Thread #2338150
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It's real major...
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Major, you are not going to fall for this crude honeypot attempt, right ?
Right ?
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Bed wench phenotype.
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>>2338881
I managed to avoid getting them all killed haphazardly early when I got paranoid that my supplies for deployment was tied to manpower (turns out it was a 10% supply debuff). I am still not sure because the game doesn't explain shit but I try to make sure I only get half the losses compared to my WOO replenishment from a campaign.
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>>2338881
I managed to recover from a potential manpower deathspiral by just doing a couple missions to rack up oci using almost only vehicles, then built the woo and did another couple of missions to get out of the danger zone. Went as low as 20 men.
Hope it helps anyone that didn't realize how manpower works, no need to restart.
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>>2338970
>be me
>fat fucking cyborg CHUD ready to impregnate some tekker fleshbag FUCKS with my 3 ANTI MATERIAL RIFLE TIER GUNS
>whats that? huh.... cute... you are in a vehicle huh? would be a shame if I took off half your health on your medium walker from concealment...
>*bangs you*
>*bellyflops back into the shadows*
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No construct or alien ever called me Tekker...
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The KBAR sucks, the ARC is better in every situation.
The Crowbar puts out less damage than the ARC in almost every situation but having 9 range instead of 7 can mean not having to move and being able to fire twice, or being able to fire at all so its worth considering.
The wayback will be won with AKs.
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>>2339141
Git gud.
When advancing always maintain a plan to deal with contact.
Don't rush your whole AP forward unless you're confident you'll be fine.
Vehicles can lead the way when you have no stealth recon or fancy tech shit, infantry riding alone will get out and look around then get back in.
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>>2339123
RADAR or Scanner of some sort to find them. Try to feel out their positions and use smoke to block up their line of sight while you get someone within weapons range to overload them.
You may have to eat a volley from FoW first.
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>>2339227
Right now I feel fire rate beats just about anything so I'm in love with SMGs. Sure the range is ass but just shredding shit at close range feels so much better than trading volleys at long range. An SMG with Rend ammo is insane as long as you can get in range without getting suppressed. Which is also why the mobile infantry approach is so good. Just add some anti-tank nades (or C4 charges if you're a big brain) for versatility.
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>>2339243
If you can get within the range the SMG is the best option.
So for mobile infantry it should almost always be SMGs. More shots is just too good to pass up.
Rend ammo I found a bit disappointing though compared to AP, there seems to be a limit on armour degredation based on your penetration so rend ammo can't completely rend high armour things.
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>>2339123
Most of the time I pray there's something between my units and them and paradrop Vamplew with the boarding suit + M320 to disable them or just bomb them until I can get close with anyone with a real gun to finish them off. Finding them is always an issue.
Sachin would be better for the job but he has too low APs to do that without external help
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Well I gotta say the IFV is so much better than the carrier it's not even funny
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>>2339262
Same as the carrier, well they do change aesthetically
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>>2339245
>there seems to be a limit on armour degredation based on your penetration
Shots that pierce don't degrade armor, yes. This is a bit counterintuitive (logically shooting straight through the armor would also damage it) but that's how it works.
The beauty of Rend ammo, especially on something with a high rate of fire, is that it raises armor damage but lowers armor piercing. This degrades armor faster, but also makes it go lower than it normally would. Which means it does less HP damage on the initial hits but it gets to the point where everything automatically pierces faster, and also ensures that subsequent volleys, from the same unit or another, will fully pierce. So it's fantastic against basically anything that doesn't require dedicated anti-tank weapons, especially stuff that doesn't die in one volley anyway. Which also makes it really good against most Menace units which tend to have decent armor and a shitload of HP.
AP ammo is great in that it (obviously) pierces better, but it kind of has anti-synergy with other types so you need to have everyone on AP for it to be good. Else you get the situation where if AP goes first it does damage but doesn't shred so everyone else doesn't benefit from it, or if AP goes last the armor gets shredded first which is meaningless to someone who gets to pierce anyway. Meanwhile if Rend goes first it shreds the armor for everyone else, and if Rend goes last it does more damage.
I explained it in an awkward way but I hope you get what I mean.
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>>2339256
I have not fucking since the IFV nor medium Mech even once.
I also keep hearing that SL order of unlock is randomized but i ALWAYS (5X repetitions) get CEO Guy —> Kody „THE THRONGLER” Greifer —> Loot SL pirate nepo baby lady
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>>2339268
>Shots that pierce don't degrade armor, yes
No I mean there is a point where armour will no longer degrade.
An SMG with rend can reduce a pirate truck to only 50% armour.
But an SMG with AP can reduce it's armour to 0%.
If a model dies his contribution is removed from the armour health pool, so picking off models does do some amount of rending.
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reminder
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for an EA turn based military strategy game, I think it looks really pretty
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>>2339278
It was very surprising when it occured to me. I recreated it a few times and I'm fairly sure its not a bug. I haven't seen it happen against infantry only against vehicles but they don't tend to have much armour.
My first guess is if pen chance is 0% when the armour is degraded by 50% it stops degrading or something.
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Doing a full infantry run and having great fun, put the mobility gem on everyone and i’m not hurting that much on mobility. And Darby + Kody combo is much more effective at breakthrough than armor is, since they can chew through 2 to 4 infantry squads per turn while taking 0 return fire and tagging armor for my ATGM squad hanging back. Besides, once i get the plasme gun Kody will chew through anything lighter than Stugs by himself
I might consider getting a atgm ATV for the role though
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>>2339280
you can't so you just impotently seethe
seethe more
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>>2339280
>t.
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>>2339199
Tech has an innate 25% defense and like 14 health. Give him the +5% def/tile perk and heavy armour and he's near invincible.
If you stack defense perks you can use him as a scout and not worry. I give him the jetpack suit and an smg and just throw him into the enemy.
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>>2339280
nigga, devs definitely aim and try to cater to w40k audience even going so far to poach the guy who did astrates to make intro, also
>muh planetary guard with commissars
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stop arguing guys, you're making Marta sad
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I forgot I was on /vst/, the most mindbroken board in existence due to picrel
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>>2339296
The game clearly draws its inspiration however from more classy tabletop than 40k.
I have nothing against 40k, it has its place.
>>2339302
Agreed, everything in those screens goes way too fast, needs more shit to do. Considering Battle Brothers cutting room floor of immense proportions, shit that never got done, half finished and many mods had to put in, I kinda fear for this game.
I hope they learned from BB and content and mechanics get better introduced.
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>>2339302
>>2339309
I'll say they nailed the flavor and vibe of the setting, the interactions between characters are so good
I hope thye will expand a little bit on the other, miro aspects like
>muh immersion
more enjoyable exploration and interaction with the factions, maybe even a little rework on the user interface
which is weird since they have these pre rendered cutscenes already in the game
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>>2339310
Ill say it again this game is basically Hammers Slammers or the more grognardy tabetop fandom of battletech that focuses more on combined arms. Theres elements of WW2 tabletop wargaming as well.
I bet my ass some German dude on the dev team played Close Combat to hell and back, this game is a turn based simplified Close Combat.
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>>2339310
>I'll say they nailed the flavor and vibe of the setting, the interactions between characters are so good
>I hope thye will expand a little bit on the other, miro aspects like
Character interactions are planned to be a huge part of the game.
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>>2339315
Well another reason to play 1.0 if theres so much banter to be added.
The game does feel sparse at moments, but personally I always prefered making my own story like Battle Brothers than having it told to me.
I hate the squadies system, but everything else is nice.
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>>2339315
I'm shit at math but if I'm doing this right, I think that even with just the current 16 characters, giving each pair their own storyline that means they'll have to make 120 different storylines, which seriously would be insane. I assume by "all pairings" they just mean that each characters has like one or two specific pairing options rather than literally every possible pair getting a story.
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>>2339324
OH yeah, I know they are going to add the banter and a shit ton of DLC and thats it. I dont expect more. I can see some art being added for events maybe.
BB had so cool shit going for it, at least we got cool mods like Stronghold mod etc.
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>sniper character with high accuracy but low everything else
>gets a unique melee skill
Was it really worth adding a completely useless skill just to make another Crocodile Dundee joke?
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>>2339335
I mean the whole game run on jokes and stereotypes so probably yeahno
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I'm getting closer to my perfect lineup.
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>>2339335
So we have a Rambo reference, Crocodile Dundee, Full metal Jacket, there must be a Commando or Predator. What else?
Honestly a Predator hidden encounter in this game would be so dope, a single Predator annihilating a single team.
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Hope they add more body horror to the Menace designs, I think the Guncrawler looks really fucked up in a good way but the others are a bit generic in comparison. Need cyborgs with protruding eyestalks and shit like that
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I also really like the artistic direction, mixing real photos with hand drawn portraits remind me of Highfleet characters
>>2339375
yeah if the cinematic intro is right, we're going to see some fucked up shit
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>>2339372
Disagree, he's way more softy and composed than any of the cartoony fascist in Starship Troopers movie.
Different tone, I dont even have a helldivers feel in this game, feels more nuanced much like the elegant low fantasy setting of Battle Brothers
This is what I like about Germans honestly, even their D&D high fantasy equivalent, Drakensang feels better than your regular Forgotten Realms. The stuff they do is usually very autistic or down to earth.
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>>2339388
No idea but T3 is missing right now, no heavy mechs, no exosuits, no tanks (in latest patch) and I'd assume progression is going to get adjusted as factions are finished, Menace doesn't have many different enemy types yet despite being the end-game guys
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>>2339394
>forgot to post him
im retarded sorry
>>2339393
>menace doesn't have many enemies
that's what I noticed aswell, its also suprisingly easy to take out
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Post your current squad. Also a reminder that you don't like autocannons enough. They can do everything.
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>>2339414
this is my current dream team
damn some of you guys spent billions on vehicles
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Determined seems like a really strong perk, especially when you lose authority, I didnt expect autho to really mess up incoming suppression so much.
>>2339406
Noted I might install it now then even if iam not on ironman. Makes sense since HP IS Squadies so you will take a whole more damage later game, I am only pre rogue army cutscene in two campaigns at the same time with different SL.
Also is armor piercing ammo for rifles worth it?
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>>2339416
I'm impressed that it works at all. It's nice that the game gives you the tools to play how you want. You need at least 1 infantry for objectives and medevac, vehicle and recovery, repair bay 2 and AI logistics are all necessary, so that fills your entire ship hull. Really wish you could get a bigger ship.There's so many options and not enough room for them. Just 2 more hull spots is all I want.
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>>2339414
Expert campaign just finished, 100 authority, 300 OCI resources in the bank, Level 5 with all factions, 34 dead squaddies
I love value picks like 2squaddie special weapon squads that punch above their weight, naked pike force multiplying, or 1star infantry
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>>2339227
the 7 range is an enormous downside, as you will be forced to burn AP just to get in range of an attack; and shit like the menace and RA have 9 range attacks, meaning they can shoot you first.
>>2339275
>If a model dies his contribution is removed from the armour health pool
That's because armor (like HP) is tracked per individual element rather than pooled together. If you had 1 single shot that did 1 HP damage, 100 armor damage with 0 armor pen, the guy who got hit would probably take 0 damage but be left with 0 armor durability for the followup shot; which would do 1 HP of damage to his model.
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>>2339395
>Do you like my Pike, anons?
>taken mark, buff and standby
>weared 5 class armor
>summary cost like 405+70+40 = 515 supply
No.
Pike is support, even if he have shooting potential.
Your mark is useless sine you should shoot additional time instead of place mark.
Buff is semi-useless, Pike isn't frontline and shouldn't take much damage and wear heavy armor.
But your new tricks? Disruptive fire? Inspiring presence? All wasted.
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>>2338858
long tank gun
vehicle-mounted ELSA
anything else you need should be obvious, store doesn't have much you won't get through salvage/rewards yet
>>2338894
support option
in and out quickly
>>2339227
>The KBAR sucks, the ARC is better in every situation.
Maybe if you're completely ignoring concealment and suppression. If you can see someone you can probably pin them with a crowbar. If you're deployed and shooting them with a crowbar they probably can't see you and shoot back (if they even have the range since 95% of guns are 8 and under), and they can't get any closer because they're suppressed.
Plus like you mentioned, since I know deep down you realise the Crowbar is better, that extra range probably means you're getting to shoot a turn earlier so the slight difference in damage is more than made up for.
The only time I used shorter-range guns was on mobile infantry or whatever where I had something that was higher damage/more bullets for guys getting under the support weapon range.
And when I got squad laser rifles because I wasn't not going to use those.
There's probably an argument for giving Darby an SMG with special ammo or something, especially if she's using DMRs instead of the Croc, but on the other hand Darby with late-game ACC growth/buffs can headshot like a quarter of the map with the Silenced Crowbar without moving.
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>>2339456
This is accurate.
>>2339395
Pike is a utility pick. If you're spending any supply on him outside of an accessory, you are wrong.
-Standby can be a great perk, but everything else you took is not.
-Target Designator is an accessory that gives you the same effect as Call Out Target, so that perk should never be taken. Bags and belts or Inspiring Presence here.
-Command:Rally is the best perk in the game(unless you're going vehicles or range maxing)
-Any perks after the third are a waste.
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>>2339466
>Target Designator is an accessory that gives you the same effect as Call Out Target, so that perk should never be taken. Bags and belts or Inspiring Presence here.
Every target designator you take is a Wardog you don't, Pike is a utility character but that means he needs load bearing rig, secondary ammo box, wardog, wardog, recon drone, mortar
You can also build him as a decent straight front line rifle squad because of This is My Rifle and Inspiring Presence but in that case skip the mark perk
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>>2339279
not in that screenshot but yes
i really appreciate all the little touches like the pink mist mixed in with the dust your shots kick up as you're hitting guys
feels like they started out making some serious business realistic milsim tactics thing before realising a sci-fi hybrid would sell better (and be a lot easier to design 3d assets and enemy variety for)
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>>2339467
I've done two Expert runs to completion and I've never seen a wardog. I have no idea what that does.
I disagree on the rifle squad comment. It's much more efficient to use 1 star squads for infantry. A 1 star infantry can have double the perks as pike for the same supply cost and have an actual useful innate perk for the role. I would only use pike on that role if i got absolutely screwed on the rng recruitment.
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>>2339471
>I've done two Expert runs to completion and I've never seen a wardog. I have no idea what that does.
It's an FPV drone. 40 points to launch it, 40 to dive on and kill a vehicle, you can keep it up between turns and move it around in a 10 tile radius. It does as much damage as a PAL hit with 100% accuracy.
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Does the MENACE show up more than once? They popped up on the corpo planet, I merc'd 'em, and I've never seen them again. Finished with the EA content at this point, wondering if I should start a new campaign or keep playing.
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>>2339314
All turn-based tactics games feel vaguely like a tabletop game.
I don't know why people keep saying that about this one. Between this and everyone comparing it to XCOM for some fucking reason I guess people really don't play this genre much.
Like wow, this Computer RPG game is sure giving me Dungeons and Dragons vibes.
Yes. That's where they came from. We invented tables and paper before we invented computers. This game is just like chess if the pawns had rifles and you can equip them differently then bring any number of pawns up to a points cost and upgrade each pawn with different skills (which vary depending on the pawn's personality) using a currency you gain over multiple games of chess and also you can call in cruise missiles and stuff if you've upgraded the USS Chess enough by doing missions for the various political factions of the Chess System, it's just like that.
My bet is the developers, who have made one of these games before, wanted to do one with squads instead of single units and everything else is an extension of adding a suppression mechanic to that and they never thought about tabletop games at all.
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>>2339317
Huh. I thought that was maybe just a result of different pairings. But now that I think of it, I remember one Rewa line (because it made me laugh) which I heard literally once, and it happened towards the end of my playthrough.
I figured it just had a really low chance but it would make sense if there's some actual logic behind their lines changing as the game goes on.
Which aside from complex character stuff would be great in a game like this however it works.
Achilleas is a funny guy but if the game ends up being 100 hours long it would be okay if he rotated his material a bit.
lol in advance at what Carda's dark evolution will probably be though since the first thing she says in the game is "let's be careful what kind of memories we make!"
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>>2339475
This one more feels more like callback to it than many other mainstreamish turn based games, now I know its not super hexe gronard game. But regardless feels very near to Close Combat series of videogames as I said as well.
The diorama aspect of the game really feels like a love letter to it. And Germans love their tabletop since motherfucking Kriegsspiel.
And they are right, tabletop is still more fun in many ways including D&D than videogames, but you have to have that dreaded thing, actual friends.
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Computer squad based tactics games are based on tabletop, yes, but critically, on double-blind rulesets. Anyone who played Battletech doubleblind knows the difference between winning and losing are scout perk and binocs, or the motion detector or even med vehicle active radar, like: >>2339434
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>>2339474
Yeah currently they just go into the random rotation like any other faction.
And if you do ops on whichever planet you have infected they'll show up as a third force. Kinda funny when they kill your pirate objective for you.
>>2339488
The ELSA? Yeah that thing fucking owns. There's a squad support version too which is alright.
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I really like when game give you some extra free teams to help in mission. It really feel much better to have more teams and troops even if they are not supper decked.
I wonder if the game would be more fun if most battles player could field more teams than 4-6 and they were more expendable.
Also I really hate AI running to the map border and camping there. I think Ai in don't work well but at last in player defence mission its much more aggressive(and fun)
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>>2339492
>I wonder if the game would be more fun if most battles player could field more teams than 4-6 and they were more expendable.
You can in the midgame and later it's just going to cost you a lot of lives, but double EXWOO and medical bay solves a lot of manpower problems
You could then actually make use of Jagmeet Singh's unique ability
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>>2339362
I have one weapon labeled as designed by Zayn-Beecher which makes me wonder if the factions will turn on you at some point (or if you side with others and raid them or whatever since stuff like that happens in the text events). I can see it with ZB, Backbone already look like cyborgs perfect for shooting, Dice idk.
Obviously that wouldn't work with the game's current structure, but the current way that picking ops works and the faction meters feel really barebones so it wouldn't surprise me if it all changes.
Like, your little ship icon moves around the map, and there's links between planets, but that's currently all cosmetic. Having more depth and needing to choose where you go next while fighting the MENACE spread makes sense.
Surely the difference between planets won't just be tilesets and they've already done most of the work with human factions... the difference would just be variant squaddie models plus gear that already exists/will exist for the player to equip, seems like obvious value.
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>>2339503
I built him out as a CQC guy. He gets accuracy bonuses the closer he is to an enemy and can revive his downed squaddies+replenish their ammo twice per combat. I think it's twice, might be once. Equip him with an SMG and REND ammo and he's a beast.
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>>2339512
I've been told you get partial refunds with demotions. But you're never swimming in points. The rate points flow in is 100% constant, depending on your average performance. Most you're gonna get is 30-40ish per mission for perfect 5 star reviews. You could take certain paths during operations to get a few extra, or waste an OCI slot on one that boost promotion points; but it's usually not worth doing so.
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>>2339492
Hayflick gets wet thinking about getting access to android squads right when the EA content ends.
Maybe that'll actually be a thing. It'd be cool if the MENACE is eventually dialed up so much that you actually need to drop in expendable squads and half the bullshit she rattles off to deal with them.
>>2339505
>variant squaddie models plus gear that already exists/will exist for the player to equip
Why not both? Squaddies are already named, it'd be cool if when you hired guys from Backbone planets they'd actually show up looking like that. Maybe even different attributes? I'm prepared to go to the level of autism of defining how many of Carda's 8 man gangbang entourage are gangsters versus corpo nerds. I have no suggestions on what gameplay impact that would have however.
Alternatively: Backbone medbay tech that resurrects your dudes with prosthetics. ZB private security mercs for emergency recruits or which cost less supply but need to be paid for and harshly affect your stonks if they die. Dice WOO that does nothing but make them saunter and flip coins off their thumbs while idle.
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>>2339512
We don't have a late-game yet. When I finished at 20 hours I had 4 or 5 main infantry SLs plus 2 vehicle pilots fully or nearly fully upgraded, and 3 others (+2 pilots) I was dabbling with maybe halfway.
So if the game ends up two or three times as long then I'd bet there's a fair bit of room to fuck around.
Plus while I never refunded any I'd probably be a lot more efficient the second time around now that I know which skills are useful: you could definitely go wide with a lot of half-upgraded SLs if you have a specific idea for roles. Meaning you really don't need to fill out every slot on everyone, some characters just don't need half the shit on their tree even if you don't know what you're doing; I was just randomly picking shit on a couple guys by the end.
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Imagine if this game wasn't shit and had AI that didn't work entirely based on cheats
Imagine if this game wasn't shit and it had that Xcom dynamic camera that zooms in automatically when something cool happens, so it actually makes sense having all these cool models that otherwise normally look like ants on your screen
Imagine if this game wasn't shit and had random starting SLs
Imagine if this game wasn't shit and didn't have impossible side objectives
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>>2339519
>I am just wondering if I didn’t fuck certain builds
you can compensate for fucked up builds/shit characters with good gear. Don't stress out over it too much, coming prepared and with good recon is way more important than making triple sure Lim has an optimal mobile infantry path.
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>>2339531
>Imagine if this game wasn't shit and it had that Xcom dynamic camera that zooms in automatically when something cool happens, so it actually makes sense having all these cool models that otherwise normally look like ants on your screen
You mean the shit that's the first thing I turn off in every game like this? Cool, I have discarded your opinions.
>>2339534
Green tube.
Machine guns.
Light mortar.
>>2339539
>Tech is a giant noobtrap
He's fine, especially early game when those couple AP probably matter more. Then later on his skills let him be the kitchen sink support guy you can tack on without squaddies if you want. He's no worse than any of the other mediocre ones you use because you can't bring 6 Darbys.
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>>2339550
I have him right now jumping around with shotgun rend ammo because of previous thread people pointing it out, and with the grenade launcher sci fi gun forget the name, quite effective unless a swarm of fucking pirates just fukcing pin him down.
Expert is a bitch if your authority is low, i am starting to think either the devs tone it down, or the determined skill is essential if you dont want to play the game the meta way.
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This is going to be useless, but it's going to feel good.
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>>2339556
It worked better than intended, at least on pirates.
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>>2339574
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>>2339593
I really dislike how they make SQ and squaddies cost extra based on stars so you field less teams. especially if you stack perks on it.
Like full squad Debra cost 120 extra, with 8 perks another 120 extra. Marta cost 20 extra for full squad, with 8 perks extra 40. That is 240 vs 60.
In general I dislike the new growth potentials and exp. It make switching SL or replacing losses(in SL) harder.
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>>2339602
Debra's near maxed out stats, Marta will never ever catch up to Debra in a game because stats gains are gained based on the difference to match cap, it slows to a crawl as you get above average.
The only advantage that Marta has is when she's fully perked out but Debra has exclusive access to concealment and assisntation perks, Debra will still pound for pound outshoot everyone and hose shit down right out of the box vs any 1 SLs that you have trained.
She's great as an emergency supply filler if everyone you have is shot to shit and exhuasted.
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>>2339440
>That's because armor (like HP) is tracked per individual element rather than pooled together. If you had 1 single shot that did 1 HP damage, 100 armor damage with 0 armor pen, the guy who got hit would probably take 0 damage but be left with 0 armor durability for the followup shot; which would do 1 HP of damage to his model.
Armour is tracked as a single pool added to by each model.
Armour durability degrading is not on a per model basis but squad wide.
>the 7 range is an enormous downside, as you will be forced to burn AP just to get in range of an attack; and shit like the menace and RA have 9 range attacks, meaning they can shoot you first.
Thats the 'worth considering' part.
Menace have long range attacks but they're big dumbos that are a huge health pool to chunk through, which even if you need to step forward a couple tiles the ARC will do much faster.
Obviously there is a place for range, the guns are sidegrades depending on situation and style. Its the KBAR that just straight up sucks.
>>2339465
>Maybe if you're completely ignoring concealment and suppression.
I'm not, there's a lot of good long range tools for suppression it doesn't necessarily have to come from your standard rifle. The crowbar is not that likely to suppress stuff that isn't fairly weak. The chance of doing anything at 9 tiles of range is pretty low unless the enemy is made of paper. The Crowbar has to be fired twice to keep up / get ahead, which is AP ineffecient and ammo ineffecient.
Against bug warriors at 9 tiles you can step forward twice, deploy if you have athletic, and fire once with the ARC you'll strip a lot of armour and might kill 1(30%).
The same thing with the crowbar shooting twice you're less likely to kill 1 model(17%).
And you've expended 1/6 of your ammo pool. The ARC only used 1/16 of it's.
The Crowbar isn't useless, it is not always better.
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Give us the ability to load infantry onto the top of armored units please
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>>2339610
>Armour is tracked as a single pool added to by each model.
>Armour durability degrading is not on a per model basis but squad wide.
Also I was talking about vehicles where armour degredation stops working at 50% armour durability. Those are single models and there's no multi model shenanigans going on.
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>>2339589
SMG is best up close.
ARC is best midrange all rounder.
Crowbar is good when the ARC doesn't have enough range to hit them.
The special PDW smg that has more pen and range is worthwhile over the PPP if you see it, mostly with hollowpoints. 5 shots per guy, 18 health damage, 20 penetration is nuts.
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>>2339615
lol and you know this game would do that shit too
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Objective tier-list of Impetus armaments:
>S-tier
Anti-personnel mines
Supply drop
>B-tier
Laser turret
>Garbage tier
Everything else
For real, if you slept on supply drop, go and grab it. It frees up A LOT of supply points you'd otherwise spend on ammo bags.
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>>2339621
One. But it restores everything (including injectors and such)
Also there's 2 supply drops for each module you install. 2 modules should be enough, it's 4 crates. The rest of the armament slots can go to mines, since you don't really need anything else anyway.
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>>2339641
Quantity has a quality all of its own.
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Looking at my current game it appears the best armor per supply is
>S Tier: Extreme 6
>A Tier: Marine 3, Small Arms 4 & 3
>B Tier: Pirate Boarding
>C Tier: SIPV 2+, Soft Armour, Scav Suit
>F Tier: Fatigues, Load Bearing
Is there any need for more than Marine 3 & Small Arms 4? It's not that much less supply efficient than Extreme but obviously it's overall cheaper and you get the extra slot. Leave the Extreme 6 for Jean and throw her toward the enemy to soak fire with her cheaper armour.
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>Yaz and Carda get along
Cute
The problem with having Carda be a fixer is that she often kills whoever she's suppressing before the flanking elements can get into position.
There's no way they don't nerf this AGL, is nuts. The LMGs also are insane.
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The difficulty is way too dependent on RNG. The first time I tried expert, I got filtered by pirates after never getting any anti-armor options and vehicle modules, neither as rewards nor in the shop.
I tried it a second time, and I got an infantry laser weapon and a large tank gun on my second and third operation, and it's been a walk in the park ever since, even against rogue armies and constructs.
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>>2339531
>imagine if it had this gay fucking action camera so my birds eye tactical view can randomly become some shitty killcam
Fucking retarded zoomer, I hope you get syphilis. Do you actually think Rollercoaster Tycoon 3 is better than 2 cuz of the first person mode like my 5 year old does?
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>>2339589
Implying that you play above normal:
Modded ones:
Socc for Darby
Hi-cap for melee range
Cqb as more ranged alternative to hi-cap
Need to test range kpac with hollow point ammo. I almost sure it should be great vs sub-40 armor targets.
