives.
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WHERE DO THEY GET ALL THESE TRUCKS FROM
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You know what the game reminds me off? A weird mix of the land based combat of sid meyers pirates with Close Combat series.
Pirates in terms of numbers ( although it was way simpler) and Close Combat cause it was all about ammo count, supression and morale.
Hell even commanding vehicles is similar.
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>>2336578
War is mostly 17-19 year olds killing other 17-19 year olds anon. Ironically modern warfare actually reduced the age of combatants, in older times warfare was done mostly by 25+ year olds due to physical strength and the cost of equipment being so high, the Greeks thought it was unseemly to deploy men under 30.
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>>2337567
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>>2337567
ivey is a midget
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An actual huge fucking design choice fuck up.
Game recommends SSD storage to the point where HDD's are kinda fucked.
Fast loading is the desired thing.
There are loading screen blurbs for you to read.
Not a combo that works.
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>>2337567
i was mistaken, jean is finished too
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>>2337567
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>>2337567
>>2337572
look at the arms on this bitch
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Early Access always kills my joy for games, although is basically anti piracy for devs as well these days. I avoid it in most games but I didnt have anything tactical to play right now.
Well maybe after doing all the content it has right now, it might pull me in again in a year or so.
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>>2337607
Yeah, and some of their dialog is kinda unprofessional but that can be attributed to watching 99% of their fellow Marines get turned into paste or ejected from the ship.
>the gate being so fucked
>can only allow things in, nothing out
I bet the MEANCE fucking did something to the gate, it would be perfect for it to get new material while denying retreat and warning getting back.
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>>2337445
I remember accessing the exosuits in the hacked demo version. Better protection than the heaviest armor we have currently, no encumberance. The fuckers were unkillable except with anti-tank weapons and not even always then.
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>>2337623
tech
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>>2337623
greifinger
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>"Cutscenes" are just 2d cutouts
Whoever invented this trope for indie games needs to fucking stop because they all do it now and it just looks so fucking cheap and cringe.
They don't even have different poses or mouth movements.
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>>2337635
It being for balancing reasons is the odd one as well since that implies it's not the unit itself that's the problem since the rogues still field it just fine but something specific the player could do with it that was fucked.
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>>2337633
>games now have ai generated cg cutscenes
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>Normalfags keep bitching about the supply system when it's pretty fucking simple, bring less shit if you are out of supply
>But I want every squad with 8 members and maxxed equipment AND a vehicle!
You're not supposed to do that.
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>>2337641
The only problem is the FUCKLOAD of enemies that you have to fight, a fair system would have you "stage" deployments, with a single dropship only being able to hold so much, and going over that limit means you need a 5 turn wait for the rest of your deployment to arrive.
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Expert is no joke when you autopilot a bit.
Just got my ass rammed by heavy pirates and vehicles with heavy guns and flamethrowers, in a difficulty spike.
Can only imagine how the actual military enemy is.
I guess that’s were you abort the mission.
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Do we know how armour durability works? The dev diary isn't quite clear on how it's degredation effects the squad's armour rating.
By the numbers the ARC seems to be the best choice out of the KPAC, ARC and Crowbar.
Crowbar loses a lot of damage and pen to dropoff distance so really it pens worse than the KPAC, does marginally more damage but has 1 less round.
Depending on how armour damage effects it's effectiveness the ARC's higher armour damage after a couple of rounds should lower the target armour enough to be inline with the KPAC. But I'm only guessing at how armour degredation works.
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>>2337655
I'm aware of that but I want to know how it works.
Armour bar seems to be elements * durability. Losing an element removes his armour from the bar.
But is the chance to penetrate effected by the bar total? The amount of an individual elements bar missing? And how much?
IE:
A raider has 56 armour durability, 4 of them have 224.
If we deal 30 armour damage, the first element is at 26/56(44%) while the whole squad is at 198/224(88%)
Is armour value reduced by this, IE is their armour rating of 75 now actually 44% until the first man dies or 88% of that forever?
It feels as though it's not the first answer because heavily armoured squads seem to tank shots for a while then disintegrate very quickly. So seemingly it's based on the squad as a whole. But does removing 1 guy while taking no armour damage effect the bar? Does the squad lose his armour or does the squad continue to act as if it has 4 guys worth of armour for you to chew through even if one guy ate a laser lance and disintegrated?(I haven't tested specifically but my guess is this)
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>>2337641
>You're not supposed to do that.
You should place this -15% vehicle cost oci modules in you want to play vehicles retard.
Also there several supply discount perks.
Problem with this stupid supply system that you must have certain modules and leaders, and in the end forced to play vehicles setup since they cheaper than most of infantry.
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>>2337641
>just bring less stuff
>just don't upgrade your gear
>just don't promote your units
>just don't bring vehicles
>just don't bring any units
This proves that solo Darby is the objectively correct way to play this game. Until you get a defense mission.
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>>2337676
Oh also forgot to add. Supply is retarded in its current iteration because it largely stops mattering after 10 or so Operations. Especially on normal where I had enough supply to run 5-7 units, depending on the composition.
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>>2337659
armour seems to be a fixed stat. the armour you equip to a squad gives them x amount of armour points regardless of squad size. armour seems to mitigate damage and becomes degraded as it does. as the armour degrades it soaks up less damage and your guys die easier
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>>2336962
According to some old footage with extended character bios in an developer interview, she was born in the menace equivalent of Catachan, so i guess she's afraid of alien bugs cause she saw one eat her friends or something.
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>people keep saying she sends literal nudes as a text quest
>still cant find it
PLEASE Anons, can someone give me the sauce!?
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>>2337695
Its weird because usually for a support team of a mortar or gun emplacement you want just two squadies. Few people.
Because of her terrible Acc Ive been using her with the Alien motion detector and flamethrower or mortar right beside pike, mitigate her shit initial acc, she works as another fire team with a choice to flame shit if enemy gets close.
>>2337711
I supposed by looking at her skills Darcy also make a good lone Sniper.
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>>2337700
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>>2337693
I think it's a pretty good touch that she's NOT good against bugs.
>but the AMR
Put it on Tech. He doesn't need to deploy to use it
>but she's stealthy
Bugs have cracked detection and all their high-priority targets are too armored for basic rifles to take them out reliably
>but the DMR
See above
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>>2337745
there are a lot of files and they arent named
>>2337749
probably fairly simple but the amount of shit to replace is massive
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What is the best special weapon for Carda?
I find that tripods in general are kinda awkward to use (besides she requires a full squad, and tripod on a full squad is a waste).
She lacks stats to be a sniper, and light machine gun just kinda sucks in general.
So far I've been able to make her work with handheld GL. But I wonder what else is there she can utilize well?
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>>2337755
Tripod weapons and mobile infantry FUCK, setting up the not!Mk19 and completely fucking over a light infantry push from 10 tiles is magic, and combine her with Pike who can give even more AP is just broken.
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>>2337755
Early on I ran her with the CMG as a suppression generator
Late-game where I'm going for killing power over control, I stick her on a ma deuce tripod in bug defense missions, or an autocannon tripod vs. RA in the backline to pick off SOF/vics as they charge in, as she can kill anything but the STuG with an AC
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The portraits in the game are very good. Including weapon icons and such. Men are cool, girls are cute (or just hot like Rewa ik don't judge)
But what the fuck is up with Xiao Xiao? Is it a man or woman? Did the g*rman government require devs to put 1 troon in the game or something? This creature looks out of place among other characters that look like normal humans.
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I knew I had seen her somewhere before
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>>2337776
Dice of gods chick looks like prime Paris Hilton. Considering the faction is all about tourism maybe that's even intentional.
Still, once mods arrive, the chinese creature gets fucking replaced with some hot asian cyborg lady.
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>>2337791
this audio file is uhhhhh
concerning
>mhmm...purple
I cant wait for new updates and shieet guys, this game isfun
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>>2337788
Those voice lines are so good and burst with character.
Still not sure if it was worth it to transition from random generated chars to pre-written ones, but so far so good. They need to capitalise on that in the future more, though, if they want it to be really worth the change.
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>>2337803
I know.
What i mean is that some studies are finding that you dont really need a lot of gravity, just enough gravity to not develop some physical conditions.
And SOME gravity might even come with some benefits.
Obliviously if and when we go outside the best would be not to go into another gravity well but have similar earth like gravity in rotational habitats.
Martian grav regardless is indeed pretty shitty. But the game is not hard sci fi.
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After drawing out 35 hours of enjoyment from two campaigns, I am experiencing post-partum depression from losing my content baby
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>>2337811
They definitely got different writer for perk descriptions - most of them are some kind of retarded millenial attempt at humor, which I hate very much.
