Thread #2338150
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It's real major...
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>>2338150
There's already a thread: >>2336362
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Major, you are not going to fall for this crude honeypot attempt, right ?

Right ?
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>>2338150
Funny, this screen looks a lot like Stellaris
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Bed wench phenotype.
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>>2338584
Is my chocolate goddess Darby afraid of xenos?
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>>2338695
She hates spiders, same reason anyone becomes a sniper.
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>1000 trade value
>saving it for "that moment"
Uhh, when do I spend?
Right now I just fill every supply limit gap with just another SL.
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>manpower is not just a reinforcment pool
Wait what?
I should have invested in those manpower generation tools.
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>>2338865
yes, WOO is the first OCI you should get
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>>2338865
its such a noobtrap if u havent bought it first thing you should just restart you game
you should have 2 woo as soon as possible
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>>2338881
To be fair it's fairly poorly explained.
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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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>>2338150
>>2338551
>>2338584
My 3 wives. Carda can come too but she's just a side piece
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FUCK SKIRMISHERS
FUCK SKIRMISHERS
FUCK SKIRMISHERS
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>>2338894
Having a premium stable of waifus in this game wasn't part of my expectations but I'll take it
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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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>>2338865
>>2338882
how does it work then?
i bought exwoo early so i haven't really experienced manpower shortages
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>>2339070
My guess is that you simply can't deploy if you don't fill at least a 4 man squad or a vehicle
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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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>nothing but alien infestations
please
this shit is so boring
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>>2339114
bugs are pure money though, I wish I had some, played 3 operations today (2 redacted, 1 rogue army) and yearn for something simpler
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So how the fuck do you deal with MENACE skirmishers? Cause they're fucking up all my vehicles from the FoW and I feel I have no counterplay
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>>2339123
For me it's Darby with a range 15 hammer
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>>2339117
I've had 4 back to back alien infestations dude
I want to think a little
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No construct or alien ever called me Tekker...
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Genuine question, how are you meant to play this game without Darby?

Because this shit is fucking bananas without the concealed vision she provides
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>>2339141
Big radar dish or fov drones
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>>2339140
what is "tekker" even supposed to mean btw
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Tekker is a slur for people who look like Tech
You can say Tekka if you're friends though
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>>2338881
im playing on challenging and im at the 5th op with 24 guys left, still havent built any manpower buildings or even upgraded the medbay
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>>2339154
It's slang for TCR aka Terran Congressional Republic aka your boss before the mission got fucked.
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>>2339141
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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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>>2339232
Doesn't menace ignore smoke
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>>2339227
The Crowbar is a G3 doe
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>>2338150
>shy to having
lmao
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>>2339235
Not in my experience. It might depend on which unit. The guntrack things and skirmishers can be easily smoked out. If they can ignore smoke and chose not to, then dunno.

>>2339236
The ARC is the space AK and what will win back the wayback.
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>>2339237
Ask me how I know that you're ESL.
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>>2339240
ok.
how?
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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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>>2338865
What? What else does it do besides being a resource to fill out squads with?
>>2338873
I once got to MENACE appearing with 43 squaddies, no WOO, and no buying anymore from the black market
I did get a advanced medbay first though
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>>2339246
It's displayed in a dumb way.
It should also count down as you fill out your squads.
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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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>>2339237
German devs.
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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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>>2339256
What are the IFV's weapon slots like?
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>>2339262
Light and heavy. So no real restrictions besides supply cost and your pilot choice.
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>>2339262
heavy and a small like the LTC
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>>2339262
Same as the carrier, well they do change aesthetically
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>>2339141
Drones, or the Alien motion radar.

Honestly fuck playing like that, I like play this game like a dumber Close Combat.
Stick the enemy in front, suppress and flank.
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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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The menace faction needs mortars.
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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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>>2339271
From what I have heard it only randomizes if you keep going past 2 in one go.
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>>2339271
don't play random seeds
just write the seed you want to play
like 1488
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>>2339271
SEEN not since, fuck me
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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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>>2339271
In my current game I got Pike and Wetteroth as my first two randoms.
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reminder
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>>2339275
>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%.
That doesn't make sense with what I've seen so far.
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for an EA turn based military strategy game, I think it looks really pretty
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>>2339277
I wish I could press a button to make all Warhammer babbies die of extreme testicular torsion. You faggots are worst than furries with injecting your shit into literally everything.
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>>2339279
it needs some actual city locations and map variety, but yeah so far it looks nice
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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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>>2339283
>I haven't seen it happen against infantry only against vehicles but they don't tend to have much armour.
I mean infantry tend to not have much armour.
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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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>>2338150
I'm tired of seeing women in my military games. If I see one more dogshit boss babe archetype character I'm going to go full schizo.
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>>2339292
>>2339287
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>>2339285
It's funny when retards try to banter like this.
Literally proving his point.
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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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>>2339282
it really needs more map variety
I guess thats what those other planets are there for?
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>>2338584

I know the commando style gameplay is busted but I have not chosen her even once.
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>>2339291
Wrong reply
For>>2339141
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>>2339295
>It's funny when retards try to banter like this.
that is rich when its coming from you
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So where are the named items and legendary locations???
The campaign screen is also something that needs to be expanded. You click on a planet and then you forget you have a spaceship, it needs more depth.
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>>2339296
Yeah, the real issue is you can't be funny, not that you're a 40k tard, you're a low hanging fruit tard.
>>2339300
>no u
Wow.
Great job.
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>>2339280
>Woah it's just like le heckin space marines!!
They really are the worst
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>>2338551
No1 can stop me from watch this!
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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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>>2339303
have last ((you)) and fuck off
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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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>>2339308
I accept your concession.
Grow stronger.
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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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>>2339302
>legendary locations
Unlocking special ops as you rank up factions would be a good way of handling this.
Right now I'd rather have more environments. Interior missions, space stations, invading ships, etc
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>>2339315
I thought it was just my immagination but
Rewa started being a decent person and even saying "thank you" after Marta started complimenting her
she also doesnt like Jay and I find it hilarious
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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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>>2339309
>I hope they learned from BB and content and mechanics get better introduced.
doubt it
menace is already much more crude craftmanship than BB but I bet they learned that DLC is the way
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>>2339315
I don't care about that shit especially if it gonna be that quality as their current writings
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>>2339227
>crowbar sucks
This slander will NOT be tolerated.
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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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I love the banter. Reminds me of Jagged Alliance and its love for 80s action movies.
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>>2339328
>he use chaingun instead of crowbar
you prove him right
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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
Yes. Games need more sub-optimal choices for the sake of flavour.
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>>2339276
how is Pike not in your starting roster
he's the main character
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>>2339335
Crackas are pretty much all gimmicky like that. Should have picked another pepo of cola.
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>>2339335
I mean the whole game run on jokes and stereotypes so probably yeah
no
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>>2339338
Lim is the main character, with Tech as his sidekick. Pike is the by-the-book chief who threatens to take away their badges if they disobey his direct orders one more time.
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I'm getting closer to my perfect lineup.
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>>2339342
Why does your Darby have so much backup?
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>>2339335
>another
what's the other one
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>>2339342
nta but I set Darby up like a special forces squad, usually with 4 squaddies
More firepower for the silenced Crowbars
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>>2339340
first time i've felt that the psycho war criminal character comes off as genuinely scary
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thinkin i might start a new run but with infantry only for the start
probably on challenging
i just hope the rng wouldnt decide to fuck me over and give vehicle stuff for the early ops
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>>2339324
im happy to financially support the development of this game
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>>2339345
meant for
>>2339343
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>>2339335
> A Dundee reference.

Unexpected. I remember fondly Linda kozlowski activating my jimmies as a small kid.

>>2339342

We need customisation like camo schemes and I fear we wont have it.
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>>2339346
he is actually nice, always ask enemy to surrender
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>>2339353
okay yeah i mean he comes off as threatening, not cringe and comical like Rewa
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>>2339293
Damn that's crazy, guess I won't be playing then lol
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>>2339341
pike is the obi wan to carda skywalker. vamp is lando calrissian, jean is han solo and wett is chewbaccca. tech is c3p0 and lim is r2d2

bog is yoda
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>>2339341
Lim is the one with a stick up his ass
Pike even tells the Major to eat a dick when he gets weary
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>>2339355
ah sure, he is the nice guy who can fuck your shit up and you know it so you better be polite too
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>>2339280
>seething this hard
LAMO
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We need another human enemy faction more advanced and professional than the rogue army.
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>>2339351
Nah dude, that's an easy inclusion. They'll definitely add in cosmetic items and shit at some point.
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>>2339332
Yeah, to finish off the last motherfucker because of AP. Meanwhile. Your spess AK is just a shitty SMG.
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>>2339343
Darby deserves her own mech lance for protection.
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>>2339292
on the one hand there's a "badass" angry ugly jeeta
on the other, they literally make fun of the girlboss shit (one of Jeannie's blurbs)

c'mon these are the BB devs, you know they're chuds
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>>2339341
Pike feels like the only competent guy in a band of misfits
kind of a Rick Flag in the Suicide Squad situation (the comics/animated films, not the shitty ass movies)
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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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>>2339362
I'm sure they will add new factions like Battle Brothers
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>>2339362
The Bugs, Pirates, and the RA need a mid game boost, with the Menace getting absolutely BROKEN in the end gane.
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>>2339368
He feels like a guy out of starship troopers
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the Hammer is so fucking good, lads
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>>2339368
He's canonically a SgtMaj, so if promotions worked in gameplay as IRL he'd be maxxed out the gate.
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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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>>2339356
Am I supposed to care? Main character syndrome mother fucker
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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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does the campaign currently have an ending?
i've played like 5 ops since the menace showed up and nothing has happened since
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>>2339379
Pretty sure Menace showing up is as far as the story goes for now
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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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>>2339379
sort of, you just receive a message that tells you you reached the end of early access (you can still keep playing endlessly but no more additional content)
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>>2339378

This is more tongue in cheek than HF, HF is more sombre but I agree overall.

A fucking disgrace HF got abandoned. We never got another campaign.
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4th planet and im still fighting only Pirates wtf?
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>>2339380
>>2339383
did the devs say how long a playthrough is going to take in the full game?
i've played for 24 hours and i'm already reaching endgame gear
will there be another technology level based on menace stuff?
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Wtf I have 40hours already but have not even met late game shit. Time does fly when having fun.

Also I still have the damaged Med Bay. I bet squadies are way more important in ironman.
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>>2339388
NTA, I think so.
The menace loot stuff very unsubtly mentions how it can be used for research, so I wouldn't be surprised if some sort of technology tmechanic is added
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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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Do you like my Pike, anons?
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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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>>2339395
I hate that you can't see unit deployment cost on unit card
the Ui in general is quite clunky
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>>2339393
>no tanks
but I kind like how APC change its appearance with different weapons
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>>2339397
desu anon you can just, add the numbers together
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>>2339400
that is why I said that the ui is clunky
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>>2339395
>scapegrace
heh i know that word
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>>2339391
squaddies being important was one of the first lessons I learned the hard way
Being more careful and getting the WOO early one helped A LOT
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got to the EA ending on expert, that was a fun ride, eager to see more
How likely is it that we end up fighting the full might of the Terran Congressional Republic
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Remove the lame ass gacha recruiting
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>>2339409
It should at least not get more expensive, really incentives just starting a new game if you consistently get SLs that you don't want to use
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>>2339346
for better or worse, he is an actually somewhat realistic merc
and since he is from Wagner, he should have gotten the Disdain perk
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>>2339399
what he means is that you could get a StuG from the rogue army prior to the last patch but they disabled it
afaik the IFV is the heaviest vehicle you can get atm
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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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>>2339408
>spoiler
we would die anon
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>>2339414
you are just playing Battletech at this point
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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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Why do people give Darby a sniper?
I just run around with a silenced weapon and camo. Enemy specialist teams only have 3 men, so they always die in one shot anyway. No need to disable them.
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>>2339417
>special weapon on the infantry spam guy
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>>2339418
>Also is armor piercing ammo for rifles worth it?
I put it on my mobile infantry SMG unit so it can absolutely demolish any and all forms of infantry and its super fun
>>2339419
I gave her the crocodile, its neat against the menace
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>>2339417
All of the light walkers and autocannons were found. Rogue Army practically gives them away for free. Medium ones I have to wait until they pop up on the market.
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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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>>2339425
hopefully in the future the OCI system is improved, would be nice to be able to expand the hull slots too
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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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>>2339410
its based on SEED
so just use seed and write down what you get
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>>2339410
what if you shaped your strategy based on what's avaliable to you instead of picking Pike Lim Carda Rewa and rerolling for Darby every game
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>>2339438
Achilleas Pike Darby Carda and I don't use Rewa ever
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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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>>2339414
I keep restarting to try and get a first mission on challenging without losing any squadies so C1A2s and hope :D
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>>2339434
Pretty much what i do. I prefer Achilles for the defense perks since enemies love to shoot vehicles.
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>>2339444
Getting stronger as he becomes more damaged is a fun mechanic too, makes getting hit feel less punishing
>>
I just got destroyed by rogue army on challenging. Time for a new run...
>>
>>2339444
Achilles is insane. Invincible with cheaper shots. You just run him into the middle of the enemy with a mech and unload.
>>
>>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.
>>
>>2339395
Based Pike
>>
>>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.
>>
>>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.
>>
>>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
>>
>>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)
>>
>>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.
>>
>>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.
>>
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.
>>
>>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.
>>
>>2339475
>We invented tables and paper before we invented computers.
no way, that is just hipster propaganda
>>
>>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!"
>>
>>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.
>>
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
>>
>>2339483
>but you have to have that dreaded thing, actual friends.
In that case speaking as a developer I guess we can rule that out.
>>
>Got a lucky plama vehicle gun drop around the time first RA shows up
This thing FUCKS
>>
>>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.
>>
>>2339488
>The ELSA?
Yeah
Even fucking bog was slapping people with that thing.
>>
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so many wrecks
>>
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)
>>
>>2339340
whats this guys schtick
>>
>>2339499
he do war crimes and speak russian
>>
>>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
>>
>>2339500
no i mean mechanically
>>
>>2339499
Lim sidegrade.
>>
>>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.
>>
>>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.
>>
>>2339503
morale damage
>>
>>2339503
he do war crimes (morale damage, bonus damage to morale damaged units, bleed damage) and speak russian (restore health and lower self suppression by chugging vodka)
>>
>>2339507
Oh yeah, that's the other thing. Deals more morale damage + more damage to enemies that are wavering or fleeing.
>>
So what leeway does the game give you to demote and respec characters? Do you swim im promotions points by late game?
>>
>>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.
>>
>>2339514
I only demoted a couple of times, maybe 3 or 4 times. I am just wondering if I didn’t fuck certain builds. Only have 6 characters now. Post Rogue army cutscene first op.
>>
>>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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damn, pike shot his head clean off with the sniper.
>>
>>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.
>>
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
>>
What weapons does Tech's ability actually work with? Everything I have found is either something you can use on the move already, a deploy+setup too heavy for Tech, or a sniper which is thematically right out.
>>
>>2339531

The devs actually said they will add action camera.

Dont know about how to realign the other shit
>>
>>2339534
barely any and the ones that do are shit (like the minigun)

Tech is a giant noobtrap that sounds great on paper but sucks shit in practice
>>
>>2339534
>>2339539
Tech is getting the ability to use tripod guns without deploying them in the future. But the animations weren't ready for initial release.
>>
>>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.
>>
>>2339534
Any weapon that requires a deploy but not a tripod setup, so stuff like the MMG, sniper rifles, AMR, rocket launchers, mining laser, and so on.
>>
>>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.
>>
>>2339544
>>2339530

I am not getting too stressed about it. Its just EA after all thanks.
>>
>>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.
>>
>>2339550
>I turn off the cool things
Congrats, autistic snowflake. Go watch train videos while your mom guzzles down her evening wine.
>>
This is going to be useless, but it's going to feel good.
>>
>>2339556
>anon recreates the hellbat from first principles
>>
Did they removed their german sponsor agency logo from their Steam page? Can't find it anymore.
>>
>>2339556
It worked better than intended, at least on pirates.
>>
>>2339574
>>
>>2339556
What happens when you take two of the same? just more ammo?
>>
>>2339580
They become twinlinked and fire at the same time for the cost of firing one.
>>
any math nerds do the math on the rifles so I can know which ones are actually good
>>
>>2339589
Supposedly the ARC is mathematically the best one.
>>
>>2339589
Crowbar at range, AK and AR clones at mid-range, PDWs and shotguns at close range

It's pretty intuitive desu
>>
You actually get way more benefit from heavy armor with 8 man squads instead of tiny man squads because the hits get distributed over more units

no I haven't mathed it I know it intuitively
>>
supply drop is way too good against the menace due how to many bullets those fuckers can tank
>>
>>2339593
Well yeah, just like you get more benefit from infantry weapons with bigger squads because more guns. Squad size should depend on how many squads you want and what you're going to use them for.
>>
where do marines get their protein
in de wheyback
>>
>Menace and Mewgenics came out within a week of each other
Jesus christ, been waiting years for both of these. I'm supposed to be looking for work right now.
>>
>>2339597
Eat the bugs. Also the Major's cum.
>>
>>2339237
that's grammatically and syntactically correct though? You should have pointed out that the correct word is "Although" not "Though" in that sentence.
>>
>>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.
>>
>>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.
>>
>>2339605
Yes. That is why I dislike this system. At last if we had like 3x more SL then it would be fine but so far its not.
>>
>>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
>>
>>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.
>>
>>2339613
>forget you put ERA on your tank
>mount infantry
>friendly fire squadwipe
>>
>>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.
>>
>>2339615
lol and you know this game would do that shit too
>>
>>2339335
Considering how many times bugs keep plopping their asses right beside a character for a melee attack i think it is oddly appropriate.
>>
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.
>>
>>2339619
Does supply drop apply to one unit or all of your units?
>>
>>2339382
>Disagree, he's way more softy and composed than any of the cartoony fascist in Starship Troopers movie.
Rico.
>>
>>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.
>>
>>2339409
>>2339410
I find it strange hiring your Marine guys costs a lot of discipline. Weren't they all on this voyage together? Not like having to deal with arguing with Jagmeet about ????? all day being the new thing.
>>
>>2339623
It's funny to solve missions with 1 or 2 cruise missiles and drive straight into the exit without doing anything.
>>
>>2339619
>>2339623
It is fair that attack call ins are generally fairly useless, how are you running out of ammo often though?
I've got 1 ammo bag and have only run out of ammo when dicking around doing cleanup of the last straggler with a single unit while the other 9 sit on their ass waiting.
>>
>>2339635
He just needs to have his tricked out ride with Achilleas, a promoted maxxed Darby, and bring everyone for every mission with max squaddies with bleeding edge gear. Damn the consequences.
>>
>>2339635
What the >>2339639 said.
Achilleas and Darby run out of ammo all the time. In my current run, Tek does as well (he's carrying a MMG with jetpack suit)
Also, injectors. Being able to refill injectors is pretty huge.
>>
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this perk seems really good for killing the menace.
>>
>>2339641
Quantity has a quality all of its own.
>>
>>2339629
You should get free manpower for that on the first just because the locals gape when the TCR flexes.
>>
>>2338584
How do you build her? As much concealment as possible with long range suppressed weapons or stack concealment to run in and spam SMGs or what?
>>
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so fucking many...
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>>2339653
Im no expert but I usually make her into a spec ops fire team, 4 squaddies, equip her with silenced crowbars, a sniper rifle
Shes awesome at ambushing enemy squads and picking all of their specialists off
>>
I wish i could save loadouts, i have to constantly cycle between my A team and B team and also chenge individual SL loadouts.
>>
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.
>>
>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.
>>
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.
>>
>>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?
>>
>>2339692
I got Rewa and she turns any vehicle into mincemeat. Once she got the long tank gun and the damage skill she was one-shotting anything that wasn't a rebel heavy tank.
>>
>>2339531
>impossible side objectives
timelet zoomer detected.
what's wrong, you can't handle the pressure of an optional turn completion reward?
>>
>>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.
>>
>>2339682
>F-tier
>load bearing
Do you just not have a dedicated support squad or something
>>
>>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.
>>
>>2339682
Your post lack math.
Post enemy pens and your cost efficiency armor vs this enemy.
>>
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
>>
>>2339708
Laser on apc work very well. Also i used pirate launcher on Darby, it have terrible acc for use if on Carda.
>>
>>2339708
Wardogs, PAL and antimaterial rifles all slap bugs
>>
>>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.
>>
Does the menace have morale? I've managed to make a guncrawler flee. Not sure if it's a bug or they do have morale just very high.
>>
>>2339718
All vehicles have morale for some reason
>>
I thought there were no plasma rifles for infantry, haven't seen anyone post them so far.