Hammer.
The rest is overpriced for their stats. Maybe certain weapons will be worth their price with certain ammo, but between ammo cost up to 25, and 36 price for mod it's 61 supply so idk.
Non-modded:
kbar 22/25 hp/armor dmg, 9 range, 35 pen have chance to pen up to 60 armor), dmg falloff 50% on 7 range, max acc 7 range.
kpac 27/27 hp/armor dmg, 8 range, 30 pen (have chance to pen up to 55 armor), dmg faloff 50% on 5 range, max acc 7 range.
arc 36/39 hp/armor dmg, 7 range, 20 pen (chance to pen up to 45 armor), dmg falloff 50% on 7 range, max acc 3 range.
Basically it's arc for high aim leaders/close range and kbar for long range.
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>>2339703
I'm only playing on Normal so it probably doesn't matter much. My ground squads are crowbars, infantry ammo and whatever anti-tank specials they can get, while my vehicles autocannon & machine gun everything problematic to death.
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Which anti-tank weapons work well against the bugs? I get that stuff like the alien queen, blaster bug and bombardier are "vehicles" by ingame logic, but they die pretty quickly to small arms fire, so I stuck to those
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>>2339708
>I get that stuff like the alien queen, blaster bug and bombardier are "vehicles"
They're actually not. They're classified as infantry which is why AT grenades don't do shit to them. But yeah anything works really. Autocannons, any of the AT launchers.
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I thought there were no plasma rifles for infantry, haven't seen anyone post them so far.
Got them from a post op event
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So I've been savescumming the event to see the other rewards and it's 5 possible ones.
-Plasma rifle
-Light mortar
-Heavy machine gun
-This thing which is likely a bug
-And failure (-5 OCI)
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I actuallyreally like how this game pushes me to find new retarded gimmicks that somehow work like
>>2339422
Lim is the infantry spam guy for me, Singh so far has been my suppression machine + that fucking thing fucks both vehicles and big bugs, this pog saved my ass so many times
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>>2339715
>They're classified as infantry which is why AT grenades don't do shit to them
This got patched in the 2nd update, so now AT grenades and ATGM's can hurt large bugs.
>>2339708
For single big bugs, then the single shot big anti-tank weapons. ATGM, Long Tank Gun, Laser Lance, Infantry AT (RPG, PAL, Recoiless).
For 3 in a squad bugs, it's the same as the 3 in a squad menace. The Elsa vehicle weapon, Autocannons, Crocodiles, and AT stuff if you can spare the rounds.
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Here's a neat interaction:
You know how you have to deploy to use laser designation?
Tech can use it without deploying, just like weapons, so he actually makes for a pretty good designator.Also somehow I can also use the Rogue Army designations on the Menace lmao
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>>2339721
I got both version from the store. The vehicle one slaps, the infantry one doesn't feel as good for some reason given the other options available (or maybe it's just that archilleas is better at hitting things with it than whoever I gave it to).
>>2339722
There is a squad primary laser rifle, however. Which rules.
But that's pen rather than a rend effect and the description even says "good for you, not so helpful for everyone else".
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>>2339615
If a vehicle gets hit by something strong enough to set off the ERA, it's not the ERA that's doing the squadwipe.
A better candidate would be APS, as that is the exact reason that it hasn't been widely adopted yet.
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I like the gun sound effects in this game. That’s a big part of tactical turn-based games for me and it’s something the Xenonauts 2 devs really shit the bed with. Not only you’re staring at a bland graphics even the shooting sounds gay as fuck.
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I love this frenchboo making armors cheap to wear.
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I am struggling to understand why i should ever bring less than full squad on anything other than support Pike/Specialist weapon spammers.
Like people are saying Darby gets 4 squaddies as standard? Why? Why would you cut the DPS of your most-killy squad in half?
Why make her a DMR carrier when she can take a silenced crowboar to mulch any infantry in 1 action and designate armor for atgms with the other?
Why would i want to halve Kody’s alpha-strike damage by giving him 3 squaddies unless he’s running around spamming the Elsa?
It doesn’t even help with the action economy, why have 2 goes to kill an enemy with 2 half squads when i can just murder death kill the enemy unit with a full squad and have it not act at all?
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>deletes your infantry
>deletes your vehicles
>deletes your cover
heh...nothing personnel...gwailo
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>>2339769
>why is 4 shots at 105% overkill better than 2 shots at 200%
>why should I make 200 point squad when I can make 500 point one that does the same job just as well
>why would I want enough squads to defend all the sides of a square?
Beats me.
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>>2339774
This just isn’t real from my experience
Maybe i’m early in the campaign and/or got shit rolls on good equipment but even Darcy and Kody only barely 1-tap full enemy squads with 8 squaddies equipped. At 6 they just don’t anymore.
Once heavier armored infantry hits the field i think they will be down to 2-tapping again.
And the DMRs i’ve seen kill 3 or 2 models per shot
Kody with the ELSA kills 3 models per shot
While both of the above with a full squad and good primary/ammo will reliably gut, supress and waver even a full infantry squad
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>>2339708
I got the big AT laser and it pops big bugs and pirate vehicles in one shot. Kinda awkward to use since you need to set it up before firing and then it still costs 60 AP to fire once. Still, it's got great range and accuracy so it does serious work even on weak SLs.
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>>2339778
Darby has a special all but guaranteed kill ability at max firing distance, with high (3-4) concealment base + whatever cover she can suppress people by killing them. Suppressed squads change their behaviour when you do that.
Of course there is max squad Darby with the suppressed battle rifles called breakobar in l33t speak but her special ability is what allows her to be so good at anti-truck attacks here.Just to let you know, concealment makes you invisible and with the exception of suppressed weapons opening fire reveals your location to the AI.
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>Started new game
>Got darby
>got a supressed KRbar as a random reward
>put her in rags, got a blackmarket concealment kit roll, scout + ambush
She can put down an entire pirate squad from max range with one volley. Might not even be worth taking a special with her just to get that one extra rifle
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>>2339810
>did anyone calculate
>found this on steam
>tl;dr seems to worth it on leaders who are actively fighting, have weak starting stats and a growth potential of below 6
Based on Dev Diary 41:
Growth triggers happen when a stat is activated (e.g. shooting and doing damage, using a skill, taking HP damage). The chance a stat can increase is based on the difference between the stat and its max (usually 100 I think?)
It looks like Growth Potential is the number of rolls made against that percentage chance (so Agi 70 -> 71 is a 30% chance, and then you get +3 Rolls with New Tricks)
There's some more stuff about diminishing returns (each successive growth in a mission is reduced), and successful stat rolls giving different amounts of stat (a successful growth for Agi might be a stat increase of 0.1, but a successful growth for HP might be a stat increase of 0.6).
For more detailed math (again: assuming I have this right based on that Dev Diary) - your odds of growth are:
1 - ((1-(StatMax - StatMin))^GP)
New Tricks just adds 3 to your GP
Thus: For an SL with GP 5 growing from 70 to 71 on a 100 max stat, Base you have an 83.19% chance to succeed and with NT you have a 94.24% chance to succeed.
With a GP of 2, NT becomes a lot more valuable - that same 70 to 71 growth is now base 51% chance to succeed and then 83.19 with New Tricks.
New Tricks on an SL of 7 is less valuable: 91.76% chance to succeed only rises to 97.18% chance.
For those same three SLs, when we're going from 90 to 91:
GP 2: 19.00% -> 40.95%
GP 5: 40.59% -> 56.95%
GP 7: 52.17% -> 65.13%
And lastly going from 30 to 31:
GP 2: 91.00% -> 99.76%
GP 5: 99.76% -> 99.99%
GP 7: 99.98% -> 99.9994%
Obviously part of the math becomes the Promotion Cost and the Promotion Tax of the SL in question - with the ones who don't need New Tricks actually generally having lower tax (since their stats start lower and generally have lower star level) but that gets into personal preference.
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>>2339808
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here is my Bog man, starting vs current
ignore discipline, its affected by low authority
he is from the start, done maybe like 8(maybe 10) operations
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here is Marta, same as Bog
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noticed that status probably fuck over stats
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There’s so much lore in this game and it’s all hidden behind loading tooltips i can never read because i have a SSD
>>2339840
Pirate music and general characterization is fucking top
But wtf is it about gaterippers, wtf is the era of estrangment, wtf is a de-straightening incident
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>>2339837
you see Derby increased a lot in Weapon skill(even if she have high) and Precision, she barely get target now or hit but early she get some beatings
same goes for Marta(she have low weapon skill) but she shoot less as she is heavy weapon team
valour barely increased on any of them
so I guess WS and Prec increase when you shoot(maybe kill) things
Positioning, Toughness, Vitality when you get shoot(and maybe lose troops)
Valour when panic
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Holy shit give Darby an IDW or an SMG and the perk that cuts through half of an enemies cover and she's fantastic for being a pseudo mobile infantry in the very early game. Full cover doesn't even matter she just wipes the whole squad out anyway
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>>2339682
>>F Tier: Fatigues, Load Bearing
Painfully obviously wrong.
Some units will not be engaged, MI most notably. And can safely where fatigues to save cost, or load bearing if they need a lot of accessories. Rediculously supply effecient for those squads that have another protection method or will effectively never be attacked.
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I paused my MENACE playthrough to be here, so let me axe you a couple of three things.
A. What do you make out to be the 'canon' / 'intended' vehicle kits? I figure WifeJeeta for Mechs, Bog on an IFV or Frontline Tank, that Jingwei girl on like a LTC with a long barrel gun larping as a Tank Destroyer and I can't figure out what Achilles is meeant to be on, like a Mech or Tank?
B. Who do you use for heavy weapons? I'm using Pike as my machinegunner with that super big MG which is an aircraft cannon or whatever vs light armor and general infantry supression and it also works against MENACE, but I don't think Pike is exactly intended to be used as the MG guy considering he has a perk about not having a squad weapon at all. Practically my whole roster is mobile infantry... I'm having a real rough time with Infantry AT also, the ATGM, the SPG, the RPG-2... I'm not satisfied with any, the laser lance is alright but I don't know who to give it to. I have the aussie faggot on AT duty but he has a miserable 90 AP so he can only shoot once with heavy weapons, not to mention setting them up.
C. How does marking targets work, and how does the ATGM indirect fire work? Is marking targets JUST an acc buff?
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>>2339919
Depends what you want the vehicle to do.
AutoGL will shred any mass model infantry squad, so it's heavier units or vehicles you have left.
Laser lance is a lot of AP cost but will deal with vehicles well.
Autolaser does a shit ton of damage.
HMG is quite good vs heavy infantry and light vehicles, has better pen than the autocannon.
Haven't seen the other weapons.
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>>2339916
>Achilles
Mech
>Rewa
Fast and armored thing for ramming.
>support weapon
Carda in clowncar, Tech for direct fire support wep. Any other squad leader that you need for utility or training but can't spare supply limit for squad with primary, like Jean for cheap trinketing.
I didn't used it but assume you can shoot indirect on marked target, but only in ATGM range.
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Have you guys ever actually pinned and flanked?
Cover only seems to reduce accuracy, flanking other than rushing with an APC is so costly to perform you're more likely to kill by just firing more shots from or destroying the cover they're using.
Getting to flank a squad 5 tiles away is at least 80 AP, or 70 with athletic.
Almost everything I shoot at, even with 'suppressive fire' dies as quickly as it gets suppressed.
Menace is the only thing I feel like I'm doing this on with their overload mechanic, but thats just cause they have a huge healthbar to chew through, but there's no flanking. Its just overload, walk up a bit, unload till it dies.
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Something I've noticed, even with the growth perk most 1 star (or even 2 star) SLs won't even be close to reach their caps by the time the campaign ends.
MAYBE Carda, but even she is still pretty far from reaching her max, I'm on the second MENACE operation and she's still at 98 AP
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>>2339749
That's not strictly true, it does rend, quite effectively too, but only things that have a TON of armour. So you can melt the stug armour down using lasers but if the lasers pen something they don't damage the armour.
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Vehicles should have a passenger count not only 1 squad.
So you can load 2 weapon teams, or a weapon team and command team or such. Or a weapon team and a medium sized combat team.
Heavier weapons should reduce max occupancy. So only a light weapon can fit 9 guys or such, while having a medium on can fit 6, a heavy weapon can fit 0 or 3.
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Leveling up commanders shouldn't increase their supply cost. You shouldn't be punished for interacting with the game and building your characters. All this does it limit you to obvious meta-pick perks instead of experimenting or taking niche ones.
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I swear the experimental fix for AI avoiding hidden units caused them to actively home-in on them sometimes.
Kody and Derba were the 2 units who took the most damage last mission because all the enemies just bee-lined straight for them
Also fuck Tech the fucking retarded nigger can't hit the broad side of a fucking barn, motherfucker had 4 turns to wipe a squad of 2 Alien Warriors which were calmly walking past him and straight to the objective and he missed every single fucking time with the recoilless, didn't even hit with the crowbar.
Bro should have 5 supply cost
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Damn a mortar with smoke, A jetpack unit and a carrier really make salvage missions smooth.
Maybe a bit TOO smooth, can you stick around and destroy the enemy?
Also in expert 8 rounds of defence are nail biting shit, I can do it, but squadies get squished for sure. Glad I got that squadie replenishment.
I bet more sabotage\stealth missions can also be fun, i am doing my first one right now.
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well?
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>>2340006
I would be fine with this if money was an actual resource and not some abstracted shit. As it is now somehow giving someone a perk will also arbitrarily eat into your ability to issue out your better armor you have tons of lying around.
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>>2340024
>dual heavy machine gun fucks
>dual rotary fucks
>lance lmaoooo
>t6 armor
dual rotary > dual heavy machinegun > armor >>>>> lance
also I realized that theredacted soldiersregenerate to full per model, so if you dont kill, next turn every wounded model will be full health again
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>failed bonus objective to finish mission in 14 turns
>"Green" mech ran away into my deployment zone
>spent 22 turns looking for it and running back to extract
The AI is fucking cancer
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It seems to me like unless you are playing like a complete dofus, the WOO/EXWOO O.C.I module makes the manpower mechanic and med bay upgrades irrelevant.
Maybe they should add a veterancy mechanic for the squadies since the game already keeps track of their names/how many missions survived/who killed them anyways.
But I dont know, maybe on expert difficulty you do burn through squadies fast enough that you a constant stream of fresh meat.
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>>2340082
Yeah it feels off
Both manpower and vehicles feel too easy to maintain after getting just 1 ship upgrade each.
There really should be some "wound" mechanic that means that sqauddies that took more then 25% damage in a mission become wounded and need to recover for X missions, depending on wound severity and medbay upgrade level.
You should also have a max amount of squaddies and vehicles you can have.
That way losses actually start to pinch once 3/4 of your manpower is in the sickbay and every vehicle is various degrees of fucked.
Add an option to wait through a turn as well at the cost of REDACTED progressing their occupation for example
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I find it kind of funny that AI plays like a sweaty tryhard that just camps his units in the corner and refuses to leave the game but it gets old fast
it just switches between that and suicide charging the zone in defense missions (although it is better against Rogues, genuinely the most fun faction to fight against)
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thoughts so far:
>bugs
Starship Troopers, nuff said
Mock even kind of looks like Klendathu
underestimate at your own peril however
>pir8
degenerates, idiots and generally woefully underequipped but they have some nasty surprises
>Rogue Jingwei
feels like the faction the game was built around as your adversary, as the game flows the best here
you have to consider everything in order to succeed, zerg rushing will get your shit wrecked HARD, even a single rifle squad is a threat
>[REDACTED]
You'd think the faction that is the game's namesake wouldn't just be T-800s trudging your way and eating a quadrillion bullets, but here we are
hopefully it will get major improvements
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Having more than one 1 star SL is not good.
2 stars is the perfect breakpoint, so many of the games actions come in multiples of 20, 40 and 60, 1 star SL are in this weird spot where they can't act twice in a turn if say, they have a 60AP weapon and a 40AP one, or want to deploy and attack twice.
It's such a massive difference you're effectively gimping yourself, no "promotion tax" is worth the action economy loss.
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>>2340105
I guess that fiving missions gives you loot from a better pool
The combad PED on the left looks pretty good (gives you extra cover,concealement, detection and accuracy for 3 turns), but its competing with a big ass IFV.
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I am finding that with low authority you cant do jack shit in expert even with good squads, even with determined perk
The silly swarm of enemies pin down everything singe one of your squads.
I find myself using pike constantly giving turns to emplaced weapons or vehicles to actually start killing the enemy. I only have experience up to mid game with two runs at the same time.
Early Expert is more or less fine, needs tweaks for sure. Everything in the game needs lots of tweaking which I guess is why EA exists.
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Anyone else notice that besides the game being sponsored by the german government, the weapon selecetion seems to be sponsored by fucking Rheinmetall and the german Military Industrial Complex.
The APC is clearly a GTK Boxer, there is mention of "Board Cannons" a very german term, as well as a "Granatmaschinenwaffe" G3s, MP5s, HK416s, the IFV is a Marder
It's funny, now i want a very german coded SL
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>>2340113
AP increase is weird and goes up quite slowly, I'm not sure what prompts it to improve yet. But presumably its something we're accidentally not doing a lot.
By the appearance of the Menace bog had hit 80 accuracy and Marda 75. Although their AP was only 95 and 90.
Pike in that same time hit 103 AP.
It's a perfectly servicable amount of AP. How often are you firing 60 and 40 costers at the same time with no discounts or other considerations?
90 AP is quite relevant for being able to exit a vehicle and shoot twice.
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wtf MENACE devs are pro-Russia? BASED
fuck Waybackers DENAZIFICATION NOW
medal for every waybacker nazis killed
Z!
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>>2340106
I'm very optimistic because the devs did acknowledge that the Menace is kind of boring to fight and they need some touching up. We're going to fight these guys a fuck ton so they want players to WANT to fight them because they have good gear and wacky tactics and what not.
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>>2340126
I don't really mind it after years of USA sponsored weapons in games its a tad refreshing no?
gives a new fresh vibe to shooting stuff
>>2340145
>>2340106
I feel like variety of units is the way, for example so far the only "flying" troops are those bugs and the drone accessory, I feel like with choppers and more diverse vehicles the startegy could be very much improved
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>>2340147
iirc some of the stuff the Menace is supposed to get much later in the game is various sci fi powers like teleportation and forcefields. I wonder what they have in store for them right after they appear. It's clear they care about it because it would suck if the namesake of the game is ass to fight
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>>2339994
An APC in real life can hold up to 10-20 people depending on how you pack them in as sardines. So just a flat limit of 18 people would be fine. However, from what I have seen APCs seem to be treated as something like those towers so the "square" inside is occupied already.
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>fighting pirates in a "don't let them escape" mission
>after dealing with fuckloads of kamikaze trucks I'm down to my last rpg shot
>a flame truck rolls out of the fog
Oh fuck oh shit
>fire my last rocket
>the truck goes up in a gigantic ball of flame, taking out another nearby squad of pirates
Awesome
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>>2340159
>An APC in real life can hold up to 10-20 people depending on how you pack them in as sardines
My recommendations were just to keep in line with how the game is currently, mostly. And I don't think complete sardinifcation should be represented, but expected number of men which is around the 10 mark.
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>>2340152
What I want to know is how they're going to handle the narrative after the current story end. The TCR fleet is set up to be able to rain shitfire on anything and everything, with the Impetus being just the runt of the firepower being fielded. They obviously have to be incapacitated somehow to put the player back in the fight.
I see three ways;
>MENACE sneaks onboard and subjugates the TCR fleet with some sort of technovirus
>TCR fleet recalled after the MENACE destroys some ships with repossessed Jingwei nukes from assimilated bases
>Jingwei fleet deliberately sells out the TCR to the MENACE to retain their independence
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this makes the small penor the big penor
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>>2340158
>>2340166
The theory I've seen discussed on the discord is that the Menace is gonna start scaling the fuck up after SOMETHING happens to the reinforcements, which will allow it to reverse engineer some of the retarded tech the TCR has access to normally. We do hear the mechanical voice in the intro so it's likely the Menace is involved in the jump failure somehow, kind of like it's playing AI war as the humans and trying to buy time.
Maybe we'll get a marines remnant faction to talk to.
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>>2340170
It almost sucks.
I don't know.
It can only kill 1 model in a unit at a time, so its near useless against large unarmoured mobs.
It'll nuke single model units if it can penetrate the armour though, like a light mech or a floater or whatever.
It's suppression is quite good, and it can overload alright. But it's expensive, and so inaccurate.
I only found it useful with the jingwei bitch being able to fire twice a turn, 2 shots makes up for the accuracy a lot.
I wish it did a bit more damage to units hit directly, being able to kill more models would be nice.
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Night defence missions make me want to fucking kill myself
>Syd with 25% bonus to accuracy missing 4 AMR shots in a row
Leave middle of the map with one heavy infantry team to hold assuming Kody and Debra can clean flanks and other teams can collapse on the middle
>NOTHING gets sent to the flanks
>Everything gets bum-rushed straight down the fucking middle
>once I rotate suddenly aliens spawn on flanks
It's complete bullshit
>Spot a bombardier which somehow spotted Derba with 4x concealment through the trees
>Spits twice
>Both hit)))))))
>Disappears
>Send Derba to the flank to find it from behind the trees it was sitting behind
>it's gone
>move on to catch another bug which snuck through the every edge of the map and kept running away
>cucked me out of the 90% control objective
>Because of course fucking Carda missed it with the fucking AT launcher TWICE with her buff at max stacks
Okay anyway, the mission ends but i want 1 more trinketing proc so i chase down 1 bug with Syd whatever
>Suddenly the fucking BOMBARDIER re-appears
>The fucking AI threaded the needle with an artillery unit avoiding all of my patrols perfectly
>This solid snake larping asshole snuck up on PIKE
Of course it's fucking pike, motherfucker always fucks up when the chips are down
>Fires twice
>Hits of course despite the night debuff and being a artillery unit in knife-fighting range
If i try to fire a AT shot in close range the game tells me to go fuck myself because apparently a fucking AMR bullet has an arming distance but w/e
Like defense missions in general are bullshit, but during night and against bugs the AI just shows it's absolute, complete awareness of everything you do
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Game wont have flying units, only air fire support. In fact every mechanic Ive seen in Close Combat I think we might see in this.
I can see expending authority to have support from other units on the field when your trust is high enough.
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>>2339702
So match ammo just increases range and doesn't touch damage falloff?
because if that's true, then I don't see why you'd bother using it, but if it extends the point where damage falloff starts by 1 that's huge and basically as big a deal as 1 extra range is by itself
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>>2340192
>Ongoing: Rebalancing defense missions, starting with Secure Repair Depot. Others will follow in the next patches.
they only fixed that one, not the rest, also holy hell this game has so much equipment
>32 hours in
>surely I have seen everything
>nope, next black market rotation has a new kpac/a smart gun link/vehicle armor
this game will be massive on full release
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>First mission
>Defense against pirates
>Immortal pirate trucks drive into the middle of the base, shit out dudes that get free turns, and become free cover against my peashooters so they can nade my squad leaders to death instantly
Evidently a skill issue, this game isn't for me.
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>Start my second campaign
>fuck it challenging was fun but I want expert
>Darby, Lim, Pike and Bob
>aliens
>literally run out of ammunition
So seeing as how I'm stuck with just the basic carbines, I want to just run over as many bugs as I can with the APC, right?
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BED BREAKING SEX WITH FRANKIE NOW
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>>2340202
You just got unlucky beign cought with your pants down against a pirate commando. In those first missions your vehicle should be your piece de resistance against the pirates your squaddies cant shut down with a volley of the basic rifle
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>BRO WTF!!! WHERE ALL THE AMMO!!
>what you mean "effective ranges"?!?! sounds like NERD shit....
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>>2339919
The C6 CMG I think it's called?
It's bigger than the light CMG, goes in the medium slot, and deals decent damage to most infantry you'll come across particularly including boarding commandos, as well as dealing with light vehicle side armor ok.
It's, imo, better than the autocannon as a generalist weapon. Mostly because the autocannon sucks in both directions - not enough AP to threaten heavier vehicles, not enough shots/not enough shrapnel to threaten infantry, so it just ends up subpar compared to almost literally any other weapon. The only thing the autocannon is better than the C6 CMG at is killing light walkers.
If you've got an ATGM squad in the back of your bus for the heavy stuff, then you don't need dedicated anti-tank on the bus itself. So C6 + light MG lets you just annihilate whatever infantry you come across. Pretty much: If they're in medium/heavy cover, or they're wearing heavy armor, use the medium machinegun. If they're in the open/light cover and wearing light armor, use the light machinegun.
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I want to use special weapons from a carrier but it feels like shit.
Get out, 5 AP at least, deploy for 10, 15 down just to be able to fire, then will need 15 more to get back in the vehicle. 30AP down, and that's with both MI and athletic. Which feels perk ineffecient.
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>>2339941
rocket launcher I used a ton during the demo and its good, it's basically discount cheap ATGM with more shots that handles 95% of the same targets in 90% of the same situations. The ATGM really only shines when you're encountering stuff like stugs or using its indirect mode.
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>>2340174
>It can only kill 1 model in a unit at a time, so its near useless against large unarmoured mobs.
>It'll nuke single model units if it can penetrate the armour though, like a light mech or a floater or whatever.
It has the AoE tag, so it's more than capable of hitting more than one unit at a time, at least assuming it isn't bugged. But the problem is how many things it hits is complete RNG (70% per model it doesn't hit), and the damage dealt from fragmentation is significantly weaker and the actual explosion itself
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>>2340240
I don't know how AOE is meant to work. There's an 'elements hit' stat but that doesn't align with effect.
Two weapons can have the same elements hit of 1, but 1 can kill 2 per shot, another can kill only 1 per shot.
I'm going off of observations. In use the 120mm very consistently when hitting squads directly only kills 1 member. It might have killed 2 a couple of times, but it's definitely never done much more than that for me after a lot of missions.
Even against quite fragile squads.
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I feel like the game has failed to capture the feeling of the trailer, or vice versa
You have this industrial grimdark landscape in the trailer, but ingame it just like mostly normal factory towns with various biomes
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>Expert, ironman mode
>seed: 1987
>Stop extortion: first mission of campaign on the ice planet
>21 enemy units
>I have 3 infantry squads and 1 APC
>no upgrades, no armor, just C1A2's in pajamas
lol...
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Airburst weapons completely ignoring building cover is a nice touch
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>>2340183
I did but then bugs back 2 versions bricked me
In general this game do not support ironmeme mode, its to RNG based, SQ replacements are very limited and costly
I was playing on challenging tho, it wasn't that hard but I didn't get that far and I guess you will get fucked eventually
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>>2340189
Defence missions are cancer for like few reasons
>defensive structures and impassable buildings often favour enemy
>area of effect weapons of attacker is more effective
>AI fucking cheat parking outside range etc
>AI fucking cheat in waiting till your unit move then moving their in this area
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>>2340244
How AoE is supposed to work is you roll to see if you hit the enemy unit. Then the actual explosion hits however many elements is listed in the stat card (which is 1, like I think every weapon in the game) with full damage and effect. Everyone NOT hit by the initial explosion is then at threat from "fragmentation" damage, which is significantly weaker and a hidden property of weapons capable of it. Where it's a percentile chance per element to be hit by fragmentation.