As for the rest, I'm not sure. Seems probable it's still Hollingshead. If they replaced him, like they replaced the composer, it's a huge bummer.
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>>2337817
>A planet where whenever we look at the sky we the earths crust ( the moon ).
> we the earths crust ( the moon ).
the what?
is this some crayon eater code? respond me marine
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>>2337820
Mars dust can be solved. We invented some magnet fields that make it not a problem. Same applies to the moon, no more clooged air filters.
Can't really elaborate, tech english is a bitch, me not know it good :(
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>>2337822
Theia planet impact hypotheses which created the moon, most terrestrial planets have thicc fucking crusts that dont allow for tectonics and renewal.
The impact not only gave energy and spin to earth unlike venus which rotates super slow for example but ctapulted most of the crust into orbit when forming the moon.
Also Devs they need to implement some sort of action camera, also free cam vertical rotation, they said already in some YouTube comments that they want to put action cam for some stuff. All those little details get lost.
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the sexiest and most satisfying thing I have ever used in a video game
>dual linked rotary guns
>that sound
>that usability
>SHREDS armor
>DELETES infantry
>has an ability that goes over 6 (!) tiles which eradicates most enemies
>HUGE suppression
>INSANE morale hits
dis fucking gusting, I could never go back to anything else
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I'm running out of ammo every single time I fight the menace. Every mission ends with exhausted, ammoless marines throwing all of their grenades and drones and whatever else they have left at a million Construct Soldiers until I finally win. The only thing keeping me in the fight is my Medium Mech with two laser weapons on it. Fuck.
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>>2337854
>>2337854
>civvies??
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>>2337856
>>2337854
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>>2336362
I enjoyed the demo and I'll probably get the game when I have some time to play.
Can someone give me a quick rundown on how the campaign works. Is it open ended like Battle Brothers or is there a final boss that ends the game when beaten?
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I want to fuck the dice secretary and the TCR secretary so fucking bad.
I also really like The Board given how weird they are (or it is, since it could just be a schizo AI).
One of their events was them asking to buy a bunch of books which I agreed to, only to realize one of the books was the TCR combat manual, all my SLs berated me.
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>>2336362
Spend all my capital on acquiring a 12.7mm MG and it was worth it
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>>2337880
Stealth Darcy with a suppressed AR as forward recon gunning down support teams, jaegers and HQ
Pike giving extra turns and marking targets
AC team to gun down walkers
Stormtrooper squad to counter-attack infantry on the point
Do not get in towers
abuse smoke
good luck
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>>2337880
Protect the zone missions in general seem overtuned especially if you get one right after a bump in what units are available for the enemy based on how much time has passed in game. I've aborted and took the L on a few of them after several tries. Simply didn't have enough AP and DPS to do it.
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you know, its nice that you can kinda tell what the idea is behind each squad leader so far
like the frenchie fakie, its clear he's kind of based off those pics of african dandys
or carda, obviously based on the propaganda social media posts of e-girl in military outfit
pretty good for making distinct characters
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>>2337712
She suppress on my dice of the gods until I Menace
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>Late game
>My squadies still run around in cloth fatigues because i never have enough points to give them even basic II level protection
I hope they change this shit, armor is just not cost effective
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>>2337921
wtf are you spending on? I'm fielding three IFVs and three mech inf squads and have enough points for soft armor on all of them (except Pike who gets the load webbing so he can carry two drones plus mortar ammo)
High tier armor is as expensive as an APC but it also gives your squad as much armor as an APC
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wait, are there two different rocket organ weapons?
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>>2337915
>Gorgeous corpo sends you nude shows for completing missions
Sign me up full time Mommy
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>>2337963
She's not great but the 15% discount on equipment allows you to give her better gear than a better SL. So you can put, say, the CDTE grenade rifle on her because it has perfect accuracy anyways and the fact she can't hit shit is crutched by the fact her fancy equipment aims for her (which is...remarkably well flavored for a rich pirate with daddy issues?)
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Oooh, spoopy.
So guys, what'll we do?
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>>2337971
>Order Pike onboard thinking he's a by-the-book marine and will do well
>perfect outcome, pirate ambush defeated, get a T2 DMR
>get a second event to board a vessel
>Order Pike in
>self-destruct goes on, only the Marines make it out, -10 faction rep
Starting to think it's just RNG who you send
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Authority does seem to make a big difference in terms of getting suppressed a lot.
Dont like the fact that going on a two men hiring fucks you over that bad.
>>2337967
Makes sense, I just wanted an alternative sniper but shes not it. Ill put her on gun emplacements.
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For the purposes of Fearsome, does Menace "Overload" count as morale?
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>>2337974
>>2337975
Huh, can't send Pike in.
Guess I'm sending mr terrorist in.
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>>2337979
So far so good...
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Snagged this real quick, wanted to show off a saboteur mission where all the civilians are dead before turn 1 is done. Bunch of side objectives need some work
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>>2337981
We got vehicle armor!
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>>2337977
I would guess not, it behaves differently and honestly doubling the overload per round would make Yaz absolutely fucking bonkers vs MENACE.
Also, as i said arleady
>Tech
>Pike
>Bog
>All the while Kody, Exconde and Achilleas sit in the hire list
You ain't built for the Wayback son
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>save a scientist post-op event
>this is what he 3d prints as thanks for saving him
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>first campaign
>the max inf armor I ever could buy or find were Soft armor and the pirate rocket suits
>then very late in the campaign one single Spetznats and a Class IV suit each
>suffer fuckmassive losses throughout the campaign and occasionally had to send understrength squads because I had nothing else left
>had to resort to resort to savescumming
>situation stabilized the moment I acquired long antitank gun module
>finish campaign and think since this is EA youre supposed to fight like a mechanized recon infantry unit in this part of a upcoming larger campaign
>start second campaign
>Class III's, IV's and more available everywhere
>mfw
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>>2337993
This thing is completely insane btw, almost completely replaces the primary except in rare cases when you need to fire 2x 3 times in a row.
Give this thing to Kody and he will absolutely mulch anything other than mass chaff and smaller than tanks
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>>2337849
People will grok it up regardless. I shall revel in it.
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>go back to a bug mission after fighting rogue armies and T2 pirates
>Lim murdering two alien warriors per turn with an AT rifle
>ayys being vaporized by 20mm autocannon and autolaser
>ayys dying to wardogs before they even get a turn
bug squishing is fun when you have the tools to squish them
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>>2337999
Wish I had one more fucking OCI slot, feels almost mandatory to have
>Medbay
>EXWOO
>Repair Bay
>Recovery Teams
One could say to simply not get your shit rocked but one little fuckup can snowball the whole campaign without the Medbay and Recovery Teams.
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>emplace HMG
>ping motion sensor
>shoot at sensor return
>shoot again
>ping motion sensor
>repeat until whatever it is out there stops moving
Life good
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>>2338020
I'm not playing on the new patch so maybe this is fixed but AI will camp a corner and then unga charge you, or crawl across the map edge playing perfectly outside your FoV for a flank, or fixate on a lone squad with the hyperawareness that they have no support
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>>2337992
its funded by germ gov department but its not really pozzed
its more scam on the side of devs who scammed germ tax payer for million of german dollars, put diversity crew as demanded and make them most stereotypical caricatures
>angry jeeta blody bitch driver
>giga nigga motherfucker
>super competitive asian
>rich bitch with daddy issues karen
etc
so far there is no no gay, nor LGBT stuff
funny enough on some PC it overheat which goes against germ norms of saving the energy to own putin(or something)
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Pike VA did a good job, he seems very boring at first and weirdly soft spoken, but when the mission is going well and enemies are dying he starts going really in on it.
>>2338032
Get motherfucked is a pretty funny name for a skill.
They shoudl put Sexual tyrannosaurus as well in there, ( yes I know one of the borderlands did it)
>>2338040
Okay why, not I am going all in groking, anything else? I want to give her a breast mole as well.
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>>2338028
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what I'm still trying to understand is, I see that red icons during missions, like in this case
>>2337880
give buffs to enemies
my question is, is it a difficulty multiplier in the sense that if I choose a different path and dont disable them, they will keep these buffs for the rest of the mission? or forever?
or is it the other way around?
there's some stuff the game doesnt really explain that well, like
>growth potential
>>2337863
lmao
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>>2338064
I haven't used it or Bog much, but thinking about it, if you're using lucky shot with an ATGM launcher + marked shot there's no chance of missing, could combine that with his cheaper deployment perk and make him sit in an ATV/light mech and just shit out rockets whenever darby marks one for him. I wouldn't trust his inaccuracy and shit AP otherwise
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If I had a nickle for every time a blonde corpo mommy has shown me her tits
I'd have two nickles
>>2338050
I see
so I should complete them or the enemy will carry on said buff until the very end of the mission,
got it
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>>2338072
>>2338077
Damn
Rewa just got a massive PTSD moment and Achilleas is "tired"
I guess its time to hire the Bog
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I'm not sure I like the Supply system.