Got them from a post op event
>>
>>2339721
Yeah I got that, it's good. I don't think there are any infantry weapon versions, just a specialist version and a vehicle version.
>>
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)
>>
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
>>
>>2339725
>So I've been savescumming the event to see the other rewards and it's 5 possible ones.
Oh event's rewards can be savescummed, good to know. Missions rewards can't as i know.
>>
>>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.
>>
>>2339727
>Oh event's rewards can be savescummed, good to know.
Yeah but I keep the first result, I only do it for curiosity
>>
>>2339744
I mean Franky trick me with her video and i see nothing + she steal 10 oci, while i saw a screenshot here where Franky send real video AND give to anon 10 oci.
I'd savescum this just for pure autism.
>>
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
>>
>>2339610
>I'm not
>Proceeds to completely ignore concealment
>>
>>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".
>>
>>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.
>>
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.
>>
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?
>>
>deletes your infantry
>deletes your vehicles
>deletes your cover
heh...nothing personnel...gwailo
>>
>>2339769
yeah, that game work on RPG logic
>>
>>2339771
>x9 jet suits
how can you afford to deploy everyone else
>>
>>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.
>>
>>2339773
I can bring a vehicle and additional squad which are merely a supporting elements to this madman
>>
>>2339773
no need
>>
>>2339769
I guess it's to keep down deployement cost and bring more squads?
>>
>>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
>>
>>2339778
Don't know how to tell you to git gud. All my squads are either 5 or 6 guys and I'm not having an issue.
>>
>>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.
>>
>>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.
>>
>>2339382
Yeah, not getting Starship Troopers vibes either.

If anything i think Alien's Marines and Stargate's Marines more closely fit the vibe of the game.
>>
>>2339739
>This got patched in the 2nd update, so now AT grenades and ATGM's can hurt large bugs.
Oh good
>>
>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
>>
Is new tricks worth it? How much stat increase do you really get from it, did anyone calculate?
>>
>>2339810
its worth on 1 stars
>>
WHEN DO I GET THE REAL MARINE GEAR RAHHHHHH
>>
>>2339813
Mostly from post op rewards.
>>
>>2339814
NTA but do you know if op rewards scale depending on your rating at the end or is it random
>>
>>2339815
yes
>>
>>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.
>>
>>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
>>
here is Marta, same as Bog
>>
>>
noticed that status probably fuck over stats
>>
>>2339832
>bog positioning 40->56, +16
>inf leaders positioning like +6
Well we need detailed info about triggers for leveling up stats.
>>
mmmmm trinkets
>>
>>2339837
Positioning I think is based on being targeted at all, and vehicles tend to be targeted more often since they have less concealment than infantry units do.
>>
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
>>
>>2339842
Isn't toughness, about taking damage so it increase damage reduction?
>>
>>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
>>
>>2339843
gateripper = tekker
better question is wtf is a rhakarian??
>>
>>2339840
tricketing ain't easy!
>>
>>2339855
rhakaria is a planet, so apparently the people on this planet can't aim
>>
>>2339850
Well fuck then.
So minmax way is just from level 1 let your frontline get hitted and lose squaddies.
I have RF online flashbacks, please save me!
>>
>>2339865
yeah, I hate this shit
dunno why they added it especially with how much low SL are in numbers
>>
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
>>
>>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.
>>
>>2339771
You could have an entire car for him to ride in for the cost of that boarding commando jetsuit.
>>
>>2339778
What gun are you using?
>>
It's a big shame that after the first few campaigns all the enemies get so much armour it's not worth bringing the wide range of low pen equipment. The basic Menace troops having like 50 armour is lame.
>>
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?
>>
Also what's the go-to for a troop carrier big gun?
I LOVE the Vehicular Grenade Launcher, but I'm at the point where the autocannon is just failing me completely.
>>
>>2339916
Achilleas has a perk that can only be used in mechs but he's a very good tank pilot anyway
>>
>>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.
>>
>>2339903
That list is only what tier the armour is in terms of armour per supply, not subjective usefulness taking into account roles.
>>
>>2339926
I need something with some AT that will allow me to carry infantry. If the Autocannon is the biggest Medium gun then gg.
>>
>>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.
>>
>>2339930
I'm not playing with Tech he's really cringe. I reset my run because I picked him. I don't mind that he's a GHETTO BLACK NIGGER but he's genuinely so obnoxious.
>>
>>2339931
Tech & Vamplew, the original odd couple!
>>
>>2339929
Laser lance will shred vehicles, it costs 60AP to use unfortuantely so you may want pike handy to ensure you can get into position and fire.
>>
>>2339935
I just saw it for the first time now and only one op after unlocking the IFV, medium mech and stuff.
>>
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.
>>
>>2339939
The HMG is better armour piercing than autocannon and fires more shots.
There's a rocket launcher and an ATGM in the medium slot as well. ATGM is quite good, rocket launcher I've never used.
>>
vehicles should really come with a cheap (but not great) main weapon.
>get AFV
>I can't use it because I haven't rolled a medium weapon since I bought an autocannon for the other vehicle 20 missions ago
>>
>>2339940
I find the AI is too shit scared of my weapons ranges to actually try and flank.
>>
>>2339340
COINCASHCREDS
YOU PAY I KILL
>>
>>2339384
Maybe we'll get more content for it after russia wins
>>
>>2339946
We have too much rng on strat level.
>>
>>2339434
Why is your LPPS on Sy instead of Darky?
>>
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
>>
>>2339962
I think they adjust training curve for full game, not for EA.
>>
>>2339962
You might need that potential unlock perk.
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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.
>>
>>2339951
so never
>>
>Late game.
>Even Pirates all have super armour.
I wish they would just send more unarmoured mobs at you, grinding though armour for every single enemy is cancer.
>>
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.
>>
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.
>>
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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>>2339996
Should have given him an ARC, they woulda died.
>>
>heavy flamethrower doesn't one-shot nests
come on guys you had one job
>>
>>2339979
if you think the ukraine is going to win then i have a bridge to sell you
>>
This game was fun and all, but mewgenics is the superior tactical to roguelike.
>>
>>2340004
but they dont got guns
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>>2339995
>level up
promotion
>supply cost
their new pay grade
makes sense to me. more power more price
>>
>give my guy the perk to throw back nades
>the enemy magically knows this and stops throwing nades at him
This AI is cancer
>>
>>2339653
Harass at long range with Crowbars. Suppressed BRs have failed me too often so it's a squad of DMRs or nothing.
>>
>>2340008
>No longer gets grenades thrown at him.
I see this as an absolute win!
>>
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.
>>
>finish mission
>right before a walker gets immobilised
>how the fuck am I gonna complete the mission with it saying evacuate every squad
>get the other 4 to evac
>it completes
neat
>>
>>2340003
No one is going to win it will go on forever.
>>
>>2340008
This is Wargaming tier "if you take an anti-air ship with anti-air build you will never get a carrier, making your ship & build very suboptimal".
>>
well?
>>
>>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.
>>
>>2340024
>dual heavy machine gun fucks
>dual rotary fucks
>lance lmaoooo
>t6 armor
dual rotary > dual heavy machinegun > armor >>>>> lance
also I realized that the redacted soldiers regenerate to full per model, so if you dont kill, next turn every wounded model will be full health again
>>
>pirates will ways try to park they vehicles next to your guys just for that 5% that they go allah snackbar on your guys when they get destroyed
man, fuck you
>>
>>2339994
I kinda second this, but only because it's not a game about Marines until I can tell a squad of 4 of them to strong-point a town in tin-plate humvees while my walkers and mechs move around
>>
>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
>>
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.
>>
Wow they made your own mortars complete dogshit huh, that's the third shot in a row that's two tiles off target
>>
>>2339534
I think the light mortar works with his unique skill.
Meaning the big nig can be your designated smoke machine/mortar chukka while staying on the frontlines
>>
>>2340083
I particulary enjoy having RA mortars contantly hit my garrisoned squads on towers.
>>
>>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
>>
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)
>>
>>2340024
I've never seen the two in the middle

Is some loot locked behind 5 stars?
>>
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
>>
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.
>>
>>2340107
Stat improvement slows down as stats get higher, over a few operations 1 star SLs will catch up.
Not all 1 star SLs start with low AP.

You can run almost entirely 1stars fine, just git gud desu ne.
>>
>>2340107
>no "promotion tax" is worth the action economy loss.
I agree, honestly if you're going for 1 star SL go all in and wide, cause you know they'll get fucked in an engagement with the enemy.
>>
>>2340107
Nah you just retard with stupid claim.
Bring the math first, then we talk.
>>
>>2340109
>Over a few operations

My most used 1 star, Bog who was basically in every mission only got to 100AP right before the second Menace operation, yes he has the growth perk
>>
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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.
>>
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.
>>
>>2340082

Expert munches your squadies, which makes total sense, they are just HP.
>>
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
>>
>>2340126
the other assault rifle used to look like a xm8 before too, before it got changed. you can still see it on the war crimes dude portrait
>>
>>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.
>>
>>2340093
the problem with a front line mortar is the minimum range, that's why I give it to Pike
>>
>>2340107
i feel 90ap is enough for most things and unique perks are pretty relevant too like the sikh or ronald mcdonald pilot
>>
>>2340122
Only spend authority if you're at 100
>>
wtf MENACE devs are pro-Russia? BASED
fuck Waybackers DENAZIFICATION NOW
medal for every waybacker nazis killed

Z!
>>
>>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.
>>
game feels like BattleTech but unfinished and even less budget, 2 years of balance patching and content minimum before its worth playing
>>
>>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
>>
They should fire whoever they've got to do the AI
>>
>>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
>>
>>2340152
>teleportation and forcefields
Super high tech just seems to clash with their theme of body horror desu
>>
>>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.
>>
>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
>>
>>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.
>>
>>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
>>
>>2340147
I love it! I want even more german or euro arms in it
I just wanted to point it out
>>
this makes the small penor the big penor
>>
>>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.
>>
>>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.
>>
>>2339682
>load bearing
>F
BITCH. This is just so fucking wrong, Carda or Tec with support weapons just ethnic cleanses everything in view.
>>
does anyone even play on ironamn
seems like a bad idea considering its early access so something could just bug out and brick your run
>>
>>2340183
I play bronzeman. True ironman is for autists.
>>
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
>>
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.
>>
>>2340183
i'm a true autist on expert ironman and it's fine besides defence missions being far too overtuned even after the "fix"
>>
>>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
>>
>>2339708
I was using carda with the 40ap no deploy RPG with 5 squaddies so she'd get 10 shots with it and then using her to RPG the 3-bug squads that have ridiculous tank armor
>>
>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.
>>
>>2340197
>So match ammo just increases range and doesn't touch damage falloff?
Just range and accuracy falloff, damage falloff is unaffected.
>>
>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?
>>
>>2340204
You start out with 3 ammo pouches for the primary weapon. I'm not sure how you'd run out of ammo with those unless you're tickling the bugs from max range
>>
BED BREAKING SEX WITH FRANKIE NOW
>>
>>2340204
Take the extra ammo packs, 7 squaddies instead of 8 and extra ammo is worth it
>>
>>2340207
>>2340210

I might be retarded. I thought I only had the one.
>>
>>2339862
rhakarians are ghetto niggers
>>
>>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
>>
>BRO WTF!!! WHERE ALL THE AMMO!!
>what you mean "effective ranges"?!?! sounds like NERD shit....
>>
The real menace is this AI am I right HAHAHAHA
>>
>>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.
>>
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.
>>
>>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.
>>
>>2340170
>big penor
I feel like 120m is actually pretty small for a mortar

Like, they had portable mortars of that size in WWII
>>
>>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
>>
>>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.
>>
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
>>
>>2339946
you should be able to put Light weapon into medium one
>>
>>2340247
The trailer has nothing to do with the game.
>>
menace missions are sooooo boring and so long
not even hard,it's just about ammo management
>>
>>2339994
you can't even stack squads on one tile or enter buildings
putting 2 squads into apc is lost technology
>>
>>2340253
run more people
or run arcs
There will be no more ammo management. It will be even more boring.
>>
>>2340247
I agree
>>
>>2340004
maybe(didn't tried it) but mew looks like crap, seriously the art style is hideous, also I like cats and can't stand the game loop
>>
>>2340012
I always kill everyone and ignore side missions(with time limit), more exp and loot drops
>>
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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...
>>
Airburst weapons completely ignoring building cover is a nice touch
>>
>>2340126
anon, war is coming to europe and especially to germany, draft soon
>>
>>2340145
>I'm very optimistic
I am not
>>
>>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
>>
>>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
>>
>>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.
>>
After a million fucking years, finally the jaeger fatigues (and two of them)
>>
I need a mod that turns everyone into cute anime characters
>>
>>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.
>>
>>2340276
C6 is dogshit on vehicles, because for some reason they made it significantly worse than hte tripod variant. If you want a good general purpose vehicle gun it has to be the AC with no exceptions
>>
>>2339307
Why? I like it.
>>
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>"Vanguard isn't THAT go-"
>>
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.
>>
>>2340247
trailer is just bait for w40k audience
>>
>>2340260
skill issue, git good anon
I know you can do better
>>
>>2340273
Interesting. That would explain a lot.
I wish things like this were more visible.
>>
>>2340277
Dubs of lies. HMG on the vehicle is fine, it'll wipe infantry squads way better than the autocannon, and is less likely to have deflection issues.
>>
>>2340277
I mean that other guy is recommending the light MG after I said the AGS so I get what you mean lol
>>
>>2340282
Sometimes the game never gives you an ATGM.
Gotta make do with what you've got.

But also,
>ATGM has a minimum range
>ATGM only has 4 shots
>>
i need frankie to step on me
>>
>>2340289
Realistically, do you shoot a laser cannon more than 4 times in a battle?
>>
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>>2340284
I almost won the mission but the apc blew up
>>
>>2340291
Depends on the opponent, against pirates definitely.
>>
>>2340247
Yea I wish there was city like map with lots of urban fighting
>>
>>2340294
gratz
>>
>>2340300


With big buildings and tons of destruction. The trailer made the the astartes dude feels more like endgame scenario where worlds have been ravaged already by Menace.
>>
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>>2340294
Guess he really was...
all-in.
YEEEEEAAAAAAAAAAAH
>>
I wonder if the ayyylmaos in the OG trailers appear as the mid-endgame spooky enemy
>>
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Jean looks kinda sexy in the veteran scavenger suit.
>>
>>2340319
why do the laser guns look like rifled barrels

lasers use lenses and mirrors they should look like giant cameras or telescopes
>>
>>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
>>
How aggressively should I be buying shit off the black market? What is good to prioritize early?
>>
>>2340322
14 turns later he has managed to kill 1 warrior.
>>
>>2340320
they dont seem to have a model and use the base carbine model
>>
>fatigue spiral right as the missions start getting hard
xd
should've just bought 3 SLs
fucking bug bombardiers
>>
>>2340327
>>2340320
wait you mean the multi laser on the tank my bad
>>
Do you guys have seeds with great equipment drops?
>>
>>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
>>
>>2340333
1945
>>
I fucking love this thing in most situations
>>
>>2340342
the LMG is good too but that's only 10 points more and solves every problem the LMG has except ammo economy
>>
>>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
>>
>>2340345
LMG is nice because its easily available but once you get your hands on the grenade launcher I can't imagine using the LMG unless you have a ton of squads
>>
>>2340326
Darby kills 2-3 squads per turn with the pike AP, dunno what you're on about. Warriors need to be about midrange though for the armor pen to be enough
>>
>>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.
>>
>>2340352
That you're better off killing things faster from a couple tiles closer than tickling things with match ammo.
>>
>>2340323
I use the black market a lot early on to get rid of those shitty carbines you start with
>>
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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
>>
>>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)
>>
>>2340357
Late game loadbearing rig?
>>
>>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.
>>
>>2340364
most likely will be yeah, just needs more polish and the new models
>>2340366
yeah probably, and also waiting to get the models done for them like a lot of stuff already
>>
>Saboteur pirate mission
>Bonus objective to keep more than 50% of civilians alive
>Civilians all die by the time I've moved three units
Alright then, fuck you too Krauts. Goddamn sausageniggers.
>>
>>2340372
just ignore these side objectives and focus on killing stuff - more loot and exp
>>
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.
>>
>>2340351
LMG is only easily avaliable on normal, challenging you don't get the PAL or LMG. Pirates won't drop it and it's not worth buying so you won't get one until Rogue Army on challenging.
>>
>>2340375
>LMG is only easily avaliable on normal
That would explain why I see them all the time
I dont hate myself enough to try anything beyond Normal right now
>>
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.
>>
>>2340379
Forgot to post image
>>
>>2340378
You still see them in the shop all the time on challenging but you only start with one on normal and who the fuck is paying 200 scrap for an LMG
>>
>>2340379
higher rate of fire
>>
>>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.
>>
>>2340379
ARC deals 39 armour damage potentially per guy, crowbar only deals 26.
The ARC will tear down armour and penetrate better very quickly.
>>
ARC with match ammo on Lim or Darby is kinda disgusting desu
>>
>>2340340
Are you serious?
>>
how useful is the armor refill accessory
>>
So far my favorite special weapon, I've only seen it the once, was an anti material rifle.
>>
>>2340439
you can also try 1939 or 1488 or 1410
>>
is it really just bugs? are those really the only aliens?
>>
>>2340446
No esconde is in the game as well.
>>
>two dossiers for 560
>buy both
>only one new SL cus he was the only one remaining to be found
give my money back
>>
>>2340441
Is it any good?. It’s the rare in my current missions but I dunno if I want to drop 560 on getting it
>>
>>2340452
It's very good but idk if I'd pay the rare price, it comes around for regular price after the RA arrives
>>
>>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
>>
>>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?
>>
>>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.
>>
>>2340271
>AI cheats by doing the same thing I'm doing to it
At least form a real complaint man
>>
>>2340471
>Modern APCs can hold like 15 people max
so we agree that they should pack 2 three man people teams right?
>>
>>2340472
I don't have whole map vision
>At least form a real complaint man
right my bad
AI park outside range of the units that are in stealth
>>
>>2340474
you can in fact see if you've been spotted even if you haven't spotted the enemy that sees you, the little crossed out eye disappears
>>
>>
>>2340475
yes I know that
>>
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!
>>
>Something I'd like to see
When you highlight a weapon a little window should pop up showing the weapon in use and what kind of range/pattern it has
>>
>traaNEEEEEES TRANNIEEESS TRRAAAAAGHHNJIIEEEAAAADHFHSGS
who are you quoting
>>
>>2340481
I’d like to compare to equiped weapons in the black market
>>
>>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.
>>
>>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
>>
>>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.
>>
>>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
>>
>>2340494
back at you again, behave or eat shit, guy isn't wrong and you are seething and crying like some shit eating faggot
>>
>>2340497
>no u
>again
No wonder the AI is filtering you so badly lol
>>
>>2340499
man, you really are illiterate and retarded
>>
Hmmm... nigger
>>
>>2340476
Gem
>>
>>2340500
>no u
>a third time
The absolute state of you
>>
>>2340511
Still better than you, now eat shit like you always do.
>>
>>2340512
>a fourth time
Don't stop now, you're so close to winning
>>
>>2340514
Thanks for concession you loser.
>>
>>2340515
Oof falls at the last hurdle. Shame
>>
No ((you)) for you anymore you fag.
>>
>>2340520
>now the bitch replying starts
Lol, lmao. Yeah you sure showed me by replying to me but without clicking on my post first. Shit I truly feel humiliated now
>>
As you should. Maybe if you was not that big faggot like you are you would deserve some ((you))
>>
>>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?
>>
Fuck off already you loser. Beg for attention somewhere else.
>>
>>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?
>>
And you eat that shit like bitch you are. Should keep your mouth shut if you can't a L like a man.
Respond to me more you faggot.
>>
>>
>>2340528
>still replies
musta been a sad day when you slithered out of the abortion bucket
>>
Oh, so you are the faggot? I guess call a faggot and faggot respond.
You are still wrong about AI. You snowflake loser.
>>
>>2340489
>autismo too stupid to grasp why no one makes AI act like this
Hint: cause it's shit and boring
>>
>>2340531
>lol what are you gay?
I'm sure you'll win any post now.
>>
I already won. You lost. That is simple truth. Your coping will change nothing
>>
>>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
>>
I enjoy the video game, the AI has bugs but that's to be expected in 1.0.x early access and if you know it's limitations you can play around it
>>
>>2340535
>I'm the winnuh
Lol. You know what they say about when you have to tell someone you're in charge right?
>>
I already accepted your concession.
>>
>>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.
>>
>>2340539
Like repeating yourself do ya? It makes your first acceptance pretty meaningless when you feel the need to do it again. I imagine soon we'll get to find out if third times the charm
>>
>>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>?
>>
This autistic retard got into an argument with a completely unrelated third person and he wants me to take him seriously.
>>
>>2340541
>no the AI won't just ignore the turn system and walk into the max range of my weapons and sit there waiting to die
>how am I ever supposed to beat the game now
Really seems like a "you" problem
>>
>>2340539
kek, well played
>>
>>2340544
>either third retard in a row who can't be bothered to read the comment chain
>or the same retard doing it 3 times
Not sure which is worse lol.
>European hours
Ah, so it's 3 retards then
>>
>>2340545
Concession accepted.
>>
>>2340549
Cool that you count yourself in. Make it 4 retards.
>>
>>2340545
>wants me to take him seriously
lol when did I ever give you that impression?
I notice you haven't accepted a third concession from me though. Can't be because I pointed it out can it?
>>
>>2340550
Kek
>>
>>2340545
>replying to someone who directly replied to a post about the exact subject at hand
>getting into an argument with an unrelated third person
Holy shit how autistic are you?
>>
>like two hours of nonstop posting by one retard
>magically 3 "new" people all show up at once to agree with you
>moments later all 4 of you leave the thread at the same time
very curious
>>
>>2340559
the shift in Germany just started
>>
>>2340560
Well perhaps they'll at least be interested in talking about the game, not whatever the hell this thread has been
>>
>>2340562
AI virgin border hugging is fixed, now it corner camp like a chad
>>
We are space marines sar
>>
>>2340565
>>
>>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.
>>
>>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
>>
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
>>
>>2340571
>challenging
>Bog/Derpy/Carda/Pike
>x3 ammo pouches
>fight against pirates and hope they drop some stuff like AK, RPG and chaingun
>first perk is Bog -30% deployment
>then pike marking or derby concealment
>>
>>2340571
The APC's machinegun can kill early game vehicles if you shoot rear armor and easily suppress everything else.
>>
>>2340576
and you can ride over pirates when you run out of ammo
>>
>>2340574
but don't you really want early lim with new tricks for 10 growth potential?
>>
>>2340489
It's not the game mechanics though.