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After a million fucking years, finally the jaeger fatigues (and two of them)
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>>2340221
Yeah the C6 fucks and rapes but I only have the tripod version.
I've just been having extremely bad shop rolls with AT. I didn't get an RPG-2 until like waaay after Menace showed up and I only got the Pal-100 now after '''finishing''' the game. Max diff first playthrough if it matters.
I'm good for AT now with the RPG-2 and Laser Lance, I really needed the Laser Lance to cover the top of my APCs, I wonder if the twin C6 and all heavy weapons in general make your vics unable to carry troops, I presume that's the case. I'm dealing with way heavier stuff right now and I'm having trouble with heavy tanks. It seems that only EMP is really viable against those. I don't know who to give the ATGM to though.
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There is literally no downsides to a direct fire shot from the ATGM, it's the same as any other projectile weapon, it just has the added bonus of being able to indirect fire.
I just took down a medium walker with one hit from max range, whoever picks laser cannon is an idiot.
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>>2340284
I almost won the mission but the apc blew up
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>>2339960
Darby never gets into range where she gets shot at since her Hamer and sniper are at like 14-15 range with match ammo. 4 concealment is more than enough to make sure she's always got the damage and acc bonus
Sy as well as Carda are the spotters on the frontline who make more use of concealment, not to mention Sy's perk makes giving her the most expensive equipment makes sense to maximize the discount
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>>2340323
I just buy stuff when I see something good or I need things
like early on getting basic armor for infantry and any gun that isn't the default is really good. Pajamas never work unless they're never getting shot at.
After that you want a crocodile ASAP, and then something in general for anti-tank
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I fucking love this thing in most situations
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>>2340323
rifles and more leaders. ive sold the taxi to get an arc for the first mission before. crowbar and the base carbine come with 12 ammo, the arc and kpac have 16 and are both very strong at close range even on squads with mid weapon skill. makes playing to win firefights viable, if you dont have them then you will just run out of ammo unless you are playing on the lowest difficulty
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>>2340322
jean works as ghetto mobile infantry so you can get fat stacks of loot from finishing people off early on. respec her into something more focused on being useful with special weapons a bit later
if you want a cheap slow scout then wett is much better at it than carda because the bleed skill can make him a very effective low cost skirmisher with his great weapon skill + long range weapons
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I didn't know the RA had medium walkers later in the run.
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theres already mods out on nexus
downloaded one that makes more armor show up in the blackmarket and saw this one, i assume its not normally obtainable since ive never seen it before but someone could correct me
also the buffs seem a bit strong for it as well which makes me think that
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>>2340355
Not really, the action economy of being able to cover most of the map from a good position or fire and move before enemies slip back into the fog of war is too good.
Even at max range the Hamer's enough to wipe out lighter squad in one shot, even RA heavy infantry go down after 2-3. the T2 DMR at max takes out jaegers and even light walkers.
Darby's last-level range perk just synergizes better with match, especially when you have a different squad spending the move to spot
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>>2340357
also these two
theres another version of the john menace armor thats painted, basically just has slightly increased stats so i imagine these are def just temp for them to remake stat wise (probably with something unique too)
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>>2340362
>>2340357
These things have been in the game files since the Demo, I remember the unlocker mod letting you play with them. Probably why they're not obtainable right now is they're trying to nail down the armor balance using the ones currently in the game as "Baseline" standards to tweak all the weird variants around.
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I was thinking about it, wouldn't it be a natural progression to have each of the factions form into your endgame threat. Imagine Backbone backed Jingwei fanatical rogue army mass assaults or Pirates backed by DICE contracted SF style professional mercs with drugs and rocket suits. The Zayn Breecher corp already kind of acts like a cargo cult of businessmen, why not give them low morale cultist units with SMGs whos purpose is to direct fire away from the actual problems.
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Surprised with the performance of the ARC so far, first mission I am trying it out on a new run. This is the second mission, a pirate interception on expert. ARC was much better at killing crew in trucks and dealing with mobs once they unloaded compared to the Crowbar but Pike is 10% less accurate than Darby so that should be taken into account. I thought the ARC was going to be worse at vehicles due to less armor damage than the crowbar but the +1 rate of fire seems to make a huge difference. Darby semi-occasionally killing the entire crew of a truck in one salvo, never seen the Crowbar do that.
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>>2340379
Forgot to post image
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>>2340379
I can't say for 100% certain, but I think whether or not you kill pirates in a truck is more tied to HP damage than armor damage/pen. I remember loading up a Crowbar with HP ammo and completely mulching the passengers in a truck where even the FMJ ARCs weren't killing many people. It's probably a situation where the truck only acts as cover for the pirates inside instead of needing to penetrate its armor entirely to hit them.
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>>2340340
Are you serious?
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>>2340452
It a single high damage high penetration shot. If you really need that one particular entity, it is great, assuming your dumb fucks dont miss their shot.
Its good early on against light vehicles, RA light walkers, and I think it shines the most against large bugs
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>>2340454
Is it best used with small squad sizes? Currently I just use 3 SLs with all 8 squaddies and an APC and don’t bother with any scout/concealment operating.
Also does anyone have any experience with the explosive armour vehicle mod that has an 80% chance to negate explosive damage? Is it worthwhile?
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>>2340254
Don't know why all you guys think you're jamming 20 people into these vehicles. Modern APCs can hold like 15 people max, and that's usually without all their squad weapons and armour and shit. Most IFVs can hold 6-8 at best, and even that's a theoritical max. Soldiers are bulky as fuck and those spaces aren't very large.
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Tryhard trannies pretending the AI isn't busted is hilarious
>nuh huh! The AI hears when a missile is coming
>nuh huh! The AI hugging the edge of the map is tactical!
>nuh huh! The AI standing exactly one tile away from your weapon range is realistic!
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>>2340473
I mean do you realize how big an autocannon is? I would keep it as it is unless they did a thing where they counted individual models up to 8 at a max, and counted a heavy weapon as 2 models. But that would be complicated and still kinda not what they are going for. IRL you would just get as many vehicles as you had sections and teams, not jamming multiple teams into one vehicle.
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>>2340474
That's better. You wait for the enemy go act before they do, you use the range indicator to not walk into their fire. It's only fair it happens back. Now the full map vision is unfortunate and needs to be fixed. But we need to make sure we aren't bitching about shit that isn't worthh bitching about or the game will simply be ruined
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>>2340478
>moron can't differentiate between when the AI is doing something it shouldn't and when it's simply using the games mechanics against him
many such cases. Both are happening currently but only one should concern your ass.
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>>2340489
>>moron can't differentiate between when the AI is doing something it shouldn't and when it's simply using the games mechanics against him
back at you, he is badly wording it but he is not wrong
ai corner camping and hiding from your units is also annoying and no fun
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>>2340490
>he's saying something he never said in the post you replied too
Fuck off retard. Since you can't read, and are clearly a dipshit, let that guy speak for himself and you can go bitch on the steam forums like the little cunt you are
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>>2340497
>no u
>again
No wonder the AI is filtering you so badly lol
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>>2340523
>this is important to me so it must be important to you
I'm sorry you tie so much of your self worth in having someone click on your post count. Don't worry though, I'll be alright
>the best way to insult someone is to speak to them without directly addressing them
Are you a woman?
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>>2340525
>enters conversation on someone else's behalf
>20 garbage posts in a row
>bitch replying
>fuck off, stop looking for attention
lol, lmao. Remember that post where I said I wasn't interested in speaking to you and you kept talking? Now you want to stop? Just stop posting, it's that easy. Of course you're gonna have to let me have the last word, but that shouldn't matter to you since all I want is your attention isn't it?
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>>2340533
AI that uses the games mechanics against you? Again the original post I replied to only bitched about two things that are well within fair play given the game's rules.
>nobody makes AI like this
Curious argument to use when modern game AI is universally derided as shit
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>>2340536
>le game mechanics
There lies the issue, but of course, you are too autistic to see it. The AI feels like it's playing a videogame, with god-like knowledge of game mechanics. It doesn't feel like a real combat force with objectives to accomplish, which is what these games try to simulate. Therefore, it's shit.
You should probably go play with your train set or something, because your retarded opinion is in the minority.
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>>2340536
Maybe then play the game so you actually see why people complain.
AI either cheat by abusing full map vision and know where your stealth unit are and then use this cheated knowledge to abuse the game rules. That is happening mostly if defence missions or when AI decide to go on offensive.
or
AI just run away from combat and hide into bushes and corners of the map. Just right now I have ''destroy the dropship'' mission and after killing like 6 units rest just run away. Its not fun. Just annoying.
So either AI use cheat to abuse rules in one type of missions or is broken and run away and hide in other. Fucking devs acknowledged this and try to fix it so why are you defend this>?
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>>2340539
kek, well played
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>>2340562
AI virgin border hugging is fixed, now it corner camp like a chad
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We are space marines sar
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>>2340565
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>>2340563
Current AI is a shame, but I have a decent amount of confidence. I remember the absolute shit show that was the Alps in BB and how it took like 6 iterations for them to figure it out, but they at least kept trying until they got something workable.
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>>2340567
old Ghouls(before they become nachos-something) also suffered heavily from run around the player syndrome
we will see, the biggest red flag is that some bugs reported back when demo was released are still not fixed or lack of response to PC overheating problem
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How do you deal with early game on challenging? Without the PAL or CMG the first few missions are brutal, that makes a bigger difference than the number of enemies desu. And 4 infantry squads isn't viable because that's every single starting squaddie. I'm trying with Bog/Lim/Carda/Pike, should I be using different SLs? Even if you find a pirate minigun in the first mission you can't equip it unless you use the cheap driver and cheap Martian cutie
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>>2340571
Same way as you deal with early game on expert.
By using proper teams and, of course, skill.
>achilleas
>darby
>lim
On the first 1 or 2 missions, just run over everyone on achilleas, he's invincible.
When you get at least some equipment, acquire crowbar for Darby, and give Lim pirate assault rifles. Take 2 perks on Lim, so you can take "mobile infantry".
Oh, and manage perk economy - don't promote just because you can. It's useful to keep in mind even on challenging. When the need arrives a little later, you can give Darby an RPG and give Lim thermite grenades to deal with vehicles quickly.
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>>2340571
Darby, Lim, Rewa, Carda.
First mission vs bugs easy, vs rats it's slow advance where apc vanguard with Carda inside just for reveal fog every turn, and Darby with Lim follow apc.
Second mission sell some loot and buy 2 arcs or arc for Lim and kbar for Darby, with rat's loot any difficult is gone now until RA.
Pal is good to have if you roll it on blackmarket but not mandatory.
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>>2338150
I figured out the problem with light walkers, they can only equip medium weapons. That seems cool at first but in all cases the more expensive APC and trucks win out because they can equip a machinegun or similar weapons early on. Then that just improves later with better light weapons.
If I'd change anything about light walkers I'd give them light weapons only or a hybrid slot.
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Just realised smokes can be used to abuse AI. The AI knows where your line of sight is and will avoid it like the plague. But if you throw down a smoke they will make a beeline for it. It's the only way to make some of the tripod weapons work because normally the AI would never even go near them.
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>>2340630
Yeah, I'm discovering this also with defense missions. I'm intentionally leaving certain directions unseen so the AI all beelines for that direction but little does the AI know I put landmines there lmao
bitch u gonna cheat then I'm gonna cheat even better
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I finally cracked the first mission wall on challenging and got a mortar as the mission reward, got ARCs on all my infantry and basic armor for Carda and Lim and holy shit does have even basic equipment make such a difference
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>VLS DPATGM weapon for the APC
>Heavy slot, removes passenger capacity
>Mid-AT performance, mid AP performance
>something ridiculous like 30 shots (can't be improved by equipment/perks)
>indirect fire on market targets
>can fire single shot or volley
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>>2340645
>Rewa with a long tank gun is the best.
I disagree, I hardly can count the times Ivey has missed with a tank gun, and she's a 1 star SL.
The thing is most targets of a tank gun are vehicles and are out in the open, so you'll often have near maxed accuracy anyway.
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>>2340654
>Do your starting SL selection never change?
Pike&Bog&Marta always, and then I prefer Derby over rest, don't like rewa and achilles is too costly(and why i would want more drivers anyway), my take motehrfucker or lim instead of derby
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>>2340323
My early game goals are, in no particular order:
* Suppressed Crowbar, Camo Kit, Outcast Rags for Darby.
* Pipegun & Outcast Rags for Pike, unless I feel like playing him as a regular infantry squad.
* Autocannon for the vehicle driver.
* For mainline infantry squads: Crowbar, Anti-Tank Special, Infantry Ammo, Special Ammo, Soft Armor 2
* At least one ammo can for whatever vehicle leader.
I also look to get the following OCI's operational although this takes so long it's not really "early game", list of priority.
* ExWoo
* Recovery Teams (Zayn-Breacher Corp Trust unlock)
The 3rd and 4th slots can be used on a Fixer (Dice of the Gods trust unlock), a Medical Bay, or 1 or 2 AI Logistics (Zayn-Beecher Corp trust reward).
AI Logistics stacks fully, so a 430 point vehicle becomes 365 with one, and 301 with two. If you take more than one vehicle with 2 AIL's you can take an entire extra squad, or use the points to fill our mini-squads into full size ones.
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Reminder that /vst/ is one of the slowest boards. There is no reason to make a new thread until page 10
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pirate tailgate
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>>2340682
Hes really expensive and I don't actually like his shtick of getting stronger as he gets hit. Vehicles are expensive and valuable and you never want to get hit if you can avoid it. His raw stats are insane though
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>>2340682
Highest base accuracy of any Pilot SL, perk that allows him to rush like a retard and not get insta-gibbed by Rogue Army ATGMs, perknthat engoodens walkers.
If you want to bring one big vehicle and lots of infantry, he’s probably the best pick
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>>2340695
I find it really funny how you act the exact same and yet think you should be treated differently. Even if you're a different person (doubtful lol) you're still the same flavour of nigger and gonna be treated the same.
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>>2340374
I think there should be operations where you have one faction against another. Like Backbone is fucking with my corpo wife and you get a series of missions to intervene. I also think you should have single missions in addition to the campaign style operations. The game just needs more stuff in general.
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I think this guy is the perfect taxi, he's only missing scout and hotwire.
You have HUGE (and I mean massive) move range, you can literally move right up to a group of enemies, pop out your mobile infantry, shoot niggas with SMGs or shotguns, pop back in and fear basically no retalation attacks because they barely can hit exconde and when they can divine intervention blocks the damage, give him defensive accessories and you're golden.
It's pretty nuts, the only downside is you can only equip light weapons for this strat but who cares you're gonna spend your AP mostly moving.
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>>2340700
>let me repeat the other guy (myself) near verbatim, while failing to make the same point the same way while refusing the to read the same post
Lol, lmao. Holy shit are you sure you're not the one confused about whether you're the same person or not?
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>>2340699
Now pair him with yaz, give him Fearsome, if it bleeds, an AOE weapon and mobile infantry.
You basically can pop out, suppress everything, do some damage (even token) to a group of enemies and they will take dot damage next turn.
No group of enemies? Park right next to an isolated one and gun him down with the most ignorant close range weapon you have.
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>>2340705
Of course you will say this is photoshopped.
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Here's my Carda by the time the campaign ended.
She was used exclusively as a set up team, I think you actually don't gain accuracy growth from firing special weapons, cause hers is still shit with 9 growth, something to keep in mind (although Tech has pretty good accuracy and he also only used special weapons, who knows)
Fortunately her innate passive makes up for a lot of it since the first engagement doesn't start before the third turn 90% of the time.
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It's funny that there still people coping and insisting that the AI doesn't actually have any extra knowledge when other are already adapting their tactics and intentionally leave blind spots for the AI to walk into or smoke themselves.
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>>2340733
yep
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>>2340571
buy rifles with 3 rate of fire as early as possible. 4 man units with arcs are better than 8 man units with carbines. crowbar is a noob trap. once you have a couple of rifles start buying more squad leaders.
>>2340642
you can start 4 infantry and sell the taxi for an arc but the taxi is very useful after a couple of ops and costs 240 to buy back + its not always for sale
>>2340682
hes extremely strong after a couple of ops when you can really kit your vehicles out
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>>2340733
It's a strange cope, I'm a certified strategic retard and even I can see the AI is cheating. I had a mission a few days ago where the enemy were entrenched deep in a great defensive position shooting at Lim, who I'd unintentionally jump packed into a shit position. After three turns of them sitting there shooting him and his eventual back up they upped and legged it the exact moment I brought Carda in range with a light mortar (who at this point had not fired a shot and was concealed)
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>>2340753
HOAAH MAJOR
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The increasingly unhinged voicelines Rewa gets with enough kills are a nice touch. I honestly expect her to one day go BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!
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The ship weapons are godawful except for smoke.
Literally anything else is better.
Also devs if you're reading this, it makes absolutely no fucking sense that a medvac would take A HULL SLOT and the gunship a weapon slot, they're both small ass ships? Why would you embed one in the hangar and another in the hull??
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>>2340777
The only weapon working taking is 3 Laser Turrets. Sure they get destroyed in one turn 99% of the time but two of them usually get to fire 4 shots at least. Good to drop on those whole map artillery pieces.
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>>2340806
I do like Ivey, but she needs someone to mark for her to do what he can do naturally. Really the only pilot who can't be replaced by any of the others is Exconde. His gimmick is too specific and too valuable
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Fuck, I might like this bad boy better on Lim than SMGs. That additional range is really nice.
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Darby + Suppressed Crowbar + Pirate Rags + Impossible Shot + Binocs and the usual murder skills is crazy. She has 12 vision range and 11 gun range. Murders weapons teams & HQ units.
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>found second medium mech on the market
oh yeah it's gaming time
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things I want in the full release apart from the obvious more content/fixes/AI/better UI etc
>a high enough rep level should unlock a faction black market or make new faction specific items available in rotation in the regular market
>at a certain trust level factions should be able to upgrade your ship with +1 OCI slot maybe make it only available once because powerscaling
>maybe give the player some way to turn "normal" weapons into their special variants
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>>2340858
>FIXED Guns were sometimes invisible
finally game is playable
>Slightly rebalanced commando mortar and 80mm mortar
uh oh UH OH
>Adjusted (REDACTED) to have less armor and more hitpoints
even MORE hitpoints, holy
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>sandstorm mission against (REDACTED)
>their little zombies just move foward working as spotters while their tank and anti-tank snipers rape me from deep inside the fog of war
i'm getting filtered
also
>their drones description say that they are armed with nothing improvised weapons and mining lasers
>their "improvised" weapon still hurt like crap and can take out squadies even in cover
zombified drones with improvised weapons>pirate shitters
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I wish pirate weapons weren't just generally blatently worse versions of your normal weapons for more supply.
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>>2340777
Good OSI
AP mines are good since you drop 3x for each slot so you practically carpet the map if you have x9.
Earthquake is useful on certain objectives because it nukes structures and stuns everyone in a fuk huge radius
Supply drop is a x2 full ammo refill which is insane on vehicles so they can pick up passives.
Laser Turret is OP as always
Memes:
Decoy is ridiculous on certain maps, forces enemies to charge you for free so you don't waste one round crossing to get them.
Concealment is good in a pinch if someone is caught in the flanks, vanishes them in a smoke trick.
Hacker is useless
Ion cannon is a meme, never charges up fast enough but it does vaporize anything
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>>2340682
I took basically none of his gimmick skills and he's still my favourite with the movement/AP ones. Rewa might have spree kill shit sometimes, but Achilleas can consistently get into position and *then* fire the long gun an extra time (or just fucking spam ELSA shots) every turn, and hit consistency.
High accuracy doesn't feel like it's crazy important in the early game but it ends up being nuts.
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TCR propper sounds op, surely nothing bad will happen when it enters the system
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>>2340970
>imploding nuclear parasitic jump-bugs
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The tripod minigun is the most disappointing thing I have ever used.
The 4 tile strafe might be good for mass suppression but I didn't manage to get a situation in a whole operation where the enemy put that many guys stacked together in the range of it.
8 tiles of range is such a killer.
HMG is just better.
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Is there a time/amount of operations/etc. hard limit on campaigns? I've seen people post about finishing campaigns with a cliffhanger for second part further down but can I just continue snowballing and killing enemies as long as I want or will it hard kick me out after some point?
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>>2340992
you can keep going after the "end of early access" message
whether that means you'll be able to continue that save when they add in more story content who knows, im p sure the current story is just kinda placeholder for now in the sense that they'll probably change a few things by 1.0
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>>2341027
>Vamplew
I don't get this character. His unique seems to make you want to put him into the enemy attack range which in itself seems like a poor idea most of the time, but his defensive stats aren't even that great
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3 RPG 2s? game you treat me
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>>2341034
He weird builded but not with this issue. You can taunt enemy to force attack you in smoke as example, or at least high cover.
My complaint against him that he designed to be tank with his basic skill, taunt, armor cost reduction, acc debuff etc, but he have cost reduction for special weapon that apply after shoot from special weapon. Just what the fuck, i had to have 500+ supply worth squad for using special weapon? Or i should give him 2 squaddie and see how he die after taking accidental shoot? Why he not have shoot discount for primary wep that Sachin and Pike have?
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>>2341046
>>Bog gets good 20 hrs in
He can be alright by RA appearence depending on usage, should be on par with what achilles would be by the time menace shows up.
AP is the place where he lags but I just don't know what actions farm it.
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>>2341042
Damn, I still havent seen this RPG
However, I did just got this Halo looking mf launcher
It better be good
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this is peak bogster, cheap as fuck, only shoots on marked targets with indirect fire, anti armor perk, the only tank hunter you need
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>>2340986
nta but I'm about to find out.
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>>2341058
Holy supply costs Batman!
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It's Startship Troopers tiem
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>>2341079
Don't worry anon, once you start seeing medium mechs you can turn this game into Battletech.
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>>2341082
There might even be heavy mechs later on.
Imagine.
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>>2341086
It's okay, good if simplified translation of tabletop rules into vidya format, actually fun story, decently challenging.
Just beware, that game is one of the reasons seeing a brown person in a game sends some people here and on /v/ into a autistic frenzy. The devs were particularly obnoxious about it, literally made everyone brown because muh racemixing.
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>>2341091
Also I wish we got the heavy tank back, and another tank that is not an IFV.
We're in space afghanistan, where are T-55s with ERA, heavy laser lance as main gun, commander's MGs replaced with plasma gun, and a welded on bustle with a pop-up ATGM
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Which one do I choose, lads? Both the ARC and the K-PAC are suppressed and I'm not sure which one's better, the radar seems like fantastic utility and even the advanced sensors seem useful as I'm lacking in vehicle accessories at the moment.
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>miss out on 5 stars by 1 square of movement on the last squad left outside evac zone
pain
>If you're on normal then take whatever the best trade value is. I only run ammo on my vehicles so I'd probably take the gun with the longer range.
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>correctly judge the hive queen's movement range and make sure my vehicle ends up at least 2 spaces away so it can't be hit
>lolno, the hive queen has extendoclaws and can melee units diagonally from multiple tiles away
>ok that sucks, but at least I can use my AT weapon that I brought specifically for this enemy, right?
>no, go fuck yourself retard
this game is so fucking ass it's unreal
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>>2341086
play it with the BTA mod and it's fucking excellent
and also the single best battletech game imo
>>2341092
>>2341095
lol in BTA
not only is it six dudes per lance you can have multiple lances
plus tanks, hovercraft, infantry, artillery, and mobile command/repair bases if you want. and they're all useful. which also makes putting mixed armaments on your mechs actually have a point for once so you can deal with all that.
also there's quad mechs and land/air mechs but only battletech faggots would give a shit about that (quads are real good though)
mainly it's good because BTA makes some well-reasoned changes to the core gameplay, though. all that other shit works and stays balanced because of it, and shit like light mechs never go obsolete either.
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>>2341172
Because it's a poorly designed game with shit mechanics
>yeah bro, can't fire heavy weapons from that close
>but normal weapon accuracy actually drops if you are too close too. Shooting guys point blank is hard!
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>>2341170
That depends who you're using, right? I have it on Achilleas since he's both tough enough to ride out in front and has AP bonuses to be able to pop out and make multiple long rifle shots then maybe even back off afterwards, but only if he can see shit.
When I use Bog he's just a cheap taxi wtih mortars/suppression stuff so he's in the back where he won't get one-shot. We don't know your strategicalz.
>>2341210
>the gate fucked up
haha whoops
what an unfortunate accident that the guys who control the gate and didn't want the TCR coming to seize control of their system but were strong-armed into letting one ship come through totally opened it like they said they would but it just coincidentally wasn't working that day
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Just how much different gear does this game have?
Been playing since this came out to EA and first time I'm seeing this armor.
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>>2341222
I guess same goes for this thing.
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>>2341216
>unlimited ammo
>realistically you will never have to vent it
>can use it on a run
>melts heavy inf and light vehicles
>give it to IRAman and it will start REALLY melting stuff
Though to be fair accuracy kinda fucking sucks.
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Bro..
Are you telling me walkers can take cover behind other vehicles and I never even realized?
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>>2341216
The vehicle version is more useful imo but it's a multi-shot melta gun that both kills infantry pretty good and opens up vehicles (or kills lighter ones outright) without any AP penalty, and without a deployment requirement. Better than lasers to the point that shit is usually dead before you pay attention to the heat too.
If you got one early it would pretty much carry you up until menace shows up, and it's decent against them too.
You could slap it on a squad and never worry about that slot again with what's in the game so far.
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Tech can't be deployed without squaddies, why would people lie to me like this.
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Just found some pirate pervitin.
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>>2341086
It's fun but the AI is shit so like every tactical game in existence the challenge mostly comes from managing overwhelming numbers of retarded unit spam
Probably the best battletech game made so far and comes pretty close to capturing the feel of tabletop though some of their rule changes were really stupid (like LRM rolling chance to hit per missile instead of per salvo which made them 50x more reliable to such a degree that they became the go to anti-light mech weapon because 80 missile rolls on 5% chance to hit is still 4 hits, every single round, and when your light can tank like... maybe 12 missiles total before something falls off, yeah shit's broken. Whereas you'd fucking never fire 80 missiles at a mech in tabletop if it were all 80 on a single 5% chance.
"Statistically" the damage output is the same across infinite time, but we do not live within infinite time - the variability of per missile vs per attack means 5% of the time you rape a light mech but 95% of the time you completely waste all your missiles vs every single time you fire your missiles you're doing SOME chip damage to a light mech, and in battletech that is how you kill light mechs.
Explaining that there IS a difference in battle to battle reliability was lost on the roguetech devs but like 3 or 4 years later they went and fixed what I pointed out anyway.
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Is this new?
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>>2341288
Its shit. I thought that it was actually going to produce combat PEDs bacause retarded me only read blurb.
But the item it produces is about as worth as the alien claws you can get.
If it was something that was cheap and you build at the start of the game, then I could see it helping you gear up on your first 3-4 operations, but you get way more from the othet two money O.C.I on the long run.