Sure, I understand that the idea is to scale the amount of resources you have for a missions so that there's always a challenge, but I liked the idea that in Battle Brothers you could choose how much to deploy in a single mission so you could save up your supplies and best Bros for the really difficult ones, while Menace has this artificial constraint.
I think it'd very much rather have Supplies be an actual resource you can collect and store and spend and that the supply "limit" simply designates how much supplies you'd be using depending on how much stuff you deploy.
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>>2338080
You can probably beef up your infantry as a result. Give Pike that extra squaddie. Give him two. Get the motion sensor. Mortar a contact you've never met before.
It feels weird having an armoured vehicle skirt around like it's so fragile. But if you let it amplify your fire while being screened by infantry, it works very well.
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>>2338084
Do you mean like supplies for the whole op and you need to balance it out over each mission?
That sounds insanely complicated but I guarantee some people would love it.
I.e 3000 supplies across all missions. You can take less in one, to save more for later. Makes the same sense if you consider your drop ships ferrying in ammo, troops etc.
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>>2338084
its essentially
a)remnant of tabletop
>when you meet another nerd in Gay Workshop and challenged him to a 1200 vs 1200 points battle and he was like sure but I only have 1000 points worth of army so you needed to scale down
b) a brilliant way to remove enemy scaling to player power by making player to scale down to the enemy power
c) lazy way to dodge need for sensible deployment mode
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>>2338091
>No Pike
I cry. For sure it's great making do, even if it's frustrating to miss out on your MVP for a mission or two.
The real shame is I miss taking meaningful losses that you can absorb like in Xcom. It's more like Rainbow 6 where yeah you get the unnamed generic guys to replace them (not an option yet), but losing Dingo Chavez is enough to restart.
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>>2338088
That's an interesting idea as well. The "limit" could simply determine how much the AI thinks you'll need to fullfill this mission successfully, but it's not a hard limit on your Supplies available. That way you can scale down in early missions if you feel confident, and scale up in later ones as needed.
However, I was thinking more like making Supplies into stuff like OCI Components and Squaddies, where you earn more of them by letting time pass, performing missions and Operations successfully, and you can trade for them in exchange for items you've obtained.
Supplies would be normally when you deploy stuff for missions, but also in the day-to-day, such as for Squaddie/Staff maintenance, Vehicle repairs, resupplying ammo, reviving squaddies, etc. but is also earned through other means, like WOC and the like.
Your idea is good tho.
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>the Dice Sex Tape is real
BASEDBASEDBASEDBASED
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I feel like the game is missing a cheap APC, something that can carry a squad but only has a light weapon slot and pirate tier armo
Hell, even just give us the pirate truck, I wanna play around with cheap motorized infantry
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>>2338097
yeah they should really work on these rewards, but also on generic loot and stuff you can buy from the shop, needs a little more variety
>>2338095
yes, so far it didnt happen with troops but when a vehicle operator is down, I immediately restart the fight
losing the vehicles would be bad enough, and not having them for several missions is kind of bad, I'm incredibly reliant on vehicles for now so its kind of a big deal for me
is Pike really that useful? my understanding is he's a AP generating machine but hes not that great with an actual weapon in his hands
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>>2338084
I'd love this, would actually provide logical explanation to many things and to restrain player just going "lol lmao tanks" each and every mission. Mostly because it makes casual faggots have meltdown for having to rub their only two braincells together
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>>2338105
Oh Pike is great if you give him athletic too and make in a 3 man squad weapon + AP boost unit.
If he sets up properly you can deal out buffs while also tossing around machinegun, autocannon or minigun rounds from the right area. Also he can rally to undo any suppression which is invaluable if you find yourself getting suppressed.
He doesn't rack up tons of kills for me but I feel lost without him.
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>>2338038
You get what you fight and failing Ops to re roll them to get Rogue Army or Pirate late game for their equipment costs you -5 rep with the local faction only. They will probably rebalance this later though.
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you put the nose on every of your units outside carda right?
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>>2338109
I am only early in game but with firing line he gives the enemy hell. Didnt pick him new tricks so with solid grouping in two turns he can decimate enemies even in good cover.
But your support makes more sense, with only rally, since presence would not benefit anyone if he stands back.
I think I like him up there near the enemy.
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>>2338112
>>2338118
Is it actually useful? Should I pick it for default? It's not like BB's Student Perk that gets refunded at one point, so I am nut sure, since they can only get 8 Perks total, and you cannot choose a specific Perk to remove after a while, can you? You have to remove them in the order you gave it to them.
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hes literally me btw
>>2338109
>>2338114
Solid advice, thank you anons
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>>2338125
>It's not like BB's Student Perk that gets refunded at one point, so I am nut sure, since they can only get 8 Perks total, and you cannot choose a specific Perk to remove after a while, can you?
You can actually, you get a free 50% refund on perks whenever you want
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>>2337464
I've had one that was actually hellish with dudes in side-by-side pillboxes spotting for mortar teams on the other side of the wall behind each of them, then guys throwing smoke to block the narrow sight lines to reinforcing vehicles on each side the moment I breached the wall, all while getting bombarded by a heavy mortar turret from halfway across the map.
Meanwhile every other time it's been basically like crossing the street.
So yeah I think something's up with the level gen.
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>>2338132
I'm doing that, but it just removes the latest applied perk.
Maybe it's because I have very few perks, so it removes the highest one (so that you don'tget stuck with perks that you can't technically access).
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Okay expert is no joke, I just got into a save civilians missions in which they took 2 turns to kill everyone. My dudes were barely reaching the city limits on vehicle.
Game certainly needs some tweaking, even with minefields some defence missions are borked.
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My Major canonically came buckets to Frankie's flick video
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>>2338149
Frankie wants to marry YOU personally.
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>it's a 3 star defence mission against rogue army with vision buffs at night
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>>2338126
>hes literally me btw
I do say shit like him IRL but I don't think I could pull off that little headband thing.
The akubra hat I wear all the time is a little too small so I don't like tight things around my head. Except that hat obviously, which I refuse to take off or replace.
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>its woooke
these guys left, now we have
>i gona cuuuum
I am not sure if its improvements
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Oh fuck off with this tryhard streetshitter, I'm just going to redeem my save to get back my money
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The AI cheating with sightlines is getting ridiculous. I had a stop rogue army mission where the AI did nothing on a flank for 5 turns, so I moved the squad that held it slightly away, but then I remembered the AI knows what my hidden squads do, so I moved my squad back, and of course there is a conga line of infantry on the few tiles that I didn't look at for a turn.
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>>2338169
She grew on me. She's obviously the worst kind of jeet turbocunt there is IRL but in the context of gleeful mass murder it turns out that's kinda funny sometimes. Plus being actually useful (highly unrealistic, but this is science fiction) helps.
Her level-up line is fucking cringe though.
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>>2338158
>that little headband thing
wanna hear a cool thing? that headband is 100% a reference to this sculpture, the Auriga of Delphi, a stuatue depicting a charioteer who partecipated in the panellenic games
the headband is called a "tenia" and it a a ritual ornament wore during special religious occasion
since he drives a tank, he basically consider himself a modern day charioteer, his greek theme personality and all
>>2338169
Rewa kinds grows on you, give her a chance
she acts like that because she was basically burned alive, shes got unironically PTSD if she's downed and runs away from the battlefield
also, this anon is right
>>2338171
I got Bog'd
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>>2338149
>>2338153
>>2338165
>Yes, Colonel, I'm want to marry the Space Stripper that I met when I was deployed in Space Africa.
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>>2338174
>>2338175
to me it appears like some pajeet in the devteam tried their damned best to make the OC'st donutsteel streetshitter imaginable and the fucking megacringe dialogue along with fecaloid voiceacting makes the game unplayable, I'll happily go on without a third vehicle if it means not having to hear this retarded shitskin talk
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>>2338177
>wanna hear a cool thing?
my nigger i have seen old greek shit, i know
i have a degree it even
i'm just not a fucking nerd
you can tell because of my cool hat
>>2338184
understandable reaction but i think they were going for a particular kind of offbeat late 70s/early 80s pulp aesthetic
there was a time when you never had to deal with jeets irl so they were fun goofballs to use in fiction sometimes. anon has been calling it an action movie thing but it's a little broader than that.
it's amazing that i used to be able to watch Temple of Doom without wanting to vomit (for reasons besides the ones the film wants me to)
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>>2338192
I was hoping Tek would be "collected and cool" nigger type. Like Barret in FF7.