If I do it I have to dip into their vision and back out
The AI doesn't. It just automatically knows without exposing itself at all.
>>
>>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.
>>
>>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.
>>
I just play on normal and save scum if things go too poorly desu
>>
>>2340582
At any point you can hit R you know
>>
>>2340330
Infantry don't have lasers.
>>
>>2340593
Yes they do
>>
>>2340323
You should agressively prioritize upgrading from basic rifles, getting AT, concealment gems for Darby, at least 1 silenced weapon for Darby, and more SLs to avoid a fatigue spiral
>>
>>2340600
which rifle?
>>
>>2340601
any of them are better
even the pirate gun is better than the starter rifle
>>
>>2340595
My mistake.
>>
>>2339414
how do you deal with menace with autocannon? from my experience it barely dents them??
>>
>>2340118
what the fuck is that thing on the right. I've never seen that.
>>
>>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.
>>
>>2340179
You made the same mistake as >>2339903
It's not about how good each type of armor can be when used in roles that it's good for, it's ONLY about the armor for supply value.
>>
>>2339769
Full vs Small comes down to wanting to use the specials more than the rifles, and being able to afford two SL's and their perks instead of one.
>>
Alright reached the end of EA, gonna start a new one on expert and no savescumming now that I know what items, enemies etc. are in the game.

Wish me luck
>>
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.
>>
>>2340611
It's a car booster that makes your car go 3 tiles faster but it cant turn as good
>>
>>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
>>
>>2340248
The ATV & Pirate Truck don't allow light weapons in the medium slot for some reason.
>>
>>2340274
In my first 40 hour playthrough I didn't see these ONCE. Not as loot, not as a reward, not in the black market. I didn't even know they existed!
>>
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
>>
>>2340639
That's because they drop from dead spec ops snipers the rogue army uses

so if you aren't finding and killing those guys you aren't gonna get their fatigues
>>
>>2340640
Really need some starting equipment for the first mission. It is fucking painful doing it with pajamas and bitchrifles
>>
>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
>>
>>2340643
I want this but it's drones
>>
>>2340282
Rewa with a long tank gun is the best. Give her Fury, feed her a few almost dead infantry squads to wipe out with the machine gun and you make up the Fury debuff with Revel in Slaughter.
>>
>>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.
>>
>>2340476
OPFOR SIGHTED
>>
>>2340489
Biggest retard in the thread award
>>
>>2340566
BLOODEY HOOAAH TO YOU MOTHER FUCK PLEASE BE SENDING OF THE SUPPLY CRATE I MUST REDEEM IT BITCH
>>
>>2340652
I'd like him a lot better if he did do that.
>>
Do your starting SL selection never change?

I wanted to try out a different selection :(
>>
>>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
>>
>>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.
>>
why do i need to do the menace missions? i don't get guns or rewards from them..
>>
>>2340664
Duty.
>>
>>2340664
Clanker fucking shits must die
>>
Reminder that /vst/ is one of the slowest boards. There is no reason to make a new thread until page 10
>>
pirate tailgate
>>
>>2340650
He's back lads
>>
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>>2340675
>>
>>2340676
Nice VPN lol
>>
>>2340677
Meds
>>
>>2340674
I am really annoyed when an enemy target amongst targets does this because the vehicle (now an object) still needs to be destroyed.
>>
>>2340674
>Not having a salvage yard
>Not destroying every single abandoned vehicle for that sweet sweet salvage

never gonna make it
>>
Speaking of abandoned vehicles, do you actually not get them if they're abandoned and should destroy them to add them to the loot pool regardless of salvage?
>>
I just don't see the appeal of Achilleas, he honestly feels like the worst character in the game desu
>>
>>2340678
>meds
Too obvious lol. Back to discord faggot
>>
>>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
>>
>>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
>>
>>2340681
Yes.
>>2340682
His exclusive defense perks, high base stats, and AP perk essentially means he can be put out in front of everyone else.
>>
>>2340684
Meds
>>
>>2340680
>>2340681
Yeah it's just annoying tedium, they should just add abandoned vehicles to the loot pool rather than require you to waste time blowing them up after you win a mission.
>>
I wish the early game lasted a bit longer, the scrappy era of farming bugs and fighting pirates with wacky weapons and whatever you can find is peak.
The slow attrition gameplay against the Menace is boring.
>>
>>2340690
Yes yes, your ability to endlessly repeat yourself ad naseum had been observed already. Got any new tricks?
>>
>>2340692
Kinda the same with BB to be honest.
>>
>>2340693
I think it's really funny that you think you're arguing with the same guy every single time
>>
>>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.
>>
>>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.
>>
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.
>>
>>2340697
Act the same way how? All I did was call you retarded for defending shit AI, and I think that's a reasonable stance
>>
>>2340700
All I've seen you do is parrot the loser chant "Meds". That makes you exactly the same.
>>
guys can't you just be real human beans?
>>
>>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?
>>
>>2340702
Yeah because you're certain I'm someone else for no reason besides disagreeing with you lol
>>
>>2340705
That wasn't me by the way. Oh the ironing is delicious
>>
>>2340706
I assumed you were the same anon because were you acting like it, now you're just pretending to be retarded
>>
>>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.
>>
>>2340705
Of course you will say this is photoshopped.
>>
>>2340710
Yeah I can believe I am talking to two different anons at once, defending shit AI is still retarded though
>>
>>2340709
>Drum mag on icon
>Normal mag on model

Sad.
>>
>>2340712
Stop parroting one line slogans and maybe people will take you more seriously.
>>
>>2340714
Take me more seriously how? I wanted to call you retarded for defending shit AI and then you started getting schizophrenic. I'm not trying to debate you
>>
I wish you could re-order the portraits of your squads in the menu, I don't like having my pilots mixed up with my squaddies or as I like to call them Squadders.
>>
>>2340682
Achilleas is by far the most mobile mech pilot. Once he gets some extra stats, he's a one-mech armageddon with twin autocannons.
>>
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.
>>
>every single dossier I've bought has a TCR recruit
Do I need to do something different to get locals, or is RNG just fucking me?
>>
>>2340721
RNG is fucking you
>>
>>2340458
you are going to get fucked with no scout, doesnt matter what playstyle you have, what builds or what items you have
>>
>>2340715
>it's totally believable that more than one of us is this stupid
I don't know that it is.
>>
>>2340708
Meds lol
>>
>>2340672
>>2340666
ok so there's no real reason to. good to know
>>
>>2340727
>You're stupid because you're stupid
Amazing reply
>>2340728
>pretending to be retarded
Kino
>>
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.
>>
>>2340733
yep
>>
>>2340731
Meds
>>
>>2340733
>check out this strawman that I'm beating up
>>
>>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
>>
>>2340731
>you're stupid cuz you're stupid
pretty rich when you made this post >>2340715
>>
>>2340744
>you're stupid for a reason vs you're stupid because you're stupid
I shouldn't even need to write this
>>
>>2340746
>you're stupid for a reason
>the reason is I called you stupid
meds
>>
what are you even arguing about?
>>
>>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)
>>
>>2340747
>Not only is he defending shit AI, he's also illiterate
Alright now some shit is starting to make sense
>>
THEY ON MY ASS MAJOR
>>
>>2340752
I can't wait for the bitch replying to start up again lol
>>
>>2340753
HOAAH MAJOR
>>
>>2340750
And please point to the last point where anyone said that the AI isn't cheating or doing shit it shouldn't be doing.
>>
>>2340757
CHARON AND EREBUS AWAITS
>>
>prove it
>leaves the thread
Checks out lol
>>
>>2340757
>2 OCI slots
>can't even take out a single building or vet scavenger squad
sad!
>>
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!
>>
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??
>>
>>2339771
>>2339773
>>2339776
yep
>>
>>2340776
The SL all have a lot more voicelines than I thought initially, Ivey for example had a completely different set when near death for everything, from missing to surviving another attack etc.
>>
>>2340777
>Also devs if you're reading this,
lol, lmao
>>2340778
how many points he cost?
>>
>>2340780
Yeah, everyone does. If you lose all your squaddies and it's just the SL left, they'll have a new set of lines where they sound really fucked up.
>>
>>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.
>>
>>2340682
He can reliably hit people almost regardless the situation
>>
>>2340781
you can't afford my squad Major anon they're too powerful for you

my squad is only for the most powerful majors
>>
>>2340785
Have like 120 AP on a vehicle can be pretty sweet at times too
>>
>>2340778
lim is by far, the sanest asian with the most peaceful of PDW
love that man like you wouldn't believe
>>
>its a forest planet map has a massive blob of unwalkble terrain that requires you to take 3 turns to reach the objective that is right behind it in the corner of the map episode
>>
>>2340686
>>2340687
>>2340688
>>2340717
>>2340743
>>2340785
That nigga is like 80 supply to field BASELINE with no vehicle and 15 on every promotion, yall are crazy
>>
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>>
ATGM lacks aura compared to the Long Tank Gun.
>>
>>2340799
You want him in a mech

you don't start the game with a fucking mech, get him mid-game when you've got more firepower and supply to spare retard
>>
>>2340799
>two tank shells with high accuracy every turn go brrrrr
My last campaign he was my starting pilot and he did alright. Expensive for sure but he carried his weight
>>
>>2340805
>two tank shells with high accuracy every turn go brrrrr
Ivey can do the same and she's one star and doesn't rape your supply cap
>>
>>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
>>
Fuck, I might like this bad boy better on Lim than SMGs. That additional range is really nice.
>>
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
>>
>>2340803
start with him + bog and whatever infantry you want. buy third inf early. i got sachin on my second mission when i did this and hes so insanely broken first 10 ops or so when you already have pike
>>
>>2340777
the mines are super powerful vs rogue army
>>
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
>>
New update dropped. https://steamcommunity.com/games/2432860/announcements/detail/687497604906352684
>>
>>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
>>
>>2340858
>adjusted minigun stats
>rebalanced plasma rifles
Nyo...
>>
>>2340858
Any idea what the stat changes on these things actually were?
>>
>>2340818
Put a laser rifle on her and she can solo literally ANY mission.
>>
>>2340858
VER YOU HAVEING ZE FUN!? NINE NINE NINE NINE NINE!
>>
>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
>>
I wish pirate weapons weren't just generally blatently worse versions of your normal weapons for more supply.
>>
>>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
>>
>>2340874
except you are posting an example of a pirate gun that actually has a niche because of 20ap per shot you dingus
>>
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>how should we fix Kody hiding stats with his gun?
>just move them to the right
THE DEVS KNEEL TO THE TERRORIST
>>
>>2340814
Lim with the Mk22 will commit to total bug genocide
teaming him up with pike is an absolute massacre
>>
>>2340881
I had no idea. It doesn't tell you the AP cost unless you bring it into a game.
>>
The bug AI seems to hide less since the last patch on patrol missions.
>>
>>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.
>>
>>2340910
I've noticed that some bugs tend to not patrol at all, they just sit inactive until something triggers them
>>
>>2340913
That has been like that for me even before the patch. I figure it is because bugs are the beginner batch of enemies.
>>
does the new armor have models
i assume its these sets that got added >>2340357 >>2340362
>>
>>2340799
What is crazy about it? Eventually you will get a fatigue status. You have to put your people on rotation.
>>
>>2340920
I went an entire campaign seeing fatigue only twice.
>>
>>2340881
chaingun have 20ap per shoot not looted pdw
>>
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>just wanted to wrap up my campaign
>this is in the next rotation of the market
okay, just one more operation
>>
>>2340959
Holy cannoli
>>
TCR propper sounds op, surely nothing bad will happen when it enters the system
>>
>>2340970
>imploding nuclear parasitic jump-bugs
>>
>>2340970
i hope we get those android toys at least
I imagine most of this shit is going to get absorbed by the mance
>>
>>2340970
I love how obvious this is written that Menace is going to be using this shit against us
>>
>SL status' are voiced now
neat
>>
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.
>>
>SLs (at least Lim, I haven't checked them all) have different, whisper-sneaky voicelines when they're concealed
>>
>>2340959
do you still get zapped by the auto laser when wearing that
>>
>>2340959
How is it.
>>
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?
>>
>>2340992
You still can kill enemies but there will no progression at all.
>>
>>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
>>
I'm wondering how defense missions feel on expert now, any different? Anyone know?
>>
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>>2340986
not enough money yet
>>
>>2340976
I think it's just a homage to Aliens
>We knives, we got sharp sticks
>>
>>2340984
They all do
>>2341009
>each squaddie has the armor and HP of an APC
Another trillion credits to the MIC
>>
>>2341009
thats more armor than a light walker
>>
I feel like big armour is a bit overpriced.

For the price of 4 guys in super armour with decent guns you could just bring an IFV with a better weapon.
>>
>>2341016
It is for tyrone.
>>
>>2341018
Doesn't he get spammed by the "i lost all my squaddies so im sad" debuff with that build?
>>
>>2341019
Considering what I normally use him for he shouldn't even be shot at unless it is defense.
>>
>>2341022
If he's not being shot at what is the point of the -90% damage perk and the super armour
>>
>>2341009
This isn't even the best one, there's one better that also doesn't get encumberance.
>>
>>2341016
It's for counter attack users and Vamplew mostly. You want them get shooted but not want be actually damaged.
Tech also can wear super heavy since he doesn't need more than 2 squaddies.
>>
>>2341027
Ohh
You know I never quite realised that about Tech. Thanks.

Giga niga is a lot more useful than I thought.
>>
>>2341025
Tekk is primarily a heavy weapons specialist you hit and run with because he never needs to crouch. This armor gives him flexibility in getting into more dangerous positions to do his stuff.
>>
>>2341009
This is perfect for the frenchaboo.
>>
>>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
>>
>>2341034
you can give him your toughest armor for signifcantly cheaper thanks to his flamboyant perk. damage reduction is irrelevant if you're so tough you don't take any in the first place.
>>
>>2340799
you think he is expencive until you need fucking Bog or the ATGM nigga to hit something because my boy Achilleas is on R&R
>>
>>2341034
He seems to be an unconventional spearhead. He goes in first to soak up attention while laying down suppression (which prevents getting shot at).
>>
>>2341038
just give bog new tricks and shoot stuff regularly, by the time you get a good weapon and it matters he'll be in the high 70s easily
>>
3 RPG 2s? game you treat me
>>
>>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?
>>
>>2341040
>Bog gets good 20 hrs in
Eh. Most of my campaign so far I've been using Bog as cheap backline due to the discount perk, then I give him any truck rocket barrage
It works
>>
>>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.
>>
>>2341051
For more AP you need agility,which is the slowest one to increase because you need to use active skills to raise 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
>>
this is peak bogster, cheap as fuck, only shoots on marked targets with indirect fire, anti armor perk, the only tank hunter you need
>>
>>2340986
nta but I'm about to find out.
>>
>>2338150
Just lost my first vehicle in the Queen alien mission. I can get an A-ATV or a Walker. Any recommendations?
>>
>>2341058
Holy supply costs Batman!
>>
It's Startship Troopers tiem
>>
>>2341034
He's a good riflebot who autowins fights against other infantry. He absolutely fucking mogs pirates.
>>
>>2341061
yep definitely a frenchoid or just small squad moment
>>
>>2341061
Rate my squad for bug hunt.
>>
>>2341060
Light walker is useless, go with car.
>>
so did they change something to allow armors to show up in the black market?
can I disable the mod that does it
>>
Holy shit that twin minigun strafe is insane. ONE shot of that killed three little bug squads and a bombadier.
>>
>>2341073
That...breaks my heart. I thought that my dream of welcoming back the mech from xcom would be fulfilled in this game. Thats actually quite depressing. The A-Atv it is.
>>
>>2341079
Don't worry anon, once you start seeing medium mechs you can turn this game into Battletech.
>>
>>2341081
THERE ARE MULTIPLE KINDS? I AM SO BACK!!!
Anon, you have no idea how happy i am about your reply.
>>
>>2341079
baby walker is alright. slap a jumppack on it and a long range weapon and you got a decent cheapish fire support that has good mobility
>>
>>2341081
>Battletech
Is that game actually good?
>>
>>2341060
ATV with a minigun absolutely rapes anything suppressible.
>>
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>>2341082
There might even be heavy mechs later on.
Imagine.
>>
>>2341088
7...maybe 8 slots?
>>
>>2341088
NTA but I think there definitely will be, they'd call the medium mech the heavy mech otherwise, calling it medium implies there's a higher class
>>
>>2341086
Story was a bit meh but otherwise it was kinda fun.
Even though you are extremely limited by the squad cap of 4 that you can never increase.
>>
>>2341092
>squad cap of 4
thanks for this note, not looking into it
>>
>>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.
>>
>>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
>>
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.
>>
>>2341086
MechWarrior 5: Mercenaries was pretty fun. Not brilliant and the missions get samey but building your squad and mechs up is great.
>>
>>2341105
Sensors if no Darby, otherwise supressed gun
>>
>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.
>>
>>2341110
I already have Darby so gun it is.
>>
>>2341079
Medium mech probably best vehicle for non-taxi purpose since they have 2 med slots and with the same wep both slots shoot with 40 ap.
>>
>>2340973
completely unrealistic
"INPJBs" isn't a goo goo ga ga acronym any retard baby can say out loud so no military would use something called that
>>
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>>2341095
>thanks for this note, not looking into it
Your lose.
>>
>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
>>
>>2341126
Modding is cheating.
Not really, I just forgot about it.
>>
>>2341143
You were the orchestrator of your failure
>>
>>2341143
BB does the same thing in some regards
>You will either have fun my way or i will cry and take your toys away.
>>
>>2341143
You're too close to fire that weapon.
It will one shot it if you were at an appropriate range
>>
>>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.
>>
>>2341143
AT weapons work fine on the big bugs now.
>getting close to ALIEN HIVE QUEEN
rookie error
>>
>>2341143
>Hover over the PAL's stat card and you will see it has a minimum range.
>>
>>2341143
Yeah I had a APC get fucked by the Queen on one run, they're not fast but they get in range deceptively quickly due the extra melee distance
>>
>>2341143
total fucking anon giga mogging, NEVER post again
>>
>>2341143
>lolno, the hive queen has extendoclaws and can melee units diagonally from multiple tiles away
Imagine i kill queen twice and have no clue what she can do since i just stomp her with AT weapon.
>>
Who do you best put the radar on? Just Bog in a pirate truck?
>>
I wonder if we'll get melee weapons? Or like ballistic shields etc.
>>
Why does a anti materiel rifle firing normal ass bullets have a minimum range again?
>>
>>2341172
It is an unwieldly weapon that is designed to be fired at enemies at long ranges and is too long to shoot in close quarters with any efficiency
>>
>>2341172
Because it's too heavy to swing around and hit moving targets right in front of you
>>
>>2341175
>>2341176
sounds like it should just get an accuracy penalty at close range then
>>
>>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!
>>
>FIXED Perk "Full Send" is now applying to all shots after the first
Well that just got a lot better.
>>
>>2341184
nah you're just an actual retard
>>
>FIXED Walkers don't have a rotate skill anymore, since they don't need it and the hotkey clashed with the deploy skill