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Few random tips
-Don't neglect the flamethrower early on, works great on bugs and pirates. Drop it once Rogue Army shows up though
-Hollowpoints, armor piercing, REND, Match ammo are all super fucking powerful, use em
-Guided AT drone is objectively better than the disposable AT launcher. You can get guaranteed rear hits with it and it has like 20 fucking range
-Kbar is based, use it
-Kill every pirate commando you see, their PDW's are great guns and their armor is fucking busted for how early you can get it
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>>2341402
Menace is piss-easy ass long as you have literally any anti-tank weapons whatsoever for guncrawlers. Just fucking suppress them. They don't even take good cover. I have Bog on permanent guncrawler raping duty with a heavy tank cannon and smoke launcher. The only time they're mildly threatening is if I forget to suppress one of them or fuck up my turn order.
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>>2341382
>-Kbar is based, use it
its just worse than the crowbar and the arc, do not use it.
You are always better off stepping forward a tile and firing an ARC instead of firing the KBAR. The crowbar is sometimes less damage sometimes more depends on the target.
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>>2341388
It really depends on the rifle. Although usually you're correct.
Anything that increases shots fired is well worth it though, silenced weapons can be if you have someone that fits it well.
A lot of them are just +accuracy though which is pretty piss poor.
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Really did a lot, 25 hours, and enjoyed the fuck outta this but i'm going to put it on pause till at least a year, might check it in 6 months tho.
Now i started a Battle Bros run, with the Noble Houses crisis i never tried that one, these dudes really know how to make fun stg gaems.
Having multiple mid or endgame crisis would fit really well in this game now that i think about it.
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>>2341420
No. Because of armour damage more shots is almost always better even without rend damage.
The ARC inside of 7 tiles always does more damage than the crowbar for example if you have a large squad, even factoring for ideal range.
The 7 shot PPP is better than the base PPP by a dramatic margin. Although I found that the HK46 or whatever the fuck its called, the PDW one, with HP ammo does a bit better than the drum mag PPP.
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>>2341271
The only time you shouldn't take AI Logistics is in a no vehicle run. The squaddie OCI's are the most important to have because unless you play perfectly you'll eventually run out of them, but after those AI Logistics is the best one in the game.
AI Logistics will turn a vehicle that costs 500 down by 75 points. If you run vehicle heavy and take 1000 points then you save 150 points.
What's really good about AI Logistics is that it stacks together with no "double building" nerf (say, 15% for one, then 7.5% for 2nd, then 3.5% for the 3rd)
You could take three of them and save 45% on your vehicle cost. So from 1000 points down to 550.
AI Supplies only gives you 5% of the initial base supply, so like 40 points. You'd have to get 25% of the base supply, or have it be more like 10% of the current supply for them to be worth using.
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all the rifles do less damage at longer range, but the crowbar has less accuracy at the ranges where it does the most damage and fires 2 instead of 3 shots.
>>2341415
accuracy is very powerful tho, barely any of the arcs give you a boost to it
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12 square range lol with impossible shot and match ammo, with binocs and camo net.
Probably better with 11 range & AP ammo though right?
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man that 0.20 difference in enemy supplies between normal and challenging is big
decided to start a new run on challenging and my ass is running out of ammo on the first op
i guess i just need to pay attention to optimal ranges
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>get through breakthrough pirate map with no problem
>turn before completion, leave sachin in front of a vehicle instead of behing
>pirate hmg truck outta nowhere, one shot and kills all 8 of his squaddies
so much for rebuilding my squaddie pool
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like that they put in the unique voice lines for the status'
though bo just has a different voiced line than his text line, but thats the case for like all of his lines
not that they should redo them i just wish the text matched up to the performance
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>>2340475
>>2340488
nta bht the AI will still cheat even if all your units are in concealment and not revealed to the enemy. I checked.
>but how do you know they cheat-
ground/handheld radar exists, Darby exists, fucking concealment gears exist. its not hard too see enemies skiriting around your weapon ranges, or movement+weapon range worth of AP range even when not being able to see a single goddamned unit under my control, with my very own eyes.
the repeated 'the AI can do the same thing as you hurr' falls flat when it can magically know your equipment and ranges with the fog of war exclusively not applied to them. NO ONE plays any kind of doubleblind game like this, like say, battletech for example.
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>>2341526
OK? Did you even read the entire post before you typed all that out. Yes we all fucking know the AI sees and knows shit it shouldn't. The comment I responded to wasn't talking about that though, and you, like the other 6 dumbfucks (if there are that many lol) are either too stupid or lazy to actually address what's being said and are talking about something everyone agrees on instead as if we aren't. Fuck off
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>>2341534
>The comment I responded to wasn't talking about that though, and you, like the other 6 dumbfucks (if there are that many lol) are either too stupid or lazy to actually address what's being said and are talking about something everyone agrees on instead as if we aren't
I am addressing what was discussed in >>2340474, since it seems to fit your criteria for ''''''a real complaint'''''.
as for the 'I go you go game fair' turn order point, unlike other wargame esque titles like Battletech there is also a significant numbers disparity between the player and AI as well. even when fighting against 'top heavy' factions like RA they still field significantly higher numbers of enemies thanks to access to greater variety of small squad units like weapon teams and jaeger teams, and this usually means enemies outnumber your count 4:1 on minimum. the AI can easily spam movement on unrevealed enemies first particularly on unrevealed enemies in the FoW to move up enemies not directly revealed or engaged with your units. you are never on equal footing unit count wise and they all count as equal for the sake of turn order and thus always puts you in disadvantage.
>b- but even battletech has infantry and weapon teams
any GM that isn't a drooling retard that can run two braincells together would be running a lance vs lance scenario, if the campaign is expanded to include the scale of mass infantry and vehicles they would be using stratops/tacops and use the 'infantry/vehicles are seperate turn layers to mechs' to prevent cheap unit spam turn order cheese. any GM running a game like MENACE would quickly find their weekends vacant with no friends
>You wait for the enemy go act before they do, you use the range indicator to not walk into their fire.
no shit captain obvious, have you considered that the AI can indefinitely stall units just outside your range and immediately rush all 11 of them into you when you finish movement on your 7th unit because they had 18 on the board?
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>People say Yaz is akshully spooky
>He's just a friendly Russian guy
>He even encourages his squad when they take fire
He's a scholar and a gentleman! Why, I even sent him aboard a ship captured by pirates and brought me back a Marine service rifle!
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>>2341552
>entire paragraphs comparing this to a tabletop battletech game
entirely discarded cuz its fucking irrelevant
>the enemy out numbers you
No shit? They need to cuz I'm smarter than them. Even with cheating everyone except you is beating this game on expert already pretty routinely. Sounds like you're just shit
>just outside your range and immediately rush all 11 of them into you when you finish movement on your 7th unit because they had 18 on the board?
I've literally never seen them do this though? Have you considered bringing up scenarios that actually happen and not your headcanon. You must be that dumbshit who was whining about having entire squads being wiped out by grenade spam from the FoW on the first mission.
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Jeanie got me two laser rifles in as many missions by yoinking them from the Rogue SOF teams.
>giving Jeanie headpats
>telling Jeanie she's a good CEO
>pulling Jeanie close
>reaching into Jeanie's pocket for her wallet
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>>2341570
*
Cont. since rereading this may sound ike I am implying you didn't update instead of him. He has an old and busted pirated copy and the AI in that old version is bugged.
It will corner camp any map (besides defense missions) going so far as to move preemptively to avoid ever meeting Your Guys to the last turn. It knows the location of everyone concealed despite explicitly being a mechanic to make you invisible (not including non-suppressed gunfire). In defense missions the behaviour he describes is observed, the AI camps just outside of weapon range and even sight range waiting for several turns before they dog pile the least defended position of the big blue square.
The AI did this on all difficulties and not merely Expert. Mostly fixed on patch 2, still does thingsa like stay out of grenade range.
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>>2341575
That checks out. I don't really recall the AI being that bad on the release patch, but I also didn't get that far on the first day or two so didn't really notice.
My track this thread has been to differentiate between genuine AI bullshit and normal gameplay. We've all (literally everyone) has seen the AI move to avoid a unit it shouldn't be able to see, or flank units it should have no clue exist or rush a flank that it shouldn't know is empty. This is universally agreed to be broken behaviour, both in this thread and by the developers
Most of the remaining complaints is about just general AI behaviour
>oh no the enemy didn't finish their turn inside my max range and allow me to delete them for free
no shit, why should they. You can mouse over any enemy and instantly see their firing range and avoid it. You can't be surprised/pissed and certainly shouldn't be getting outplayed by the AI doing the same thing to you. It's just the mechanics of the action point system at work.
>oh no the enemy noticed a vulnerable, unit out of position and swarmed them
obviously, why wouldn't they?
>oh no the enemy sat concealed and used a spotter to attack from concealment
Good for them
>oh no the enemy outnumbers me
Not only does this make sense, and is true for literally every video game ever made, but is also lore accurate and by design. It's fundamental that you need to use the mechanics and tools at your disposal to overcome this. Again it's not impossible, everyone here has beaten the game at least once so obviously it can't be that big a hurdle.
These are all bullshit complaints and should be ignored when presented. This is simply the "oh no the enemy headshot my brand new brother on the first turn" or "the rng system is broken and cheating" shit we've seen in every BB or XCOM thread since the dawn of time just in a fresh new form
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What's the use of heavy armour? Low and medium armour is good enough to protect you from stray shots from long range and random mortar splash damage, and these two make up 90% of the damage you get. Things that deal heavy damage will wipe you even in heavy armour. I just don't see the niche of it.
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Oh man the Twin Heavy machine gun heavy turret just shreds xenos and pirates apart. pisses through ammo though, had it with two ammo cases and i still needed to resupply mid mission. And whatever it doesn't kill it suppresses.
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>>2341576
I actually genuinely enjoy an AI which is actually smart and not just relying on overwhelming numbers of stat bricks.
I’d really like to keep the AI as is, just make it do actual recon in order to tell where units or weak flanks are.
I posted about a bombardier sneaking up on Pike earlier but the only thing i found bullshit about that was the fact that the AI shouldn’t know Pike was there. AI recognizing engagment ranges and detection ranges just like the player can is actually super impressive.
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>>2341575
NTA and I am not sure to whom you are speaking but corner camping and withdrawing to border map was happening on the so called experimental(not the current but one patch before now) for sure
the current patch work better but I played like two mission on it so can't tell for sure
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>>2341576
>>2341576
>>oh no the enemy outnumbers me
>>oh no the enemy sat concealed and used a spotter to attack from concealment
>>oh no the enemy noticed a vulnerable, unit out of position and swarmed them
>>oh no the enemy didn't finish their turn inside my max range and allow me to delete them for free
none of it was my complain tho
>no the enemy end their turn just outside my max range of the unit that is hidden and they shouldn't see it
sure(newest patch seem to change it)
>AI abusing the turn order thanks to their superior number in defend missions(again against units they should not be able to see yet), like delaying moving unit into range of my hidden unit till I passed turn on it
sure and sure its smart but with the enemy outnumbering my forces 3 to 1 its easy for AI to move units outside my reach to force player to activate and end turn for all player units and then swarm defences with remained units when player have no way to react to this - again it my be smart but its abuse of the system and hardly fair - I personally think side with lesser numbers should get free abilities to pass turn without unit activation although how many its open to discussion
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>>2341668
I think the base defence maps are the main problem. There are always a few squares in hard to defend locations on these maps that the AI will swarm and will rapidly push down the clock.
There is also the case that if you make a unit flee, they still capture the point, you cannot suppress a unit to pin it down because it adds to the capture time and will make you loose.
In a lot of cases being in a tower or defensive emplacement is bad. And there is a fact that the AI will know where you have put your units and attack from the position you did not put your defensive units. This means that your best options are cheese.
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anyone can tell me why I can't add her for a a mission?
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>>2341668
Why are you even fucking typing at me then. 99% of my posts have been directed at people saying that exact shit.
But no, you bitched about being outnumbered, tried to seethe about battletech, some AI bug that isn't relevant anymore, and God only knows what else. Pick a fucking spot to plan your goalposts and stay there holy shit.
>I personally think that the game mechanics should change to benefit me cuz I'm struggling with them as they are
Fuck off retard. It's obviously by design that the team with more units has an advantage. One of the dev diaries even says they wanted it that way. Fuck sakes.
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>>2341681
>you bitched about being outnumbered, tried to seethe about battletech
not me
>some AI bug that isn't relevant anymore
isn't since last patch
>Pick a fucking spot to plan your goalposts and stay there holy shit.
get a name tag and stop being a fragile bitch thinking everyone is one person and is going after you(also take your meds)
>>I personally think that the game mechanics should change to benefit me cuz I'm struggling with them as they are
Never said that
>Fuck off retard
Why are you being so rude when also schizo and dumb?
Just fuck off to discord you fucking moron
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>>2341683
No. There is exactly zero times that the entire attacking force sits just outside your range for 7 turns and then rushes inside all at once on the 8th turn to steal the cap.
>>2341684
Eat shit retard and stop injecting yourself into every fucking discussion between me and anyone else.
>you're a schizo for thinking everyone is the same person
which is funny cuz if I engage literally anyone the same person always responds as if I was talking to him. Maybe if that guy (you) stopped doing that he would no longer think I was addressing him
>not me
So these posts >>2341526 >>2341668 aren't you? Then why are you even addressing me right now?
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>>2341688
from all these post only one is mine
really anon, I think anonymous boards aren't made for you, its better for your mental health to leave and never come back
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>>2341688
>No. There is exactly zero times that the entire attacking force sits just outside your range for 7 turns and then rushes inside all at once on the 8th turn to steal the cap.
They literally scoot around your weapon ranges by precisely 1 tile into any game between your INVISIBLE units.
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>>2341704
Don't believe your eyes comrade, they tell you lies, instead trust your fellow schizoid channers!
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>>2341711
>The publisher is having a trannyattack due to the negative feedback though.
I don't know why, the game is amazing, it's just full of retarded bullshit at the moment that needs to be changed. Don't they understand that is exactly what EA is for?
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bugger
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Small squad Darky with a sniper / AT rifle secondary or big squad darky with a crowbar?
I can get Bog, Lim, Carda, Pike and Darby on the field all at once if I give Pike and Darby 2 squadies each and use them purely for HQ and recon
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Hey guys check out the sweet cheating AI refusing to come within range until it can swarm me on the last turn on a defence mission.
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>>2341751
AI is mostly fixed in defence missions where your'e in the middle of the map.
But for missions where you defend the bottom part of the map? They can and will go around alllllllllllll your ambushers for some dumbass reason.
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>>2341770
never
btw anyone here maybe have solution how to make acdsee to open russian named files
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>>2341764
Both early and late game is tedious. Defending against pirates and fighting rogue armies is fun. Hunting bugs with carbines and pajamas or grinding at menace bullet sponges is not fun.
I guess I'm done with the game, let's see in two years if they fix anything or this becomes another one of those early access titles.
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based Pike putting the uppity pajeet WHORE back in her place
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>>2341569
>1 bullet 1 kill
40 armour per guy, 10 health per guy.
Crowbar is 11 damage, 35 armour pen. at 12 tiles its reduced to 13.4 armour pen and 4.15 damage with the 25% increase, it'd be just over 1 damage without.
So until degredation kicks in the armour has a 64% chance to eat shots, and it'll take 3 shots to kill each guy.
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>>2341596
I swear these things are bugged, they drive around me and then away from me never firing.
One has sat in range and view of a squad for several turns and just drove around a lot before trying to leave, never fired its weapon.
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>>2341777
All they had to do to make woke characters palatable is to make them not total pieces of shit.
Every second line I hear from the SL's are basically 'Good job major, good decision, you're the best! Hell yeah!' and it does genuinely feel pretty good to be asskissed so much.
Then if you fuck up, their pissed off lines are a fair bit more impactful.
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>>2341789
https://store.steampowered.com/news/app/2432860/view/51520310905877356 5
I don't know what version of the game you guys installed but unless a bunch of shots strip armour off and some heavy DMG boosts are going on my long range fire does fuck all to anything
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>enetration starts at 30 but suffers a 10.8-point dropoff due to range, reducing effective penetration to 19.2. The pirates’ armor is undamaged at 30, resulting in a penetration chance of 82%.
Why the fuck 11 pen less than armor mean only 18% block, when 25 mean 100% block?
Can we have formulas instead of this bullshit?
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Well that page was outdated.
> pirate squad consists of five elements, each with 10 hitpoints, for a total of 50. The attack reduces their hitpoints to 29, meaning two elements are lost, as one element perishes for every 10 hitpoints lost.
Now damage not squad based but model based. You can't kill 2 units with single hit from sniper rifle, you will kill only one and overkill damage will be lost.
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>>2341799
No it's just written retardedly. It's not a single shot dealing 21 damage, it's 5 shots dealing 4.2 and they don't bother to factor overspill in the napkin math.
It says earlier each shot is sequential and independent, meaning a first shot can hit armour and degrade it increasing penetration chance for follow up shots in the same attack.
But then when they do the math that's not factored at all.
The math they're showing is just a simplifaction of the sequence not doing the complicated parts, but they're all mentioned.
I've recreated the formula and tested it / tested in game and it is largely accurate.
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>>2341802
proof?
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>>2341803
Every member of the squad adds their durability to the squad 'pool'. So if you have 5 members and 60 armour durability your pool is 300.
Armour degredation is all done from that 300, not individual models.
An alien warrior squad with 3 models will strip armour much slower than an alien warrior squad with 2 models, despite all their stats being the same. If you want a practical example.
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>>2341802
There was said clearly
>their hitpoints to 29, meaning two elements are lost
And with
>5 shots dealing 4.2
There can be killed only single model, since need 3 hits to kill. In fact there very minor chances to get even single kill at all, since need to roll 20% 3 times.
This is how math work, you fucking stupid braindead retard who tested shit from his ass.
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>>2341808
?
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K-SAS at 9 tiles, vs alien harpy with 20 HP per model. K-SAS does 17.8 theoretically after damage reduction. In game it takes 2 shots to kill as you'd expect.
K-SAS vs blaster bug at 7 tiles, theoretically would deal 19.4 damage a shot. Ingame the blaster bug takes 40 damage from 2 shots.
At 5 tiles it takes 42 damage from 2 hits. (25-0.8*5 = 21)
At 2 tiles it takes 48 damage from 2 hits. (25-0.8*2 = 23.4, rounded up is 24)
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so ,a couple minor aesthetic things I noticed
squad leader will actually turn while aiming based on where the mouse cursor is
there's volumetric clouds
and it also seems like SL interactions change based on authority and/or how many missions they've been together
wehn complimented now Rewa says 'thank you' to Carda
but still spergs out with Jean
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Crowbar, match ammo, 12 tiles, vs alien harpy.
Harpy shows 2 HP lost, Crowbar deals around 1.4 damage at this range. 1 or 2 shots connected, hard to tell precisely.
I think enemy HP is tracked as a float, but displayed rounded.
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there is a very expensive vehicle double gun with 30 rate of fire and -13 to accuracy that i bought to upgrade from a default one with 15 rof and -5 accuracy and it feels so much worse because it cant hit anything at any range
its insane how much weapons accuracy mogs every other weapon stat
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>>2341827
Same setup but with the +25% damage perk.
Harpy takes 3 damage this time from 1 or 2 shots.
The crowbar would deal over 4 damage a shot if the 25% damage was applied beforehand, and with even a single hit it should have taken 4 damage, so it seems the perk applies to damage after range degredation.
So the crowbar with the perk deals 1.75 damage at 12 tiles.
There's your proofs, it aligns with the math on damage degredation in the dev diary for the most part. Please fuck off till you have a video of Darky dealing 10 damage a shot at 12 tiles.
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>>2341855
>>2341854
>the AI just sits at max range and never engages during defence missions
>here's proof they don't
>well uhhh they actually ignore you and bypass you on the other defense mission
>yes, the one where that's the goal of the AI
>well uhhh they go past units that can see them and they shouldn't be able to
So we've come full circle. 500 times this thread I've agreed that the AI sometimes knows shit it shouldn't which you morons seem to think I'm outright denying every time I point out that not every decision it makes is a cheat, that half the shit you say is happening isn't, or that you're shit at the game when it's clearly true.
So fine, I'll take your bait. I want you to show me one instance of the AI actively doing this. Fucking prove it or forever hold your peace. I already admitted they do, but you seem intent on consistently bringing it up as if I disagree. So now I'm going to play devils advocate and demand you prove your assertion
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>>2341861
Anon you're attaching statements from different anons in the same argument, they're not the same person you retard lmao.
And yes the AI absolutely cheats with LOS-checking with concealed units.
Interdiction missions are still just 'enemy wants to get to X location', it makes no sense they would skirt the edge of the map.
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>>2341864
>>2341865
>>2341866
>Two people say the same thing
>you can't respond to both at the same time or you obviously think it's the same person
>>2341851
This is the person I'm responding to. Whichever one of you dumbfucks that is moved his goalposts. The rest of you are just saying the exact same meaningless shit after the fact.
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>>2341833
>There's your proofs, it aligns with the math on damage degredation in the dev diary for the most part
It's not.
Go vs pirates and kill 2 of them with 5 hits with <5 dmg per hit 10 of 10 times, it will be proof.
Fuck off until.
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If you do want to kill stuff at long range equip HP ammo.
With match at 12 tiles after her 25% damage perk Derpy would deal 1.75 damage.
With HP at 11 tiles after her perk she'd deal 15.25 damage which will totally shred stuff that's lightly armoured.
Its the difference between never killing harpies at max range to essentially always killing them.
>>2341874
I was proving this >>2341779
Although even up there I was wrong cause I presumed best case scenario damage multiplier goes first, but it happens after range reduction so its worse than that.
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>>2341876
Tell me please, where the term "hidden units" appears in this post >>2341763
>>2341877
And you're a retard sperg who keeps samefagging, can't resist saying the same asinine shit, and acting like a dumb cunt every single day. Guess what faggot. I'm not leaving this thread as long as it's here. And I'll be in the next one. So either learn to fucking cope and ignore posts you don't want to see, or fuck off to a website where you can just block my name. Fucking tourists I swear.
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>>2341880
>Tell me please, where the term "hidden units" appears in this post
Because in context in that post I'm talking about when your units are concealed and have formed a firing line across 95% of the map. There's no fucking way they should know the tiny little gap on the edge of the map is safe.
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I rolled into a lot of environmental conditions so the accuracy on shots is terrible.
But obviously this is doing less than 10 damage a shot considering several shots hit and the enemy unit, with no armour, took only 6 damage.
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>>2341919
It depends on which units you want to deal with a little bit. Do you want to kill harpies, scavengers, weapon teams etc? Or heavy infantry and alien warriors?
AP Darby will struggle to do much HP damage, probably needs to be within 10 tiles to do much notable.
HP Darby will easily cut down units from very far away, but will struggle with high armour and may have to get closer to deal with them.
I think HP Darby is more generally useful but I like to bring other support weapons that can easily deal with a RA heavy infantry or Alien warrior that gets in close
>>2341922
picrel
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>>2341928
I've posted enough proofs, if you're not satisfied post your own or poke a hole in the demonstrated videos, pictures and math.
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Based G3 all-round infantry doctrine players.
I myself went with AKM squads for close-medium range with dedicated HMG squads for anything long-range. Three vehicles + 1 squad for those high-speed sabotage missions to get 5 stars
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>>2341895
Depends on their skills and what you use them for. Darby and Pike ar better with less once you give them specific perks but for different reasons. Darby can slaughter people from far away with a small number while Pike can be slapped into a vehicle with his aura buff at rank 3 with like 3 dudes and never so much as fire a shot.
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>>2341934
At 10 tiles AP ammo will deal 1.25 damage per shot. With 100% pen chance.
HP ammo will deal 16.25 damage per shot, with 34% pen chance.
They'll die much faster to the HP ammo, especially as armour degrades.
If you want to kill 3 men she would need about 9 shots to connect with HP. With AP she'd need 24.
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>>2341932
>I've posted enough proofs
You should post single proof where you kill 2 pirates with 5 hits with <5dmg every time. This is reproduces situation described in dev's diary.
You didn't did it, so you bring bring no proofs
Now go fuck yourself mongoloid.
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>hes still replying to me
its sad to watch the mentally ill
>>2341945
For the most part yes. Armour degredation has some kind of diminshing returns though so a high enough armour target can be essentially immune to HP rounds where it wouldn't be immune to non-HP or AP rounds. At longer ranges the % increase in damage of HP ammo gets rediculous though.
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>uuh you didn't pick vanguard? SKILL ISSUE NO FIVE STARS FOR YOU
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>>2341894
Rent free
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>>2341962
>you made a tactical choice
>that choice in certain scenarios is a bad one
I fail to see how this is a problem.
This is like saying I don't have a stealth darby so I can't do mine laying missions without killing the entire enemy squad.
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>>2341966
>you've been down voted more than up voted so you must be wrong
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I can't wait for the next patch to find out what new and fresh ways our evil overlords will use their cheating AI to ruin everyone's game. I'm sure nobody in this thread will flood it with their endless bitching and whining about some entirely new reason they can't win a defence mission lol.
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>>2341973
Well anon I gave you multiple chances to understand that saying rent free to me when everyone else also thinks you're a retard is very stupid but I suppose you're never going to get it, and that's okay too. Bye
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So, which suppressed rifle is the best? Crowbar, KPAC or ARC? I feel like ARC is the best when you are fighting redacted due to its number of uses, raw damage and how you can now reach the pen for their infantry with AP ammo.
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>>2341991
I WANT TANKS
I WANT BIG MECHS
I WANT MELEE WEAPONS AND SHIELDS
I WANTan actually interesting and scary main enemy
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Hey guys check out the sweet cheating AI just skirting the edge of the map and ignoring my guys as they hide outside their firing arcs on an interdiction mission.
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>>2342011
Okay Anon, now that is getting ridiculous. I was on your side because defense missions and the corner camping before even meeting squads was bullshit. But now you are complaining about active combat engagements too.
Thank you for proving to me that people do not want a thinking AI.
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>>2342017
?
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>>2342016
>I was on your side
>literally too stupid to know which side he is on or what this post is trying to say
I told that guy having retards like you on his side just proved how stupid he was and here you are proving me correct. Again. Thank you anon, I appreciate it
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>>2342019
(You)s aren't proof of shit
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>>2342020
I am admonishing him for complaining that the AI has the exact same information in combat that he has and acting accordingly. If you cannot understand that as anything but a falseflag you need to quit and take a couple weeks off.
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love this nigga
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>>2342036
What that Anon was complaining about originally has already been acknowledged by the devs as a bug and put a fix into it already. That guy is still complaining about the AI knowing shit that even the player knows as basic information now and acting on that information such as movement and range. Which is why I admonished him and cutting ties.
Everything else past that point is just you sticking your nose into your own ass and smelling your own shit.
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>>2342044
>I'm cutting ties
Wow I'm not sure which is more funny. That guy finding out he's got even less people on his side than he thought, or you still being confused as to who you're talking to and what about. Fucking retard. Keep going though lol. I'm sure you'll figure it out eventually. All you're doing so far is proving what I knew all along. That you're a retard and so is he.
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>>2342047
The AI has never cheated, I have always been able to bait them in by actually not getting spotted and using conceal.
When the devs say they "fixed" it's classic dev speak to say we made the AI dumber for the shitters that can't understand game mechanics.