Instead, he acts and sounds like a complete retard. He's not completely insufferable, but by far the weakest SL in terms of character I think.
To fix him, they should record him without being pussies - let the nigga say nigga all the time. His type does it.
Devs put literal Wagner group mercenary in the game, but are afraid of the nigger word.
Fucking g*rmans.
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>>2338197
Theoretically.
Source:
>Armor durability is tracked as a squad-wide value rather than on a per-member basis. Each element contributes to the total, and when a member is lost, the squad's armor pool is reduced accordingly. Some weapons specialize in breaking down armor rather than penetrating it, making follow-up attacks more effective.
Dev Diary #11.
Also from some basic testing with a 30 armour damage weapon hitting twice vs a friendly in 60 durability armour, with 5 models, he lost 20% of his bar.
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How are Anons handling the difficulty?
I want to play on Challenging, but I do seem to get my ass kicked very often and need to savescum afterwards, while I see Anons playing normally on Expert.
Should I just try Normal+Ironman? I know that it gives some advantages to the player but seems like the only way to remove the bad habit.
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>>2338214
Normal on Ironman seems like it'd be basiclaly the same as Normal. Maybe you'll lose your battle taxi at some point. That's the worst that happened to me (fortunately I'd just gotten a pair of the T2 ones), I never came close to anyone bleeding out or anything.
Devs are apparently working on the AI range knowledge issue as we speak so that's probably a major enough change to revisit this question if they patch it soon.
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>>2338185
calling it a "she" is a stretch since pajeets aren't even human, more like a environment-destroying bioweapon
at the very best Rewa is a streetshitting WHORE, a pathetic fictional powerfantasy LARP for fecaloids and you can cope and seethe about it all you want you cocksucking niggerfaggot retard
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I like Rewa
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SAR SAR REDEEM YOUR INFANTRY SAR BLOODY BENCHO I AM BRAHMIN HIGH CASTE SAR YOU MUST REDEEM YOUR INFANTRY CARDS TO DEPLOY HIGH CASTE HINDU SAR BLOODY
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>>2338218
That's always seemed reasonable to me. I wouldn't do it either way though, seems impolite. My preferred method of asserting dominance is calling people names on the internet. But they didn't have access to that back then as far as I know. So it's understandable really.
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bogged
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>>2338226
>>2338228
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>>2338232
i know this is a crazy idea but what if we didn't shit up these threads by constantly reminding people about irl jeets and angrily roleplaying as one ironically
it's fiction
you can have aliens and dragons and stuff in fiction
a funny and potty-trained indian is possible to imagine
relax
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>>2338149
>some expo corpo is sending you teasers and outright gifts
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>>2338225
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>>2338237
No, you need at least some cover. But it's hugely imactful because cover gives a 20% reduction in accuracy, incoming damage and suppression per step. So turning light into medium means ANY piece of cover gives a minimum of 40% defense bonus and DR.
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>>2338184
nah
they are factually obliged to a specific levels of diversity(TM) because they took kraut government money
>>2338194
>a particular kind of offbeat late 70s/early 80s pulp aesthetic
wrong kind of indian anon and definitely too many women for that(1-2? sure, not half the roster)
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>>2338214
play on expert
its like battle brothers you just turn all the difficulty up to max and that is the game
early on you will get fucked up. play on iron man too so you have to stick with your macro choices, just remember you can alt-f4 when you get slaughtered in a mission and start it over. so do that because you are going to get slaughtered and your runs will quickly end and you wont learn nearly as fast.
so when you encounter a mission that is raping you just keep replaying it until you understand how to defeat it and now you will have unlocked skill
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>>2338212
>its not gay if you rape them
its extension of 90' complete social economic collapse, just criminal culture taking over everything, although even if you look at USA you have similar one with boomers and police corps
its similar in process to west being taken over by deranged gooner ''culture''
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y'all wrong, singh has been shredding bugs and pirates like there's no tomorrow
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>>2338235
>only a paki would make fun of pajeets
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What perks should I give the funny warcriminal man? Never got him begore
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>>2338264
Athletic, New Tricks (like for everyone)
Fearsome is obvious.
Berserk.
The rest is however you want.
Gostepriimstvo Babushki is quite useful if you use Yaz as a heavily armed stormtrooper, so he can take care of himself while in deep shit. Give him some drugs too, like the extra movement one.
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>>2338264
Basically Yaz have the same assault role as Lim, but he slower with more damage.
Take fearsome->buff/moblie infantry (depend on how you use your assaults, with heavy armor or with apc)->counterattack->berserk
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>>2338121
It's absolutely useless on SLs with high base stats since the chance to proc the XP gain is inversely proportionate to how high the stat already is.
https://store.steampowered.com/news/app/2432860/view/49045867793481859 2
>Each attribute has a set of corresponding triggers in combat that get activated through actions and events. Each trigger can be activated up to 15 times per combat.
>Every time a trigger is activated, there is a chance to increase the corresponding attribute. The chance is given by the difference between the current attribute value and its maximum. For example, an attribute at 70 with a maximum of 100 has a 30% chance to increase for a trigger activation. The growth potential of a character determines how many rolls are made to be successful.
>Each attribute has a different first trigger increase amount. So, an attribute that usually has a lot of trigger activations each combat will rise a lot slower per activation than one that is harder to trigger.
>To make players just play the game and not farm trigger activations, we added diminishing returns for each consecutive attribute trigger in a mission. Every time a trigger is successfully activated, the corresponding stat increase is reduced by 30%. This makes the first couple of activations very fruitful, while stacking loads of triggers will eventually grant hardly any increase. This way, playing the game normally, is rewarded as the first couple of triggers are usually achieved by regular gameplay.
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What sort of DLC would you want for the game?
I think we can expect stuff like BB's Warriors of the North, Beasts & Exploration, and Blazing Deserts as Paid DLC, plus the Supproter packs.
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Why is every perk has some retarded attempt at a joke in it's description?
I don't mind some light-hearted comments, but this is just reddit-tier.
Tell me it doesn't look better on picrel.
Is it so hard to write a simple joke without a millenial style commentary?
If the writer's so shit, just don't add comments to perks, like in Battle Brothers.
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>>2338284
Yeah I dunno at this point. I'll wait to see what the complete game looks like before thinking about DLC. The framework is strong though, so it could be literally anything. I can't imagine we'll be leaving the Wayback though, even though like another anon posted, a big Battletech-like map would be good. All the gear and enemies are tied to the area, so it wouldn't make much sense.
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>>2338284
One that rework this retarded supply system.
Another where we can order certain items and leaders.
And another one, where enemies have disabled maphack and stop running from you.
And ofc one with hcg with Franky.
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>Rewa: WE MUST GO BIGGER
>mfw I'm all out of dick
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>>2338291
The writing is way inferior to BB but its alright.
I get the feeling they are getting other inspirations outside Aliens, for some reason Menace reminds a lot of a sci fi collection of novels I found from a vietnam vet called hammers slammers. About a bunch of mercenaries and tankers being as obnoxious as the ones in this game. I know it influenced Battletech.
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Made a calculator for the game's weapon math.
Vs boarding group at 4 tiles, accuracy not taken into account, % chance to kill:
>ARC
24 = 100%
20 = 96%
19 = 89%
18 = 75%
>KPAC
24 = 90%
20 = 34%
19 = 21%
18 = 11%
>Crowbar
(at 7 tiles 1% chance if all 16 hit)
16 = 86%
14 = 48%
If anyone wants me to check something for them just say so.
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>Have enough supply to field a walker and the IFV at the same time
>Equip walker with autocannon and walk around blapping shit
>IFV escorts infantry to objectives
>Shitcan the entire field in a fun new way
I know I now, its early and I havent seen the horrors to come, but the game knows how to let you enjoy yourself
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>>2338316
They didn't. I played a mission today, right after the patch, and about half the enemy army hugged the edge of the map to cross the entire area and slip into my deployment zone. It wasn't even a flank or anything, they stayed there with their thumb up their asses until I scouted them.
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Found laser rifle.
What am I in for? It's armor pen is insane, and it costs almost twice as less as the best assault rifle in the game. What's the catch?
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This is the correct way to talk to RA weapon soldiers.
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I'm considering a new campaign on challenging difficulty but I might only be doing as well as I am on normal because of some lucky loot drops
OTOH from the multipliers it definitely looks like challenging is the intended difficulty
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Oh damn, you can get a twin rotary gun. Didn't see that in my last campaign.