Ok but my autism demands my walker faces the enemy, that's just unecessary.
>>
Armor is way way too expensive as it is. The cost should be halved. I always choose more firepower over armor and rarely get punished for it. Even then, squaddies are meant to be spent.
>>
>>2341194
>rarely get punished for it

And yet when you do, you get completely fucked and savescum.
Armor is for that (and rush tactics)
>>
>>2340970
We WERE the bad thing when the TCR proper entered. We were supposed to come fully-equipped and absolutely rape the entire Wayback solo, but the gate fucked up and now nobody else can assist.
>>
>>2341188
Ok mr dev
>>
>4th OP RNG reward
Off to a good start on my Expert run
>>
>>2341213
I've never had this drop. Isn't it a special weapon? What makes it so good?
>>
>>2341194
Just don't take the heaviest possible armor? Soft armor or SIPV is perfectly serviceable for a reasonable price.
>>
>>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
>>
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.
>>
>>2341221
That was just added a few hours ago.
>>
>>2341222
I guess same goes for this thing.
>>
>>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.
>>
Bro..

Are you telling me walkers can take cover behind other vehicles and I never even realized?
>>
>>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.
>>
>>2341226
>1 conceal

I don't see the point of using it over Jaeger, unless the flavor text actually works and it gives increased detection
>>
>>2341231
all vehicles can take cover
but i think they get a cover penalty where medium cover goes to light etc
>>
>>2341086
I found the gameplay to be painfully simplistic. As in, it was the simplest turn based squad strategy game ive ever played. Dont know if the DLCes improved it.
>>
>>2341086
Think about nu-xcom, but somehow made for an even lower entry point
>>
AI logistics or Auto supplies?
>>
>>2341271
Vehicle heavy vs infantry heavy
>>
>>2341236
Yes, it does give the bonus detect.
>>
Tech can't be deployed without squaddies, why would people lie to me like this.
>>
>>2341273
What if you're going 50/50? Won't you save more overrall with Auto?
>>
>>2341237
>park vehicles in a circle
>infinite cover scaling
>>
How much does the "substance" produced by the drug lab sell for? Is it worth installing in the first place?
>>
>>2341288
It's a hull slot so it's worthless. The only useful Hull Slots are ExWoo, Advanced Medical Bay, AI Logistics (arguably the best upgrade in the game), Recovery Teams, Fixer
>>
Just found some pirate pervitin.
>>
>>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.
>>
>>2341105
they are all pretty good. Advanced sensors on a vehicle helps a lot

I would say:
Suppressed arc > suppressed kpac / advanced sensors > radar
>>
>>2341216
It's a squad autocannon without needing to deploy

It feels exactly as underwhelming as the autocannon does
>>
Is this new?
>>
>>2341330
Hard to say. Looks like the reskinned pirate one so I don't think so.
>>
>>2341330
Its been around since launch just rare.
>>
>>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.
>>
Never sell pirate pipe guns. They make perfect squad weapons for a dedicated support weapon squad.
>>
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This any good?
>>
>>2341370
No, if you want to supress you might as well use an LMG/MMG with Tech. This is a cheapskate glass cannon build for some shitter SLs.
>>
>>2341362
I don't like it though it's unaesthetic, sure Pike is just sitting six tiles back with a mortar spamming unpin and AP boost but he's a marine and every marine is a rifleman, hooah
>>
hollowpoints on crowbar is basically autokill on every bug that doesn't need a fucking anti tank weapon
>>
the fact the crowbar is extremely divisive is a good sign for balancing, half of anons swear by it and half thing it's useless, that means it's balanced
>>
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
>>
>>2341374
Just tried it on Singh. This shit literally instantly pins anything with a suppression meter, including Menace, for 40 AP with 100% success rate and decent damage at 9 range.
>>
>>2341105
advanced sensors makes it so your vehicle isnt functionally blind. the upgraded basic rifles are generally not worth the supply cost over the standard version
>>
i hope the next patch or update they release (save for bug fix updates) will focus on just putting out models for weapons/armors that dont have them yet
id rather they focus on that first sooner rather than later
>>
>>2341386
sachin got super nerfed in the last patch. he starts with 0 precision instead of 50 now
>>
>>2339605
who the fuck is Debra stop misspelling her name
it's not Darcy it's not Darky it's Darby
>>
>>2341399
Little Debbie is a heckin' valid womxn of colours don't be rude
>>
2 medium walkers with darcy to spot is completly busted. I also thought the menace would be way more scary. They are easier than rebel army so far. The snipers are the only oh shit enemy ive encountered
>>
>>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.
>>
>>2341399
>Darky
Kek
>>
>>2341381
half of us can do math, half of us can't and just go off vibe feels
>>
>>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.
>>
>>2341413
>its just worse than the crowbar and the arc, do not use it.
KBar is the Crowbar, Rtard.
>>
>>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.
>>
>>2341414
Fuck I'm retarded, I thought you were talking about the KPAC
>>
>>2341412
Its just the first long range gun you get. Considering how important shooting first is its no wonder so many people love it.
>>
>>2341415
Increase to shots fired mostly works if you have the ammo attachments like REND.
7 non-penning shots might be a lot less useful than 2-3 penetrating ones.
>>
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.
>>
>>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.
>>
>>2341423
Great we already have redditspacing 'ackshually' retards debating the game's balance.
>>
>>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.
>>
>>2341425
My autism wont let me get rid of the medical wing even though exwoo is the same but better. Feels like a betrayal of my marines
>>
>5 starred a final mission
>got a "low profile protective suit"
It's got 3 accessory slots, an extra conceal over rags and has more armour than all but level 4 regular armor.
>>
>>2341411
someone in these threads actually does call her Darky
>>
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
>>
12 square range lol with impossible shot and match ammo, with binocs and camo net.
Probably better with 11 range & AP ammo though right?
>>
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
>>
>>2341424
Please
learn
what

reddit
spacing
is
before
talking

to
me.
>>
>>2341441
To be fair I am being harsh, there's plenty of situations and SLs that might want the extra 10 accuracy or so. Although the extra cost for it does feel bad.
>>
>>2341446
Shut up darky.
>>
>>2341452
Close your KFC hole Derbie
>>
>>2341442
How much damage does that even do to something like a RA trooper
>>
>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
>>
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
>>
>>2341330
no, I get it like 2 days ago
>>
jean's perk includes all her equipment right, not just the squad weapon?
>>
>>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.
>>
>>2340680
the OCI bonus for salvage commodity does not work for disembarked trucks. you need to blow them up before the troops do so.
>>
>>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
>>
>>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?
>>
>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!
>>
>I got a brotha down!
>I got a sista down!
damn nigga, she yo sista?
>>
>Jumpsuits with shotgun
oh ho ho ho
>>
>3 patches in less than a week
I'm optimistic
>>
>>2341424
shut up retard
>>
>>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.
>>
>>2341455
If its anything but a heavy infantry squad its 1 bullet 1 kill with darby. Her 25% bonus damage while concealed just makes her kill everything.
>>
>>2341567
>I've literally never seen them do this though? Have you considered bringing up scenarios that actually happen and not your headcanon.
He didn't update to patch 2.
>>
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
>>
>>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.
>>
>>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
>>
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.
>>
>euphoric crouched Lim with an ARC standing next to Inspiring Pike
>96% accuracy
>instantly murders everything in range
Okay high accuracy is FUN
>>
>>2341583
Not dying to lasers and snipers is nice.
>>
>>2341583
Never had a squad shredded by an auto laser or auto cannon?
>>
Did they turbonerf the infantry mortar? It seems outright bad now
>>
>>2341583
Meet the humble HMG pirate truck.
>>
>>2341424
That's not reddit spacing
>>
>>2341427
NTA but me too, failing to save my marines feels like a personal failure so I don't get rid of the medical bay either
>>
>>2341588
Nerf since when? I tried the mortar on patch 2 with Carda and it couldn't hit shit, probably killed two squads worth of models after 24 mortar rounds
>>
>>2341427
Same
I have 189 squaddies, adv medical bay and exwoo on my expert run, exwoo was the first thing I got
Still not gonna change it to two AI logistics like a megasweaty
>>
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.
>>
This should've been obvious but

If you shoot the gas tanks they explode
>>
>>2341653
Trucks will occasionally explode strongly enough to destroy vehicles next to them, had that happen to my APC
>>
>>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.
>>
>>2341656
And the AI knows about it too and routinely parks it vehicles adjacent to your own to make you think twice about blowing them up. Which is actually really funny and cool that it knows how to do that
>>
>>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
>>
>>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
>>
>>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.
>>
>>2341670
yep, the defence mission used to be both most fun(because AI was attacking) and most frustrating(because it was cheesing the rules)
>>
anyone can tell me why I can't add her for a a mission?
>>
>>2341675
Is she dead-dead?
>>
>>2341675
You picked the event where she runs off to get treasure for an operation
>>
>>2341678
ah yeah
thanks, that is it
>>
>>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.
>>
>>2341681
The AI bug is still relevant and still happens.
Enemy units conga-line around your rocket launcher troops who are in hiding.
>>
>>2341681
I can't believe we have a dedicated schizo already
>>
>>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
>>
>>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
>>
>>2341685
>Why are you being so rude
Go back
>>
>>2341690
>responding to multiple people with one post hurts the newfags brain
Lurk more holy shit
>>
>>2341690
So only one of
>>2341685
>>2341668
>>2341552
Is you?
>>
>it's another schizo has a meltdown over shit AI episode
SKIP
>>
Vehicle or infantry heavy? I like to play with infantry but if feels like they struggle with not having enough ammo and firepower against constructs.
>>
>>2341697
Mobile infantry. The objectively best loadout is 2 mobile infantry teams, 2 APC's with light plasma guns, and 1 spotter. Boost their equipment quality as you get more supply.
>>
>>2341696
Perhaps you should just leave the thread
>>
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>>2341695
just kill yourself at this point, don't mix me into your delusions
>>
>>2341700
Nah
>>
>>2341701
>won't answer
Figures
>>
>>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.
>>
>>2341701
>let me directly address you
>no you can't address me back
lel wtf is this thread. God I hate euro hours so much
>>
they massively nerfed the Class IV LPPS suit cost???.. FUCK!
>>
>>2341704
Don't believe your eyes comrade, they tell you lies, instead trust your fellow schizoid channers!
>>
>>2341708
The gamedevs are pretty based and are listening to feedback well.
The publisher is having a trannyattack due to the negative feedback though.
>>
>>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?
>>
>>2341711
>The publisher is having a trannyattack due to the negative feedback though.
e, what?
>>
>>2341699
>2 APC's with light plasma guns
I wish. I went through 20 operations without finding a single plasma gun.
>>
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bugger
>>
>>2341711
How come? I dont see any outrage anywhere here or on Reddit?
Only shitters complaining about difficulty but that always happens, game is very positive on steam
>>
>>2341716
Publishers basically go full stalin 'THERE IS NO PROBLEM WITH GAME COMRADE, GULAG IF MORALE DOES NOT IMPROVE'. While the developers seem to be nothing but polite so far.
>>2341719
There's people upset with how the AI works on both the subreddit, steam discussions and here.
>>
>>2341720
When did the publishers freak out like that? I want to see the drama.
>>
>>2341725
The discord, apparently.
>>
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
>>
>>2341727
Big darky.
>>
>>2341727
Personally I use small squad darky with some kind of anti tank missile since she can get close with them safely. Her squad is expensive as fuck anyway so it's best to keep her costs down.
>>
>>2341720
>the publisher are putting people in the gulags
>its all a big conspiracy, nobody likes this game
>I'm not the schizo you are
fucking kek
>>
>>2341740
What are you talking about?
>>
what about no darky??? playable?
>>
>>2341742
>forgets his own posts within minutes
let me guess, it wasn't you though
>>
gravity manipulator? what the fuck does it it do?
>>
>>2341744
Care to remind me which posts I made?
>>2341743
You can play without Darky, but she's just insanely useful due to her perks and passive.
>Lol see that RPG team?
>Sure?
>I don't want it to shoot an RPG next turn lol
>Sure thing!
>>
>>2341745
Destroys buildings and puts every unit in the area to full suppression. It has no killing power, but it's awesome when the AI camps in a compound
>>
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.
>>
>>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.
>>
can you loot big pirate trucks?
the one with Hvy MG or flamethrower?
>>
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yep, banger game, time to wait for more content
>>
>>2341754
Nah, pirate 'tanks' are off limits.
>>
>>2341756
why? they look cool
>>
>>2341757
No clue, they're not old-assets like the 40k StuGs, so they should be salvagable.
>>
>>2341752
Those are interdiction missons. The goal of the AI there is to bypass you, you do realize this right?
>>
>>2341762
And your proposal for how the AI knows the precise 1 tile gap between firing arcs is...?
>>
Early game bug hunts at night are so fucking tedious
>>
>RPG's can melt vehicles pretty easily
>Well, until you slap on the ERA module and then you can laugh as nothing can fucking hurt you lmao
>>
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>>2341767
>>
>>2341769
ERA KV2 mod when?
>>
>>2341770
never
btw anyone here maybe have solution how to make acdsee to open russian named files
>>
>>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.
>>
based Pike putting the uppity pajeet WHORE back in her place
>>
>>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.
>>
>>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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>>2341695
i knvvl...
>>
>>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.
>>
>>2341779
>at 12 tiles its reduced to 13.4 armour pen
Where you find info about armor pen?
>>
>>2341789
https://store.steampowered.com/news/app/2432860/view/515203109058773565

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
>>
>>2341791
> Its penetration value is 30, with a penetration dropoff of 1.8 per tile
Well, where the fuck we can find info about pen falloff in game?
>>
>>2341791
That is like year old.
>>
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>>2341792
why would anyone want more information in their strategy game?
>>
>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?
>>
>>2341795
Penetration chance = 100-(armour-pen)*2
So armour if there's 50 armour left after pen it has 100% chance to block.
>>
>>2341793
The basics of it conforms with what I've experienced in game. Although cause you can't save/load in battle its hard to precisely test something over and over.
>>
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.
>>
>>2341799
>he can't do 'one shoot two kills'
ngmi
>>
>>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.
>>
>Armor has 60HP
If that's the case shouldn't my dudes be stripped of armor pretty fucking quickly?
>>
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>>2341802
proof?
>>
>>2341797
>100-(armour-pen)*2
Then this outdated too
>100-(30-10.8=19.2)*2 =62%
>>
>>2341803
dunno, how much they charge for a strip dance?
>>
I wonder when we'll see the spooky ayyyylmaos appear
https://www.youtube.com/watch?v=chk6Wsn0Rd4
>>
>>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.
>>
>>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.
>>
>>2341809
So times the armor HP by number of squaddies?
>>
>>2341810
>he can't read or do math
It's an 83% chance of penetrating. Not a 83% chance of armour absorbing.
>>
>>2341808
?
>>
>>2341814
I wonder what he is.
>>
>>2341813
Wash the sperm from your eyes.
>>
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)
>>
>>2341821
There's also DR and such which could fuck with the numbers but I don't know what DR any of the enemies might have so can't factor for it.
>>
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
>>
>>2341760
seems odd that we can salvage the smaller truck with the medium mount but not the big one
>>
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.
>>
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
>>
>>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.
>>
>>2341829
I learned that some weapons are just suppression bots, useful for pinning human enemies but effectively useless for anything else
>>
Match ammo is a noob trap +10 accuracy isn't worth the point cost and the extra tile of range is a trick because damage falloff makes your bulllets do nothing
>>
>>2341842
This is what I'm saying but schizos don't believe damage falloff is real, but won't post proof of a crowbar dealing 10 damage per bullet at 12 tiles.
>>
>>2341763
>literally mouse over an enemy
>firing arc becomes visible
It's amazing how you so freely admit to being less intelligent than the AI
>>
>>2341847
Retardo pls. The AI knows the firing arc of units it doesn't see. That's the big difference. Tell me, please, how do I hover my mouse over hidden units and see their firing arcs?
>>
>>2341851
>no you can't answer the question I asked
Lol, lmao.