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>>2342080
I think it feels slightly better but it's still weird. The pirate first mate on the pirate elimination mission still basically runs away from your forces, but it's less directly away from you making them easier to catch up with. Once I get an AM rifle on this run I'll be able to test if you can still herd the enemy across the map
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Wouldn't a team with just supressed weapons be effectively broken?
I guess they wouldn't be able to take on vehicles though, but then again vehicles have shit visionAlso I'm really surprised the game has no helis
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>>2342129
>Wouldn't a team with just supressed weapons be effectively broken?
For use supressor you need
>pay for supressor, +36 supplies
>equip jaeder camo, +45 supplies
>camo trinket, +10 supplies
I can field Sachin with full squad cheaper than that.
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>>2342129
>Apache
Marines use the Viper
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>>2342135
Imagine trying to bring a helicopter against the rogue army, seeing how the game's mechanics are it would have -10 concealment and the Jaegers would mark it first turn for the 30 autocannons and ATGMs sitting at the back that definitely would be able to target a lasered helicopter, or else it would have amazing view range and make the game even more boring.
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oh go fuck yourself
you cheat me? fine, I'll cheat you back by loading a save :^)
eat dick faggot devs
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how to disable the dogshit cringe ass loading screen quotes? what sort of fucking retarded faggot wrote these? unfunny tryhard babbling clearly written by some mentally stunted retard stuck at the edgy-teenage phase
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>>2342229
>>2342231
>NOOOOO DON'T CRITICIZE ANYTHING
shut the fuck up you shitwitted little spergs, you genuinely throwing a fit when someone points out something retarded in the game
actually kill yourself you pathetic insecure little virgin faggots, you genuinely need to kill yourself you have no right to have any opinion on anything if THIS sets you off this much
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>>2342040
>Tech screaming "HOW THE HELL'D YOU MISS MY BLACK ASS?!" at a Menace guncrawler before he smokes it with a rocket launcher
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i just got my first RA operation its like my 6th or 7th operation what should i know? currently running a pimped out darby, an apc with the laser canon and starting machine gun, lin riding in it with that basic 7 range assault rifle and ap ammo, and a specialist specced carda currently holding the AT rifle but i have the heavy tripod machinegun as well as shes got buff so she can carry it around.
ive also got pike unlocked but hes resting with rewa (currently using the red headed girl as my apc driver)
im on expert and so far being slow and ignoring turn time objectives and scouting has carried me through pirate and alien operations
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>>2342277
Just know that RA more than any other faction will fuck you up if they spot you first.
You will get barraged, sniped, and god forbid your vehicles get marked you will get hit by an ATGM from across the map that blows you up in one hit.
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>>2342041
I was extremely suprised too, I thought they would just be stat bricks with 1 or 2 barks but it seems they're going the Jagged Alliance 2 approach where every char is unique
The focus on a relatively small cast also bodes well for them to get properly developed
The banter is still unfinished but it already just adds so much to the characters.
The commando super-hoe being afraid of bugs, Carda just hyping everyone up with UAAA MARINEEE.
The entire Kody thing where he's a anti-TCR terrorist now working for TCR because the Jingwei is clearly worse but still being cynical about it.
Every character is great, i hated Tekko but I am warming up even to him.
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>>2342150
There's a reason why in a certain modern conflict helos have been relegated to being ATGM lobbers. Or even ghetto artillery pitching up at extreme range to fire off missiles in the vague direction of the enemy.
They still have a use that cannot be replaced, deep breakthrough operations like during the Gulf Wars where entire flights of Apaches would just penetrate deep and go after priority targets very quickly, but that doesn't really track in Menace where properly armored Dropships can just insert squads and armor behind enemy lines anyway.
If added, they should be glass cannons with a perk which massively increases def based on distance moved per turn, indeed a malus to concealment, and a fuckton of low-AP weapon options. If you keep a helo alive it SHOULD wreck shit.
Would be fun to fuck around with honestly
I imagine it would be most effective vs bugs, TBD
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>>2342289
>There's a reason why in a certain modern conflict helos have been relegated to being ATGM lobbers. Or even ghetto artillery pitching up at extreme range to fire off missiles in the vague direction of the enemy.
I mean that's just second rate militaries like russia did in ukraine where they waltzed in heli convoys and got blown the fuck up.
Then you have the maduro capture where they supressed AA and used sonic guns or some shit to supress manpads
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>>2342277
Give the AMR to darby so she can armor hunter mellowlink their walkers as a sidejob while going behind enemy lines and the HMG to carda, its a great general purpose weapon and does great even into the late game.
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>>2342277
AT mandatory
Good recon and ranged options mandatory.
As other anon said, the faction has a lot of very powerful specialist squads that need to deploy.
If
>Use Darby or Kody to infiltrate their lines and pick Specialists off
>Go shock&awe with vehicles
>or just have A LOT of heavy infantry with good recon
You'll be fine, just be careful, they do have a lot of firepower and will easily blow-up an APC in 1 turn if you are not careful
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>>2342282
>>2342294
>>2342295
man, i had to restart a few times but i managed to perfect a 3 star protect the civilians after failing a 2 star defense mission. stealthing around is really strong against these guys due to all their small squads of specialists
at rifle on darby was a good call. i got a laser gun i put on lin and that did some good carrying as well. i left carda set up in some bushes and surprisingly holding down that flank with the hmg actually came in handy.
also orbital laser turret scouting. inching forward with the apc then backing up when detected... all very tactical.
what a good game
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>>2342335
AP uses meaning armor piercing uses, probably should have said, shots or something else instead.
Oh well.
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>>2342335
Both the disposable and the special ammo pack give 2 shots each. Thing is that quick hands makes the disposables 30 AP and only she can get two uses from them, while anyone can carry an RPG + ammo packs.
Honestly the special weapon RPG was mostly because I found it funny + that armor having the effect of one special ammo pack innately. In actuality I'm probably gonna run an airburst launcher or MG or something on her for versatility.
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Crocodile Dundee is being quite useful for his price, sure trash AP but damn he knows how to shot. Just saved my ass in expert in a tower when I least expected.
Can he be a good sniper? Are sniper builds even good?
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>>2342431
That actually makes a lot of sense since he has that perk that makes enemies bleed to death and stops when a unit dies, I might use him in that role when needed.
I like him, him being a civ albeit eccentrit amidst the marines is funny.
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>Secondary objective: Complete the mission with less than 3 structures destroyed.
My 3 unguided missile strikes disagree
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>>2342444
I use the expanded deployment perk guys on every single mission except defence. Its the only way to have a hope. Later when the menace show up it can also help since the enemy fight each other instead of civs
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72 hrs in and few operations past the "end of EA content" event and this is the first time I see a recoilless AT sw
It doesnt look like a rare item since it has no blue highlight yet it took this long for it to show up
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>>2342455
It's alright, I got it early and it fills AT role well with lots of ammo if there's a bunch of vehicles to deal with.
AI is horrid for staying out of its range a lot of the time though.
I'd probably rather have the ATGM but I don't remember the supply difference between them.
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>>2342455
You can find it very early, pretty sure I got mine pre rogue army even.
It's nice on a defense mission due to the ammo pool but otherwise it never feels worth it to take compared to a normal rocket launcher.
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>>2342455
It's a Tier 1 early game ATGM and is meant to show up earlier than actual ATGMs.
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>>2342491
Athletic is my first pick on every unit I have unless they have good enough base starting AP and needs to get their unique perks first, like Darby, and even then its my first luxury perk pick. Same for the pilot equivalent one.
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>>2342513
is this the ultimate lineup?
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that's an interesting setup.
wish I had more than one rocket organ.
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>>2342543
Its supposed to be random but it’s extremely wonky.
My first 5 ironman attempts on normal ALWAYS gave me Wetteroth and Kody as my first 2 SLs.
Then i start a run on Challenging and suddenky i get Vamplew and Singh
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>>2342542
i reaaaaaaaaly wanted to kill that mortar squad.
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I tried HP ammo on Darby. Seems to kill just good, but that 1 square less range was causing her to have an issue here she would be 1 square short of movement to shoot once or twice. It was fucking annoying. I might put her back on match and try that and then go back to HP and test again later.
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>>2342525
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I finally wiped out an entire attack. Bog and his Organ launcher did 2800 HP damage, 3 times as much as the next highest which was Rewa with her AT Gun/AGL combination.
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Is there something I need to do to "rescue" someone? I have a mission to rescue three civilian militia and i move next to them and nothing happens. I killed all enemies and cant seem to figure out how to get credit for compleing the mission.
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>>2342392
I can only see them being useful when you have some unit down to 1hp and you dont want to waste a full barrage on it
However, they take up an accessory slot that can go to much more important things, so they never get used.
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Even at the end of the EA her stats still suck though
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>players almost never want to shoot a square an enemy isn't it, especially for non-AOE weapons
>should we add a notification if you click on a square next to an enemy with say.. an ATGM so they don't shoot an empty square instead of the huge vehicle they obviously wanted to shoot
>nah fuck it
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>>2342602
That's because she gets a scaling bonus in mission. So she's always gonna suck more than most people by end of early access, but by the time you hit like turn 5 or 6 her accuracy and discipline are gonna be through the roof.
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I refuse to believe this selection is randomized. Seven different starts, all the same.
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I've never seen the disrupted effect, is it in the game?
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The characters in this game have a ton of voicelines for a lot of situations.
I think it's really surprising to a lot of people because the character art and presentation in the menu and interface looks extremely cheap AI slop, so I feel people expected them to be just generic characters with not much character, I feel the dev is really doing a disservice to the rest of the game by having such cheap looking UI and presentation.
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>>2342648
But there is, if you were in the early threads a lot of people lamented the characters weren't procedurally generated because they expected nothing from the actual characters ingame, they felt they would just be generic cheap characters.
That's because of presentation.
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>>2342636
I KEEP GETTING THE SAME FUCKING SLs
I just want to try Greifinger, that hunter dude and so on, but putting in an hour+ just to get the money to roll the dice in a new campaign is just enough ball torture to not be worth it
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Holy shit this gun is LOUD
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>>2342655
Abort the mission before any squads go down and you basically lose nothing, you can eat an operation loss or two. Later on it seems like losing operations will punish you by letting planets get taken over, but early/early-mid it's practically free
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>>2342661
My seventh operation on expert got me ran over by RA heavy tanks
The heaviest vehicle weapon I had was the AGL, and the best AT I had was a single RPG-2 and some disposable.
The first tank was tough, then the second rolled in and ate Yaz.
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>>2342664
The game is too easy on normal, alright but still a bit easy on challenging.
I haven't tried Expert.
Supply is a gay mechanic that artificially limits how many cool toys you can bring until you get the right OCIs or it balloons high enough.
Getting a cool new armour after a mission isn't particularly rewarding if bringing it costs as much as an entire extra full geared squad, and the armour will be almost entirely degraded away after 1 bombardier shot.
I'd be nice if supply was supplanted partially / entirely with other, and some parts of it were dropped. Supply tax in particular.
>but if the player brought everything the game would be too easy!
Make the game not too easy if I bring all the cool turns I earned like any other game does.
And/or give reasons to not bring everything. Like if exhaustion was per operation rather than based on a random number of missions, and SLs could only perform 2 missions in an OP before suffering penalties. Then you'd need to vary your roster around.
Put a passenger limit on vehicles and have equipping a medium weapon reduce the passenger limit, so if you take a transport with a cannon you need to drop the squad inside to 6 men or something. Et cetera.
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>>2342669
The inverse difficulty curve is an extreme issue across like almost all strat games which have some kind of persistent improvement.
If you have 2 braincells to rub together you can create very good combos, learn how the AI and all the enemies work and have everything down and smooth. Developers struggle to account for that, while also accounting for other types of players.
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>>2342668
>why does small arms protective plating class 3 look like small arms protective plating class three recce variant
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Not silenced unfortunately, but moving the ideal range to 6 makes this thing very good for picking off distant squads.
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This has to be a mistake right? There's no way this is supposed to be a special weapon and not a squad weapon
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Jesus Christ, guess they really don't want you playing past the early access part, the fuckers just kept coming. Also, fuck the counter-strike operation malus thing for the Rogue Army, it made this mission an absolute slog to play through.
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Match ammo applies it's effects to special weapons.
But from a bit of fucking around it seems like HP doesn't increase the damage of special weapons? (Still getting 25ish damage at point blank with a 25 damage weapon, despite HP rounds loaded.)
I don't have AP on this save to test.
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>>2342677
There's nothing new after the CDTE, Elsa and MAAL.
>>2342684
The IAR is a sci-fi redesign of the M27 IAR. Which was originally built as a replacement for the old squad machine guns the US army was using (like the SAW), but is now the main rifle for basic marine infantry squads.
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>>2339534
90% of the machine guns I found had a tripod which fucks with his unique perk. I remember the demo having with and without tripods variants for some of the machine guns.
But only towards the end of the EA that a found a rare one without tripod that he could use with his unique. So I think I just really got unlucky. In the meantime I was mostly using his abillity with the target desginator since it is also affected by it which I quite enjoyed. So naturaly, I gave Carda the machine gun.
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>>2342602
She's a 1-star whose perks are varied and strong/unique. That she can achieve a passable accuracy at all between her stat growth and scaling buff is extremely good.
That she can be mobile infantry, a cheap tank, passively buff every unit, or be the best heavy weapons squad in the game on a single SL you're guaranteed to get with a pisslow supply cost is amazing. The literal ONLY strategy where she's not at least B-tier or better is vehicle spam, and even then you probably want to take her to ride in the back of a vehicle instead of Lim to do capture objectives and drop smokes from a mortar.
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>>2342563
>but that 1 square less range was causing her to have an issue here she would be 1 square short of movement
Here's an example, advancing forward if she had HP ammo she would have been one square too far away to shoo.
She only killed 3 of them, but 3 is better than zero. And I found it doesn't really matter for shooting weapons teams and HQ units.
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>>2342684
It's a 40AP MG with no deploy, good range, and extremely high suppression. Singh can fire one 40AP burst from this at a Menace target 8 tiles away and instantly overload it. It's the best suppression tool in the game and it's not even close, and makes RA missions a complete joke.
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the game is missing something. I dont know what it is but this game can be great. I refunded it for now but I'll defintely buy it later on when it gets more content, it feels like the game can be too samey. Also enabling va for the leaders might be limiting for the future.
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>>2342602
Her perk applies to the menu.
Also modifications of stats are multipliers not add/subtract.
So she's not -15 accuracy at the start, she's -15% of her base accuracy.
1 op post rogue army appearence, she's already got a WS of 69. So her base accuracy is 69, but her perk makes it look like its 58.
She hits 80+ accuracy pretty quickly in a mission and can lay down some serious fire.
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>>2342729
After even just 6 rounds she regularly looks like this. Steady gun helps quite a bit to get her to an acceptable accuracy faster in a mission.
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>>2342710
Since I just remembered she has the 65 Armor high tier recon armor, I've decided to try switching her to a Hammer and just accepting she might end up under fire at some point.
What's hilarious is if I give her the Hammer and keep Match Ammo, she gets 13 tile range with impossible shot. That's beyond visual range even with the binoculars and scout.
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>>2342797
She got two of the saboteurs.
This is silly, shooting beyond her vision range, so I'll reload and see how this scenario works with Hammer + HP:
>give her 40AP from pike
>she move up a little from spawn
>shoots 12 range
>murders the entire saboteur squad in the first volley
>moves up again
>murders a saboteur ringleader squad in the second volley.
Okay, this might be the move outside of the land mine or rescue missions where taking the suppressed crowbar might still be needed to maintain stealth more effectively.
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>pre-RA
>get long tank gun as operation reward
>next operation is vs pirates
>they have tons of vehicles in all of those missions
That was orgasmic
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Is the christ vehicle guy supposed to be so goddamn slow. I tried to bring him in a medium walker in my last mission and he was so slow he couldn't do anything because he was always out of range with his autocannons.
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>>2342822
>Is the christ vehicle guy supposed to be so goddamn slow
Is this a joke?
He's literally the fastest SL in the game, I assume you're using him wrong as a classic combat pilot, he's the best transport pilot by far, can literally get in the middle of a group of enemies, unload its mechanized infantry with short range weapons, pop them back in and survive any retaliatory fire.
Here, use these builds and weapons (or equivalents) and you will have the most balls to the wall 1-2 combo in the game.
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>>2342866
yeh, tho i dont got fixer on but ive got the other two
>>2342869
true, last run I had it on tech for the most part and this time I got it on vamp since no tech
also considering yaz but I got that other new armor set thats got some decent armor on him
also considering swapping in a lmg instead of the grenade launcher for vamp too
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>>2342129
People keep telling me that unsupressed weapons reveal your unit but I have never actually had the AI treat my unit as if they were revealed and as soon as I end their turn without moving they're immediately and instantly concealed again.
I don't think you need suppressed weapons at all.
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>>2342887
Your concealment goes away after using an unsuppressed weapon in a single turn. For example, this means you can have Darby deploy double workshopped RPGs against mechs or unsuppressed crowbars against enemies with them having zero chance at retaliation as long as you use her after the enemy is either out of moves or the units you're attacking already acted that turn
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>>2342890
What I mean is that no matter when or where I use unsuppressed weapons, as long as I was out of enemy line of sight to begin with, I won't take any retaliatory fire.
It doesn't matter if darby is 3 tiles away from a unit, standing in trees and shoots 2 RPG's and the UI shows her as revealed. As soon as I end her turn, even if she's the first unit I moved during my turn, she is back to being concealed. I have never had her stay revealed and get shot after firing an unsuppressed gun.
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>>2342894
concealed recon creep, let vehicles get spotted on purpose so the mortars get fired at them (AI wont fire infantry mortars at apc's but will at pirate trucks while the rocket truck will fire at your apc's)
Make sure you never deploy your deployable anti-tank weapons if you want vehicles to move into range. If it requires deployment and it isn't deployed then it doesn't exist to the AI cheats. So if you want a walker or whatever to move into range of darby's crocodile rifle, don't deploy her.
I hate how gamey this omniscient AI is and I really hope they fix it. They definitely put effort into building the AI yet it remains the worst thing about the game so far. It NEEDS to do proper recon instead of just knowing everything.
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>>2342916
Elite special forces.
When I first took this equipment into battle it was about 45-50% of my total supply. But holy shit. The only thing i'd change is maybe athletic instead of bags and belts, not that having an extra equipment slot is ever wrong, but I don't really need extra ammo and the target designator at the same time, but both is nice.
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I found it pretty interesting that there are character interactions based on their affiliation
Some of the stuff I've noticed is that; nobody is an asshole to Pike, everyone is ready to shit on Jean and hate being complimented by her, mercenaries are quick to shit on each other or diminish their accomplishments, marines rarely comment on other marines mistakes and when they do it is a soft blow
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>>2342918
This is my version.
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I think there should be a downgrade of the default carbine to pistols or a choice of bringing no squad weaponry, using pipe guns to save on supply is neat but also feels a bit strange since it's shoddy makeshift garbage, and most pirate gear costs more to deploy comparative to normal gear. Just let my Pike HQ team larpers bring pistols in for the same supply cost as pipe rifles. Not a big deal either way but I think it'd be nice to have the option
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>>2342941
Pistols definitely could use a niche anyway. Right now there's really no reason to ever take them, they'd be a fine "cheapo" option if nothing else to replace primaries.
Part of the problem is that the starting carbines are such unmitigated ass that balancing anything cheaper becomes its own problem.
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>equipping 2 griffin miniguns doubles the square count of the barrage
At last I truly see.
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>24 turns of chasing pirates on a snow storm
>Total Squadie death due to the pirates having a visibility edge on me
>Bog is useless sack of shit again and fumbles a run over and eats a anti tank nade
Already up to a good start.
Your first Operation on expert is such a pain the ass.
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>>2342958
It's best to fight bugs for your first operation or three. Their 'loot' is more valuable, you can trade it all in for actually decent gear on the black market so you have real rifles on mission 2+ and the bugs in general are much easier to kill and less killy than pirates are with the sole exception of bombadier bugs which are broken overpowered and account for probably 60-70% of my squaddie deaths in any given run
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Game now needs a bit of everyting, more enemies, more maps, BIGGER maps like close combat. Tune some weapons etc. Big urban map, just variety out of the ass.
Maybe tune the game length as well but I think looking at BB they might just give players the same deal with with small term menace "crisis", and allow the player to continue player forever maybe. I thought new tricks was a bit of an equivalent to the student perk in BB but it feels more like Gifted, you trade a real perk for a bump in stats, its not indicative of total game length forever since diminishing returns hit hard.
>>2342941
Having Pike with pistols also goes better with the back line leader vibe, he only needs sidearm, maybe a command vehicle would be cool where he could issue order inside the IFV.
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>>2342962
Bombardiers are borderline useless against vehicles. The blaster bugs are supposed to be good vs vehicles by description, but they seem like the least dangerous aliens by far so far, including those little mass swarmers
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Sure this guy is hella tanky but he can't shoot for shit
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>>2342969
His special ability is useless. I've had him for 2 "end of early access campaigns" and I didn't have a single chance to use his special ability. The ideal way to approach combat as of now is to either not get shot at all and suppress enemies. In the worst case you get shot through cover over that basically tickles the squad. If I wanted a complete breaching squad, I'd rather take the giga nigga since his defensive stats are way better.
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>>2342973
>His special ability is useless.
You don't take him for his special ability, you take him cause realistically he's the only one that can have a full squad with the breaching armor without murdering your supply cap.
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>>2342974
I like him precisely because they avoided the crazy old yelling grandpa which I am so fucking sick.
He's done, he does not give a shit anymore and is probably constantly drunk or high, the comment he does when he blows a bunch of infantry to smithereens is telling, he feels sorry for even the enemy.
The only thing I would change for him is whenever using lucky shot, you get a serious line and a glimpse of the Hardcore Tanker he was before he lost his legs,
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>>2342655
the game requires you to learn it but once you do its not hard and satisfying when things go well
>>2342659
you should play on expert, similar to battle brothers, so you properly learn the game.
They should tweak expert for the first couple operations though since you are just using very basic stuff and its kind of boring. they should start everyone out with some trade commodities. scrap from the ship or something
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>>2342655
the game can punish you extremely hard by making a bad move even on normal
this is made by the devs of battle brothers and i personally think the early game is by far the weakest point in the progression there. Menace has an almost inverse challenge curve aka xcom (the original, not the pozloaded one) where early game can be more difficult than late game
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>>2342992
>They should tweak expert for the first couple operations though since you are just using very basic stuff and its kind of boring
Yup.
Basically need 180 coins for weapon + maybe cheap AT option.
There only so much fun to clear maps with infantry follow apc like ducklings follow a duck.
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>>2342981
Yeah Rewa is the best pilot for pure killing, tank or mech. Wish she was a bit more interesting though, I don't think she sells that crazed PTSD killer thing she goes for and her lines are not really that varied, its all just kut-ta this and kut-ta that, at least with Achilleas I can pretend he is some crazed mechwarrior coming from the periphery.
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>>2342973
>The ideal way to approach combat as of now is to either not get shot at all and suppress enemies.
The main contributing problems:
1. Cheater AI that doesn't have to do any kind of probing/recce to know how to perfectly avoid your units; invalidates any kind of deployable weapons or anything that moves too slow (infantry) that can't catch up to a fleeing unit.
2. Armor is stupid expensive. An infantry squad in breacher armor costs more than a fully kit IFV and does less.
3. Suppression still works on fully armoured infantry; your 900 supply breacher infantry squad gets completely shut down by a 100 supply pirate chaingun team regardless of how little damage it did
Armor really needs to prevent suppression effects until after the unit has taken actual HP damage, and then scale suppression with the amount of HP damage being taken. A chaingun team that can't chip through the armor at all shouldn't be suppressing navy breacher squads.
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>>2342981
You're supposed to pair his skill with the later one that ensures he can never lose more than 33% of his health in one attack. There's nothing in the game that can deal with him quickly if he has both of those.
>Single big attack pens your armor
>It does 33% max and doesn't damage armor at all
>Meanwhile you get a very significant AP buff
>Multiple hit attack doesn't pen armor
>Has to strip ALL his armor off before it does anything
Achilleas is a 100% success rate nuclear bomb against super dangerous enemies whose only "counter" is to just hit him with 3 ATGMs in one turn.
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On my second rung I wonder whats better for economy, I got lucky and can have two AI logistics, but salvage teams for that extra commodity maybe accumulates for good money.
I think supply wins, early game money is low but doable. Long game is logistics.
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>>2342973
I disagree, Part of what makes him strong as a SL is being able to take super heavy armor and act as a lure to get the enemy to commit to fighting rather than to be cagey. and in that role he's great and his ability helps to do that.
He's a body guard, he's supposed to jump in the way of coming fire.
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>>2343015
NTA, but I was actually using him as bait, but then I started doing Menace ops, and the morale hits they do on units really fuck Vamp up. Basically makes it mandatory to bring Pike in conjunction, when I can just bring other units that'll overload the Menace on contact.
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>>2343000
>1.
I think its fair, As long as the player gets notifications that their units are hidden or not without actually seeing the spotting unit then i think its fair that the AI gets the same warning. So I don't think its cheating. I think the game would be more interesting but also more unforgiving without it. but the AI would probably commit more if it didn't know it was being spotted.
>2.
Armor is expensive but worth it too. I had 6 men in breaching armor tank a heavy tank's shell head on and they didn't lose a full section of armor.
>3.
There's plenty of ways to remove suppression or prevent it or SL that specifically can slow it down. You should be able to plan around it especially if you have a heavy infantry unit that will be tanking.
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>>2343019
The AI can tell when it is being seen just like you and just like you, the player, the AI has information on movement and weapon range. Stop accusing the AI from cheating when it is playing by the same rules you are.
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>>2343011
Stacked AI logistics (or w/e is 15% off vehicles), so you can have 45% off vehicles and then just play an all tank army. They already mog the fuck out of infantry. The other supply increase one that does 5% is only 5% of the base starting supply, so 3 of those gives +15% of the 800 base supply on normal (eg +120 supply).
If you want more cash for the black market, then stack salvage teams. It's +20 per destroyed vehicle, per salvage team. So 2 of them = 40 bucks to spend instead of 20.
Fixer might be OK if you've stacked a couple salvage teams with it, but I think salvage teams alone are probably the better choice.
Also if you go with salvage teams and you play well (few casualties) then you can run an advanced medbay instead of medbay + woo and survive off purchasing squaddies - though ExWoo by itself is probably the best choice (no medbay at all) as it replaces losses and adds more where medbay can only save lives, never add.
>>2343021
>>2343025
Nah, you're retarded and I'm not listening to your idiot opinions. Everything you said is completely dismissive and wrong. You are acting like the game does everything perfect, begs the question if maybe you actually work for the developer and are defending your own dumb balance and design choices.
Thankfully mods will route around brain damaged retards with a stick up their ass thinking everything is perfect. I'm not going to give your retarded troll ass the dignity of further engagement, go fuck yourself.
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>>2343029
I really don't know why people like the plasma rifle
kills like 1-2 guys in a squad at best, takes like 4 turns stripping armor off a vehicle just so other weapons can now start dealing the real damage
like why not just take an ATGM primary and grenade launcher secondary and kill everything normally?