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muscle girl seems to technically be in the game with a full skill tree and all, but like the others said no voice lines what so ever
you can get her with that moddb mod if you set the pickable squad leaders to 17 (basically everyone)
18 leads to no squad leaders so thats just the max
she might be the first one we get released during ea once they get her voice lines done
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>>2338359
I still don't know how to feel about the game, it has comical German-Government DEI nonsense shoved into it. But somehow the devs wrote around these limitations by just making all of the characters fairly professional and stereotypical.
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we got some real soldaten
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>>2338361
>disposable two shot AT on Jean
>AT rifle
>Wardog
>a second Wardog
>I love Wardogs
>PAL
If you're spending all your points on vehicles you should have multiple that can kill tanks but if you have infantry they can do the job as well or beyter
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>>2338370
Sure, this fucked up perception people have now is just one of the many things DEI responsible is.
But when I first looked at Darby my only thought was "she's pretty hot".
In short, we need to go back.
To simpler times...
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>>2338376
Jaegers aren't the problem, it's the artillery/mortars/atgms. Nerfing concealment just means perma stun lock and dead vehicles since you just won't be able to hide from the one marking needed to cause a barrage of mortar shells coming down on your head.
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>>2338386
You can see it just fine by not taking a heavily concealed anti-weapons team to a RA mission. Hell, it's probably only gonna get worse when they add more indirect fire/long range support units to the factions. Concealment is a lot of what makes threats like RA and the Menace remotely tolerable. Most of it being "broken" is because the AI is extremely timid like >>2338387 said, and seem content with sitting at the edge of your range and letting you plink at them, instead of closing the distance on objectives.
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>>2338248
>because they took kraut government money
oof
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>>2338388
On that I agree, AI needs to be fixed first preferably. But it's a much more difficult task.
I dunno what the fuck is wrong with AI honestly. I play on challenging, but only because I'm really fucking afraid of early expert defense missions. Regular missions I kind of figured out already I feel like.
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>>2338396
>Didn't they do it for Battle Brothers though?
nope, it was full indie
>I thought they funded Menace on their own.
wrong, they get 1mln euro grant, you can see the gov agency logo in game and on steam page(its hidden)
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Goddamn double autocannon is so good.
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>>2338286
devs are leftycel and leftycels can't be funny to save their life since every human interaction they have is done through infinite retarded political filters in order to not offend anyone on the planet
this is their utmost best comedy
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>>2338416
are you retarded?
>deploy all to right
>maintain very short line of sight
>keep everyone close and forwardmost squad always moved so that they have 40AP to spare to either break LOS or shoot
>if one or more enemy appears in range have everyone focus fire on one target until it's dead before switching to next one
>get squad on tower and work your way from there killing everyone
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should I start a challenging run now (I've been playing on normal) or wait for the AI vision dancing hotfix?)
My current normal run I got a spare APC chassis early so I was able to go full mech, this time I'm considering more infantry-heavy and keeping the APC back as a radar platform, am I stupid
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>>2338419
Nah maybe they're lefties like 99% of gamedevs but what is your assumption even based of man... Battle Brothers was fire, there was nothing in that game that tells me the devs are hardcore lefty troon lovers
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you guys aren't playing on expert?
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>AI don't corner camp
>AI in question
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Long barrel cannon fucks
Shame about leaving Lim homeless, but it's totally worth it
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>>2338490
Honestly it's probably the best gamified modern combat I've played. I remember the devs saying at one point that they tried to have realistic gun ranges but you ended up just shooting across the map and not seeing what you shot at most of the time
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>>2338503
New accessory item: loudspeaker
"RUN OVER HERE YOU FUCKING RETARDS!"
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>Jeet starts way off to the side of the team so he doesn't get involved
>keeps getting bogged down on all sides
lmao
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>>2338510
>rogue army base defense
>most of my squads have 50 armor equipment
>start mission
>Rogue Army HEAVY INFANTRY
>just lots of heavy infantry
>they shoot me
>oh they don't do any damage
>I shoot them
>oh I don't do any damage
>they throw a grenade
>no damage
>this for 10 turns
>leave mission
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>>2338515
Hey as long as it's realistic.
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>>2338510
Doing some incredibly shonky math (assuming average grid square is roughly 9x9m, number got by eyeballing marines heights assuming they are 6ft/1.8m on the dot and comparing the IFV to the M1 Abrams length of 8m. Maps are 42 by 42 grid squares.) then maps are around 230~m squared with 10 m leeway being fair given how sus those numbers are.
300m is the upper effective range for pretty much all primary infantry weapons under perfect conditions, not the weapon itself mind you but actual ability to hit targets.
So all units would be able to throw lead reasonably well but stuff like mortars and autocannons alone would be cross map obliterators if the game was 100% realistic.
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Is there any point to giving him adaptive camo giving he would go to 0?
I mean is there any downside to being in the negative
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Oh cool so mounting double rocket organ counts as 1 shot/reload, that's a neat interaction.
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>>2338542
Yes it works the same as positive. With negative 4 a sight 9 enemy will see him 13 tiles away. If you're facing Rogue Army and they have a hidden Jaeger in the middle of the map Bog will get ATGMd from spawn.
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>>2338542
On and walker for sure since walkers can crouch to benefit from higher cover ratings and higher cover = more concealment.
A walker behind high cover crouching with adaptive camo would have a concealment of 3 i.e sneakier almost as sneaky as darby
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>>2338552
Walkers are flankers and ambush predators. They don't have the stand and fight power of the IFV or trooper carrier.
The light walkers problem is everything they do an infantry squad could do better. The only thing they have over grunts is they can walk through chainlink fences. At least medium walkers have more firepower than a squad could ever bring
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>>2338559
I got a Jaeger cloak pretty quickly after I started fighting the RA but I was running Sy so maybe she grabbed it
Camo is an infantry accessory I see on the market fairly regularly, sometimes at the start of the game, it only costs 100
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>we got an actual Wagner dude as an SL
how did he along with Kody from IRA got past the filter?
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>>2338566
Apparently if you shoot without a suppressed weapon, you will pop up briefly for the AI, so even if you are concealed before and after the AI then gets their equivalent of an ' ? ' last known position. So you wanna put sneaky guns or your sneaky SLs
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WHAT
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>>2338600
I find him best as a cheap, meaty suppressor. Give him a rifle that can suppress, and he can hold the front and control whatever pushes him.
He's not that great at killing stuff like Lim, as he can't take Berserker
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Isn't the light walker strictly worse?
I don't see how being able to deploy can make up for lower conceal and one less accessory slot, I guess walkers have no weak point armor though
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>>2338600
he seems neat if you're doing a zerg rush kekekeke strategy with lots and lots of poorly upgraded squads, but the game itself seems to strongly encourage either going full mechanized infantry (1:1 inf/IFVs), full vehicle (mostly walkers and tanks with maybe Darby for vision), or some meme pirate jumpsuit power armor shotgun build
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>>2338610
>they can't eat RPGs like the front armor of an APC can
You could technically put ERA on a light walkers, I dunno if that's actually a good idea since you're wasting one of only two attachment slots, but it largely solves the RPG problem
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I find the best "rusher" to be Tech.
-The best armor to rush is the pirate boarding armor with the jet pack but that thing murders your supplies on a full squad, tech can handle heavy weapons without deploying, so if you equip him with a machine gun he has the firepower of a full squad with just 2 squaddies
-he has the die hard perk which makes his model practially immortal unless shot by a freak laser cannon shot, making him the only one that can realistically frontline with a skeleton crew
-His stats are just tough in general
Basically you jump in, spray some machine gun fire supressing niggas and then eat retalation fire with impunity.
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>>2338596
His insanely large AP that just gets better over the time just makes him good for everything, for all his LARP he's clearly been on Group B in former life because how fucking insanely long distances he can drive in one turn
him battlefield taxin the martian around has trivialized any and all civvie rescue missions
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>>2338615
I haven't played much with pirate boarding armor but for rushing I really like the mech infantry perk
>deploy into combat with almost full AP, full cover behind your IFV, and save supply using soft armor because you can juggle back in at the end of the turn
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>>2338617
if you want to give Jagmeet a good rifle and good armor and a useful secondary and load him up with combat drugs so he can spam suppression, where are you getting the points for the other 6-8 squads you want to deploy to max his bonus
(The other question is where you'd get the squadies but I guess EXWOO handles that)
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>>2338621
How would you build a pajeet platoon, then? Carda and Pike for high spirits, Singh himself, Sy because she's cheap, Darby because she's Darby, Lim and Wagner? Then give them all like, 4-5 squadies to make the points work?