As for this entirely new question. How can you prove its doing that if you can't see them the entire time?
>>
>>2341852
You can see the AI units when they can't see you.
>>
>>2341852
AI actively avoid going into the firing lines of units that have the concealed status
>>
>>2341852
It's strikingly obvious if you ever use the ground radar. Do you even play the game, or do you just sperg about it?
>>
>>2341847
The AI sees the firing arcs of units they can't see yet, you fucking smoothbrain.
>>
>Game has Aliens-style powerloaders in some maps
>No uparmored jerryrigged armed versions
Wasted potential.
>>
>>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
>>
>>2341858
It's amazing how that isn't what he said you moron
>actually I know what he meant cuz I'm samefagging again
Makes sense actually
>>
>>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.
>>
>>2341861
sir, that is my first post in the thread
>>
>>2341861
You're both a sperg and low IQ, a dreadful combination.
>>
>>2341827
>I think enemy HP is tracked as a float, but displayed rounded.
Yup.
>>
I yearn for some some bug and pirate missions, since the "end of ea" message I only get redacted and army missions anymore, GIVE THEM TO ME
>>
>>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.
>>
>>2341847
Meds
>>
>>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.
>>
>>2341872
Go back samefag holy shit lol
>>
>>2341871
Tell me, please, how do I hover my mouse over hidden units and see their firing arcs?
>>
>>2341871
You're a sperg that makes paragraph long posts ranting about shit, every thread, every day, your opinion is worthless and holds no value.
>>
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.
>>
>>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.
>>
>>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.
>>
>>2341881
>you have to answer a question I didn't ask
Nah get fucked lol.
>>
>>2341881
Just admit you asked your question in a stupid way and move on.
>>
>>2341882
>Gets BTFO'd because he keeps thinking people are samefagging but he's literally just seeing ghosts
The AI cheats and people don't like that, how is that hard to understand for you?
>>
>>2341811
More or less. For other things it gets more complicated because as your squaddies die the stats change accordingly. What became 2x8 attack damage is now 2x4 attack damage when four of them die.
>>
I vote that we call him AI schizo
>>
>>2341890
Generally best to take 8 squaddies unless you want a specialist weapon unit?
>>
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.
>>
>>2341280
they should really allow deploying SLs without squaddies.
>>
>>2341901
How can you be a squad leader without squaddies to lead though? It makes perfect sense.
>>
>>2341897
can you summarise this shit. if i want to shoot infantry with a darby at long range with a crowbar do I want AP or Hollow Point
>>
>>2341919
Are they armored? AP
Are they unarmored? Hollowpoint
Hollowpoints are for when you already pierce their armor.
>>
>>2341879
>I was proving this
No, you don't.
>>
>>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
>>
>>2341927
>hurrdurr
Retard.
>>
>>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.
>>
>>2341927
Against the RA, I prefer using her to snipe weapon teams or those marker dropping HQ cunts in cover, so they have 40 armor and use the regular infantry squads to suppress and rend the heavy infantry.
>>
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
>>
>>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.
>>
>>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.
>>
>>2341941
Presuming you're using something like a crowbar this is.
>>
>>2341941
okay I will see how it goes next time they have it on the shop
>>
>>2341941
Are hollowpoints possibly the best ammo type given how they outright just chunk through HP?
>>
>>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.
>>
>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.
>>
>shoot RPG at RA carrier that's next to another squad
>it blows up
>kills 6 squaddies
I literally hadn't taken a casualty so far and their entire attack is almost gone.
>>
>>2341888
>btfos out an absolute strawman
Wow, really impressive. For your next trick why not engaging a single thing I've actually said lol
>>
>uuh you didn't pick vanguard? SKILL ISSUE NO FIVE STARS FOR YOU
>>
>>2341894
Rent free
>>
>>2341964
Most of the people in this thread consider you a retard dude, it isn't just me
>>
>>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.
>>
>>2341966
>you've been down voted more than up voted so you must be wrong
>>
>>2341970
>'rent free"
>'yeah so what if everyone else thinks I'm a retard too rent free rent freeee'
Alright whatever
>>
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.
>>
>>2341971
>so what if a bunch of retards think I'm a retard
I don't see why I should care lol. The fact you think having these other clowns on your side is making you seem more correct tells me all I need to know.
>>
>>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
>>
>>2341975
>bye
I doubt it lol
>>
give me more unique models already
>>
>>2341975
>multiple chances
>one post
???
>>
>>2341978
Two posts
>>
Remember to say NIGGER in each and every post to deny youtube faggots their view revenue when they skim 4chan for le epic stories

Holocaust didnt happen
>>
>>2341980
See >>2341976
>>
>>2341980
>counting the post where he says he gave you multiple chances as part of those chances
ESL moment lol
>>
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.
>>
>>2341985
Crowbar.
>>
>>2341874
don't be rude
>>
>>2341991

I WANT TANKS

I WANT BIG MECHS

I WANT MELEE WEAPONS AND SHIELDS

I WANT an actually interesting and scary main enemy
>>
>>2341991
>waaaah everyone is being rude to me
Fuck off
>>
>>2341993
don't be rude
>>
>>2341985
Alright, but why?
>>
Now the hugbox schizo has entered the thread
>>
>>2342004
how underage are you? did your mom know that you are on 4chan?
>>
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the porno is REALLLL
you get oci components
>>
>>2342005
Don't be rude
>>
>>2342009
Trvke
>>
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.
>>
>>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.
>>
>>2342011
>>2342016
Samefag
>>
>>2342017
?
>>
>>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
>>
>>2342019
(You)s aren't proof of shit
>>
>>2342020
Likely a falseflag
>>
>>2342023
100%
>>
>it's a falseflag
>yeah definitely
Now this is some fucking schizo shit lol. What you guys think you're the IRA?
>>
>>2342027
You're on your own anon, no one is on your side
>>
>>2342029
Man you're really struggling to make a coherent point aren't you?
>>
>>2342029
He's just doing it for attention at this point
>>
>>2342031
It's kinda sad to be honest
>>
>>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.
>>
>>2342035
Jesus you're dense.
>>
so do the single entity bugs trigger at mines?
>>
love this nigga
>>
>>2342040
Kind of impressed by how likable they made most of the cast
>>
>>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.
>>
>>2342040
>>2342041
turns out making your diversity the 90s/00s action movie kind works wonders
slight memeing aside I do enjoy the characters, both visually and just character wise
>>
>>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.
>>
>>2342047
All your doing is huffing your own farts. If you said absolutely nothing then I wouldn't even know you were there.
>>
>>2342047
He has allies.
>>
>>2342049
Lol, lmao
>>
>>2342047
I'm not >>2342011 but I think it's pretty funny you've pivoted into arguing with yet another person
>>
>>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.
>>
>we're all united against the schizo
>instantly all start shitting themselves as they fight amongst themselves
>even going so far as to formally sever ties with one another
Yeah, you guys are some real geniuses lol
>>
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>>2342040
I heard that giganigga's special deploy ability will be reworked later to accept tripod weapons, if so I cannot wait.
>>
>>2342061
You're not a schizo, you're just bad, it's very common in this genre to have people that overestimate their capabilities and mistake their incompetence for the opponent "cheating"
>>
>>2342058
>>2342064
Noithing to do with being bad. That concealment bug made the AI really retarded because staying on the edge of the map but not reacting to getting shot by silenced weapons at long range meant they just sat there and died.
>>
>autismo still raging
Insanity. I didn't even check this thread yesterday. Imagine giving yoyrself schizophrenia trying to prove you are a smart boy

Anyway, did patch 3 fix the shit AI?
>>
>>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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got that carbine that everyone hates early on, put it on yaz
at the very least he's melting bugs with it
>>
>>2341992
I think menace just need an equivelent of the heavy tank. Im guessing way more scary shit is coming when the reinforcements from the core worlds inevitably get absorbed into menace
>>
>>2342064
>like 8 posts in a row of this guy now arguing my exact point for me after 200 posts arguing with me
>all due to thinking my post was made by his "ally"
You truly are a retard.
>>
Blaster Bugs aren't running away while I am plinking at them with Darby under concealment, strange behavior. Just sitting there letting me pick them off
>>
>>2342080
>literally the exact same posts over and over
>trust me I'm so many different people
>>
>>2342093
>at the very least he's melting bugs with it
literally everything does
>>
Funny thread
>>
>>2341985
For Darby? Arc since no1 will find her anyway.
For 4 camo? I'd say kbar
Kpac is shit in general, only qcp and range versions worth to look paired with certain ammos.
>>
>>2342099
Suppressed weapons don't break concealment, so you can stay invisible forever.
>>
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 vision

Also I'm really surprised the game has no helis
>>
>>2342129
I imagine helis would suck past early game. Way too much heavy weapon spam
>>
>>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.
>>
>>2342129
>Apache
Marines use the Viper
>>
>>2342129
I agree with the Anon about heavy weapon spam. I cannot see a helicopter working out as it gets obliterated from the sky.
>>
>>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.
>>
oh go fuck yourself
you cheat me? fine, I'll cheat you back by loading a save :^)

eat dick faggot devs
>>
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
>>
>>2342189
I literally had no idea there were loading screens quotes until I read your message.
Get a grip.
>>
>>2342198
glad to know we got a inbred fucking retard like you who's blind as a bat, genuinely kill yourself you disgusting ugly faggot
>>
>>2342226
Sorry, people with PCs made in the last decade aren't sitting on the loading screen long enough to read the quotes. You can go be poor back in India.
>>
>>2342226
says the fucking sperg complaining about shit no one gives a fuck about
>>
The plasma rifle is so shit, both in special weapon and vehicle forms now that it was nerfed, the coax MG seems better for mulching drones and costs less, what is the point of it?
>>
>>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
>>
>>2341583
You haven't encountered the REAL heavy armor yet. There's a rare set of marine breaching suits that gives you 140 armor with no encumberance.
>>
>>2342233
Wait they NERFED it? I thought they meant they would buff it in the patch notes.

Well, the vehicle plasma rifle was pretty good imo for very little investment
>>
>>2342236
>There's a rare set of marine breaching suits that gives you 140 armor with no encumberance.
The no encumberance part has to be a bug right? or is it meant to be powered armor?
>>
>>2341588
It has never been a killing weapon. It's a very resource-light, indirect fire suppression weapon that can sometimes do good aoe damage, and with the utility to fire smokes (the actual goated ability).
>>
>>2341588
>>2342241
Yeah light mortar was always all about the smoke
>>
>>2342242
Well duh. COH is arcadey but still historical. Those faggy pasta slurpers had surrendered already.
>>
>>2342237
They brought the pen down to the same as the infantry version and gave menace more hitpoints and a bit less armor, no more wiping out soldier menace in a single turn with it.
>>
Does accuracy matter for indirect fire weapons like rocket organ and mortars?
>>
>>2342040
>Tech screaming "HOW THE HELL'D YOU MISS MY BLACK ASS?!" at a Menace guncrawler before he smokes it with a rocket launcher
>>
>>2342239
It's literal power armor, yes. The supply cost is to the fucking moon, but you can give individual infantry more armor than an entire A-ATV.
>>
>>2342246
>rocket organ
It doesnt really matter on pratice
>mortars
All I know is that RA mortars can aways score direct hits on garrisoned infantry meaning fuck your 2 squadie weapon teams
>>
I aborted a RA defense mission :(
>>
>>2342263
Weak.
>>
>>2342266
No
>>
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
>>
>>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.
>>
>>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.
>>
>>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
>>
>>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
>>
>>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.
>>
>>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
>>
how useful is the moonshine oci
>>
>>2342303
You get a 20 trade value commodity after each OPERATION, it's trash
>>
>>2342307
damn, well i guess ill keep it around till i wanna replace it then
>>
first time taking on the rogue army on challenging and my ass had to reload a save before i took the op
snipers and mortar teams everywhere (I think there was like 4 or 5 in total but still)
>>
>>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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Total armor death
>>
>>2342329
Which one would give more AP uses?
RPG + 3 single use tubes, or RPG + 2 single use tubes and 1 special ammo pack?
>>
>>2342335
AP uses meaning armor piercing uses, probably should have said, shots or something else instead.
Oh well.
>>
>>2341797
a lot of people who play this game cannot do math thats even simpler than this
>>
>>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.
>>
>>2341895
you want to pair your rifle with something that hits hard at long range like anti material rifle, autocannon or rocket launcher
>>
Darky becomes a fucking monster when she gets bonus ACC when concealed.
She's always concealed, so she always has the bonus lmao
>>
Did you guys ever use the pistols? Are they just meme accessories?
>>
I guess menace took over the BB threads? Shame, but fair. I hope this game gets more support than BB ever did.
>>
>>2342392
They're okay on bug missions to delete swarms that get close if your squad has crowbars or something.
>>
>>2342399
If bugs get close, use the Crowbar's secondary fire.
>>
>>2342235
y u mad bro

is only game, why you heff to be mad
>>
>>2342392
They feel so rarely useful now. They were genuinely a well balanced tool in the demo when you found them since they were 20AP to fire, but in the full game I've fired them maybe a couple of times ever.
>>
>>2342289
their use is utility based but they are a massive drain on resources
>>
>>2342392
If you sincerely need pistols you fucked up.
>>
dude the soundtrack is so fucking good.
>>
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?
>>
>>2342420
They are ok. They only really work against the three man squads or bugs
>>
>>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.
>>
>>2342436
>Croc, Sy, Wagner, and Pike
>Drill sergeant babysitting pirates, mercenaries and psychopaths
I hope there's voicelines to that effect
>>
>Secondary objective: Complete the mission with less than 3 structures destroyed.
My 3 unguided missile strikes disagree
>>
>>2342441
I hate this objective.
The AI doesn't attack structures, basically none of your attacks will damage structures. It just punishes using the already pretty meh call in strikes.
>>
>>2342441
>Secondary Objective: 50% of Civilians Survive (0/3)
>move Darky forward
>(1/3)
>put Lim in the IFV
>(2/3)
>move IFV forward
>Failed!
>>
>>2342443
>basically none of your attacks will damage structures
The AI doesn't know not to use gas tank structures as cover and they explode in a 3x3 radius when you shoot them
>>
>>2342446
Outside of that, and sometimes I've destroyed cover with characters that are 1 tile out of range to let someone else hit better.
>>
>>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
>>
>>2342449
That limits you out of some otherwise S tier options like Pike though
>>
>>2342420
The bleeding perk works wonders with grenade launchers
>>
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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
>>
>>2342455
oh hell yeah
>>
>>2342455
It's not that great, especially when enemies actively float around it's range.
>>
>>2342455
>it cannot be fired from buildings
presumably this means mostly towers and bunkers right now but I wonder if they'll expand that
>>
>>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.
>>
>>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.
>>
What are some perks that are great value? What ones do you consider irredeemable trash? Is the reduced ap for move and hunkering down mandatory for everyone?
>>
>>2342491
counterattack is really good on assault troops, the AI will just vaporize a unit per turn on Lim's guns
>>
>>2342040
>>2342045
He's Terry Tate Office Linebacker with a gun, which makes him 2000s not 80s/90s.
>>
>>2342455
It's a Tier 1 early game ATGM and is meant to show up earlier than actual ATGMs.
>>
>>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.
>>
>>2342441
Hard to believe this comes from the goofiest gundam series.
>>
>>2342513
is this the ultimate lineup?
>>
>>2342507
desu I think it's just as valid to call it the tripod version of the basic rocket launcher
>>
>>2342491
Sharpshooter is obviously amazing
>>
>>2342513
It's from a pearl jam music video
>>
>counterattack can stop a suicide bomb
Huh
Interesting
>>
>>2342491
Rewa only needs Fury and Tankbuster to be the best anti-vehicle unit in the game.
>>
>>2342525
Who did you get killed?
>>
>>2342537
no-one.
>>
that's an interesting setup.
wish I had more than one rocket organ.
>>
>>2342525
You can start with Sy and Greifinger? I've started like 6-7 campaigns thinking the starting SLs were fixed
>>
>>2342329
Putting so much AT on a low accuracy shitter is bold
I usually avoid giving AT to anyone with Acc below 80 as they will just fucking miss anyway and die when trying to get back into cover
>>
>>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
>>
>>2342545
I use her as atgm carry, just park her in the bush and lob missiles at marked targets
>>
>>2342542
i reaaaaaaaaly wanted to kill that mortar squad.
>>
>>2342548
Every single time it's Lim, Pike, Tech, Darby, martian girl, Bog and Rewa

The fuck
>>
ive started 3 different expert ironman campaigns and i got different sls pull order each time
>>
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.
>>
>>2342561
Same here
Menace take so fucking long to kill holy shit this is boring
>>
>>2342561
wtf is a sis pull
>>
>>2342568
SLs
>>
>>2342567
vehicles that can fit the plasma gun are their weakness.
>>
>>2342572
they're also the only thing the auto-laser is any good for.
>>
>>2342525
>>
Has anyone tried using Kody as a grenade slinger? I just found him and all his explosive perks have me interested but I keep hearing he's a plasma gun slugging menace.
>>
>>2342576
I've never used that twin gun, how does it compare to the double minigun?
>>
>>2342580
in my opinion superior. However it eats ammo, He had two ammo supplies on him and he still needed to be resupplied.
>>
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.
>>
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.
>>
>>2342594
You probably have to run their ass to one side of the map, scan for an objective marker
>>
>>2342595
My normal squads? They were defending a point.
>>
>>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.
>>
>>2342592
>Unironically using Jean

She's only good to make sure you drop a jaeger suit then you can bench her forever.
>>
Even at the end of the EA her stats still suck though
>>
>>2342601
I like her big tits. Sure, she might miss every shot with the RPG she takes, but she's a cheap slut and that's all I care about.
>>
>>2342597
Oh you mean rescue local forces mission? You should be able to gain control of them by moving next to them, if that doesn't happen the shit is bugged
>>
>>2342601
Isn't she super cheap? Just bring her along as activation padding
>>
>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
>>
>>2342614
That can be especially annoying when the camera is angled and like 1mm can be the difference between one square or another.
>>
>>2342616
I have to train myself to shoot at the bottom-middle of a square to avoid this.
>>
>>2342602
she is for manning atgm with full squad
>>
>>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.
>>
>>2342632
its not
>>
>>2342632
Start isn't randomized, what SLs you get for hire might be seed-based later on
>>
I've never seen the disrupted effect, is it in the game?
>>
>>2342637
I have seen it happen a couple of times, but I cannot for the life of me understand what or how it works.
>>
>>2342638
>>2342637
You can only apply Disrupted from certain skills, like Pike's "disrupting fire" perk.
>>
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.
>>
>>2342602
I bought her early and gave her target designator and drones, so she has a role to play early in the mission when her stats are shit and then when she gets buffed she can start using her support weapon.
>>
I fucking love tech's voice acting so much lmao, mother fucker is funny af.
>>
>>2342644
There is nothing wrong with the UI. Graphics fags fuck off.
>>
>>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.
>>
>>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
>>
>>2342651
Your starting squad will always be marines, not locals
>>
>>2342651
Bit annoying, by the time the Menace shows up you have enough shit to sell that you can unlock the full roster but end of EA is not long after that
>>
Holy shit this gun is LOUD
>>
Is this game deliberately artificially difficult just for memes and streamer rage videos? That's not fun.
>>
>>2342652
Yeah, we've established that, now I'm aggreived because I want to start a fresh campaign with different dudes.
>>
>>2342655
Unironical skill issue
>>
>>2342655
It's not that difficult.
Basically a bunch of retards are playing on the explicitly 'this will destroy your cock and balls' difficulty and are wondering why it's not easy.
>>
>>2342491
Athletic is near mandatory for most infantry SLs, MI can ignore it.
>>
>>2342659
I haven't seen any difficulty complaints except for that one
>>
>>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
>>
>>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.
>>
>>2342661
There's quite a few people bitching about the difficulty and not being able to bring infinite supplies into a battle.
>>
>>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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>tfw devs have started recycling assets