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>>2343031
ive never used either desu, the plasma seems nice but like you said it does have some time to make it worthwhile
ill prob stick with the iar to further boost pike's squad
ive seen the plasma rifle show up more often than the iar too so ill eventually get it im sure
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>>2343028
I'm dismissive because you're a fucking moron who wants the ai to blunder into his killing fields. as long as the player gets an indication that they're spotted then its not cheating for the AI to know its being spotted. Its part the rules of the game.
personally I don't think there should be an indicator and players should be punished for leaving troops out in the open, the same as the AI. but it is what it is.
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>>2343036
For darby, the problem is the entire concealment system is too simplistic and binary, but I don't have any good ideas off the top of my head to improve on it.
Also doesn't help that the AI never tries to look for her, but instead just skitters around the edge of her vision. Since it knows where she is at all times but can't act on that information to attack.
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>>2343038
NTA but on some level you want the AI to 'blunder into your killing fields' because otherwise it leads to gameplay where you push the entire enemy force across the map as they desperately try to stay out of your range and vision. I don't want this to be the optimal strategy, it's extremely boring
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>>2343040
There's an entire chess game in jockeying for positions and spotting enemy units in ambush or probing in force that this game is missing. Just that aspect of combat tactics is almost as much fun as actually getting down to killing stuff. It's crazy that this game just ignores it, throws it all out for the sake of AI maphacks and "pixel perfect" moves like running everything behind a cloud of smoke into an obvious killzone in an open field because I purposefully smoked myself knowing the AI is cheating my vision but retarded and has no concept of actual force composition or memory.
Just completely destroys an entire game within the game. It's the biggest problem the early access has by a long shot. Almost everything else you can smooth over with some self made changes and mods if you wanted, but the AI is critical to get right and always seems to require developer intervention instead of modders to fix.
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>>2343040
The ai only falls back if it can't see any of your force. It just knows its being spotted and falls back. you need a lure to get them to commit. People hide their entire army and wonder why the AI decides to do the same. I think the biggest thing would be to get rid of the indicator for the AI that its spotted, BUT to also remove the indicator for the player.
OR have the indicator only appear if the unit that has been spotted can see the unit that is Observing them.
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>>2343045
>There's an entire chess game in jockeying for positions and spotting enemy units in ambush or probing in force that this game is missing.
One example tactic that cannot be done in this game, is drawing the AI into an ambush.
It can't overcommit on bad information because it's got perfect information. You can't expose a vulnerable looking unit to bait it into an attack and then open up with a hidden deployed machinegun or whatever. It just sucks. It's why most tripod weapons aren't even worth bothering with.
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>>2343048
It's worse than that, it's intentional. I was in their discord during the demo and people were rightly bringing up back then that the AI was doing this and needed fixing. That was like 6 months ago.
They don't care. This is how they want the AI to be. It'll be up to modders to fix it because the devs definitely won't.
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>>2343038
Curiously that exactly what happened with close combat ai after it went to another team when microsoft sold it.
Enemies would blunder straight into your ambushed concealed teams and camo tanks, early AI would just stay put and call artillery or mortars on you.
The neat thing about that series that you could put into this game would be teams refusing orders when insane like running across a field without smoke. Although Menace kinda does this partially with pinned down status.
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>>2343046
But the way the AI currently is doesn't add anything to the game beyond boring tedium and just makes the Darby concealment+range strat more optimal and further hobbles tripod and weapons requiring deployment (doubly so if they have increased AP costs to fire like the RLs or medium mortar). Removing spotting indicators is even more cancerous, because armies like the RA and the MENACE are almost entirely centered and balanced around the concealment mechanic. Making it a complete guessing game whether or not you're concealed would be enormous fucking dogshit.
It doesn't even make sense in a realistic tactical sense, giving up ground to stand with your back up against a wall in open ground instead of moving forwards under cover to spot the enemy is just a good way to get yourself killed.
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I hate this
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>>2343066
Uhh SKILL ISSUE? Bro you were supposed to herd the enemy force across the map with Darby and then rocket organ them, it's how every mission in the game is intended to be played. The AI was perfected specifically for this engaging strategy and you are completely ignoring it
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>>2343038
I think that Anon who constantly accuses it of cheating doesn't understand he is playing against a multiplayer AI. So far everything the AI does in the game gives me the same feeling as playing a skirmish map against an AI opponent in any other game.
This is very different from a campaign "AI" which is deliberately made to be stupid or single minded, and the units are more like agents/bots in how they behave in such cases. What he wants when he accuses the AI of cheating is that single player stupidity.
He is also responsible for making any talk about real bugs impossible just by his very presence poisoning the well.
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>>2343063
It'd be neat if you only got spotted indicators if it was from some sort of lock on warning. but biological enemies who just radio what they see or hive mind aliens don't give such warnings... maybe even include an OCI component that lets you tap into radio coms chatter so then biological human enemies do give spotted warnings.
Make it more granular.
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>>2343070
that gets into real modern warfare where electronic warning detectors and radar and encrypted comms actually matter but nobody ever wants to introduce it into their game except that nebulous guy that trooned out
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>>2343072
If we consider BB, most of the gameplay revolves around being outnumbered and counting on certain factions to act certain way, for Hexes you have to have dudes with big resolve and maybe a dedicated sniper to kill the witch, for orcs and barbarians to tank their ferocity with equal ferocity, against organized armies to flank the, etc.
This game is going to do the same thing eventually because dev teams always iterate on what they previously did. We dont need better Ai, we need fun puzzle like engagements.
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>>2343070
I don't think that's going to be any good. If anything it'll just encourage more concealment creep, because you can't always be sure if you've been spotted or not. Plus, the OCI system is extremely weak right now. It might arguably be somewhat tolerable if you tied it with the ship's intelligence level so sensors weren't a borderline useless upgrade. But as the game currently is, knowing when or when not you're currently spotted is a huge portion of the game; and managing that correctly is what adds challenge.
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Simple fix to all these arguments
The concealment indicator should only indicate that you're not seen by any enemies you see/detect, not that you're completely undetected from everything. If there's a jaeger sniper/spotter pair in the woods sighting you undetected, you won't know until they fire.
It's fucking retarded to give everyone psychic spider senses.
Similarly, AI shouldn't react to being in vision/weapon range if they don't see the danger.
Should make things more realistic, less annoying, and more dangerous for both parties in gameplay, relying more on sight lines and scouting like a proper doubleblind tabletop
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>>2343128
>relying more on sight lines and scouting like a proper doubleblind tabletop
Except in a doubleblind tabletop you're probably not gonna be outnumbered 5:1 by units 3/4 the strength and with significantly more indirect fire support than you could ever possibly have.
>>2343131
40 AP. It's got 3 more shots than the CMG and more ammo, but it's generally a worse gun overall. 7 range, less pen than a KPAC (but more than an ARC), equal damage to the ARC and with less accuracy and suppression than the CMG though it's probably still more than a primary.
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>>2343128
The key issue is that the AI exploits the fog of war to basically hide from the player to the point of extreme cowardice, we are talking moving every single unit in a blackened square even if it makes zero sense to do that. Whatever threat assessment system they put into this AI it is total fucking garbage in regards to the "pre-engagement" part. It is a lot better in active engagements and isn't an issue for players besides one guy in these threads who calls any intelligent move cheating.
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Praise be to the Lord my Rock,
who trains my hands for war,
my fingers for battle.
He is my loving God and my fortress,
my stronghold and my deliverer,
my shield, in whom I take refuge
Gabriel is a bit one note but I dont dislike him.
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>>2342545
Yeah it's constant suffering. As I said in another reply I don't actually run the special weapon but I do run the 3x double-use, AP-discounted disposables. It kind of makes up for the low accuracy, but I've had reloads from her just missing three fucking rockets in one turn.
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I want more SLs that are dedicated to using deploy equipment
I also want more unique models, mainly for armor
squaddies lose their skin tone and face when swapping to another armor set as well, can just white wash your whole group
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>>2343192
>unlimited ammo
In exchange for the overheat mechanic. I don't know but I haven't been running into much ammo problems with primary ammo.
>stats
That's an understatement.
The thing that breaks it for me is 8 HP damage with 2 shots per volley. 16 damage per squaddie is horrific. Even the crowbar outpaces it by far.
>>2343194
>light vehicles
I guess. Even then you're probably paying as much for your laser rifle squad as you would be for a light vehicle of your own with a multilaser, which would do a better job without being rare and expensive.
>>2343199
You don't strip armor if your shot penetrates, no? You won't be stripping much because you start penning so early.
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>>2343200
Armor doesn't reduce HP damage, it stops it entirely. Penetration is essentially a roll vs bypassing the armor to do full damage. With the Menace, because they have such high armor values, the lasers ruthlessly strip them softening them up for other weapons to hurt them.
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>>2343203
I'm aware. The problem is that the laser rifle's extremely high pen means it is always penetrating and it doesn't strip armor when the shot penetrates. There are very few targets in the game that the laser rifle won't penetrate 100% of the time.
>With the Menace, because they have such high armor values
The only Menace enemies with over 75 armor (the laser rifle's pen value) are the floater and the guncrawler. It's *okay* against a guncrawler but still far worse than actual AT, and the floater is barely a threat as is. Against any other enemy you'll strip 0 armor.
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>>2343203
>>2343205
Also for the record there's a tiny amount of bleed-through on blocked shots but it's very tiny. If something's sitting at a literal pixel of health some carbine shots from your weapons team will kill it reliably, even if it still has armor.
>>2343204
You barely even need REND ammo. An has 3 shots with 13 armor damage, for 39 armor damage. The laser is 2 shots with 25 armor damage, for 50 damage. The laser's a *bit* better, but not much better. Not enough to compensate for its pitiful HP damage, and not enough to compensate for the lack of full-auto which you normally want to use if you're looking for armor damage.
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>>2342892
>As soon as I end her turn
that work in both ways, like last moving(after your units) enemy units park in capture zone and you can do nothing about it(even if you can easily wipe them in next turn).
I think there is problem with turn permanence(or whatever you call it) vs the Big turn
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>>2343128
>The concealment indicator should only indicate that you're not seen by any enemies you see/detect, not that you're completely undetected from everything. If there's a jaeger sniper/spotter pair in the woods sighting you undetected, you won't know until they fire.
>It's fucking retarded to give everyone psychic spider senses.
Agree
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>>2343225
They'd be true killers if they were more aggressive. If they ever get patched to actually jump in an empty clips at point blank, the first several operations are immediately fucked. Right now they feel a bit too engagement-averse for what they do.
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>>2342927
>>2342918
>You don't need 6 conceal when you get 2 from Covert Ops and 2 from the LPPS, because anything you run into you will outrange massively, will be in concealment anyway and killing them will put her back in stealth.
>Hollow Points are the best long-range ammo in the game. Match Ammo with this build extends her range beyond her visual range and it's less killy.
>Impossible Shot makes the Hammer have 12 range
>Binoculars + Scout means her vision is equal to the shooting range
>RPG never misses with her accuracy, and has 9 range, giving her AT utility without deploying. You don't need other special weapons because the Hammer does the job against foot units. ATGM works fine as well but makes her even more expensive.
>Smart Gun improves accuracy even more.
The only skill in this list I would consider swapping is Commando for Athletic or Vanguard. I always forget about Commando and leave her 3 squares away from a friendly and lose the benefit.
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>>2343236
Darky is just hilariously well tailored for the game mechanics
>Cannot be seen
>Has the longest firing range anyways lmao
>Anything that spots her, she can kill and then go back into stealth
>High accuracy so she can take out armored vehicles with RPG's
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>>2343236
>>2343238
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>>2343239
HAMR is a great gun but for Darky you want to give her something suppressed and closer ranged. She's stealthy as fuck so being right up in their faces barely matters, they won't see her anyways.
Give the HAMR to somebody else and let them fight from long range with it.
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>>2343239
I just did a stealth mine mission where right at the end a HQ unit spotted her after moving 4 squares away from her. After taking fire from the HQ, next turn she shot the HQ and a nearby weapons team to put her back in stealth, moved, got spotted again by multiple units crowding the evac. She took a Heavy Tank main gun round, an autocannon from a walker and an infantry squad shooting her for two rounds as she made her way to the evac.
Only lost 4 squaddies and just had to get up so she could move.
The last round I left her in the open. The LPPS makes her capable of standing up to significant enemy fire.
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THE AI IS FIXED GUYS! OKAY!? IT DOESN'T READ YOUR CONCEALED UNITS RANGES AT ALL!
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>>2343232
I think of them like goblins, more interested in saving their own skins unless they have a clear advantage. When they're aggressive they're dangerous as fuck but really risk averse as a general rule. Ive been flanked by them or had them land right on top of an out of position unit before thinking they wouldn't do it and holy shit it'll end your mission right there
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>>2343253
>Why cant I have the stug the rogue army uses?
You should've played the game day 1 where you could get it. Sorry you missed out, us early adopters are having fun with our heavy tanks though. Sorry not sorry.
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>>2343256
The issue only really happens once you start concealment-maxxing or use Darky.
If you use generic dudes they run up into your face.
But if you use long ranged tripod weapons you get similar issues.
In a normal game
>Okay I'll set up my recoilless rifle here and if a tank rolls into range, I'll nail it!
>Tank rolls into the ambush as expected and gets KO'd
In this retarded game
>Okay I'll set up my recoilless rifle here and if a tank rolls into range, I'll nail it!
>Tank skirts around the circle of range exactly despite having never seen a person there
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>>2343270
>>it's reading your weapon ranges
It isn't even that. Right now both you and the AI have perfect knowledge of if an enemy sees you because the icon disappears. You can also use this yourself to know that you're up against jaegers or enemies on those high ground towers.
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>>2343273
I know that. That is one thing to know if you getting spotted(which is dumb thing to know if you don't spot unit spotting you), another to skirt weapon range of the unit you didn't spot.
Anyway enemy units in BB also know where hidden units are so I guess its how devs wanted it.
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>>2343277
give bog a pirate truck with radar. nullifies any advantage the cheating ai has. you can also fire on radar signatures in the fog of war with mortars and damage/kill enemy units before you even see them.
six squads. 1x sniper, 2x mortar, 2x crowbar, 1x autocannon apc, 1x radar. use all vision perks. you will always spot and fire first.
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>Darby loadouts
>all taking like 8 perks and using her at long range
Fuck that, her upgrade tax is way too high for that.
Keeping her with like upgrades, hi-cap SMG and rend ammo will kill literally anything in the game within a turn, 6 concealment gets her close, and you can run it with like 3 perks to keep her cheap and keep your long range stuff for the other SLs that genuinely get more benefit from it.
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>>2343269
>if it walks like a nigger and talks like a nigger it isn't the same nigger
Make a post and get the exact same response like 4 times nearly verbatim. Whether you're one person or 4 makes no difference, nobody can tell any of you apart.
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>>2343277
>Its like you are playing retarded or didn't play game at all.
Nigger if anyone didn't play it's you, because you're doing the classic thing of describing and actual problem the game has but massively exaggerating it and acting as if it's the norm and a constant problem, not something weird that gets annoying in a couple of specific situations.
This is because you haven't played the game and are just going based off what other people told you.
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>>2343287
No, see its only fair if you go out of your way to break the AI in a way you know is bugged so you can take a retarded screenshot and say the same fucking thing 300 times a thread.
And don't you dare say that if you just play the game normally the chances are you'll see this drops off dramatically and becomes a freak occurrence rather than the norm like everyone knows except for the "AI is cheating schizo"
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>>2343285
>>if it walks like a nigger and talks like a nigger it isn't the same nigger
yeah, its different nigger you retarded faggot
>>2343287
I seen it often happening against pirates at last, and I didn't try to break AI, the problem of pirates hiding and scurrying away happen often especially when you kill their main force
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I actually like the supply mechanic, i feel like it makes intel worthwhile and has me actually choose and strategize what part of my arsenal will bring me the most benefit if i bring it.
Rather than just bringing my nest shit every fucking time and just throwing stat bricks vs stat bricks.
I only wish there was some reward mechanic for winning a mission while using less supplies, right now the incentive is to autistically tweak shit until you max it out.
People who bitch about it just want to take strategy out of their strategy game and should go play Fortnite
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>>2343299
for me it just makes me not bother doing anything more than finding my most efficient combos and never deviating unless someone gets a status.
>get medium tank
>I don't use it because the light tank is cheaper and can still fit the exact same weapons
>use pirate trucks for cheap autocannons or rockets
>don't use any cool armour apart from the darby recon armors because they're too supply expensive
>every infantry gets hammers and rpgs because that's the most effective long range gun, and best AT that doesn't require deploying.
The only thing I'm doing in the late game that isn't about effectiveness is I use the long tank gun because I like the big explosions even though the ATGM is a better weapon
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>>2343232
Yeah no kidding. I actually had one do that to me earlier. 3 squads moving up together, was going to try and flank it out, then the AI inexplicably jumped right into the middle of my group instead of wandering around between cover like it always does, and I was like oh fuck and then one of my squads was deleted. Then I panicked and fired with a 2nd squad and the counterattack deleted the 2nd squad. It was p much gg because this was the 2nd or 3rd mission and I still only had the starter carbines.
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>>2343303
>I don't use it because the light tank is cheaper and can still fit the exact same weapons
The armor helps it a lot. Really lets you use it on the front line in a way you can't use the light one. Its armor jumps the threshhold on a lot of AT and its health means you can actually take multiple pens without dying.
>use pirate trucks for cheap autocannons or rockets
Light mechs are far better, especially with a good pilot. Autocannon light mech with angry jeet can be fucking absurd
>don't use any cool armour apart from the darby recon armors because they're too supply expensive
Making your infantry borderline invincible and able to facetank guncrawlers is good and worth the cost. Tech with heavy armor and a MAAL is worth more than his points in whoever in light armor with RPGs any day.
>>2343305
Salvage teams is absurd if you get it early and prioritize pirate missions. Intel OCIs also work with the supply system, not against it.
You deciding to play slow and crawl forward plinking stuff at range doesn't mean its the only way to play.
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>>2343303
You say that but i actually just completely ignore vehicles until the RA shows up and i need a tank-destroyer. Even then i prefer more infantry to more armor. Most of my squads are wearing armor. I’m having no issues with the approach on Challenging,
So your light/medium tank dilemma is not even optimal.
Also the fact that you actually use the light tank even though the „upgraded” medium version is available surely is a good thing? Old stuff not instantly outclassed by better stuff? Same with pirate trucks.
I also dom’t fret over range at all, i use the K-PAC on everything, didn’t even get a Hamer once because of the rng.
>>2343305
Again, never taken AI logistics or recovery bay. I prefer Exwoo, Advanced med bay, Fixer, and the promotion gem one.
Sounds like you guys just need to try out different builds
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>>2343315
>You deciding to play slow and crawl forward
It's not slow. I'm still completing most missions within the first turn limit. I just had a cleanse against the Aliens where I swept around the entire map and still had time to get back to evac a turn before the 14 turn secondary came up.
It's about supply efficiency. With good play I don't need the extra armour that costs more supply. I don't need super heavy infantry army. With 2600 supply missions and 2x AI Logistics I will usually have a lineup something like:
anti-tank, 7 promotion rewa in a light tank
twin mini-gun light tank achilles
bog with recycled parts with a pirate truck with whatever weapon I think it needs
excond in a pirate truck with autocannon
~780 point mega-darby
Vamplew & Jean with their supply reductions, hammers and RPGs in class 4 armor, maybe having to remove one squaddie.
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Behold, dressing like you are from dune grants +1 concealment but god forbid using proper camo gives you any benefits.
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>>2343326
>light clothing allows you to crawl through the bush better than an armoured suit making a ton of noise
no shit retard
>but proper camouflage does nothing
the jaeger suit gives literally 200% as much? Are you well anon?
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>>2343327
> Are you well anon?
I think you are kind of dumb to bring up light clothing when by default you already get light clothing and also seem to be blind to other suits also having camo patterns but it doesn't do anything.
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>>2343329
The basic fatigues don't have a camo pattern. And look closer in style to some kind of garrison dress than it does a field camo dress. Any of the heavy armour that has a camo pattern would be too heavy to be stealthy in. And all of the military grade camo suits in this game have more concealment than the rags.
Seems like you're just a fucking retard, actively ignoring the reality of the game just so you can find things to bitch about. Fuck right off honestly
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>>2343128
>The concealment indicator should only indicate that you're not seen by any enemies you see/detect, not that you're completely undetected from everything.
If they did that there would be a shitload more idiots complaining about AI cheating since they couldn't possibly fathom being spotted and the AI avoiding unfavorable engagements.
Hell we have shitters in this very thread complaining even if the game IS TELLING THEM THEY ARE BEING SPOOTTED, imagine without.
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>>2343315
>Autocannon light mech with angry jeet can be fucking absurd
It IS a lot of fun
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Holy shit fuck those bombardiers in the get to evac missions. I can't finish this one without losses. Bunkers are all occupied, the anti fortification weapons do nothing and i can't even fucking see those retards who drop bombs on me from the other side of map. What the fuck am i supposed to do?
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I really have a hard time parsing the difference between all the various guns when it isn't something super obvious like "shreds armor but only fires once" or "has no range but kills everything in 2 tiles".
How is the autolaser on a walker?
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>>2343379
Thanks for the attempt
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>>2343382
The weapons have subtle but noticable balance. Most guns will get you through most scenarios but can be used very specifically to their strengths.
You can't use a shotgun at 10 range, but you CAN use a sniper rifle at 1 range. Just that it'll likely miss.
Autolaser generally sucks cock.
Use the autocannon or rocket launcher.
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>>2343384
>not using mech inf
My experience is by far the easiest way to clear the breakthrough missions is to have everyone loaded in APCs and just bum rush, don't bother stopping to fight or unload, just blow a hole in the wall and yolo
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>>2343384
Why are you not using Darby for spotting?
I'm not sure why you're investing all that supply on Carda's squad, just give her the basic rifles, and 2 squaddies, focus on the minigun part, give her ammo that extends range if you have it, it applies to the minigun.
Same with Greifinger, focus either on the squad's firepower or the special, not both, if you're mainly going to do your shooting with the squad pick a special that completents it like an RPG, having an LMG and a full rifle squad is redundant.
I'd put tech in, give him 2 squaddies, the rocket launcher and boarding suit and use him as a mobile anti tank unit, remove the boarding jumpsuit from Greifinger (I'd honestly replace him with Darby for vision) and give it to Tech.
Your problem is you're trying to do too much with few squads, specialize them.
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>>2343382
>autolaser
Think of it as an auto-cannon sidegrade for use against armoured infantry at close ranges. It's also very supply efficient, because it's 25 points cheaper and doesn't require ammo boxes. I wouldn't use it on anything but a pirate truck or ATV. Downsides are it's shorter range and that it requires venting after 2 shots.
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Here we go, a basic skirmish map where there is a bunch of these guys just hiding without coming to fight me. This with just everyone having mostly +1 concealment, pretty strange because the other half of the map engaged with me without running off.
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>>2343390
I specialized but its still not going to happen, enemies just out of reach, the bunkers don't take the damage i expect from a weapon that says it is specialized against buildings. Also how do i deal with the mortars fast?
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>>2343398
There's an eye icon next to your squads, if you get spotted it disappears, try ending your turn without being spotted, the AI will usually just give one move order to units so even if you are spotted after they move they won't dance around you.
Remember the AI can do the same things you can, just as you can see the attack range of a enemy unit, they also can, but you can't see the attack range of a "?" on the map so even if they spot you as long as you move back they don't actively see you but they can't dance around your firing range.
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>>2343409
Here anon
https://www.mediafire.com/file/k57gc6egmeakaed/for_anon.rar/file
I failed a secondary because I didn't know you actually have to bring that number of squads, thought the mission would adjust to the max number you brought.
Anyway I suggest you next give Darby the spotting skill
I wouldn't buy anything from the store now, if you really want to you can get the AP ammo, use it on autocannons and weapons that deal high damage per shot
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>>2343384
>all those deploy weapons
Do you have a weapon drop? laser turert or bomb? the artillery piece on this mission will be on the left side of the map (from your perspective walking upward) and you can see it in the fog by finding the pattern of four corner sandbags with a gap in each middle part.
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>>2343409
>>2343421
If you want to know what I did is I kept out of range of the bunkers, used tech and Exconde to blow them up, then jumped over the wall and took out the mortar all while keeping stealth to not get spotted and shot by the mortar, I used smoke grenades for tech since he didn't have the AP to stay out of detection range and attack the same turn.
I debated blowing up the wall but the entrance was close so I just walked in, if you need more advice just ask.
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>>2343424
Thank you, i stopped playing for now but when i get back into it i will ask some more info. I never thought about blowing the wall up. So you went smoke and then put the unit in smoke and it is not detected?
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>>2343430
I love how the RNG works. This game I'm playing I got one pretty much instantly, and then I got the tier 3 concealment armour as a reward
I've still never seen a Jaeger armour or the MAAL, and the superheavy infantry armour has only shown up as a rare item and costs 2000.
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>>2343431
Basically as long as the eye icon doesn't disappear on your unit you're not spotted.
Since tech couldn't remain unspotted, get in range the next turn and attack (he didn't have enough AP to move and shoot the 60AP bazook in the same turn) I covered his advance with smoke grenades from Greifinger.
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>>2343428
You need to run units with good vision, concealment and infantry removal. The atgm, jaeger and hq mix will fuck your vehicles up. If you are going against enemy armour give them a taste of their own medicine. Tech with target designator: no deploy 30 ap spot. Use a vehicle with atgm or give one to a concealed squad.
They are a pain and love camping but they are doable.
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>>2343433
It's a bit infuriating honestly, 80h in the same save and camo accessories, ammos e armor plates (both for infantry and vehicles) are in short supplies.
Also, is it normal that [REDACTED] is completely gone after the initial whack-a-mole? Not that I'm complaining btw
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>>2343258
>If you use generic dudes they run up into your face.
I have normal dudes and yaz with 2 conceal. The enemy walks up into Yaz's sight range, without seeing him. Then starts skirting around my weapon team's range into blind spots instead of just going forward on defence missions sometimes.
If I have no blindspot they seem to stop on the edge of my range generally and then rush in next turn.
Missions where they're not specifically attacking / defending like patrols they just run away from me as much as possible.
Bugs seem to be better, actually had a few good matches against bugs where almost every bug on the map started advancing to engage me and it was pretty hectic and enjoyable. No idea what caused that to happen though.
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>>2343478
>If I have no blindspot they seem to stop on the edge of my range generally and then rush in next turn
Not really something to complain about since we do and it makes sense
>No idea what caused that to happen though.
Probably different behaviour parameters?
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>>2343482
>Not really something to complain about since we do and it makes sense
No we don't because we can't.
If you can't see a unit you don't know its range.
We stop at the edge of enemy sight range, the enemy stops at weapon range. This is very different.
And you know this is happening because you know which units can or can't be seen.
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>>2343488
>the AI does X
>you can also do X! :)
>no you can't
>OMG SCHIZO SCHIZO SCHIZO
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>>2343489
Pretty rich considering how many times you faggot have screeched "SCHIZO SCHIZO SCHIZO" the last couple days lol
>>2343490
In 99% of cases I see the AI either stop beyond my weapon range cuz they're out of AP, or they wandero on in. Are you sure you're not exaggerating a relatively rare occurance into something far more than it is? Why do I feel like if you were in a BB thread you would be complaining bout Bandit Marksmen and the RNG?