I'm just trying to understand how you actually get value from his gimmick perk
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>>2338625
Early game he isn't much different from the other squads because of gear but after a while the gear demands will change his role. Honestly, if jagmeet isn't hired early for leveling then never hire him since he only gets good by being an early mainstay.
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>light walker immediately after the map opens up
>got vehicle rambo Achilleas
>can just barely equip this bad boy with some heavy weapons from the blackmarket
>have to sell the APC though
Should I?
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>>2338643
Civilian supplies are just there to be sold but I consider anything that can be sold a good reward because I can turn it into something useful long term, as opposed to a short term mission bonus
>>2338644
I'm enjoying it a lot, if you like the idea of running over starship troopers aliens with a LAV armed with your choice of fifty cal, 20mm or laser gun while a cute martian girl pops out the back and starts spraying from a mounted grenade launcher you might enjoy it
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I appreciate that the wheeled APC is pretty closely modeled on the LAV III, you can put a Coyote / LAV-25 turret on it, the ATGM turret feels modeled off the Begleitpanzer, and the tank turret for it off the Centauro
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>>2338631
APC for sure, Achilleas can use the LMG on it the best due to his accuracy so he can go close range and wipe out enemies, relying on the front armor of the APC to deflect anti-armor attacks. Get an autocannon as the main gun and he'll be a wrecking ball you center the rest of your team around. Still best to not let him sit in front of RPGs or next to units that will throw grenades on him. I use him to basically solo maps on early-game expert right now, got Carda riding in the back with pirate IDW as mobile infantry, I don't know why the stats page says the APC only has 15 more armor than the light walker because the difference is significant. Once you loot a random light walker later on take it with you, enemies that would completely ignore the APC like pirate outcasts and alien stingers will light up a light walker and do decent (1/8th or so) of armor damage.
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>put the mental pajeeta into a GDI Wolverine
>???
>profit
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>>2338665
It has to do with the AI knowing the armor and durability mechanics ahead of time, so they treat the frontal armor of an APC as a no-go zone (and the front too if there is another target). Light walkers are just tougher infantry that can bust through walls as far as the AI is concerned but you'll need a walker eventually to bust through walls.
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So these are all the currently playable vehicles correct?
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>>2338716
No. There's a tracked troop carrier (the IFV), technically the heavy tank the rogue army has (even if it's temporarily off the loot tables in the latest patch) and I think you can get the heavy truck that the HMG/flamer pirates "tanks" use as a chassis.
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>Heavy tank
>It's literally a stug with a howitzer
Uhh I seriously hope that's a placeholder heavy tank and will be replaced by an actual heavy tank later on and moved to medium or light
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>mission goes well, no casualties
>get to evac zone
>turns out a blaster bug was hiding in the 1 tile that wasn't lit up in the corner for the entire game
>flanks and 1shots my APC
that will be 240 bucks plus tip :)
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>>2338615
Tech is good, I think there's a strong case for Kody as well. I've got him in
>Boarding commando armour
>Anti tank grenades
>Flamethrower special weapon
>PPP gun
Which lets him drop in directly next to pretty much anything and murder it. That said I've got multiple squads in boarding armour at this point, not just one. The armour value is great and on-demand flanking gives them the ability to really dictate engagements.
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Fellas in the lategame,
how many Menace operations have you gotten? The two people I know that have done 15+ operations in one campaign, all of us only got one besides the intro mission
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>AI constantly herds itself up across the map until it's in a massive clump of units you have to pick off one at a time or you get squashed
I don't feel like I am having an intended gameplay experience, the way these missions play out is fucking bizarre. You don't get to fight until the last 15% of mission because every enemy group runs away from your forces
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Has anyone had any luck with the Challenging difficulty? Every time I tried I've just been run the fuck over because you get literally nothing, and it's been hard to attack choke point-y urban areas with no real good cover against an absolute horde that would be a challenge even for an early game but decently equipped group. Do I just suck?
Also holy fuck those Pirate PDWs are insanely good.
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>>2338766
Yep.
Basically i run all time with Darby+Lim+Rewa+Carda, where Darby sit w/o perks unitl she get silenced wep and then take camo perk, Carda take mech infantry asap, Rewa have ramming perk after Carda and Lim have 3 perks include counterattack when i have supply limit for full squad of him and Darby.
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>>2338766
Achilleas Autocannon+LMG, Carda/Lim Mobile Infantry, Darby as a spotter, avoiding defense missions, this is how I did expert ironman up toMenace, going to stop here for a while because I have shit AI fatigue
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>>2338801
Greifinger since he doesn't have a +2 concealment perk and I'd rather have 2 very hard to spot stealth teams rather than 1 extremely hard to spot and one only very hard to spot. They're my two sneaky SL's. Darky (my nubian cum receptacle) has the suppressed crowbar and a crocodile, with bags and belts i give her extra ammo for both primary and special plus a pair of binocs. Greifinger gets the same loadout but has the LPPS to make up for not being as sneaky, and a suppressed kpac because I haven't found a second suppressed crowbar. Bergen the two of them they scout pretty much the whole map and are never seen by the enemy
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>>2338821
The ginger, this isn't my game screenshot btw I just snagged this.
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>>2336613
Martian qt is the best weapons squad leader in the game, though.
>By the time she's in a good position to fire crew weapons her debuffs are gone
>Has access to extra shots per squaddie
>Can take mobile infantry for ultramobile mortar support that can reenter the vehicle for safety
>Literally a single point below the maximum possible growth potential
>RAWWW-KITT
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>"Hm, let me just try this Vanguard perk. How strong could it b-"
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>>2338830
Shes great for support for sure once you build her right,
Again I am also finding a lot of success with firing line Pike, funny I dont see it mentioned more, I mean 8 dudes with solid grouping firing 3 times a turn, in the middle position never too far back nor too far front is where Pike excels he can clean infantry and bark orders. He get insane accuracy and never misses.
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How exactly does the ATGM "Indirect fire" mode works? I can't get it to work. I have one guy with the laser designator who just designated a target and the squad with the ATGM can't use the indirect fire on it despite the claim that no line of sight is needed and I don't see a maximum range on the ability like with others so I assume its map-wide.
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Fuck everyone who talk shit about Bogs, he just walker mech jumped from the side of the map in a dangerous pirate mission, found a artillery trucks, fucked him up and stayed in cover behind stuff just making the enemy miserable. All this while the enemy seemed more interested in messing my front line.
Hes getting expert pilot just for RP.
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I just got my first 5 star rating.
Yay!
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>>2338984
Well damn, she seems to think it was impressive.
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>>2338991
He was in the light mech with quad laser. He was kinda lucky the enemy only flamed him a bit and mostly ignored him, honestly I was surprised by the enemy reaction the real threat was in front of them not bogs. But he carried the fucking map.
Is armor, piercing ammo for rifles worth it btw?
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>>2338995
My intel officer tried to talk me out of it, but I watched the exotic porn video.
Unfortunately the tape did not survive, however I was sent a lot of gifts.
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>>2339005
Bog with his -HP perk and the OCI that gives a discount on vehicle deployments. I'm also 90% sure you can stack OCI discounts but I'm not sure how helpful that really is, the chassis is only one element that makes a vehicle deployment expensive
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Expert does seem kinda fucked unless you save scum. It still makes for interesting puzzle battles but not very fun I bet late game.
I might restart in challenging. Not necessarily getting my ass kicked but the swarms of enemies make my mercs situation a bit comical at times.
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Ok so I tested it and can confirm than Yaz's Fearsome perk does not work on Menace overload.
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>>2339014
Once I got used to using Achilleas it got much easier for me, the omniscient AI will start avoiding wherever you use him to a degree because he's so dangerous, so you use a spotter to know what's around and just drive through the map clearing forces out with him and a mobile infantry back-up. Any unit that doesn't have anti-armor capability is basically harmless to him. I gave up on trying to make defense missions work though, I'd like to see/hear advice on dealing with those on expert because the sheer amount of enemies really annihilates your ability to do anything. Would probably have to be killing two/three squads a turn to keep up. Anyone in here that feels comfortable dealing with defense missions on expert?
>>2339017
Yeah you go into those assuming you won't be able to do that side objective. Some of the rogue army ones aren't bad though, they push a lot less aggressively than pirates or bugs so you tend to have a little horde of civilians pushing down to the bottom of the map. This will probably get harder once they fix the shit AI
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wtf I like Jean
don't really know how to use her but she's funny
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>>2339031
>don't really know how to use her
give her the CDTE because it's expensive (she makes it cheaper) and always has excellent accuracy (she can't aim)
take the cornicopia perk and give her combat drugs and a disposable AT launcher and try to have her get the last shot on high end enemies (so her pirate perk procs)
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>>2339032
thanks, will do
I just noticed how much more loot I get when I bring her with, so she's going to be in my team for a while
>>2339033
extremely OP at very close range against bugs and pirate troops, not realyl effective with heavily armored units and vehicles
I usually equip Tech with the jetpack armor and shotguns, they're my flying shock troops
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It would be cool for them to add more banter context wise for enemies, and for getting near civilians, telling them to seek cover or something.