I feared this would happen
>>
>>2342667
NTA but it has the same issue BB does but worse where the early-game can really fuck you and later in the game you break the difficulty and it becomes really boring
>>
>>2342668
What are they recycling?
>>
>>2342671
NTA but armor. The icons are very similar and the 3D models are exactly the same. Recce is also kind of useless so it feels like item bloat
>>
>>2342654
>range 7
and into the trash it goes
>>
>>2342673
>The icons are similar
Well yeah, one is a modified version of the SAPP armor system for recon purposes.
It's not even a useless item, it boosts concealment which is one of the most important stats.
>>
How many weapons does this game have lol, I keep seeing new stuff
>>
>>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.
>>
>>2342668
>why does small arms protective plating class 3 look like small arms protective plating class three recce variant
>>
Not silenced unfortunately, but moving the ideal range to 6 makes this thing very good for picking off distant squads.
>>
This has to be a mistake right? There's no way this is supposed to be a special weapon and not a squad weapon
>>
>>2342676
Jaeger is more effective and less expensive, black rags are just as concealing and much cheaper. I don't see how I would utilize this
>>
>>2342685
Jaeger has less armor and you need to fight Rogue army for it.
Think of it as upgraded SAPP and it makes sense.
>>
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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.
>>
>>2342687
Yeah but you don't really need armor on high concealment units if you're using them correctly. They should slightly tone down the armor and give it +1 more concealment and make it better jaeger armor
>>
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.
>>
>>2342690
I always give Darky some level of armor in case some fog of war retard pops out and nails her.
>>
>>2342649
No, it's cuz they're retarded. Same dumb cunts who bitch about the BB art style
>>
>>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.
>>
>>2342684
Would make it the absolute best squad weapon by a long mile, guess the idea behind it is to get cheap and mobile suppression on a small squad, at least the supply cost is low.
>>
>>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.
>>
>>2342567
Bro? Your tank gun on the starting vehicle? Your laser cannon? Your disposable rocket launcher spam?
>>
>>2342668
Some pieces of equipment still have placeholder icons, the game is early access for a reason.
>>
>>2342701
>kill skirmishers
>now the rest of the mission is watching your medium mech and minigun tank slog through 10-15 harmless tanks
Yuuuuuuuup
>>
Anything you can do when the AI hangs and doesn't do their turn?
I'd rather not repeat the whole mission if I can avoid it.
>>
>>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.
>>
>>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.
>>
>>2342710
>squaddies:
>miss merk
>miss merk
TCR is using cloned soldiers, don't believe their lies
>>
>>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.
>>
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.
>>
>just lost my Falcon to my own AP mines
I didn't think a flying unit would trigger them, damn.
>>
>>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.
>>
>>2342420
the dmr is decent on him but the basic bitch sniper rifle works best on someone with trash weapon skill or to bump up the range of a rifle squad early on
>>
>>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.
>>
>>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.
>>
>>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.
>>
>>2342802
Also if you go down you can use the aimed shot hammer skill to shoot to an extra tile (making 13 again) if needed.
>>
>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
>>
>>2342637
I just got one of my squads disrupted by the flying bugs, so I can confirm it is in the game. It lowers your accuracy by 15% for one turn
>>
>>2342811
popping trucks and cars feels so good
>>
>>2342816
Reminds me how Darby will comment that cracking spiderlings open with a crowbar sounds kind of satisfying.
>>
>>2342706
Refund the shitty game
>>
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.
>>
>defend mission against RA
>almost 5 star it
>failed the 90% defend bonus objective because a Jaeger team managed to sneak on to the cap zone I had otherwise full vision of
rude
>>
I wonder if theres anyone that doesnt pick the character specific perks, feels like you're losing out if you dont
>>
is the suitcase event just oci parts or authority?
I figured thered at least be a random item outcome
>>
>>2342841
huh. I must have mixed him up with the greek guy.
>>
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50 oci for some nice heavy armor doesnt seem like a bad trade (I dont have the aussie)
>>
>>2342862
Yeah the OCI trades are basically free once you get the critical upgrades (advanced medbay, woo/exwoo, fixer)
>>
>>2342862
Yeah, good trade. But I feel like that armor is too expensive to use on anyone but weapon teams like Tech or Vamp
>>
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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
>>
>>2342093
I gave this a swing, I thought "oh cool an SMG crowbar maybe that will be good in my boarding commando setup"

no it just sucks at everything. Barely kills up close, doesn't kill anything far away.
>>
>>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.
>>
>>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
>>
>>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.
>>
>>2342684
Man, I bet that thing fucks on an upgraded Carda.
>>
Best way to deal with mortars and mass rocket trucks? The only method I've found is having Lim/Vamp in jetpack armor leapfrogging behind the lines trying to find them as my other guys hunker down.
>>
>>2342894
Fast vehicle with a gun that can rape them to death. Don't engage any enemy units until they're dead.
>>
>>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.
>>
>>2342892
That isn't right. Each turn is a Round she has to stay unconcealed..
>>
>>2342900
I don't care if you think it isn't right, it's my lived experience playing the game. Maybe you should try doing it instead of theorycrafting.
>>
does completing higher difficulty missions give more supply points?
>>
If you remove a character from mission does that count on the stack that probably builds in the background for exhausted or tired?
>>
>>2342848
I usually skip them if I don't plan on using specific equipment (or lack thereof).
>>
>Late game Darby with 99 accuracy
Holy fuck. She's so fucking strong, is this the power of being a glowie?
>>
>>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.
>>
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
>>
>>2342918
This is my version.
>>
>>2342927
Impossible shot is a mistake. Check the accuracy/damage chart on the suppressed crowbar
>>
>>2342928
anything that increases weapon range without also increasing the falloff distance is a noob trap
>>
>>2342924

Devs said there will be more interactions as well. I get the feeling Kody will either kill jean or marry her.
>>
Are binoculars spawn rate on black market fucked or what. I've seen them on sale, usualy right a the beggining of a run but then they never show up again on the black market
>>
>>2342928
>>2342929
The fall off from extended range is offset by Darby's ambush perk, and impossible shot still benefits stuff like rocket launchers and AT rifles. There's no real downsides desu.
>>
>>2342924
Vamplet and Yaz are ways talking shit to each other.
>>
>>2342933
You're weighing that against commando which is a 15% accuracy bonus when solo, which is almost always the way you want to play Darby.
>>
>>2342935
Just take both, it's what I do.
Commando+Scout+Chameleon+impossible shot+sharpshooter are basically the only perks you need on Darby
>>
>>2342936
I forgot to slot in ambush in there, but that's my Darby build every time and it works no problem.
>>
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
>>
I'm being offered the IAR and XL1A14 laser rifle after a mission, haven't seen either in the black market before and they both look good. Any suggestions?
>>
>>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.
>>
>>2342942
>XL1A14
this
>>
>equipping 2 griffin miniguns doubles the square count of the barrage

At last I truly see.
>>
>>2342942
>>2342949
Laser rifle is solid. Not amazing damage per shot, but it cuts through armor like butter, with a good amount of repetitions too.
>>
>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.
>>
>>2342949
>>2342953
>pick the laser
>plasma gun appears in the black market
We scifi now, boys
>>
>>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
>>
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.
>>
>>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
>>
>>2342964
The Menace not being the most boring enemy by far would be good too. Even the bugs mog them.
>>
Sure this guy is hella tanky but he can't shoot for shit
>>
>>2342962
>>2342965
>decide to restart
>take bug operation
>first mission its nightime, and Bog already eat a big hit from a blaster bug lurking beyond sight
sigh
>>
>>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.
>>
>>2342958
I'll say it. A bunch of the SLs have really memorable personalities, but Bog is so fucking boring. All he has is "Ok" "mmHmmm" and "Yep."
>>
>>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.
>>
>>2342974
He's pretty funny when he goes "uh-oh buggerinos"
>>
>>2342974
I like "Fuckin' A" but the rest is very forgettable
>>
>>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,
>>
>>2342974
Yeah, and his injuried voice lines trigger a genetic fear of Tuberculosis in me.
I dont like Exconde either. His ramblings become grating fast.
>>
Achilleas is completely fucking mogged by Rewa due to the supply cost. The only thing he has over her is the threshold attacks can do to him and his unique basically requires you to fuck up
>>
>>2342978
Tech has so many stereotypically black guy lines, it's kind of funny.
>>
>>2342974
get his vehicle damaged and he starts to get really funny
>>
>>2342959
Always was
>>
>>2342981
>his unique basically requires you to fuck up
You can fry him manually.
>>
>>2342974
>Bog blasts apart an Alien Hive Queen
>"poor lil' bugger"
>>
>>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
>>
>>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
>>
>>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.
>>
>>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.
>>
>>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.
>>
>>2342969
Take shooting gallery on him, it's probably the best single perk in the game. Vamplew is basically purpose built to be a flanking element.
>>
>>2342950
Now remember, you can make the barrage any shape you want, even a complete square.
>>
>>2342969
>no buffs
the trick with low accuracy characters is sitting them next to Pike and having Carda for high spirits
>>
>>2342942
IAR is a good special to throw on a rifle squad if you don't know what to take against suppressible enemies.

Laser rifle rapes everything.
>>
>>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.
>>
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.
>>
>>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.
>>
>>2343000
>Cheater AI that doesn't have to do any kind of probing/recce to know how to perfectly avoid your units
Update your game already, orwas the pirate copy just pump and dumped?
>>
>>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.
>>
>>2343016
I bought the game, are you retarded or actually the pirate?

Their patch notes didn't fix anything, the AI does not do any kind of probing or reconnaissance. Fuck off retard.
>>
>>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.
>>
>>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.
>>
HaMER or MRS for best top tier rifle?
>>
>>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.
>>
IAR vs E4A2 ELSA
iar will prob go to pike and he has the ranged kpac, and the elsa would go to yaz
which one should I really pick?
>>
>>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?
>>
>>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
>>
>>2343031
The vehicle version was pretty good but now its just as underwhelming
>>
>>2343010
if the AI could give feedback it would consider Darby and Achilleas very very broken
>>
>>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.
>>
>>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.
>>
>>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
>>
>>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.
>>
>>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.
>>
>>2343045
>Ai of complex strategy game is not perfect on release.
I'm shocked. Surprised even.
>>
>>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.
>>
>>2343049
the absence of overwatch hurts this game i think.
>>
>>2343051
It'd probably just devolve into creeping forward and spamming overwatch. Or having to painfully piece apart the AI sitting on overwatch.

We're probably better without it.
>>
>>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.
>>
>>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.
>>
>>2343054
Every single tactics game these days turns into that passive gameplay. You inch forward and overwatch.
>>
>>2343010
>only "counter" is to just hit him with 3 ATGMs in one turn
and then you can just mount ERA on his vehicle
>>
>>2343054
concealment would be stronger i guess, stronger than it already is
>>
>>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
>>
>>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.
>>
>>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.
>>
>>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
>>
>>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.
>>
>>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.
>>
>>2343069
There's a difference between wanting an easy AI or a hard AI.
And not wanting the AI to blatently cheat forcing you to cheese it to make use of your units.
>>
>>2343010
>>Has to strip ALL his armor off before it does anything
what are you talking about
plenty of weapons can threaten penetration against the medium mech's 140 armour, especially after it's been degraded a bit.
>>
>want Darby for vision, Pike and Carda for buffs, and Lim or Vlad as a shocktrooper
>want to put them in vehicles
>that will be eleventy billion supply plus tip
feels batman
>>
>>2343101
I want to run 3 IFV's with Carda, Lim and Vlad. I think that should be very dooable
>>
>>2343113
I did that with Lim, Pike and Carda and it works great but your vision is crap unless you dedicate a vehicle to radar
>>
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
>>
Does the ESAW cost 40 or 20 to fire? Is it just a shittier CMG that doesn't need deployed or the Local Forces equivalent to Pirate Chaingun?
>>
>>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.
>>
>>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.
>>
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.
>>
>>2343140
I think it's funny that he calls pirate trucks 'armored golems'
>>
>>2343144
what a doity anti semite
>>
>just realized that buff is more than just HP, but also removes encumbrance penalties.
>>
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anyone know for sure if this is for the op only or permanently?
>>
>>2343150
Oh fuck, that's important. The move penalties are a punishment.
>>
OH
THE PAJEET'S SPECIAL IS PER *SQUADDIE*
NOT PER DEPLOYED SQUAD
I AM STUPID
>>
>>2343162
For OP only.
All bonuses in OP's only last for the OP.
>>
>>2343167
yeh, but itll say it usually so this one specifically just a bit confusing
>>
>>2343168
Feels kind of pointless to give that out on the last mission of an op though.
>>2343166
Pajeet used to have a 50 when it was suppsed to be 0 so he isn't as good anymore.
>>
>>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.
>>
Is there anything the laser rifle is actually useful against? Got one a while ago and have had nothing but Menace ops since, and it seems completely useless against the Menace
>>
>>2343190
Unlimited ammo, decent stats, pew pew.
The issue is that ammo attachments are powerful as hell and the laser rifle isn't 'that' great.
>>
>>2343019
The AI has and can use the same motion tracker you can. You not knowing that is probably 99% of your problem.
>>
>>2343190
Stripping armor, having no need for mag pouches and killing armored targets with low hitpoints, like pirate trucks and light walkers, sadly the menace has both.
>>
>>2343194
>Stripping armor
Isnt it the other way around? That is the lazer rifle is good at penetrating but not actually destroying armor
>>
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
>>
>>2343133
>back to comparing this to a tabletop game
Do you ever get tired of being a retard?
>>
>>2343195
It should be as the lore text says, but its actually both, the laser rifle has the most pen and armor damage of all squad weapons in the game.
>>
>>2343195
Gameplay mechanics is that anything with armor damage strips armor and since lasors are unlimited and does good armor damage it strips armor like a boss.
>>
>>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.
>>
>>2342336
Using context is part of the language you mongoloid
>>
To me teck is best with target designator and pal rocket launcher. Since he can move and fire both. or use both together.
>>
>>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.
>>
>>2343203
You get more armor damage out of assault rifles firing REND ammo though.
>>
>>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.
>>
>>2343204
This goes back to lasers having unlimited ammo and in exchange gets a cool down.
>>
>>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.
>>
>>2343200
You are foregoing a vehicle weapon slot for that and the laser rifle costs less than the gucci'd versions of the starter rifles
>>
>>2343207
>An has 3 shots with 13 armor damage, for 39 armor damage
An ARC has 3 shots...
my bad
>>
>>2343205
I never promote lasers to armor strip anything but the Menace and vehicles so I fail to see that as an issue.
>>
>>2343210
If you're stripping armor from a guncrawler instead of crippling it immediately with a rocket you're probably just dead or at best suppressed anyway
>>
>>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
>>
>>2342974
I like him, he is chill
>>
>>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
>>
>>2342545
I had Carda miss 4 RPG shots in a row last night. Even with about 6 turns of her buff stacking.
>>
>The zig-zag perk doesnt work with the mech jetpack
gay
>>
>pirates jetpack in
>TODAY IS GONNA BE A GOOD DAY
>rewa guns them down with a fiddy
>THEY HAVE DOG ARMOR FOR THEIR DOG LIVES
lmao
>>
>>2343224
Pirate commandos can be fucking nightmares early on, having every squad and the APC plink off them for a full turn while jetpack around
>>
>>2343225
Not to mention counterfire deleting your starter squads with no armour lol
>>
>>2343227
always eat the counterattack on the APC if you can
>>2343225
this is a little later in than that so the fiddy is the proper .50 cal, not the misleadingly named MMG
>>
>>2343228
Still no clue why they named the 7.62mm machinegun MG50 lmao.
>>
>>2343228
I hate weapon naming convention.
>>
>>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.
>>
>>2343232
That are pirates in general unless they feel like they have big advantage
>>
>>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.
>>
>>2343225
Super scary they can jump on your ass and delete a squad.
>>
>>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
>>
>>2343236
>>2343238
>>
>>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.
>>
>>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.
>>
She sounds so busted I have rarely tried her so far, maybe the bug fear means devs will ad more buggerinos that can sniff stealth units and home in on them.

Graboids would be fun.
>>
>>2338584
I have this beautiful ebony queen kitted out with max concealment and shes amazing.
>>
THE AI IS FIXED GUYS! OKAY!? IT DOESN'T READ YOUR CONCEALED UNITS RANGES AT ALL!
>>
>>2343247
No, now it just reacts to being spotted without knowing your location as if everyone will die.
>>
>>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
>>
>>2343248
It stays an exact tile out of range lmao.
>>
>>2339340
How the hell did they get away with tech? His “euphoric” blurb added by the recent update is literally an old 4chan black guy meme. His dialogue is comically stereotypical. I love him.
>>
Why cant I have the stug the rogue army uses? Its not fair
>>
>>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.
>>
>>2343247
Fog-of-war Herding the sheep into a nice pile for rocket organ barrage...
>>
>>2343247
It's funny how you're the only guy in the thread with this problem.
>>
>>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
>>
>>2343253
Because its buggy and unfinished ATM, playerside. When they unfuck it I'm sure it'll be attainable, but RN that thing can't even swap its weapons and has a missing texture for its icons.
>>
>>2343252
There's also /fit/ memes in one of the post op dilemmas. (Where you get the opportunity to sell books to the Corp)
Devs probably post here. Please don't fuck this game up.
>>
>>2343256
NTA but I see the AI constantly running away from my units. They don't want to be in range of the heavy tank barrel or my infantry anti-tank weapons and they flee.
>>
>>2343247
the ai tends to just flee and gather in corners for some reason
>>
>>2343256
Not only.
>>2343248
You repeat that like mantra but Ai units tend to run away outside firing range, not the spot range.
>>
>>2343256
I've seen this happen just with the +1 concealment stuff you can get from pirates. Not as severe since eventually they come to make a move but they do avoid LOS.
>>
>>2343264
You repeat cheating like a mantra so it is only fair.
>>
>>2343263
Not for 'some reason', it's reading your weapon ranges and runs away if they can't spot your unit.
Instead of getting closer to find your units.
>>
>>2343258
This. Its one thing that AI perfectly use rules against player. It may be tedious or gamey but whatever. Its different thing when it use these rules when working with info it should not have.
>>
>>2343266
That is not me you fucking moron.
>>
>>2343267
>it's reading your weapon ranges
>runs away if they can't spot your unit
So its reading range of weapons of a unit that it couldn't spot(so it shouldn't know what weapons or what range they have). Finally
>>
>>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.
>>
>>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.
>>
>>2343270
If you are getting shot at by units you can't see, the solution isn't to constantly run away and get plinked apart BTW.
>>
>>2343275
Its like you are playing retarded or didn't play game at all. They run away before getting shot. In some missions sometimes even before getting spotted.
Pirates are main culprit in this.
>>
>start mission
>alien warriors push to tile next to my tank
>ask jean to shoot rpgs at them from 4 tiles away
>she puts both into the front of the tank
ONE JOB JEAN. ONE JOB.
>>
>>2343278
jean is the worst shot so far, I just wanted her to do last shoot for loot and she fail(give her atmg)
>>
>>2343278
Don't trust her with anything other than finishing off heavily diminished enemies for trinketing procs. Easily the weakest 1star infantry as of now.
>>
>>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.
>>
>>2343280
>>2343279
She has 82 accuracy. I swear she's got a hidden accuracy modifier somewhere. It was in a darude giving her -5 and she hadn't got her steady gun since it was only turn 1. But still. Come on man.
>>
>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.
>>
>>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.
>>
>>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.
>>
>>2343278
>>2343279
I WILL take 6 disposable Jean and she WILL miss all six shots every fucking time.
>>
>>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"
>>
>>2343284
If the measly few points for her promotions are breaking your supply bank, that's a (you) problem.
Always upgrade Darky.
>>
>>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
>>
>run into first superstug
>PAL does nothing
>autolaser does nothing
What am I supposed to kill it with before I have a long tank gun
>>
>>2343292
>Superstug
Is that different to a regular RA stug?
>>
>>2343292
ATGM(x2)
>>
>>2343292
Flank or strip its armor with dedicated tools (plasma, REND ammo, etc.)
It's a casemate tank, it's frontal armor is absurd.
>>
>>2343292
PAL and RPG's damage it, but you need a bunch of shots.
You should basically get a long barrel tank gun ASAP on any run.
>>
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
>>
>>2343299
I wish there was a benefit for not using up all your AP. Knowing you have to spend it all or waste it puts a damper on things.
>>
>>2343291
>that wasn't Tyrone it was Jamal
I can't tell you apart
>>
>>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
>>
>>2343292
Smoking it, flanking it, then shooting it in the ass is the way god intended for heavy assault guns to be dealt with.
>>
>>2343303
It also means the only worthwhile OCI slots are 2x AI Logistics, one ExWoo or Advanced Med Bay to avoid Squaddie amount problems, and the Recovery Bay so you don't have to replace vehicles.
>>
>>2343301
Unspent AP should translate to bonus DEF
>>
>>2343304
>>2343298
>>2343296
>>2343294
I had none of those options so I gave Tek a mining laser, thermite grenades and a jetpack and threw his flying black ass at the StuG
>>
>>2343307
based
>>
>>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.
>>
>>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.
>>
>>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
>>
Superheavy tank with two heavy weapon slots when
>>
>>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.
>>
>>2343278
Jean always disappoints me. She is a trust fund whore larping as some cool merc. I am drilling her ass against retarded pirates until she gets above 50 weapon skill.
>>
Behold, dressing like you are from dune grants +1 concealment but god forbid using proper camo gives you any benefits.
>>
>>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?
>>
>>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.
>>
>>2343321
I want be able to mount 2 light weapons on APC
>>
This game should have heavy power armor than limit squads to size like 3-4 but is able to carry special hvy weapons instead of small arms
>>
>>2343326
>god forbid using proper camo gives you any benefits.
If you want more camo then buy a camo kit. Later camo armours give additional benefit to camo as well.
>>
>>2343326
Anon camo gets put on everything because there's no opportunity cost not because it is singlehandedly particularly effective at hiding you.
>>
>>2343334
It just bugs me though. This outfit that makes me look like I huff the Spice stands out in the bright sun and I get concealment but some of the other shit the game gives you doesn't.
>>
>>2343329
>Noooo what do you mean my woodland camo pattern doesn’t give me concealment on Dice
>>
>>2343335
Cloaks are pretty decent for hiding yourself, soldiers don't wear them because they're largely impractical in a bunch of other ways.
It's all a bit of a meme on a snow world anyway though
>>
>>2343336
I am also bothered by having only woodland camo pattern.
>>
>>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
>>
>>2343340
I am just complaining about things I don't like. Just like everyone else in this thread. I've already praised the game about what I do like and see no reason to do that forever.
>>
The Menace beacon has appeared, should I go there immediately or can I wait a while before triggering it with no consequences?
>>
>>2343342
If this is the investigation mission where you first encounter the menace you can put that off until you run out of missions.
>>
>>2343341
>I'm just a fucking moron complaining about stupid shit that doesn't matter and isn't even actually real
Yeah, you're definitely just like everyone else in this thread that's for sure
>>
>>2343343
Yeah it is. I'll put it off then as it sounds like they're a pain to fight.
>>
>>2343326
>god forbid using proper camo gives you any benefits.
the jaeger suit is +2, the concealment kit is +2, there's a new SAPP concealment armor idk the stats of, what are you yapping about
>>
Tech has extra throw range and quick hands but no grenadier, that's frustrating. Is the grenade build possible?
>>
>>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.
>>
>>2343355
>Hell we have shitters in this very thread complaining even if the game IS TELLING THEM THEY ARE BEING SPOOTTED, imagine without.
where?
>>
>>2343351
You have a guy that can one hand machine guns and you want to use him to throw nades?