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>>2343494
>Pretty rich considering how many times you faggot have screeched "SCHIZO SCHIZO SCHIZO" the last couple days lol
I'm unrelated to the last several days of retards fighting eachother, I haven't called anyone a schizo yet. vst isn't 1 person. It's at least 3.
>>2343491
Even if you have move and attack range memorised it's impossible to replicate this if you don't know what the unit is, and it helps to know what state it's in.
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>>2343476
>that [REDACTED] is completely gone
After you do the initial mission, if you do an operation where a mission has "reduces enemy force by 1" (I forget what it's called exactly), and it's the only planet that they have any level at, then it removes them from the game, until the mission counter resets and you get the initial mission triggering again. At which point they can come back to infest a planet.
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>>2343482
>Probably different behaviour parameters
I've seen those fat cunt alien spitters do the exact same thing running away into blindspots and the corner of the map, so I'm guessing each unit has some kind of flag regarding it's behaviour, or it's behaviour is based around certain stats.
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>>2343507
I'm starting to suspect they have some parameter where if they can't detect any units then they avoid any place it could be, or where it was last seen. Hence on certain maps they just cluster into a corner since it might be the furthest away from potential ambush points like trees or whatever. It makes sense that if you have a unit concealed in a tree the AI simply goes "hmm it could be in that tree so I'll stop 10 tiles away" and if it goes several turns without detecting anything it just breaks down.
I don't know. I've only seen what I would called blatant cheating a couple times, most of time I just see wonky AI doing something silly, or outright breaking down.
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>>2343518
Even with a dedicated scout the skybot adds a lot of value. It can zip over to somewhere that would take the scout a while to run to.
Camo accessory and vehicle mine accessory are probably auto grabs for me.
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>>2343518
Vehicle smoke launchers are insanely good, 10 supply two uses of a 20AP, 3 tile smoke wall.
Rocket Organs are extremely useful against rogue army but I don't know if you can buy them or get them as quest rewards, or if it's a random drop from pirates only.
Ammo is just always useful so it's nice to pick it up from the store, but it's common enough that it's not worth paying rare prices for.
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>>2343518
Obviously this list will depend on how you're building people, but generally the list of things that are rare and sometimes don't show up for very long time if you miss them:
Camo Kit
Binoculars
Target Designator
Hollow Point Ammo
RPG 2
Long Tank Gun
AT-RGL
ATGM Launcher (both variants)
Recoilless Rifle
Armor Marine 3, Small Arms 3/4, SAPP Operator Class 3, Jaeger Fatigues, Low Profile Protective Suit
Smart Gun Accessory
Binoculars
Suppressed Crowbar
Hammers
Vehicle Dual Minigun
Vehicle Light Machinegun
Vehicle Elsa
Pirate Truck + Rocket Organ for Bog
Crocodile Sniper
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Yaz just fired his unsuppressed weapon but after I end his activation he's concealed again.
This shit is definitely broken.
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>>2343536
The ship deployed ones should be spammed on wherever the enemy might be.
The vehicle ones are most useful on defence missions, or self defence vs rushing enemies. Depending on vehicle loadout they might not be necessary at all outside of those defence missions.
Pic rel. Just dumped mines all over where the green dots were, free kills.
>>2343548
These pirates should be able to see him. He's only 6 tiles away from them. They can see Pike who was also deployed, not shooting, just out of the screenshot to Yaz's right.
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>>2343545
You go back to being concealed after the end of your turn (if you're outside spotting range), but the enemy will get the "?" marker and will know someone is there.
Also as others have said, while you do go back to being concealed, you lose conceal bonuses for any subsequent shots in that same turn.
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>>2343537
Yes this darby costs 785 but she minces just about anything in the game, can withstand significant enemy firepower even if she gets spotted, absolutely murders infantry and can hurt vehicles, and has the longest range of anything that isn't an artillery unit (and that range increase applies to the RPG).
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>>2343563
Pretty sure that little hill right in front of him provides concealment but can be shot through. Happened to me earlier where I had one unit crest a hill, they lit up a bunch of units instantly and then the rest could shoot at them after.
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OFFICIAL /vst/ TIER LIST, SHITTERS AND NIGGERS NEED NOT APPLY:
Bog Tier:
Bog
God tier:
Darby, Ivey
High tier:
Pike, Carda, Tech, Exconde
Mid tier:
Rewa, Yaz, Greifinger, Lim
Low tier:
Achilleas, Sachin, Yamplew
Literally who? Tier:
Wetteroth
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>>2343567
It was occuring the same as he advanced, there was no terrain in front of Yaz here.
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>>2343566
>other people here have noticed no difference
Find me one post. I've read quite a few posts by people across multiple forums saying that suppressed weapons keep your concealment and this is the first time I've seen anyone saying it doesn't actually work. I want to see the dev post, until then I'm gonna to mark this down in the
>people thinking the game is broken for no reason
Category
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A silenced weapon doesn't remove revealed status during the shooting.
An unsilenced weapon does. But it turns out that the concealment comes back before their turn is even ended.
I haven't done enough stealth to judge if these two states are identical or meaningfully different. But that's the only difference.
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>>2343582
That explains it. APCs and IFVs are basically ghosted by AI that cannot hurt them and combined with his concealment it feels like he doesn't exist. The AI recognizes him but is basically writing off touching him as a useless action.
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>>2343579
They are meaningful for abilities that interact with concealment status, such as Darby's Ambush ability.
So if you shoot with a Darby that has Ambush, your next shot will have lower accuracy and damage unless it was suppressed.
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I fucked around, and whoever said this was right.
>Unsilenced weapons break concealment only when you fire, the AI knows where you are and might come to investigate but it can't shoot at you till it actually finds you.
>Silenced weapons the AI doesn't know what is happening and it can't do anything about it.
If the enemy dies from the unsilenced fire the AI doesn't seem to do anything though, at least from my limited fucking around. Only units I failed to kill would come find me.
>>2343587
Makes sense.
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>>2343571
The point is that the devs literally said it doesn't do anything and you have no proof except "trust me bro"
>>2343575
>Notice she doesn't get revealed?
She literally doesn't get revealed with an suppressed weapon. The unseen icon will disappear when she fires and then immediately return as soon as it shifts to the enemy's turn.
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>>2343560
>Didn't the devs say that suppressed weapons literally don't do anything currently? Is there any source on them having an actual effect?
I feel like with all the fucking whining I'd have seen a screenshot of that, so the question is probably whether there's any evidence of them not working.
Anons in general have a really simplistic generalised idea of how "AI works" in games as though it's not implemented differently every fucking time so I take this all with a grain of salt. It's probably bugged because it's Early Access, but it's probably broken in completely different ways than Anon thinks it is.
>>2343579
>But it turns out that the concealment comes back before their turn is even ended.
Where are you getting that, the icon? It's just as likely the icon itself is bugged since it's probably not tied directly into anything (like, if the AI is using a heatmap or whatever the fuck for estimating your activity outside their vision, it's not really a binary except at the point where you've definitely revealed yourself, and then it'd be weird for that to update again on literally the same turn).
Or maybe it's not even meant to indicate that, it's just saying "they can't see you literally right now but if you just shot at them loudly two seconds ago you probably remember that".
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Turned this pirate base into Gaza.
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>>2343597
>better accuracy than pike when he has squad members (which he should also have)
Yeah and worse when he doesn't, it's a double edged sword
>150% suppression on the squad weapons you're stacking
Literally his only unique ability, which isn't saying much since there's a million sources of suppression in the game
>reinforcements mid battle
WOOOW NICE CAPSTONE THAT'S SO BROKEN
Meanwhile:
-Pike does literally the same rifleman shit just better since his stats aren't shit and contingent on squaddies being alive
-Has actually good unique passives, like being able to move around AP which is one of the most busted abilities in the game
-Can confer aura and has oh shit buttons that unfucks another squad from suppression/morale, avoiding a turn loss
-Is one of the VERY FEW that can inflict the disrupt status effect
-When he shoots he can actually kill shit, not just suppress it to waste someone else's turn
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>>2343592
>The point is that the devs literally said it doesn't do anything
And the devs said that 5 shoots with <5 hp damage will kill 2 models from squad, that definitely not true in most cases.
So devs actually may be wrong, SURPRISE!
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>>2343603
Ivey is Achilleas if he wasn't a shitty overcosted drain on supply
Exconde is ridiculously broken at doing 1 thing: Being a transport pilot and getting in the middle of enemy groups
Greifinger is good, but he's in mid tier for his cost, nothing he does makes him irreplaceable
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Because skills are gained over time in missions, once you get your 'second set' of infantry/tank commanders early on, you'll basically never use anything newer.
I got Jean at the end of early access but...Why use her? She can't hit the broad side of a barn when even my B-Team can do that.
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>>2343569
>Literally who? Tier:
>Wetteroth
Speaking of I've never seen anyone actually use the guy.
I think it's because his one schtick, hunting big monsters isn't really needed in the EA, there isn't a single bug in the game that requires that kind of dedicated power.
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in 40 hours I've yet to see this one
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>>2343608
Yeah armor pen is weird.
In discord there some peoples that look at code, and there some bullshit level of calculation
>armor and armor durability have default values
>after taking damage values changes, that lead to increase chance for armor durability to block damage
>also there formula PChance = 100 - (armor * cur_durability / max_durability - armorpenetration) * 2
But on practice, you can strip armor only to certain value (4 of 11 or 12 bars on heavy tank, so 33%?), and you can't pen stripped 220 armor with 40 pen, while can with 45. And after damage tank with 45, you will able to pen with 40, so there's also integrity of inner structure matter.
For me it's too fucking hard for calc w/o excel tables.
Only thing that i get is rend useless and apa superior, while hollow points good vs menaces and other high-hp-per-model things.
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>>2343292
There are a couple options, I'll list them in descending order of suicidal.
Mark with pike, then hit with ATGMs from a distance.
Blast it with Rewa autocannons for 2 turns while it misses.
Flank with RPGs and ping sides/rear.
Stun with EMP gun then send a squad with a demo charge to plant and detonate, instantly gibs the tank.
As above, but without bothering to EMP first.
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Achilles vs Ivey for a mech pilot?
Achilles is expensive but his perks seem a bit more useful.
I don't understand the use of Ivey's perk, and she has some useful ones but she feels more like a APC with tank gun sniper than a mech pilot.
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>>2343648
She needs someone constantly dedicated to marking targets for her to make her decent, makes her pretty slow at responding to threats though. Her main perk is useless, you're right that she's best as a dedicated tank gun sniper. Achilleas and Jeeta are the best mech pilots
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>>2343611
>there isn't a single bug in the game that requires that kind of dedicated power.
It triggers on warriors as well. He's pretty decent on bugs with a crowbar, maybe with AP ammo, or better yet a laser. Kills pretty much everything they have at range. Not amazing but like, he's worth taking if you have him I guess.
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>>2343611
I am using him, hes pretty decent if you build for pure damage, have someone with disruptive and with a long range crowbar or sniper hes doing work for me. AP may be shit and may need a boost from devs depends on how long the game is. But i still appreciate low supply.
Poor ap means athletic and a stationary sniper post for most of the game, curiously for some reason i like him paired with Lim assaulting with jetpacks providing cover from the back.
>>2343607
I have not tried Gabriel but I think not only super taxi he can also be a pretty tanky mid\long range support\tanker just because of his last perk, maybe with unbreakable can make for some funny shit.
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>>2343611
Like other anons pointed out he's not bad but he's slowed down by his sub-100 APs, he can act as a backup sniper/scout if you need one and everyone else has debuffs.
I like his decoys that act like mines that cut APs to 50% for two turns, they can help against melee bugs and, in theory, with constructs thralls.
They're pretty difficult to see though, I tend to step on them with Wett, they should be marked somehow.
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>>2343663
>Rewa is the best.
Rewa/Archilleas were my main pilots and I got more use out of him desu. She has cool murder spree abilities but his AP skills means he got to do a lot more actual shooting (and hitting stuff thanks to his ACC).
He can roll out of cover, shoot the long gun twice, and get back into cover again sometimes. She's lucky to fire once unless she kills something (and it's usually not the second-toughest thing on the screen that you want your vehicle to focus on).
She says some hilarious shit though.
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Can you reduce menace infestation through any other way than getting it as a mission reward? I've done an op on planet with menace presence but haven't seen a reduction except from one mission that gave that bonus.
Otherwise for now I guess just every planet will be overrun by menace slowly until I can't play anymore? Is that a soft ending for the EA experience to encourage more runs?
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>>2343761
I agree with the others. I don't find them impossible to fight or anything. But it requires a slow fight and specific loadouts that I don't enjoy.
That being said, hitting a guncrawler with a apsfds or some kind of rocket/missile and watching it explode is a special kind of satisfying. Like landing a torpedo hit in Shogun 2: FOTS.
Not that I like using torpedo boats in it, but when it works it's satisfying.
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>>2343771
I think it actually sucks because it comes with a hefty -10 accuracy penalty and also costs way more in supplies for a mediocre ability that doesn't scale with squad size and you're rarely going to get an use out of unless you fight between 2 LOS blocking buildings surrounded by cover or walls, which is almost never
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>60 missions
Guys..did we fall for the growth meme?
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>>2343791
I've played three campaigns (normal/normal/challenging) to the message which tells you about the end of early access and only a few of my most used characters get to significant AP breakpoints even with taking new tricks on everyone other than Carda. If you're trying to just clear early access as a challenge right now, I think the optimal choice is to disregard the growth potential as a whole
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>>2343795
Yeah but by that point you're rocking tactical breaching armor and laser rifles, 5 agi isn't going to make a difference.
But it would make a difference in the early game, when all you have IS stats.
Growth is a meme.
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>>2343791
Given this is only early access, probably not. In the current build, yeah arguably; but you'll notice Carda grew 20 points in the slowest to level skill compared to Pike's ~8. Decent characters with high growth potential like Lim or even just decent levels like Darby are gonna be utterly cracked after 60 missions. Not also counting, all their other stats that are gonna be through the roof.
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>>2343802
>But it would make a difference in the early game, when all you have IS stats.
Which is why I've been saying 1 star SL are a trap, when you start the game you can pick 1 AT MOST, either Carda or Bog, depending what you want to do.
Later on in the game 1 star SL are to be completely avoided since it would be too late for their shit stat to grow at all, other than Ivey that is, and that's only because Ivey is special and is the only pilot that can shoot a tank gun twice without raping your supply cap.
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>>2343807
>Which is why I've been saying 1 star SL are a trap
I'd argue the reason people feel that way is because of how harsh they made the diminishing returns. It puts a hard clamp on how much GP actually contributes when the first couple activations are basically 75%+ percent of all the possible XP in a mission. I do think that people like Carda are gonna be the only ones actually getting to 120 AP in the really late game; especially as they tweak the XP amounts and impact the diminishing returns have over the course of EA.
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>>2343807
>Which is why I've been saying 1 star SL are a trap
1 star cost in times cheaper than 2 or 3.
There only one mandatory multi-star leader and it's Darby, since her camo skill.
I can deploy apc + 4 full squads of 1* leaders, with 9 supply wep in hands, for 630 supply limit.
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>>2342724
it's the way the AI cheats the players positions without having to play the cat and mouse game to position, find, and identify units.
The AI has no persistent memory of your force and it does no planning for future moves. It exists purely in the immediate present with omniscient information and makes whatever is the momentary "perfect move" against you, which isn't fulfilling to play against.
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>>2343128
concealment needs to be less binary
right now high concealment is an invulnerability field, but it should be degrading accuracy instead with only very high concealment actually hiding your unit entirely from others.
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>>2343287
The problem is not massively exaggerated, it is literally the biggest issue the game has right now.
This is a tactics game. The tactics are extremely important, the AI cheating its knowledge of player units that it should not have completely invalidates the entire point of recon and also forces you into a concealment creep style of gameplay because if you do anything else the AI instantly pounces on units it shouldn't know exist, and this then creates the exact same kind of problem xcom had with creeping overwatch just in a different way.
Everything ELSE in the early access is decent and easy to improve on - but the AI is hard to work on, yet a critical lynchpin of tactics games. They HAVE to get the AI right, first and foremost. Out of all the gameplay mechanics it is the hardest thing to get right and the most important to get right and it isn't working right at the moment.
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The final stand aspect of the first menace encounter was really cool and since id not daced them beforr zi had no idea what to expect. Seeing units soak up ammo and gunwalkers hose down inf was really spooky. I want more “final stand” missions. Or like a mass effect “pick a squad for a specific mini role on this big mission” thing. Would be fun doing a darby assasination mission with just her squad sneaking around.
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>>2343761
put elsa's and autolasers onto vehicles, use recon and have a big anti-tank unit smash their tracked big guys.
take crocodiles, emp guns, machineguns for squad specials
then you can overload them and the elsa will one-shot them
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>tfw you can literally press R to see the AI vision range at all times
wtf I've been playing for 40 hours
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Which sl would you get along with the most? Who would you plap? Will there be more visual novel/interactions?
I blew up a lot of structures with the [REDACTED] beam and Jane said “we destroyed this entire settlement” on evac. Was cool to see situational lines like that.
Jane would be my fat titted milk trillionaire sow and her inaccurate rpg shots would be forgiven because she’d whimper on my cock. Yaz as drinkikg buddy as tech keeps trying to convince carda to bully the french negro and retarded Australian bogan.
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>>2343384
These missions are actually extremely easy
>creep up to just outside the spotting range of the guys in the bunkers
>destroy the bunkers with whatever, you can even sneak infantry up next to them to toss grenades or C4 if you approach from the side along the wall
>kill off the infantry with snipers from concealment
>blast a hole in the wall
>move everything through
>smoke your flank as you push through so nothing even gets a chance to shoot you
At no point should anything ever break concealment, and if concealment doesn't break, the artillery piece won't shoot at you.
I'll also drop a laser turret on the position of the artillery which is easy to spot because of the outlines of the terrain revealed when placing the laser turret, just put the turret next to the artillery and it'll probably kill it for you.
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>>2343860
There's a few missions which are designed as stealth, they're the ones you get told not to kill more than x amount of units as a secondary. There's one about dropping mines on roads, one about rescuing pilots. There might be one more which I think is about killing an enemy leader.
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>>2343866
Darby would intimidate me too much to plap, Jean I'd love to hatefuck but she wouldn't let me, Rewa is too psycho and intense. Carda would let me cum on her face.
If Singh can tolerate cricket related banter perhaps him and Wentworth we would go watch the Ashes and shit.
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>>2343428
Yeah, I tried fighting rogue army as soon as they unlocked, I'm still mostly running rags with only a couple shitty pirate RPG's for anti-tank, don't even have a medium gun on my APC yet.
>they have 9 fucking light walkers in the first mission
This would be fantastic if I had like 4 crocodiles or a couple ATGM's or something, but I've got 2 shitty pirate RPG's I can't even get close enough to use.
I'm finding the late-early or early-mid game really suffers on anti-tank unless you get lucky in your first couple operations.
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>>2343611
Give him a hmg with armor piercing bullets and watch him mulch any alien bug, menace nigger, pirate freak or rogue army dork in place, then bleed them out. His 50% damage bonus on damaged enemies makes him an elite finisher. Griefinger hits them hard to start then wenty sweeps them up. Throw in a yaz/pike combo for disrupt damage as well.
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>>2343618
Here is the full release concept. We have a significant amount missing in ea atm.
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I might have gone too far in a few places.
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>>2343648
Ivey is good as a mortar or big gun/grenade vehicle. Achillies has more ap economy abilities and can even be built to rush and get close. His base stats are higher but ivey can catch up. His innate ability allows for some crazy ap levels. Using the 33 damage cap ability allows him to tank a couple hits then play very high risk/reward zooming around with 160ap+
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>>2343478
>Bugs seem to be better, actually had a few good matches against bugs where almost every bug on the map started advancing to engage me and it was pretty hectic and enjoyable. No idea what caused that to happen though.
I've got 100 hours literally in the game now, so I'm beginning to get a good understanding of the AI behaviour.
What's happening with the bugs is one of your units is spotted and the AI thinks it has superior force, so it moved forward to attack the spotting unit.
In doing this it will also move into positions that are good for killing currently concealed units. From what has been stated about the AI, it basically works off the tiles being a field of variables taking into account all unit ranges, weapon damage, etc, and it just picks the tiles that are the 'best', which intrinsically means it cheats your unit positions without having to reveal units and is why it's able to consistently stay out of your view/weapon ranges of your concealed units.
Anyway, for as long as you are spotted + the AI thinks it has a force advantage it will keep moving units forward to attack you. If you break vision or kill too many units, it goes back to trying to stay outside your vision range as its #1 priority, even though it shouldn't know what your vision range is.
So getting the AI to actually commit to an attack requires keeping a unit within its vision range at all times that it thinks it can kill. As long as you do this, with any faction, it'll pile the units in at you and play aggressively. Kill too many things or break LoS and the AI goes back to bitch mode.
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>>2343875
>menace icon on mail
They are trying to communicate…
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>ATV
>Vehicle radar
>Camo netting, Smoke launchers and ERA just in case.
The only real scout you need. Dirt cheap and can find enemies outside of vision range and is dirt cheap. Hell put it on a pirate truck to save even more on it.
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>>2343536
Ship deployed mines are really easy on any objective rush mission if you can create vision chokepoints.
The AI doesn't account for minefields, it doesn't cheat to know they exist, so they're one of the few weapons you can use in actual ambush tactics and it works more consistently thanks to how retarded the AI is about your LoS.
So as an example, you have a base defense mission and cover 3/4 entrances/bunkers into the base with your infantry. At the 4th entrance you leave it completely undefended and unspotted. Put your vehicle nearby but out of LoS of the chokepoint so it can respond to AI moves. Then drop your entire minefield in the chokepoint.
The AI will beeline every unit on the map into the minefield simply because you can't see that spot and it impossibly knows you can't (because it cheats).
Anywhere you can create a fog of war corridor for the AI, you can drop a minefield there and have it reliably path into the mines. You can also smoke your own units (like a tripod deployed infantry squad in a tower) and the AI will then suddenly run everything out in the open in front of the deployed infantry so you can kill everything quickly when the smoke clears. (actually sometimes you can't because there's too many units to kill, but that's one of the problems with the AI being so skittish - it has the numbers to be aggressive, and should be, but it's so scared of entering your LoS it never takes advantage of it.
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>>2343566
Yeah, you're right, the guys replying to you are wrong. Shooting with unsuppressed weapons doesn't do anything. The AI does not spot you. This is something people imagined is happening in their heads without actually playing the game and experiencing it happening.
There is no functional difference between firing a suppressed or an unsuppressed weapon. It "breaks concealment" in the UI, but the AI doesn't change its behaviour and has never once shot one of my concealed units that "revealed" itself firing an unsuppressed weapon.
If you lose e.g. darby's concealment acc bonus on your second shot, that's probably true, but basically unnoticeable 99% of the time as you're just finishing off a unit on your second attack usually.
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>>2343862
The AI is cheating and it doesn't matter how much you piss and cry while shoving your head up your ass saying it doesn't.
It is working off information it shouldn't have, and we can literally game the AI cheating off information it shouldn't have with our own counter-tactics that wouldn't work if the AI didn't cheat to know what your units can see.
It cheats, it needs to be fixed. It can make perfect moves all it wants - nobody cares about that, but it needs to stop accounting for the LoS and weapon ranges of units it never identified or spotted and instead start engaging in actual reconnaissance tactics.
This is absolutely critical for the game.
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>>2343908
>there's no way you're taking six SLs into an expert mission with no armor, no ammo, and just crowbars
I will add ammo pouchs for them, it's only 20 additional supply for 4 of them.
And i totally can and i do it right now - expert mission vs like 2 dozens of rats.
I repeat, if you wear armor in this game you play wrong,
Only allowed is jaeger and load bearing rig ones, when you have enough supply limit.
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>>2343909
Yes
It often one-shots walkers or leaves a sliver of hp, it'll apply defects to the stug if you hit the rear armor, it oneshots bombardier bugs 100% of the time, it has 15 tiles range, it is just all around very useful for "oh shit" response to some tank or something that you otherwise can't really get into position to kill.
Its at its best when you have 2-3 of them and put one each on a different squad, so they can basically cover each other with the wardogs. If one gets engaged, you want them to fight with their other weapons, but 15 tiles means one of the other less pressured squads can get their wardog in to help out. It's incredibly useful, one of the best accessories easily.
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>>2343875
I honestly hope there is stuff to do outside of >choose the flavor of enemy yuo want to fight
Even the current way Operations would work better if you were free to take any mission at any time, with the missions being basicaly a build up to make the last one easier or make you stronger (add a time limit/pressure so that you dont just endlessly farm buffs each Operation ).
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>>2343875
This looks more complete, maybe we may get more animated screens and images for events?
Cool shit.
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They need a rebalancing on the Impetus shit as well.
Cool claustrophobic missions inside spaceships, boarding by pirates etc, I still say I hate these squadie system being basically HP, there’s not attachment to your soldiers.
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What do you think the game NEEDS right now? Let's say that those German devs were your slaves. Sex slaves, even. What do you order them to add, when you're done banging them?
Obviously people will bring up a proper endgame (instead of the end of early access message) but that's going to happen no matter what. Same with expanded SL roster. I'd personally love to see expanded mission variety as more of a priority, because there's definitely some noticeable repetitiveness on how operations play out. More items would be great, obviously, maybe weird futuristic scifi weapons (the laser that penetrates armour without damaging it is the kind of gimmick I like, for variety)
Expanded overworld options would be nice too. I never felt like factions were struggling against me or each other, my trust number just goes up at a more or less constant rate as I do operations. The backbone SHOULD monkey with my shit. OCI building seems a bit linear too, compared to the series of tradeoffs I would ideally like. What do you think?
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>>2343945
Easy, reputation system that was never finished on BB, you side with factions and some hate you, you can even ally with pirates. More cool shit to see, better cutscenes for events, bigger maps bigger biomes. Aesthetics customisation woudl be nice, camos etc.
I am only fearful they will do similar business to BB, BB has a lot of cool DLC, and its easy to mod, same here. But some systems were never finished. They said they wanted to do different in a interview now that they have actual budget but still.
We shall see. I would still be okay if they just make what already exists bug with more content.
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>>2343802
Agility is the slowest growing, and has diminishing returns. 60-70 grants more AP than 70-80.
>>2343807
It can be nice to bring Pike along to babysit in your first OP, but 1 stars are fine.
Not all 1 stars start with low AP, and accuracy increases way quicker than agility does.
Sachin is a great character and starts with a decent amount of AP. Marda should be put into a role where her AP isn't as punishing and her insane accuracy can come in. Ivey and Jean need to be found early to get some time to build up their accuracy but they both have plenty of value. Jean particularly being cheap as fuck and good at farming gear.
If you can't do well with bog and marda then I dunno what to say man, git gud, its really not hard to deal with these 2 SLs on challenging.
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>>2343955
Low ap makes athletic kinda obligatory. I dont like obligatory skills on a perk system that seems more like orientations instead of builds.
One of the things I like more about this game is that roles can change between squad leader even when not optimal depending on circumstances.
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>>2343945
>What do you think the game NEEDS right now? Let's say that those German devs were your slaves. Sex slaves, even. What do you order them to add, when you're done banging them?