I can confirm also that the rogue army prompt is slightly bugged, happened two times, if you save between operation end two or more times only after the next op the cutscene appears, so you can delay them for one operation.
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I love my cute autistic martian gunner wife
the enemy is the other way, Marta
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>>2339081
Its super common in all romance languages not only Italian. I knew thousands of Marta’s in highshcool and college.
Carda is also an uncommon but might be Germans misinterpreting the common latin last name Cardia.
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AH
HOW THE TABLES HAVE TURNED
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guys I think Frankie might into me or something
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I want a mod where you're a pirate on some backwater planet infested by the menace and have to scrounge whatever you can while fighting the clueless PDF and other pirates
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>>2339113
Haven't tried that one so far, but in my experience
the best ones are the unguided missile and the anti-personnel mines. Ion cannon is worthless and the minigun strafe is useless unless you have enemies between buildings.
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>>2339122
It looks super cool. A shame.
I really need Bog to upgrade AP. Its going to be hard to get him to 100AP. I kinda feel sorry for him, not because of the attitude of giving no fucks, but he has this line when he kills enemies where he says he knows the pain the hes inflicting. Considering he has no legs the fuck am I doing dragging this old man to hell.
He bet has has stories to tell.
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>>2339157
well its EA after all, and I don't know
I like the conversations and all but it feels like they're just generic sci fi stuff being thrown around to justify the setting and gameplay
dont get me wrong, they're fun and flavorful but yeah
they're not even that great, rewards wise
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>>2339161
>>2339160
When I mean hard to follow I mean that it's often that the full conversation isn't revealed until a few steps later, so I feel like I'm responding to a statement or question that hasn't been shown to me, a consequence hasn't been shown yet for me to respond to, or it's also just not clear who is saying what and when.
I could be a retard but I think it needs to be clearer.
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>>2339164
Oh yeah also that
I feel like a lot of stuff has been implemented just so that we know what kind of direction and core gameplay gimmicks will be in the game
for now I'd love them to start working on combat balancing and maybe new weapons/gear
but the more diaogue heavy/RP sections of the game need a little more work, yeah
and the UI can bet better in general
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>>2339183
It has become really clear to me today. I've been concealed at the edge of some RA units, and they've suddenly decided after sitting still for a few turns to just run away to the edge of the map. Not towards combat, noise or anything like that, but just to run into the fog of war.
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>>2339162
Sure, but if using etymology her name literally spells, "heartfelt household"
>>2339193
You lose the infantry special but get a really solid firing line. Goes well with his name curiously as well.
>>2339194
Havent met them but they look kinda dopey. Kinda wish they didn’t even exist, I want them to expand this universe in different ways. Piloting the Impetus battle brothers sandbox map would be more fun.
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>>2339204
>You lose the infantry special but get a really solid firing line. Goes well with his name curiously as well.
I'd prefer the Jeet in the firing line role if you can get him early. Extra suppression, hard to kill, bonuses to accuracy.
Once you have good people Pike could be handing turns out to, I don't see much reason to not have him doing that a lot of the time.
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>>2339216
Totally agreed, considering you can get 8 promotions He can be both with as few as 6 promos.
But I like him handing out pain once in a while, after all he cant always baby sit. The game has enough leeway for different styles.
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>>2339220
Yeah definitely. I've run almost only 1 stars other than Pike, so early on he had a lot of babysitting to do till people learnt which side of the gun bullets come out of.
Now he can sit back with a mortar and 3 lads and hand those people he brought up here turns to put out hurt.
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>>2339200
I get that's a solution but it shouldn't have to be. The enemy should not run away from a foe that hasn't been spotted yet.
They could react to something like sounds, pathing etc. But not just walking out of range of concealed squads because it knows I see them.
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>>2339228
Huh? I'm not saying it's a solution, it's incredibly annoying that currently you basically have two choices on how to engage the AI, either scout them out which will make them run away to the map edge until you have to engage the entire force in one go, or run into them out of concealment to force engagements immediately. I accidentally stumbled on the enemy herding ability of the AM and it's killed my desire to play to a degree
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new bread?
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>>2338778
>going to stop here for a while
do like two more ops and the game will stop for you
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>>2338861
Yeah backup option for mortar teams after setting up or whatever, particularly early game when you have nothing better to put in their slots and/or mobile infantry who decide to stick around for an extra turn instead of getting back in the clown car.
It's niche but it's there. Maybe grenade pistol is good for shotgun squads or something but I wouldn't know because any gun with less than 9 range (that isn't a fucking squad laser rifle hell yeah) goes in the trash.
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>>2338872
When you see an ELSA Melta Gun (especially the vehicle version) or a medium mech if you never get a free one I guess.
The only really mandatory purchases are early crowbars for everyone, a couple extra magazine/special ammo/vehicle ammo things if you don't have a source of supply crates, and one crocodile ASAP for your black girlfriend. All the good armour is salvage and at least in my run I got multiple T2 APCs as op rewards. Vehicle ELSA is really good though.
Oh, and the long tank gun if you see it in the store before you get freebies. Almost forgot since the game started giving those out like candy at a certain point but I don't know if that was a fluke. Probably the single best weapon in the game?
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>>2338928
I got it twice in a row when it first triggered. Shit's bugged. I think they did a text-only version before they made the cutscene version and both are still in the game so it counts as a separate event or something.
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>>2339095
Pirate tech has an inflated supply cost to reflect it being shitty. Takes a lot of lube to bring it up to TCR standards.
For example scavenger suits have the exact same stats as one of the RA light armours but it costs more to equip because it's easier to access.
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>>2339172
They're trivial to suppress so literally anything with AP. Or hold them down and REND them and shoot them with anything. Or hold them down and just walk away. Vehicle grenade launcher is really good for this.
By this point in the game you should be used to dealing with tough RA things though? I had some form of AP with extra ammo on everyone and was just casually clearing them out as they appeared on that initial settlement mission where you're supposed to be panicking.
>>2339179
Yeah for menace soldiers/skulkers or whatever they're called since there's only a couple in each squad but I think he's talking about the basic menace squaddies.
If you have squad lasers or ELSAs you can basically just treat them as normal enemies though.
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>>2339204
>>2339214
I assume they have more plans for them, they're obviously unfinished. The intro cutscene has a totally different vibe while in-game they're about as retarded as the bugs while being less of a threat than the RA.
My guess is they'll both evolve physically and get better AI as the game progresses, while the goofy blobby terminator zombie thing is just their initial incarnation. It is not very menacing.
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>>2337126
I gave her the laser rifle at some point alongside her crocodile and she just deletes everything at every range
Had a defense mission where she was single handedly killing every walker and infantry squad on her side of the map. I give her binos so she can spot those rogue army concealed sniper fucks too
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>>2337755
I did this
This rocket doesn't need to deploy to fire and it has more armor pen (125 instead of 110) but loses the +5 accuracy the PAL has.
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>>2337633
>I want my game to spend millions on full motion cutscenes that i'll only watch once and skip through every other time. Thus increasing the cost of the game and making it harder to be financially successful.
Retard take.
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>>2339609
Depends on how good you are.
I "finished" the campaign, got a littel speech and a popup saying as much, in about 16ish hours but I was only just dipping my toes into the t3 tech like plasma and laser infantry weapons and the IFV.
For a skirmish game it's pretty good what's there and you can easily get like 20+ hours just blasting fools.
It's still pretty unfinished though. campaign conks out almost immediatly after the MENACE are introduced, loads of placeholder stuff, very little high tier stuff actually in the game.
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>>2339578
The prologue gets an amazing cutscene and hypes you up. Then you start the game and you don't even get so much as a series of stills of the events entering the system.
I still consider that a sour note even if people like the space warlord krankey kong caricature greeting you, I don't. t least not at that time.
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>>2339686
It's not a dedicated AT weapon. it's a workhorse medium armour and heavy infantry remover. Jack of all trades kinda thing.
It falls behind in late Rogue Army since they have so much decent armour but it's pretty good against bugs and shines against pirates where dedicated HAT is generally overkill.
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>>2339701
I was going off memory. It's not an RA one, it's a regular ginseng one that shows up in the shoppe.