I guess you could, but why?
>>
>>2343351
They're for versatility in one man army build rather than full nadespam.
>>
>>2343315
>Autocannon light mech with angry jeet can be fucking absurd
It IS a lot of fun
>>
>>2343299
Idiot.
>>
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?
>>
>>2343374
>and i can't even fucking see
Look like skill issue.
>>
>>2343374
bring triple laser batteries, once you're approaching the bunker line you drop them as distraction, and use the time to push through
>>
>>2343376
I have none of those...i never had to deal with something so retarded.
>>2343375
you retards are a blight in every community you infest. Go find something else to satisfy your kink and stop tormenting people with your shitty BDSM fetish.
>>
>>2343374
post map and teams
>>
>>2343377
>this rage
Well definitely skill issue as i said.
>>
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?
>>
File: menace3.jpg (1.9 MB)
1.9 MB
1.9 MB JPG
>>2343379
Thanks for the attempt
>>
The supply system sucks
No I'm not interested in reading your paragraph of cope
Just let me use my best equipment, I'm here to have fun and not do min max math autism, thanks
>>
>>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.
>>
>>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
>>
>>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.
>>
>>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.
>>
>>2343385
Will bait someone award
>>
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.
>>
>>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?
>>
>>2343394
The game's AI completely breaks down when your firing range exceeds the enemy's visual range.
>>
>>2343400
Ah but you see, Achilleas has negative concealment. They see him before seeing them.
>>
>>2343401
That is indeed why vehicles often get plinked at by infantry for no reason.
>>
>>2343398
I just dropped the mission.
>>
>>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.
>>
>>2343404
upload your save
>>
>>2343404
Skill issue all the way.
>>
>>2343406
Here you go
https://we.tl/t-M7gJrWcTlk
>>
>>2343402
You can even see they plinked him in my screenshot. So they can't see pike in a bunch of dirty rags? Is -1 concealment that powerful?
>>
>>2343411
-1 concealment is literally the difference between 'being able to shoot them and not be seen' and 'shoot them while seen'
That's a 100% boost to stealth.
>>
>>2343412
shiet

Maybe I should be more aggressive then.
>>
>>2343414
To note, concealment bonus is cancelled if you don't use suppressed guns.
>>
>>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
>>
>>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.
>>
>>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.
>>
>suddenly every rogue army op now has half a dozen heavy tanks, concealed spotters and atgms
my enjoyment is gone and my weekend is ruined
might be the first time I have to abort a mission
>>
>>2343332
>buy a camo kit
NTA but I'm 80 hours in and I haven't seen one yet
>>
>>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?
>>
>>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.
>>
>>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.
>>
>>2343433
this game have layers of rng
>extra leaders
>enemy loot drops
>operation and mission rewards
>market
>operations enemy types
>missions types
>>
>>2343441
You forgot
>events
>reputation rewards
>>
>>2343443
right
>>
>>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.
>>
>>2343447
>The atgm, jaeger and hq mix will fuck your vehicles up
Until you equip ERA and they become a complete joke lmao.
>>
I love how every single character in this game can be described by "Quality" followed by "Slur" and you can instantly understand who I am talking about.
>Giga Nigga.
>Angry Jeet.
>Bossy Cracker.
>White Woman.
>>
>>2343450
>Quality/slur
>White/Woman
Kek
>>
>>2343450
>Waifu M*rtian
makes sense huh
>>
>>2343398
>drop smoke on bunker
>rush it with explosive charge
>delete bunker
It's like you fucking pussies don't even try to play the game before you come here and bitch about how retarded it is.
>>
>>2343230
Germans do MGXX without the XX relating to calibre. MG34, MG42 etc. In modern day MG3, MG4, MG5 etc.

So in the space future surely they're up to MG50 at least.
>>
>>2343238
now post her supply cost
>>
>>2343470
Yeah but you'd think they, as in the people writing this fiction that also needs to be interpreted easily by people as a game, would call it the MG51 or something instead to dodge confusion.
>>
>>2343472
Enemies outright refuse to go near her, so supply cost doesn't matter.
The only enemy who stands a chance of spotting her are jagers and you can spot and 1 hit KO them with certainty.
>>
>>2343470
If by "caliber" you mean "year of production".
>>
>>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
>>
>>2343476
>80h in the same save and the game has started to fall apart
Did you miss the part where the game was like "okay this is all we've really made up until now, you can continue but it's not intended?"
>>
>>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.
>>
>>2343475
anon please
>without the XX realting to calibre
As in it doesn't refer to the calibre of the weapon.

Also MG3, MG4,MG5 etc have nothing to do with production year.
>>
>>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?
>>
>>2343478
They need to fix that shit ASAP
>>
>>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.
>>
>>2343481
Oh read that wrong

Although up until the MG1 every other mg used the year to fill that number and even the MG1 was originally called an MG 42/59
>>
>>2343477
>okay this is all we've really made up until now, you can continue but it's not intended?
Okay I think there was something like that, yes. I guess I'll shelve the game for a bit until some updates drop then
>>
>>2343484
Oh this is just another schizo AI is cheating post. Gotcha.
>>
>>2343488
>the AI does X
>you can also do X! :)
>no you can't
>OMG SCHIZO SCHIZO SCHIZO
>>
>>2343488
We stop at the edge of enemy sight range, the enemy stops at weapon range. This is very different.
>>
>>2343484
>If you can't see a unit you don't know its range.
Memorized their move and attack range so I do not need to see them.
>>
>>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?
>>
>>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.
>>
>>2343495
>haven't called anyone a schizo yet
Why would you respond to defend yourself over a post you didn't make?
>>
>>2343494
I had it happen to me recently but that only happened to me for half the map. It was pretty odd seeing these guys sitting over here and completely ignoring a fight except when tank rambo got close >>2343394
>>
>>2343498
Are you genuinely just a near illiterate ESL or something?
I posted >>2343478 >>2343484 >>2343489, at no point in those posts do I call anyone a schizo.
>>
>>2343501
No I'm just tired and misreading posts. Nonetheless you still sound like a faggot.
>>
>>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.
>>
>>2343502
Its OK bro.
>>
>>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.
>>
>>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.
>>
What equipment is a must grab if you come across it? The sky bot seems pretty cool but scout Darby does a good job herself
>>
>>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.
>>
>>2343450
Because it's all plane 90's action tropey characters, which is based.
>>
>>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.
>>
>>2343518
Long barrel tank gun, tripod heavy machine gun, any suppressed rifle.
>>
>>2343472
She is the only 3 star that DOESNT eat up a shitton of supplies. Jaeger camo is all she needs, then a suppressed weapon and a workshopped RPG to cheeky hits to the ass of enemies.
>>
I love some of the perk quotes quite a bit
>what are you gonna do? Stab me? -Caesar 44BC
>a good Futurama quote
>Master and Commander
Some genuinely based and or witty lines.
>>
>>2343522
How do you use mines effectively? I get some use out of the ship deployed AP mines but because the AI loves kiting my dudes it seems impossible for me to actually get any use out of them.
>>
>>2343532
40 base + 90 perks + 315 low profile suit + 80 squaddies + 104 rifles
That's 629.
The other build runs less squaddies but is still 513.

I can fit 2 or 3 well setup SLs in that easily.
>>
>>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
>>
>>2343537
The question isn't what she costs. It's what she can do with that cost. Can she reliably do 900 supply worth of damage to an enemy each mission? Some missions yes, sometimes no.
>>
>>2343540
I think it comes down to playstyle, but I would pretty much always rather have 3 other well geared SLs for that supply.
>>
Yaz just fired his unsuppressed weapon but after I end his activation he's concealed again.
This shit is definitely broken.
>>
>>2343536
Mines suck ass because you're advancing in most missions, not falling back.
>>
>>2343545
Firing unsuppressed weapons only removes concealment bonuses, it does not remove concealment.
Shooting at enemies who legitimately can't see you, bonuses or not, lets you keep concealment.
>>
>>2343531
What’s the benefit of suppressed weapons? They one that’s just a suppressed version of an existing rifle just seems to do less damage imo
>>
>>2343549
One gameplay mechanic, which is never explained, is that firing a weapon that isn't suppressed automatically reveals your location to the AI.
>>
>>2343549
They always do the same damage though? Often with a bonus to accuracy. The main reason to take them though is they preserve your concealment bonus
>>
>>2343549
Doesn't remove concealment bonuses when firing, meaning you can get Darky into melee range and mulch squads and nobody notices it.
>>
>>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.
>>
>>2343552
Oh I like her with her rifle and crocodile to fuck up vehicles and heavy targets though
>>
>>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.
>>
>>2343555
You can keep the AT rifle for when you need to use it, but if you're using concealment you best use suppressed guns.
>>
>>2343554
Looks like there's a hill there. Those can block LoS.
>>
Didn't the devs say that suppressed weapons literally don't do anything currently? Is there any source on them having an actual effect?
>>
>>2343560
Literally playing the game?
>>
>>2343557
The AI doesn't shoot at ? though. They didn't even act as if Yaz existed. So what if I'm revealed during my activation, the AI can't shoot me during my activation.

>>2343559
There was no hill. If there was an LOS blocking hill Yaz wouldn't be able to shoot at the pirate.
>>
>>2343563
It doesn't shoot at "?" but it will send troops if they don't have any other target in range.

This is noticeable if you like send a single SL in a stealth mission
>>
>>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).
>>
>>2343562
I have noticed no difference. Other people here have noticed no difference.
>>
>>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.
>>
>>2343537
It's 40+80+75+117+45 +5+10+20 = 452 you stupid retard.
Drop off useless overpriced armor and get jaegers armor already.
>>
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
>>
>>2343567
It was occuring the same as he advanced, there was no terrain in front of Yaz here.
>>
>>2343566
95% of peoples is idiots, we can check it in this thread, steam or especially reddit.
So what's your point?
>>
>>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
>>
>>2343565
Darky's range boost working on special weapons is great.
>>
>>2343566
Then you're a fucking idiot I'm afraid
>>
>>2343566
Use Darky to get into assfucking range and fire a bazooka/regular-rifle/machinegun
Then do the same with a Darky with a suppressed gun. Notice she doesn't get revealed?
>>
>>2343569
Go away with you shit list.
>>
>>2343576
He's factually correct.
>>
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.
>>
>>2343577
>totally broken Sach as low tier
You isn't and you know it, retarded samefag.
>>
>>2343570
Does yaz have a concealment bonus from his gear? it automatically sets their concealment to "above 0".
>>
>>2343581
He has +1 from armour +2 from accesory.
>>
>>2343580
>Literally a worse version of Pike
>WOOOOOOOOOW TOTALLY BROKEN
>>
>>2343583
>cost 2 times less than Pike
>not broken
My last (you) for you, now go eat shit dumb fucker.
>>
>>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.
>>
>>2343583
Sach has nothing to do with Pike. They're completely different roles.
Sach's value is in his +150% suppression. Pike's is in ordering people around.
>>
>>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.
>>
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.
>>
>>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.
>>
>>2343592
You really are a fucking idiot
>>
>>2343583
>better accuracy than pike when he has squad members (which he should also have)
>150% suppression on the squad weapons you're stacking
>reinforcements mid battle
Pike has none of these
>>
>>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".
>>
Turned this pirate base into Gaza.
>>
>>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
>>
>>2343569
>god-tier ivey
>high-tier exconde
>mid-tier Greifinger
Shit bait
>>
>>2343600
Wish the game had true AOE weapons that affect more than 1 square, so far the heavy flamer seems to be the only one
>>
>>2343604
Thermobaric launcher does it too.
>>
>>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!
>>
>>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
>>
>>2343606
I treat some of it as being out of date anyways. Especially when it is giving numbers without a formula to explain shit. (Looking at you armor penetration.)
>>
>>2343569
Forgot to add get jaeger and park her forever tier: Jean Sy
>>
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.
>>
>>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.
>>
>>2343610
Yeah they need to recalibrate growth (honestly I'd just get rid of it).
That said growth suffers from diminishing returns, so getting her up to speed with the rest of the squads shouldn't take long
>>
>>2343611
He starts with low AP, AP levels up rediculously slowly. Characters you get outside of the super early game can have their accuracy fixed but low starting AP kills most usefulness.
>>
>>2343604
I have the rocket organ with bog on a pirate truck. the short barrel tank gun also put in work here.
>>
I wonder what else they can add to the overworld. It does seem slightly empty outside just going to the black market and then deciding what to replace every now and then on the ship.
>>
>>2343610
>>2343612
That or have squad leaders and pilots level offscreen at say one 1-2 deviations from your squad's average. Or have them level after a set amount of time.
>>
in 40 hours I've yet to see this one
>>
>>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.
>>
>>2343621
It kind of blows in comparison to the SMGs you can use instead. If it had a ton of armor penetration but shorter range, I'd probably use it, but it really isn't anything special.
>>
>>2343611
He have vanguard as 1*, so you can have fully equipped scout with target designator and radar for like 100 supplies.
>>
>>2343621
They nerf it in last patch btw.
>>
>>2343621
It's just a worse version of the shotgun, useless past your first battles with pirates.
>>
>>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.
>>
>Using a flamethrower against an open top transport kill the transported troops

That's a nice touch
>>
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.
>>
>>2343604
The game doesn't make it clear but the mortars do as well. The odds of a kill are just much lower if you're a tile or so away.
>>
>>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
>>
>>2343589
Also pinned units no longer have vision. So if you pin them you can be concealed so long as nobody else sees you >>2343592
>and the Devs said it
>source:my ass
Prove it. Until then expect to be dismissed like the retard you are
>>
>>2343648
Ivey is dedicated long tank gun user.
Rewa is the best.
Bos the cheapest.
Achilles is overpriced shit until you abuse ai logistic.
>>
>>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.
>>
>>2343648
Achilles is better as a vehicle pilot imo.
>>
>>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.
>>
>>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.
>>
>>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.
>>
Has anyone tried playing this on the steam dec
>>
>>2343704
She can 1-2 rams most of thing in this game. You don't need to hit if you don't shoot.
>>
>>2343706
It's not very graphically intensive to be honest, not that it looks bad, it looks pretty good
>>
>>2343706
Yes, I put it on low settings and it never goes below 40fps regardless of what is on screen. It's very playable.
>>
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?
>>
Fighting Menace made me drop the game
>>
>>2343758
They're not terribly hard if you slow creep with Darby or whatever unit you have concealment on. Once you do that, you just take them out long range with crocodiles or whatever AP you have.
>>
>>2343761
I don't think they're hard at all, but I feel compelled to fight them to reduce menace occupation and it takes too long
>>
>>2343761
Menace are not difficult, they are just too slow to fight.
>>
The menace are more like the necrons, big stat sticks that hit really damn hard and have no nuance to them
>>
>>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.
>>
Is the assault rifle with underbarrel grenade launcher a noob trap?

I don't understand what's the point of using a grenade when I can just shoot
>>
rogue army>pirates>bugs>menace in order of how fun they are to fight against
>>
>>2343771
It might be a better option against enemies behind heavy cover, personally I just use them in 3 person squads for utility
>>
File: new.jpg (134.3 KB)
134.3 KB
134.3 KB JPG
another thing I never saw before
>>
>>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
>>
so can i do the investigation mission whenever? would like to give it a bit to recover some authority first
>>
>>2343775
I only saw that one once.

Today I played some anon's save that was stuck on a mission and I saw on the black market an extra vehicle armor accessory, I've never seen that in 50 hours in my save lol
>>
>>2343778
yeah
>>
they should make pistols have counterattack
>>
>>2343778
Eventually you'll have no other operations left, but until then you can ignore it
>>
>60 missions

Guys..did we fall for the growth meme?
>>
>>2343788
They should give them extra damage and accuracy against wavering or fleeing enemies for the funny
>>
>>2343791
around 30 missions introduces you to the Menace. 60 brings you to the later game, and you can see the gap is narrowing. the higher growth squads will be the best by the very late game.
>>
>>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
>>
>>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.
>>
>>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.
>>
>>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.
>>
>>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.
>>
why can enemies counterattack units in concealment, thats so fucking stupid
>>
>>2343817
F7
>>
>>2343817
I saw my Lim counterstriking a unit in the fog of war, just because it was in his range
>>
>>2343820
Yaz countrestriked one of them construct suicide bombers, that skill is pretty damn good
>>
>>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.
>>
>>2343817
One time I had the rogue army get that perk on all their infantry, shit was unbearable.
>>
>>2343827
That's when you go heavy on vehicles
>>
>>2343807
Carda scales well despite her cost because of her unique perk and Bog doesn't scale at all he just exists to be really cheap and he does that well
>>
>>2342680
it doesn't look anything like the thumbnail, it's just a reused asset, stop being such an immense faggot, the dude is absolutely correct that they're reusing assets for different gear.
>>
>>2342668
>started
There's a bunch of placeholder assets because it's early access, there's already a bunch of initial release placeholder assets that have been updated
>>
>>2343829
In my case it was first RA operation. I spend hours for defense mission.
nta
>>
>>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.
>>
>>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.
>>
>Greifinger with hammer and crocodile

He mulches anything. Crocodile shots on guntracks and trucks are awesome.
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It feels great when the loot hits just right early on
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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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>>2343857
Irrefutable post
>>
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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>>2343857
The problem is the AI isn't cheating, so the entire basis of your post is horseshit.
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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
>>
>tfw you can literally press R to see the AI vision range at all times

wtf I've been playing for 40 hours
>>
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.
>>
Wetteroth is a B tier Darby scout replacement when she's weary.
>>
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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>>2343875
Gotta say, I'm very excited for jungle hellworld Songlurch and apparent waterworld Toliman.
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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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This lass just busted.
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>>2343875
Will the gate actually do anything or will it just be this system?
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>>2343875
>menace icon on mail

They are trying to communicate…
>>
>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.
>>
>>2343885
Is this an unreleased character from earlier dev diaries or something?
>>
>>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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>>2343889
She in game files. No sound so unfinished, but look like work on basic level.
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>>2343539
add nightvision. It is more than worth its weight in night ops and it seems to only show up early game and never again after.
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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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>>2343824
Actually it's 501 supply. Well 521 if i add ammo pouch to all of them.
Lol. Lmao even.
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>>2343900
No armor or accessories?
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>>2343901
If you wear armor in Menace you play suboptimal.
Ammo pouchs is your accesories. Later ammo.
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>>2343900
>501
Well not 501 since 2x ai logistic, like 550 then.
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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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Uh-oh.
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>>2343902
I mean you're calculating the supply costs but the SLs aren't outfitted properly, there's no way you're taking six SLs into an expert mission with no armor, no ammo, and just crowbars
>>
Wow the war Dog is really cool. Worth it to pick up two in row which just showed up in the market?
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>>2343909
Honestly yeah. Guaranteed rear armor hits are really nice, especially when the rogue army starts rolling out those heavy tanks. I put mine on Yaz for the larp
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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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>>2343910
Have not faced rogue army, so I expect some shit being pushed in for me.
Bug missions give a lot of money but i bet RA gives good equipment.
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>>2343911
So you play this game by scouting the enemy ahead and then slowly pushing and dumping crowbars into them? That sounds incredibly boring
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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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>>2343915
I want tau gun and shield drones that move with the squad now
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>>2343914
Whatever lol
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>>2343918
What is this image supposed to be telling me
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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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>>2343909
The falcon is also great put a couple on a minimum squad and you have all the scouting you need, Drones benefit from cover so a falcon in heavy cover can see a lot and even absorb a couple volleys
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>>2343919
Look like you one of 95% tho.
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>>2343929
What
>>
>medium tank
>long barrel tank gun
>coax MG
>ammo box, advanced sensors and reactive armor with the pilot accessory perk
The ideal vehicle loadout nothing gets better than this
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>>2343925


Gave is also giving me the SAPP armor or the AT RGL, since I got a pre rogue army tank turret I am more or less good in anti tank capabilities.