AI behaviour and units that incorporate reconnaissance - throwing drones around to spot units, advancing with jaeger sniper teams or retard scavs in pickup trucks in the vanguard of the main force to identify where the enemy is and the force size/composition before committing more units to an attack. This can get even more autistic with electronic warfare to jam out recon drones, ATGM's, or communication lines but thats probably too much for this game.
Basically the AI needs to actually scout, remember what it's seen, where it's seen it, and how to plan around that information.
But just baby steps of advancing to contact with disposable or concealed units to identify what to engage is probably the most important facet of gameplay that's missing right now. The AI needs to scout. That's what this game NEEDS right now.
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>>2343969
Athletic is often the best first row perk available outside of unique ones and quite impactful on anyone.
Scout and callout target are nice but for a specific role, I've never liked solid grouping that much compared to other options, and new tricks I usually demote people out of once they've grown enough.
Its not hard to work in someones unique perk, like fearsome and athletics.
I feel like athletics and Mobile Infantry could use with being made less auto picks. MI it'd be nice if getting into a car wasn't so rediculously AP costly without it, athletics I have no answer to but spending 20 AP to deploy sucks ass and I don't want to do it.
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>>2343971
Both the CQB and Range ARC look like XM8s, it's just the base ARC that looks like an entirely different gun.
On that note, the range ARC fucking sucks. I'm not a fan of the range variants in general, they don't have reduced damage fall off, better accuracy or increased damage. Just the barest amount of extra penetration while completely fucking over their ability to engage within 6 tiles or less.
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>>2343977
Mobile infantry is way too good. Popping in/out of the APC so your marines can't even get hit and allowing them to get away with pajamas, is retarded.
I'd probably make the AP cost 10, 15, or 20 AP instead of 5 AP. I'm not sure what value would work best, but whatever value it is, it needs to prevent the unit from popping out, shooting, and popping back in with no risk to the unit.
Or hell keep the AP cost as it is right now, or even make it free, but only allow moving into or out of an APC possible once per turn. It doesn't really matter what's done so long as jumping back and forth from the inside of the APC stops being a thing, it invalidates entire mechanics like suppression and allows for artificially cheap CQB squads because the APC acts as their armor now. If this were a competitive PVP game, the meta would be the cheapest possible APC with no guns just an advanced sensors suite or radar, maybe extra armor + an infantry squad in pajamas with an anti-tank weapon and shotguns or AK's.
Because doing this gets rid of:
Infantry armor
Suppression mechanics
Scouting infantry
Mobile Infantry just enables an APC+MI squad to do literally everything cheaply. It's the min-max build especially considering how tanky just the APC is already.
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>>2343992
Yes. Which is why I never buy the repair workshop for vehicles. It's way better to buy a 2nd salvage teams OCI and then buy a 2nd vehicle with the cash and cycle between the spare vehicles if your active one takes damage.
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>>2343994
>it needs to prevent the unit from popping out, shooting, and popping back in with no risk to the unit.
It'd have to go down to like 30 AP instead. Since so long as you can technically take an action your turn won't automatically end, you'd have to basically make the dismount portion of the perk completely worthless in order to get that. If you really think it needs to be fixed then it's better to just limit dismounts/mounts to once a turn instead.
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>>2343945
>Expanded overworld options would be nice too
I honestly don't know what they can add that wouldn't detract from the time spent on ops, which is the whole draw of the game. The overworld is so empty, so something has to be there. Maybe having to send SLs out on patrols for a set period of time to get bonuses/weapons in exchange for not being able to use them. The only other thing I can see are dedicated SL storylines you can follow.
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>>2343945
AI improvements as the other guy said, but also adjusting the difficulty curve - the hardest 3 missions on challenging or expert are the first three. Without ANY starting squad weapons it's tedious and requires too many restarts to get out with your squaddies alive.
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I really like the game when both you and the AI are kinda blocked, and searching for ways to flank. Longer battles, I think the gameplay feel they wanted was more similar to the demo.
With some tweaks its doable, just balance shit.
The game also feels balanced for ironman, make you really want that intel on maps, and plan accordingly or abort operations.
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To the anon who wanted to do a mechanized army but wanted a scout. I started a run with the goal of getting 3 fully kitted out mechanized infantry squads in IFVs and a scout car.
So far This is what i've got its 1400 supply with an AI logistics chain. Bog drives the scout car with radar dish. while the other two only have single machine guns right now but are mostly for providing cover and suppression for my two infantry squads. I'll hire that last girl driver next and I've already got the russians, so I think at around 2000 supply I should have a fully kitted out mechanized force.
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>>2343972
>AI behaviour and units that incorporate reconnaissance
Proper assessment of hidden information is a broad problem with AI and is not going to be solved by this random tactics game. There are no games where an AI is capable of doing this intelligently on the same rules the player is.
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>>2343950
Old image I have from the demo.
iirc it and the KPAC had their basic roles swapped too at some point? The !XM8 was the accurate one at one point and the KPAC was the high caliber one.
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>>2344008
>Maybe having to send SLs out on patrols for a set period of time to get bonuses/weapons in exchange for not being able to use them.
This kind of slightly exists.
There's an event where you can send Jean to go raid a pirate cache for an Op and get an item
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I wish OCI armaments were a bit more accurate. Every weapon takes ages to arrive and then it fucking misses. The unguided missile, bombing run etc are always off target. The strafing run is accurate at least, but keeping the bastards pinned for however many activations makes it feel like I'd be better off shooting a rocket at them. I just want slightly more accurate unguided missiles
>But it's unguided
I don't care
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>>2343875
>rock planet
>fire planet
>ice planet
>water planet
>jungle planet
>all are always fighting each other and must band together against an alien trying to eat them
NANI
This is Shadow Raiders.
https://www.youtube.com/watch?v=WXDH2NUYrgg
Fuck, is the Menace going to make a Beast Planet and start munching down next?
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>Guncrawler firearm is obviously a 7.62mnm machinegun in appearance and the ammo box even says that too
>Acts like a big fuckoff .50cal
Actually the whole guncrawler looks like it was upscaled into a tank-esque enemy...I think they were supposed to be regular infantry earlier in development.
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>>2344065
I can't speak to /k/shit at all, but even I noticed that the anatomical details are also scaled up. That's a big skull, a big torso. It's a cool design but they definitely are pushing the limits on plausibility. Does MENACE wait until it kills a huge guy to make a new guncrawler?
But at that point you might as well ask why they bother with the biological components at all, when a drone would seem to be as good. This looks like a universe where robotics aren't quite so great (we don't see infantry bots, Boston dynamics dogs with machine guns on them, extensive arial drone usage, etc) although mech walkers are pretty advanced, maybe this is a setting where robotics aren't that great period, and having a biological base is somehow necessary for MENACE to bridge the gap.
Of course the real reason is that the meat machines look cool as hell, and that's fine too. If I ever get a job doing secret bullshit for DARPA I'll fucking float robot zombies, why not?
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>>2344071
>But at that point you might as well ask why they bother with the biological components at all
The MENACE runs off of VIRUS (the film) logic.
Sure it could make a totally mechanical unit to shoot at us with, but it can seemingly use organic components as filler for it's units so...Why not? It can make more units that way.
It'd rather 100 weakened units than building only 10 with the same resources and effort.
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>based defense against pirates
>Tek on a tripod autocannon in a tower, Rewa in a light walker with a laser lance and two JCROWS, Bog in a light walker with a fiddy, ammo box and ERA, Carda with the PAL, Pike and Darky as 3 man elements for HQ/recon with a mortar and AT rifle, a bunch of sky bots
>AP mine and supply drop OCIs
>only casualties are to rocket artillery, absolute pirate slaughter, many die before even disembarking
the more options and supply you get the more fun the game becomes
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>>2344033
There are though. Take Alien: Isolation for example. That's a really good example too, because it is exactly a sort of adversarial AI that DOES NOT have omniscient knowledge.
What they did, because it's true that it's a hard problem, is they created an overseer/director AI which is omniscient, and then the alien character AI that controls the alien. The overseer gives directions and hints to the Alien, but the alien never explicitly knows where the player is. The overseer will say something along the lines of "Go check this area" and then when the alien enters a particular room, "Get more curious".
They don't need to be crazy developing the AI in this game, it just needs a little work - some memory of player locations/units, maybe 3 map "layers" or whatever for picking future positions/movement from. An overseer AI that handles the omniscient stuff, and the adversarial opfor AI that moves the units but only with hints and not perfect information.
Alien Isolation proved you can do it and it works. It is not an inescapable throw your hands in the air and stop trying problem.
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>>2344100
Nigger stop reading memes. Not only did that game cost infinity more dollars than this one, it's held up as generally the best example of video game AI ever. You can't compare this to that. Especially when that one can still be cheesed and broken, and relies on the overseer AI to keep it on track. There's mods that remove it and then it becomes possible to play the entire game without seeing the alien once, or having it endlessly hound you in a small area until its impossible to proceed.
Not to mention its an entirely different genre with entirely different parameters. The single alien looking for you in a room isn't the same as dozens of units with different detection, weapon and movement ranges trying to form a viable company level attack on an open map
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why is she like this
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>>2344117
she's either incredibly down bad for Major or is playing up the seduction because she's the head of a gambling and whorehouse crime world pleasure planet
I would 100% say the latter except she canonically sends nudes
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>>2344133
>>2344134
alright well thats good at least
also feels like i need better gear to actually take these things on, i only have one suit of heavier armor (the green one) while everyone else has the lower rank one from rogue army
and no higher tier vehicles either, I only managed to get a tank gun on the op before it through the black market
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>>2344100
>haunted house stalking monster
vs
>tactical game AI
These two are not at all comparable. The Alien in Isolation was not making informed decisions about what the player is likely to have been doing, it was patrol pathing through areas influenced by the director and events. It wasn't predicting where the player was likely to be, it wasn't trying to discern subsequent mov\es based off previous information. It wasn't really adversarial in the sense where you could fight back and your actions could influence what choices it has to make; it hunts you down and you can't really fight back in any way the AI needs to compensate for.
Compare to a tactical game AI, where the AI running units into your fire can trivialize the entire game. If you have an AT unit which the AI loses track of then it needs to have a vague idea of where that AT unit might be and thus what you have done with it. This in turn requires some level of theory of mind which is currently impossible in AI, even deep learning AI. This is a fundamental difference, not some minor thing that a bit of tweaking can avoid.
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Its go time.
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>>2344149
Not only gave you an example of a game that did AI well, but it's not even the only game that's done AI this way. Left4Dead also has an overseer AI that guides zombies around without having to cheat the zombies into knowing where and what and how the players are doing.
There are plenty of games out there that have managed to handle AI well in an adversarial context. It's stupid to just go "no way, that's impossible this cannot be done ever" when literal existing games, even within the tactical/strategy genre have implemented something that is quite simply fucking basic - scouting to reveal units the player or spaces the player occupies.
It is not some kind of mystery that nobody can figure out. It's been done before. Stop being such a fucking contrarian retard that thinks every simple thing is impossible.
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>>2344148
stealth sneaking is shit for completing round restriction bonus objectives though, theoretically being able to armor your guys strong enough they can just roll in and dominate everything would be ideal, but the deployment cost for it is way too inefficient compared to stealth sneaking
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>>2344154
Fuck that light walker almost ambushed bog at the last second, but otherwise mission accomplished.
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>>2344155
>name a strategy game that can do this
>Uhh I already named a first person horror survival game what more do you want
>I also ignored your point about how that AI is nowhere near as smart or effective as I'm pretending it is
fuck off you disingenuous prick if you're just gonna be like this
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>>2344162
I love close combat games but holy fuck man. I was able to cheese and abuse that AI when I was 9 years old. You're so full of shit it's amazing
>but they send scouts
Yeah, endlessly into machine gun fire until you've wiped out a whole battalion in the same intersection. Not to mention the amount of times I've seen the AI break entirely and not move or just endlessly move back and forth.
You're such a fucking retard
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>>2344155
>There are plenty of games out there that have managed to handle AI well in an adversarial context.
Those are not genuinely adversarial; they're single sided. The AI is not reacting to the things the player is doing, beyond their directors spawning threats based on the player's situation.
Note that you still haven't responded to a single point in >>2344144 beyond saying "nuh uh" and running off to reply to someone who gave you an easier target.
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>>2344171
I disagree, you finding a specific method to cheese the AI doesn't affect everyone else. Broadly the AI works just fine for the vast majority of people and you want to break that and have the AI run into your field of fire constantly to die.
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>>2344167
If the AI actually used proper scouting methods and found your concealed units instead of running away from them, they would be harder to kill, not easier.
The issue right now is that even +1 concealment completely breaks the AI.
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>>2344169
>>2344165
>>2344168
So at the same time as you think it's impossible to program the AI to scout, which was what we were talking about - not whether any particular game did it well.
But you simultaneously believe it's impossible, but also when shown examples of where it was done, bitch and whine that those games didn't have perfect AI, without any reasoning to explain why or how you now believe that scouting is actually detrimental to AI behaviour instead of beneficial.
The way you defend menace like it's doing everything absolutely perfectly already with no room for any improvement, when it's actually rough around the edges with one of THE most complained about problems being the AI, is incredible. Like you're taking on the persona of a dev on the menace team who's fucking bootyblasted that people didn't like his AI and he might have to actually get up off his ass and work to make it better.
I don't know why but you're consistently the most insufferable poster in this thread and I dearly wish I could block myself from ever seeing any of your posts.
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>>2344144
>The Alien in Isolation was not making informed decisions about what the player is likely to have been doing, it was patrol pathing through areas influenced by the director and events
Okay now that isn't true.
When the alien is looking for the player after the appearance trigger it is using a finite state machine formula that mimics a randomized patrol searches. The fixation on lockers is an emergent behaviour because specific triggers caused by the player is memorized.
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>>2344172
I'm not trying to cheese the AI by having high vision and high range, it's the most obvious fucking strategy for tackling a game like this. I'm hardly the first person to discover you can make the braindead AI run wherever you want either. What is the solution? Intentionally put squads in the open without armor as a bait to force them to engage me? That's not a challenge, it's extra steps to curbstomp an already retarded enemy. How is this even a point of debate
>Yeah bro use Carda as a sacrificial lamb, don't use weapons with high range either that's total cheese
Okay how about design a game that doesn't play like ass. The only saving grace is that some missions have a turn limit timer forcing you to play more aggressively (only some missions)
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>>2344175
Yeah the idea that the game's AI should be good and not bad was implicit.
The examples you have are examples of games trying to do what you want and failing, because it is not possible to make an AI act intelligently based off adversarial controlled missing information.
>when it's actually rough around the edges with one of THE most complained about problems being the AI, is incredible
I have literally ONLY seen this complaint in this thread from what seems like 2 or 3 people.
>>2344176
Sure, though I'd say that's an extension of what I said more than it not being true.
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>>2344177
From what I know (and I am Not That Anon) is that the demo AI was the exact opposite from what it is now. Extremely aggressive, making a beeline for the first detected squad you control so every unit on the map would come down on you. I think whatever is causing this issue would cause this behaviour to start again if they tried to undo it and that is why they are taking so long on this specific problem.
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>>2344181
Yes and no. It would do that on some missions, but then on the open seek and destroy missions they'd do the bullshit where they hung around at the edge of your vision even harder.
There were only a couple of mission types though so it was easier to say fuck it and let them bumrush the player.
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>>2344175
>thinks he's arguing with one person
relax schizo. Also you didn't just say scouting.
>AI behaviour and units that incorporate reconnaissance - throwing drones around to spot units, advancing with jaeger sniper teams or retard scavs in pickup trucks in the vanguard of the main force to identify where the enemy is and the force size/composition before committing more units to an attack. This can get even more autistic with electronic warfare to jam out recon drones, ATGM's, or communication lines but thats probably too much for this game.
Basically the AI needs to actually scout, remember what it's seen, where it's seen it, and how to plan around that information.
But just baby steps of advancing to contact with disposable or concealed units to identify what to engage is probably the most important facet of gameplay that's missing right now. The AI needs to scout. That's what this game NEEDS right now.
Get fucked you disingenuous twat
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>>2344181
>From what I know (and I am Not That Anon) is that the demo AI was the exact opposite from what it is now. Extremely aggressive
No, I played the demo and it was the exact same AI as it is now. There isn't any difference at all. If it was "more aggressive" it's because some people can't tell the difference between AI behaviour in interdiction/defense and other types of maps.
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>>2344188
I kind of want ballistics to stay for the endgame instead of phasing out entirely in the high tiers. Part of the fantasy here is the military theme with realisticish guns. There should be a plethora of sci-fi options, but they should exist as side grades and specialist items imo
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Drive for the fatherland, or whatever is the TCR.
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>lay three squares of AP mines in a row on an interdiction mission on the main road
>pirate pickup with commandos yolos down the road, setting off every single mine and killing itself
this is the AI anon is complaining about as omniscient?
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>>2344190
>if you don't abuse the AI in a way you know it's easily abused you're playing the game wrong
Every fucking game has a group of you retards endlessly pissing and shitting your pants. Fucking munchkins I swear, you ruin everything you touch with your autism
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>>2344196
>play game normally
>ey, don't abuse the AI
maybe don't make AI that is professional victim
>too much vision
>AI run away
>not enough vision
>AI run in melee range and get gunned
>do anything in the game
>AI abused
nigga pls
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>>2344195
AI don't see mines at all
>>2344196
you are the one that shit his pants defending the AI in EA game, the Ai that even devs acknowledged that it don't work like it should
desu I don't care if AI work with the same rules as player or cheat(a little) but if its fun to play
this one is kind of too easily broken currently
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>>2344214
I think it these sort of missions would make more sense if you have supply per operation rather than per mission or/and that various missions in operation would have different supply limits based on type
In this case then you would choose low profile because you want save some extra supplies for big battle on missions with bigger supply limits or end boss battle
DESU Operations feel kind of underwhelming. they could make them bigger and add some extra stages with no battles but events, shops etc.
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Didn't get much loot but hory shiet this thing is better then everything I have right now.
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>>2344246
if you consistently Pike buff whoever has it you can fire and vent every turn but otherwise it'll be firing alternate turns
Still it does the job, and as a medium weapon your IFV can still do IFV things unlike the long tank gun, which is heavy and removes the dismount capacity
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>>2343945
>Missions with multiple factions fighting each other
>Operations giving negative reputation with some other factions
>More unpredicably in general
>Faceless SLs with 4 perks max for padding
>Armor damage actually being represented in the unit status
I'd start with these, in reverse order for simplicity
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>>2344267
>Menace shows up more and more
Yes I had that too but what I'd like is that even other factions could show up during missions, even without the planets being red
>Capture the outpost but both the army and the Menace are fighting for it at the same time
>Save the civillians against the army, when you're almost done the pirates show up unannounced and you have to fend off them too
Something like that. It does clash with turn limit objectives though, I doubt there will be something like that but I can dream
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>>2343994
>the meta would be the cheapest possible APC with no guns just an advanced sensors suite or radar, maybe extra armor + an infantry squad in pajamas with an anti-tank weapon and shotguns or AK's.
Are you me?
Well I gave him armor because I gave him counterattack and sometimes if there's one enemy left I leave him outside to counterattack and get a free attack, but if I'm starving for supplies I also give him pajamas.
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no YOU stop
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>>2344290
/vst/ is one of the slowest-moving boards. There is literally zero reason to make a new thread until page ten.
It took three days for the thread to go from page 5 to page 8.
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I know the SLs are unique with personalities dialogues etc. but I still wish we could make our John Menace character.
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>>2344348
>it is (you)
>every time your squad wipes you get an auto loss of -5 authority after mission completeion (or failure)
>staying alive on a successful mission gives +5 authority if you keep a squad size of 3-5
>get a forced cooldown so you canot be used all the time
I'd do it.
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>>2343945
Research and Engineering. I want to develop the ship and it's facilities, and enable the ability to research technology and build them. Instead of just relying on the black market. This could be done with intel standing in with research, and other things like slotting specific pieces of loot into a technology research slot with x amount of whatever gun, x amount of whatever armor, x amount of some grenade and you come out with a minor upgrade of every squad starts with 1 more shot by default.
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>>2343857
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Guardsman here!
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>>2344269
I recently realized that after several successful missions and multiple kill streaks both Lim and Pike laugh a lot more after killing enemies and say lines like "I'm starting to feel kinda sorry for the bugs, heh heh heh."
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I'm getting my shit kicked in on Expert against RA. I'm on my sixth or seventh operation, and my drops have been disastrous. No long-range anti-tank for the light walker spam.
The one effective unit I have is Darby with an early suppressed ARC drop and jaeger fatigues, but no camo accessory so I only barely outspot HQ units.
The second Bog gets spotted, he gets ATGM'd off the field, and he has my only autocannon.
Lim with shotguns and pirate jumpsuit can do work, but if he can't morale shock what survives off the field, he dies the next turn to mortar spam and unaffected light walkers.
Yaz just can't get into the fight at all, as light walkers walk up and pop him back into suppression, or some conscript platoon just magdumps him straight into pinned.
I can prolong the suffering with Pike dropping mortar smokes, but it's painful.
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Is the mk02 actually ingame?
Althought it doesn't seem very good, who cares about 1 extra vision on your tank
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>>2344397
It plays into his perk really well what are you talking about. The faster he puts them to wavering the faster he does +30% damage and +50% accuracy.
Morale damage can completely devastate any of the factions other than the menace.
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>>2344379
Imagine her and jane bouncing on it. Major loves chocolate. Also frankie and jane for white chocolate later on. Hell imagine all of the sls. The devs clearly understood the “make them hot, based or fun” rule when it comes to diversity.
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Is tankbuster a trap?
I feel like there's not breakpoint it helps you reach, none of the anti tank weapons really need the extra penetration and there isn't a single enemy that take 2 rpgs that would be killed by just 1+perk
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>>2344394
Menace skirmishers pick anyone wearing this apart unless you have a forward scout due to the vision and detection. The mk2 might help alleviate that. But if you have a blacksleeves or forgiven squad ahead like you really should when fielding a cqc breaching power armor its a bit moot.
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>>2344399
The extra damage against an already defeated unit is useless. Often they are one salvo from death anyway. Shoot his buddy and inflict damage against a fresh unit while also making the wavering enemy route due to witnessing unit loses. His skill damaging disrupted enemies is far more valuable.
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>>2344406
Griefinger with crocodile tankbuster and all of his other abilities unlocked allows for some meme shit like walker one taps and guntrack/doinks.
It has good utility for certain weapons and units but there are other skills you should pick for certain sls.
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>>2344422
>shitting his pants right now
Relax mate
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>>2344419
It applies during his attack.
If he opens fire on a healthy unit, kills one model, causes it to waver, the remaining 50+% of his volley will have +50% accuracy and +30% DMG. Making the liklihood he completely annihilates a unit way higher.
Enemy units can regularly be retreating with a single casualty, or none if a couple units around them were shot. Particularly with Yaz active.
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>>2344406
Keep in mind distance effects the specific numbers on some of these weapons but:
HMG goes from 30% chance to pen on first shot to 66% chance to pen on first shot vs light vehicles. And from 6 shots to kill to 5 shots to kill.
Crocodile goes from 40% pen chance to 97.5% pen chance vs a medium walker. Also the damage boost makes it a comfortable 3 shot even at distance, rather than at least a 4 shot.
RPG goes from 70% pen chance to garunteed pen vs a medium walker. And drops from 3 rockets for a kill to 2.
The MAAL will one shot a medium walker with tank buster instead of 2 shotting it.
The PAL and RGL I don't think hit any damage breakpoints, but will go from high pen chance to garunteed against heavier vehicles.
The ATGM will one shot LAVs and Medium mechs instead of 2 shotting them.
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can somebody tldr me how important potential is?
is pic a bait or something you want to have on every sl?
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>>2344461
It does more for SLs with lower growth potential.
IMO if you're not planning to fill out an SLs perks soon its alright to give them growth potential first, let them do some missions then when you have the promo points and are ready demote it off of them and do their build.
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>meds meds meds meds
>schizo schizo schizo
On the plus side, you're now the second clown who had such a complete mental breakdown after I told that guy all his allies were retards. It's honestly kinda vindicating watching your absolute implosion right now
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>>2344499
The PAC has better suppression allaround and is better in the hands of shitters, ARC works well for someone more close quarters focused with decent armor and counterstrike perks but you mostly wont have the gear and SLs by the early to pull that off.
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>>2344391
Yeah, I've found rogue army can't be fought until you've got decent anti-tank weapons and they show up so early that you don't typically have anti tank weapons. In my current run I just got RA and I don't even have an autocannon, just a single pirate RPG, and my first fight against rogue army had 9 walkers in it. I ran out of ammo just trying to shoot them to death with rifles.
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>>2344523
What mission? I've done a few runs on expert but I haven't seen nine walkers in a single mission at once, usually it's two, sometimes three, rarely four. Generally I try to get an AC for Achilleas and he kills them and any weapons team, using the front armor of the APC to tank and trade blows until he wins
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>>2344533
Yeah those are tough, I've seen a tank and four walkers on operation seven or eight in one of those, made me abort the mission early. Fighting off mech spam would be interesting but I never got enough RA operations during my time playing
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>>2344536
new thread
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>>2344597
The only stat difference between the ARC and KPAC is:
7 range vs 8 range
12 DMG vs 9 DMG
13 ARM DMG vs 9 ARM DMG
30 pen vs 20 pen
The KPAC despite having a longer range is actually worse at range than the ARC because of the damage dropoff meaning it hits higher numbers of shots required to kill faster. For example vs a normal 'man' enemy(10 HP):
KPAC is 2 shot at 1-5 tiles, 3 shot at 6-7 tiles, 4 shot at 8 tiles.
ARC is 1 shot at 1-2 tiles, 2 shot at 3-7 tiles.
Vs harpies(20 HP):
KPAC is 3 shot at 1-2 tiles, 4 shot at 3-5 tiles, 5 shot at 6 tiles, 6 shot at 7 tiles.
ARC is 2 shot at 1-2 tiles, 3 shot at 3-6 tiles, 4 shot at 7 tiles.
The ARC strips armour down faster than the KPAC, each squad member will output a potential 39 armour damage instead of a potential 27 armour damage.
The ARC and KPAC have the same ideal range so their accuracy is identical.
The KPAC is at -24% accuracy at 8 tiles dealing only 2.6 damage a shot, the only effect you're actually getting at that range is some suppression.
Against a lot of infantry squads this increased strip speed and kill speed will easily makeup for the lower base penetration. And against targets neither gun can pen well the ARC will at least put out more armour damage. The KPAC variant guns might be worthwhile, I haven't seen many of them. I know there's one with a drum mag and 4 shots.
>>2344512
Same suppression, same accuracy between the ARC and KPAC.
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>>2344901
are you accounting for reduced armor pen at range? Armor damage and AP both degrade the same as HP. As for variants, the CQB KPAC is good because it has an extra repetition which is basically another multiplier to damage and suppression (plus have a +10 accuracy bonus). Range variants for both the ARC and KPAC aren't good, because they have the same damage fall off as the standard and CQB variants, but with Crowbar style sweetspots. They do get like 15% more armor pen which is definitely a thing they have.
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>>2343875
So what are the remaining planets like? We already have rocky desert, snow and temperate forest. I'm guessing:
>songlurch: swamp/jungle world
>toliman: water world (island hopping for missions)
>fira: rocky industrial hellscape