Just checked the game and if this is the one I was thinking of I also misremembered the stats. It's actually worse, not identical:
Scavenger Suit:
2 slots, 30 DEF, 30 DUR: 7 supply
Class II Soft Armor:
2 slots, 30 DEF, 40 DUR: 5 supply
>>2339695
Retard.
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>>2339729
It's not arbitrary. It's shitty quality, free, mostly early gear. That makes sense and it's a lot more interesting than a linear stat increase; it's worth using when that salvage is all you have yet it doesn't immediately become obsolete at the point you can upgrade away from it. Good design imo.
It's dogshit gear so it takes more resources to maintain and all the mad max spikes make it harder to fit in the shuttle, you see.
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>>2339688
>>Menace Skirmisher will headshot a marine-armored dude and two buddies hunkered down behind a fucking APC
I'm sure I've seen them one-shot the APC itself. As in a single one of their three round salvo did it. That's how I lost my starter taxi.
I don't know what kind of fucking portable railgun squad primary they're using but I want some.
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>>2337633
I'm pretty sure they're just placeholders. There's huge variability in the actual cutscene-type cutscenes (one of them is just a bunch of panning shots of units running around that looks like it was rendered in the Gamecube version of the game), the character sprites are still obviously WIP, and there's still a buggy textbox-only version of the menace settlement introduction that can trigger sometimes. Relax.
Plus they're probably hedging their bets in case the EA doesn't make enough money for them to chain the Astartes guy to a chair for the next 12 months.
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>>2339738
Because the actual military equipment is designed specifically to function with existing aerospace military logistics while the pirate outfits need to be sprayed for lice before anyone puts them on.
Supply is an abstract videogame resource, decide for yourself.
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>>2339954
Kinda not really.
Suppression is a gradual thing with increasing stat debuffs, can be reversed by abilities or morale gains.
Overload is either or and it's a hard stun, no way for them to recover other than missing their next turn.
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>>2340411
autocannon just doesn't have enough AP for vehicles and explosive power for infantry, so it ends up being bad at everything where the HMG is ok at everything
It just needs to punch a little harder and when targeting infantry it needs some shrapnel so it can kill multiple low-armor/unarmored guys per hit.
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>>2340411
Autocannon sort of sucks, good damage if it hits a soldier directly but it usually doesn't.
Good damage if a tank/vehicle has damaged armor, but they usually don't.
Just slap a rocket launcher/tank gun on the medium slot.
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>>2340411
Autocannon is a do it all weapon that works fine in the early game with pilots who have tankbuster and/or armour grind skills, and retains decent stats when using against the three man heavy squads the Menace and Aliens like to use.
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>>2341494
I should have said tripod instead of mounted when mentioning these guns, the tripod HMG has better armor damage than the vehicle version for whatever reason and feels like it does better as a do it all weapon in comparison to the tripod autocannon. I did discover you can use twin linked autocannons on a medium mech and they do great with a skilled up pilot like you mentioned.
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>>2340411
Autocannon is a generalist weapon that falls off as the campaign continues and more specialized weapons come into play.
Doesn't help that it's only one tier as well. Not like the rockets, MGs or GLs that get multiple tiers and side-grades.
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Damn the Menace are hard to fight when I have shit AP. The tank canon misses too often, the recoilless rifle isn't accurate either, the laser on a tripod is unreliable and that just leaves me with the PAL and disposables.
For now the only real way to deal with them is to just activate one at a time, pin with small arms and pray I can get a big hit before something scary pops out the FOW.
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>>2341511
I've never even seen the mounted autocannons lol.
>>2341665
I've decided to give everyone who has 75+ accuracy 2ROF long range Crowbar type battle rifles with AP ammo to add onto the 2 ROF guns high AP, and the less accurate guys 3ROF shorter range the Assault Rifles with Rend Ammo. So the accurate guys can punch through armor at the cost of a little HP damage, while the inaccurate guys rend armor down with ~24 shots to make follow on shots easier.
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>>2341979
Nobody can really conceptualize a way for drones to get the spotlight while sticking with the "rules" of entertainment of keeping it focused on humans. Nevermind a game that seems to becoming out of development limbo.
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Am I better off bringing better armor but less SLs compared to one extra with a bit less armor?
My goal is to just not get shot by having more firepower.I still get shot
So is it better to shoot less, and take more hits? Particularly long range enemies outside the fog of war (since pinned units can still spot for them).
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>>2342157
I think it really depends on what kind of enemy you are facing, if against pirates and rogue army conscripts a class III armor seems good enough, but against menace you will still get squad wiped by a ambushing guncrawler as if you are using nothing and skirmishers will deny everything except maybe that new heavy armor from the recent patch.
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>>2342165
>>2342172
I'm fighting the Menace at the moment so pretty much just have
>you will still get squad wiped by a ambushing guncrawler as if you are using nothing and skirmishers will deny everything
as the situation. I'm struggling to push against them in general and when I do, I usually get one squad losing a few squaddies from fire.
I get it's probably my fault some way or another, but I am using soft armor and scav armor to keep the supplies low enough to bring an extra squad.
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>>2342268
Well, Menace.
Your Darby should have silenced gun and 6 concealment so she can kill those sneaky guys and scout for you.
If you have laser gun use them.
Carda spotter with light mortar for smokes in clown car. Clown car itself is just regular apc with atgm.
Lim/Yaz is only one who should have armor aside Darby with her camo.
And you should still have supply limit for 2 more squads.
Then you start, Darby run forward, clown car follow with novision, heavy armored ones killed with atgm, light armored ones pinned by Darby and finished by the rest of infantry. Carda every turn jump out/in from reveal fog, when need deploy and shoot smoke to block los on your infantry.
Slow, steady and absolute safe, you barely will be even shooted.
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>>2342273
Sadly I don't have lasers or ATGMs at the moment. I'm on the lookout for it at the moment. I'll keep it in mind though. I'm always afraid of sending my vehicles ahead too much to make proper use of mobile infantry, still trying to develop the guts to do it.
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>>2342287
Well imo RA a lot scarier than Menace. You just need to know where their sneaky guys so they don't blow you with autocannon, and be sure that you can kill heavy units from range.
Their infantry is pretty easy to suppress and i even ram them with Rewa when it safe.
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Oh hey. Nexus mods are finally a thing.
https://www.nexusmods.com/games/menace
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I got the troop carrier that can equip light and heavy weapons and I got the ATV that can equip medium weapons. So why when I bought a medium vehicle module it doesn't fit on either of them? How do I know what vehicles can equip which weapons so I don't waste my resources on unusable shit?
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>second ever bug encounter
>3 armored bugs with one being the bomardier
>haha lol we have a ton of armor and you have to shoot us a million times to get a kill
Can we stop with these bullet sponge enemies. I even brought a scrap RPG and it still does nothing without firing it half a dozen times. They need to take some pointers from Into The Breach about interesting TB encounter design.
Not just spamming enemies and making them hard to kill. So far the general feel of this game after fighting bugs and pirates comes off as grindy instead of tactically satisfying. With a buncha gotcha moments on positioning
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>>2343110
Personally, I think Mankind should be allowed to dream.
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>>2343179
Ended up picking an easier mission, than had enough to buy an infantry heavy machine gun and the firepower difference is night and day. Shit wrecks on settlement defense.
Guess ill see how it works out against future bs encounters.
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>>2343154
>>2343223
Make sure you get some rockets or other dedicated anti-armor weapons ASAP, or later missions are going to open up your ass like a pringles can. Anti-tank grenades can work in a pinch but they have shit range so they're harder to use effectively. Bug armor isn't even that bad, but even pirates can rape you now that they've got those new gun-trucks and once the rogue army starts showing up you NEED to have ways to deal with tanks.
Rogue army is a bitch the first time around anyway. One moment you're comfortably shitting all over bugs and pirates and the next you've got heavy tanks and stealth snipers looking for an excuse to shit in your coffee.
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>>2338284
>What sort of DLC would you want for the game?
One that allows for super-heavy tanks, mechs and which introduces aircraft as units...as well as cybernetics to turn your squad leaders and squaddies into cyborgs. All with new weapons and gear.
Said DLC also would introduce enemy cyborgs for pirates and rogue armies to use against you, deadlier bugs that are either bigger or more specialized (think one that is an expy of the Zerg Defiler) and even more nightmarish MENACE units (including one that literally snatches your squaddies and gobbles them up, only to shit them out later as new MENACE units).
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>>2348028
Pretty much what Anon says. Those specific Characters belong to the faction you're already part of and aren't Waybackers.
I guess there could be a mode where random Squad leaders are available at the start of the game, but it woulnd't make sense from a narrative standpoint, just as a gameplay option.