Focusing on early bug hunts really helps your economy.
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>>2343925
I kinda wish the drones had cracked out concealment. One of the big things with actual real life drones is they're actually pretty hard to see before you get got.
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>>2343875

This looks more complete, maybe we may get more animated screens and images for events?

Cool shit.
>>
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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>>2343848
Yeah.
At sqrt(concealment value) you're invisible, but anything more than that you effectively show up as a ? in the AI's view and they take can potshots at you with a -33% CTH malus
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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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>>2340127

Do you have a picture of it handy? It looks way better than the replacement does.
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>>2343791
Agility is the slowest growing stat by far and probably needs to be dramatically increased.
Accuracy evens out dramatically faster.
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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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>>2343950
Nah, but some of the ARC variant still look like this, like the ranged version I think
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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.
>>
are vehicles healed outside of operations?
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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, damage only carries from mission to mission, repairbay is for fixing vehicles between missions instead of between operations
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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
The mobile infantry perk could just be a like Gabriel shepard combined with better cover of mobile infantry and still be good, and have the cool visual of a mobile team advancing behind the apc.
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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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>>2343995
>>2343997
ah, yeah the oci upgrade seems kinda useless then
maybe if operations were longer I could see some use
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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.
>>
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.
>>
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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>>2344034
The ARC model in this picture is now used for the upgraded ARC.
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>>2343945
"Summer" fatigue variants for the SLs. Specifically a glossy black two-piece for Darby, because it's just weird that she isn't wearing a bikini by default.
>>
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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>>2344050
Personally, I want ship launched laser guided bombs. Let me laser designate a rogue army heavy tank and drop a fucking 500lb bomb on it.
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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?
>>
>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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>>2344064
*
Although that last planet isn't bone it seems to fit the overall scheme.
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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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>>2344071
The space giants are real. The alpha and omega confirmed real, kneel to lizard jesus.
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>>2344071
I think Hayflick mentions automated infantry during the end of early access dialogue
>>
>Tech has the eager status
>Hover over the icon
>"They don't think it be like it is, but if fuckin' do"
Tech what the fuck does that mean.
>>
They fix the shit AI yet?
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>>2344072
>VIRUS (the film) logic
What a cool looking movie. Fucking thanks, anon. I'm gonna watch that shit.
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>>2344080
No problem, awesome practical effects but the plot is a little retarded.
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>>2344077
He's a cultured man, quoting the philosophers of old.
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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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>>2344095
I barely use 'deploy/deploy' weapons because it's just too much fucking AP to use them and enemies skirt around their range anyways.
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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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>>2344034
Arc looks cool, but every arc "upgrade"/variant looks like an ugly german fish gun.

I want my fuckin space AK give it back
>>
>>2344099
good luck skirting around the range of a +2 range autocannon in the middle of the cap, if they refused to enter it's range they literally can't complete their objective
>>
>>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
>>
why is she like this
>>
Kody base perk also applies to his granades, right?
I gave him the granade launcher he was making things I dont like go away twice a turn.
>>
>>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
>>
>>2344120
it is the latter sending nudes is just part of hew job
>>
>>2344118
Never used him and the grenade launcher always felt underwhelming for me, so probably.
>>
>>2344099
>base defense

Deploy weapons are great for defense missions since you don't have to move much
>>
just met the menace for the first time
is the red thing on the planet removable or is it permanently there now until they add in something later down the line in the early access release schedule?
>>
>>2344132
yes
>>
>>2344132
yes
you can lower it during operations vs manace
>>
>>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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so i just finished my first RA op
>>
>>2344136
I think Darky is little tired
>>
>>2344137
If you aren't overworking your Darky you're not doing things properly
>>
>>2344138
Darky have no time to work fields
>>
>>2344139
Darky picks the cotton or she doesn't get the promotion.
>>
We need more Jane stealthy sneaky types. I want to run a black bag op on frankie and bring her back to my quarters. Darby and I will use some persuasive methods to get her to cooperate with her tcr betters.
>>
>>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.
>>
>>2344144
They absolutely are if you understand anything about how AI works, which you clearly don't.
>>
>>2344102
I like the fish gun variants.
imo they should make the fish gun the base variant and leave the space AK as a tier 0 variant that's a cheap way to arm yourself early
>>
>>2344144
The game is already trivialized, high vision high range creep defeats anything currently implemented so easily that it's fucking mind-numbingly boring
>>
>>2344146
>this thing that literally no game has ever managed to do has to be accomplished by this one because I dreamt it is possible
Lol, lmao.
>>
>>2344148
Then don't do it that way. Name a single strategy game where cheesing the AI isn't a trivial matter
>>
Being soft locked on a rescue mission is kind of annoying.
>>
>>2344146
>bunch of reasons for how they're different
>n-n-n-n-nuh uh
This is a problem in every tactical game ever made for a reason
>>2344148
Lobotomizing the AI so it runs into your fire because you found a way to cheese it in its current state is not an improvement
>>
Its go time.
>>
>>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.
>>
>>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
>>
>>2344153
It is already lobotomized, I can herd it anywhere I want like it's fucking cattle
>>
>>2344154
Fuck that light walker almost ambushed bog at the last second, but otherwise mission accomplished.
>>
>>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
>>
>>2344160
Both close combat and combat mission games do it, so do the graviteam tactics games

it is not something special buddy
>>
>>2344154
Why does everyone put Bog on the cheapest vehicle where his bonus applies the least instead of onto an expensive tank destroyer where bringing the cost down matters
>>
>>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
>>
>>2344163
Probably because Bog is a shit pilot for anything that isn't shitting out ATGM missiles or a rocket organ
>>
>>2344157
And you want to make it dumber
>>
>>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.
>>
>>2344162
>his example of good tactical AI is fucking close combat
holy shit lmao nevermind you're just braindead retarded
>>
>>2344167
Not really, I want it to be challenging/interesting to fight. The current implementation is neither
>>
>>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.
>>
>>2344172
I think he should press J
>>
>>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.
>>
>>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.
>>
>>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.
>>
>>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)
>>
>>2344163
because you can bring a mobile radar/smoke launcher/missile launcher for less than 200 supply.
>>
>>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.
>>
>>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.
>>
>>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.
>>
>>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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Literally why would I take a vehicle plasma gun over an autocannon after that nerf it got?
I just don't get it
>>
>>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.
>>
>>2344185
Plasma being the infinite ammo shit version of normal weapons definitely feels pretty strange, personally haven't used any of it though
>>
>>2344187
Weren't they going for a segue into cool 80's/90's technological future where you just get to shoot people with 4gigwatt battery powered disintegration laser beams? Why nerf this stuff?
>>
>>2344185
I posted this and only after realized it was light instead of medium, huh
>>
>>2344172
>want challenge?
>just fight blind and with one hand tied behind you
>>
>>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.
>>
Automatic grenade launcher is the best light vehicle slot weapon and there's no debate over it.
>>
>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?
>>
>>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
>>
>>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
>>
>>2344196
I wish I knew putting the scout perk on darby and giving her a sniper rifle was game-breaking cheese. I also wish the devs didn't give me these tools if they completely mind-break the AI
>>
>>2344193
Its shit against menace, has low ammo and doesnt take much advantage of crits like the CMG does
>>
>>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
>>
>>2344199
dunno, Bog with it overload light and hvy foot menace easily
>>
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>>2344199
>Shit against menace
It fucking overloads them with a single salvo most of the time lmao
>>
>>2344203
Surprisingly realistic australian dialogue here, not bad
>>
>>2344199
>Its shit against menace
It absolutely fucks menace infantry, which is perfect for a light weapon since your heavy/medium is going to be for the larger stuff most likely.
>>
>>2344201
>>2344204
>>2344206
But so does the MG and that one is also damaging them with more ammo to spare
>>
>>2344207
Pretty sure nades do both more damage and suppression against larger menace infantry units, in my experience
>>
>>2344209
Maybe due to the splash damage? I am honestly just calculating the raw damage stats here with RoF and the damage numbers.
>>
>>2344210
Yeah, the splash damage is very real. Idk why it says "elements hit: 1" but it absolutely hits every unit on the square if the shot lands on that square.
>>
I hate low profile missions. I don't WANT to be sneaky, I want to bust down their gate with mechanized infantry screaming HOOAH
>>
>>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.
>>
>>2344197
>disingenuous bullshit that isn't a problem for 99% of players
>>2344198
>other people do it
>they play the game
>this shit didn't happen to them
>>2344200
I don't recall shitting my pants beyond asking for someone to prove his assertion.
>>
>>2344229
Anon the AI obviously fucking freaks out when you have LOS while it doesn't.
That's a serious problem because the AI shouldn't be shitting the bed over a matter of 1 concealment.
>>
>>2344230
Yes yes, we've been over this so many fucking times. But I'm pretty sure the last few dozen comments haven't even been about that so how about you fuck right off
>>
>>2344232
Or how about the devs fix their game because it's not working properly?
>>
>>2344230
Reminds me of Starsector where if you had a weapon range disadvantage in the double digits the AI would freak out and flee to the end of the map. Including your own.
>>
>>2344233
it's EA and they've already rolled one AI patch in a week, give it time
>>
Didn't get much loot but hory shiet this thing is better then everything I have right now.
>>
>>2344246
Laser Lance is sort of a shittier version of the Long Tank Gun, good vehicle weapon if you want to snipe vehicles but not ideal against the heavy tanks.
>>
>>2344229
You just idiot.
If you pay me 10$ i'll capture you whole hour of how AI run away and how it SUDDENLY find and shoot your units when he think he have advantage.
>>
>>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
>>
>>2344247
It also kills heavy infantry that have sufficiently annoyed you to warrant that level of overkill, not as efficiently as the autolaser but definitely more reliably
>>
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Get out of the FUCKING way
>>
>>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
>>
>>2343945
The inability to do everything perfectly. Some enforced negative tradeoffs.
>>2344264
>Missions with multiple factions fighting each other
Menace shows up more and more fighting other factions on planets that have turned red.
>>
Which SLs have the best interactions? Lim and Pike laughing with eachother never fails at putting a grin on my face.
>>
>>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
>>
>>2344260
I wish the ion cannon didn't suck.
>>
>>2344282
>cheats and knows the location of the ion cannon as soon as you call it
Nothing personnel
>>
>>2344282
>>2344283
It should be unique in that there's no travel time, but in exchange it just targets a single tile. It's just an energy beam rather than something that has to actually travel down from orbit, after all.
>>
>>2343906
You're honestly just shit at the game, I'm sorry.
>>
>>2343955
>its really not hard to deal with these 2 SLs on challenging.
Yeah, on challenging.

I'm talking about expert, anything works on challenging, I can finish the entire game with nothing but drone spam
>>
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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.
>>
>2000 posts

Can we, like, get a new thread?
>>
>>2344233
>keeps shitting pants over a discussion that he wasn't even part of
fuck off you schizo
>>
no YOU stop
>>
>>2344290
Why you need it? We still have this >>2331422
>>2336362
threads.
>>
>>2344250
Most jeeted post in this thread.
>>
>>2344299
No pay - no gain.
>>
I'm looking forward to another 2000 posts of this guy shitting his pants over the AI lol.
>>
>>2344300
>pay me to prove my point
no thx
>>
>>2343878
Jesus, take the wheel.
>>
>>2344304
In case of accidental Exconde consult a mortician
>>
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what is this?
>>
>>2343945
delete the MENACE shit. I fuckin hate the "death timer" mechanic in games like xcom and phoenix point.
>>
>>2344310
How much MENACE is on the planet. When it's at 0%, it doesn't spawn MENACE missions until a new operation rotation, afaik.
>>
>>2344298
well that's just confusing
>>
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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.
>>
>>2344325
/vst is very slow, threads there can be for months.
>>
>>2344211
Because for AoE weapons "Elements hits" refers to how many units are guaranteed to be hit with full damage per landed projectile.
>>
I know the SLs are unique with personalities dialogues etc. but I still wish we could make our John Menace character.
>>
>>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.
>>
>>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.
>>
You want a space assault rifle

I want a space elephant gun (the crocodile doesn't count, I want to yell MARINES, GIVE THESE NIGGAS A VOLLEY)

we are not the same
>>
>>2344352
Back to instagram
>>
>>2344359
no
>>
>>2344286
>its a noob trap
>heh yeah well anything works on those noob difficulties you have to be playing on the hardest
ok retard
>>
>>2343857
>>
Guardsman here!
>>
>>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."
>>
>>2344229
fuck off schizo
>>
>>2344379
BWC slut
>>
>>2344379
so many placeholders
>>
Hoorah, marine!
>>
>>2344132
It’s worth keeping some menace influence on planets because they fight the other factions and weaken them. Making missions easier.
>>
>>2344386
Hooah.
>>
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.
>>
Is the mk02 actually ingame?

Althought it doesn't seem very good, who cares about 1 extra vision on your tank
>>
>>2344287
The morale damage ability for yaz is useless. Much better getting something else like tankbuster.
>>
>>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.
>>
>>2344391
Hmg can do walkers surprisingly well. Especially with ap ammo.
>>
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
>>
The vehicle HMG has lower armour damage than the tripod HMG. Presumably a bug.
Took me a bit wondering why my walker was doing so shit compared to my weapons team.
>>
>>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.
>>
>>2344402
I have neither an HMG nor AP ammo.
>>
The laser rifle has damage drop off, whats the fuckin point?
It already only does 8 damage. If it's damage didn't drop off at distance it'd have a good use, but this shit is just gonna be tickling people.
>>
>>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.
>>
>>2344383
>muh schizo
you seem absolutely obsessed with shitting up this thread. Do you have a compulsion?
>>
>>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.
>>
>>2344420
say guy who shit his pants daily, take your meds
>>
>>2344422
>shitting his pants right now
Relax mate
>>
>>2344420
You're either willfully ignorant or just looking for attention
>>
>>2344427
>t. daily shitter
>>
>>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.
>>
>>2344402
>Hmg can do walkers surprisingly well. Especially with ap ammo.
last I checked those ammons didnt affect special weapons. do the work on bullet based special weapons?
>>
>>2344436
Match ammo does at the least apply to any projectile special weapon.
>>
>>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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>>2344429
>>2344430
>just looking for attention
>say literally anything at all and 2 or 3 of you schizos appear to make whatever I was talking about about you
Rent free
>>
>>2344445
don't shit your pant you whore
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>>2344447
Rent free
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>>2344454
too bad your pants are not shit free, ask nurse to wipe your ass
>>
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.
>>
>>2344461
It's a noobtrap. Skill gains are exponentially harder to get, so a unit with New Tricks will only have a point or two advantage.
Pick any other trait and you get more value.
>>
>>2344461
I think that if you just want to clear the early access content then you're probably better of skipping it entirely. Whenever the game comes out it will be a must pick on everyone.
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>>2344461
its okey to have on 1 star characters with low perk tax cost, other wise its better to be the last perk you take for easy refund
>>
>Time to shut up and colour boys, yuuut!
What does this mean
armyfags explain
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>>2344477
its mean that you need to eat your crayons
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>>2344455
See >>2344454
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>>2344494
see>>2344455
>>
>no u
>>
so, after the Menace reveal, every mission on a "infected" planet will have a chance of deploying them along aliens/pirates/RA?

neat
>>
take your meds schizo shitter
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is the Kr-bar just straight up better over the other 2 early rifles?
is the ARC just straight up worse than the other 2 early rifles?
>>
>15 posts in a row of literal child tier nonsense and gibberish
this is sad. Come now anon, at least have some fucking dignity
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>>2344501
take your meds
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>>2344499
i used to think krbar was best, then i played with ARC against insects..
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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
>>
>>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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>>2344511
retard
>>
Thanks for proving my point. Again.
>>
The point is you are wrong on everything, you dumbfuck.
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I'm sure there's a better use of your time than pretending the AI in Menace is perfect as a form of farming engagement anon
>>
Lol
>>
The fucking AI is certainly more intelligent than you clowns that's for sure.
>>
there is no Ai in menace at all, its just remote jeets controlling every unit
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>just repeats what I said
lol
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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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>>2344520
maybe that ''ai'' is more intelligent than you, which would explain why you defend it
kek, the obnoxious retard who defend broken ai was dumb brainlet all along
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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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what a shit thread
fitting for shitty game
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>>2344524
I don't think he actually believes that, pretty sure he's just a retard trying to get attention
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schizos, retards, idiots
i though hooded horse have better shill department
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>>2344477
marines are artistic
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>>2344525
It was one of those defense missions where you have to go save allies defending a base
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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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Bros.. Do they test this shit?
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>>2344537
Bro, you are the tester. feedback will be ignored anyway
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>>2344537
lol no
you paid 20$ to test it for them lmao
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>>2344539
>20$ t
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>no u
Just the same shit Rajesh. Get better material.
>>
tasty tasty shit for you, open your mouth you cunt, the spoon is coming
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>>2344542
fucking kek its actually 40$
I wouldnt know because I pirated it
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>>2344547
based 3rd world enjoyer
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Rajesh now entertaining us with his shit fetish. I wonder what he'll think of next
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>>2344536
new thread
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>>2344553
you are the one obsessed with jeets, can't get more shitty fetish than this
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>no u
>>
I really hate how an SL that's pinned down can't even smoke themselves off.
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>>2344554
Why
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>>2344564
its schizo free for only medicated patients
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>>2344499
Kbar for range >7
Arc for range <7
Kpac aside qcp not even worth.
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>>2344574
I don't think it's that clean cut

Gonna need more math to prove it to me
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>>2344597
Math is simple
>kpac useless shit since dmg falloff and base dmg value
>kbar and arc have the same damage profile but arc have max aim at range2 while kbar have max aim at range 7
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>random stowaway just gave me a plama gun
>I just finished my third Operation
That's nice
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>>2344648
It was nerfed in last patch.
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>>2344394
>>2344408
Heavy infantry armor is completely useless against menace.

Unless you have Pike with rally they will rout your Vamplew in a couple shots and a huge chunk of your supply will be a sitting duck.
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>>2344600
Penetration and armor damage also fall off, not just base HP damage. So the ARC loses a lot of it's lead while having even worse pen unless you're right up someone's ass.
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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
How many mans does the arc kill at 8 tiles
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>>2344499
>Is the lowest DPS weapon straight up better than the rest
>Is the highest DPS weapon straight up worse than the rest
No.
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>>2344919
Infinite shots to kill, which is the same as the KPAC in reality
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>>2344564
It is 2000 posts and page 8.
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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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>>2344901
friendship with KPAC is over, now ARC is my friend
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>>2344563
should add a thing where if they have a smoke they'll drop it on themselves automatically
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>>2338551
I issued you that kneepads for a reason, Lieutenant. But if you can't take a hint I have to take matters into my own hand.
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>>2344538
You have to tell them on discord. The steam forums are being watched by some useless interns who never tell the programmers anything.
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>>2344523
you are swimming in loot on expert. you can have a rocket launcher for every squad leader by the time you are forced to fight RA
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>>2339653
I like to build her for max range and concealment, chuck in a Crocodile on special slot and her tier 5 perk and she'll kill any enemy before they can even see her
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>>2341016
It's pretty awesome on Lim, give him big armor for counterattack procs and he basically gets a free kill every time someone shoots
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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

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