Thread #2344536
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How is your diverse crew of women, people of color and cranyon eating marines doing?
Is your PC overheating and take part in climtae change sponsoreed by german goverment?
Are you smart enough to notice that Ai is broken as hell in this lazy EA cash grab?
Nevermind. Lets talk about best characters and why its Bog.
I guess its schizo Mencae thread. How convinient. Its real convience store
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Damn fighting the rogue army is super fun, precisely because they are professionals. You can expect what they are going to do and you need to be really careful in advancing.
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>started a new run on expert with tech, carda, greek boi and lim
holy, didnt realize how hard darby + pike carries your early game, greek boi is super expensive and carda is hot garbage at the start, didnt help that my first ops were pirates
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>>2344598
You know what the game needs and other tactical tabletop games and close combat had? A truce button.
After a certain threshold the enemy is fucked and should either flee or just give the option to finish combat with surrenders.
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>>2344536
the game is offensively mediocre why is everyone sucking it off? I know we havent had good tactics games in a while but come on this is just sad
even overwatch spam in nu-com has more depth than anything here
they should have just made another bb game
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So how are anons building their Cardas. Are we just going for a machine gun or mortar team that just sits in place and sprays bullets? I kinda want to use her as a mobile infantry thing with an AT weapon and infinite shots, rushing around the map and deleting hard targets before zooming off.
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>>2344620
>I use Carda in two roles, depending on the mission. She's either a rifle squad with a useful heavy weapon, typically an RPG or LMG, and I abuse her kind of amazing accuracy once trained to lay fire upon foes, or she's a dedicated emplaced team, usually with a rifle section alongside her, which lets me bring dedicated AT weapons and use the squad to clear infantry. I don't tend to deploy her as MI, but thats mostly because I've kind of stopped using vehicles to transport at all.
She isn't useless enough for me to dedicate her to mortar bitch duty, thats an "honor" that goes to Jean Sy. What you described will 100% work, get her a decent RPG and a good rifle section and she can do outstanding work.
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>>2344612
/vst/ is lost to some ai slop based on tiles and turns
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>>2344655
Seems tied to number of operations attempted, I remember it popping up once after I decided to abort an operation
Also probably tied to number of operations attempted, I started seeing medium mechs for sale a few operations after menace turned up
Some items are faction rewards only apparently, like the marine armor
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>>2344536
The tank gun is fucking great. One shotting any light vehicle at long range with much better accuracy than rocket launchers.
With a machine gun in the other slot you can drive around not being afraid of anyone.
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Needs more sci-fi stuff. We got space pirates ok, but how do they even get to the planet? How come their bases have no space landing craft or anything, only current day hardware? Imagine if they could use dropships too.
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What stuff are you waiting for the most?
I can't wait for them to add heavy mechs, then I'm gonna start blasting this all the time while "scouting" the enemy with a full lance of heavy mechs.
https://www.youtube.com/watch?v=fLLHP3icECM
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>>2344739
I hope the game does not turn into full mechanized warfare, sure I would play a mech game done by them but I want combined arms. But I wonder how heavy mechs will look. Hopefully not like battletech kidna sick of it really.
A series of mecha in terms of design that would fit like a glove in Menace would be "realistic" Gungriffon mechs, that mostly act like gunships with semi walk semi hover mode to fire missiles\rockets and autocannons.
Speaking of cool mech games I am still waiting for signs of life on Kriegsfront tactics, the demo was really cool. They even gave a cool diorama maker to make cute mech scenes.
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>>2344757
>europeon cant read
SHOCKED.
>pedodefender
So the only administration to arrest, seek and release the files somehow supports pedophiles? Meanwhile virtually ALL EU politicians outright support and enable pedophiles? Every accusation is a admission from a leftist.
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>>2344743
It became the reactionary anti 40k, and for that I forgive my Murican friends. Battletech ( especially the recent turn based game) has issues but its cool as fuck as well.
And you know how reactionary USA can be. But I respect them nonetheless.
>>2344767
Really placeholder for what?
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How do you make this stupid cunt work?
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>>2344785
Ultra cheap BIG damage sniper or crowbar support behind an assault team. can get to 90 AP pretty quick and only needs that.
Athletic \ if It bleeds finisher finishing shot
Give him a nice sniper or the anti material rifle. If some dude in your squad also has disruptive fire his damage is insane. Limited in terms of roles, but I love low supply one stars.
Alternatively you can use him as a bootleg Darby.
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Is it just me, or is the Kr-BaR (crowbar) just too good? It completely negates the K-PAC and the ARC, which is bad weapon design. I simple fix would be to remove the "spray" functionality except for the MOD2 carbine. This would punish being too aggressive with the crowbar and balance the starter weapons.
>no spess FAL and short shorts
Big sad.
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>>2344804
This is why Americans are worthless, you instantly start throwing stones in glass houses, note how I merely point out the undesirable characteristics of your kind and you eagerly present ever more repugnant qualities.
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>>2344810
>night+blizzard/sandstorm+bugs
That shit is a pure nightmare on your first or second mission, the bugs retain almost all their detection and as mostly melee aren't affected by the debuffs.
Pirates on the other hand do suffer, and boarding commandos are usually special objectives or use their jetpacks and can be heard coming from a great distance if you pay attention.
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>>2344814
Reminds me of that classic scene from Gits movie for sure.
>>2344763
>Tiger
Fuck me they might put a pseudo Leopard 2A4 the blocky design really harkens back to tiger. It woudl be really cool.
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>>2344820
>no-u
Struck a fucking nerve did I?
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>>2344770
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>>2344849
From what I understand from steam forum game somewhat override your desktop settings(and pass over FPS locks) and it tend to push forward and overheat on specific settings and hardware(the better GPU and monitor the worse issue), there are even the causes of game shutting down PC.
After last patch it usually sit under 60C on missions unless its Menace then it goes over 75C.
Dunno what it is but I have similar problems with unity games before, shit fucked. I don't like it at all.
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>>2344865
Always check the day and weather with the little widget in top left of the map intel screen.
Darby with nvgs skulking around cutting pirate throats and hosing down open topped mechinf with socom rifles feels great. We need melee ability where if you get close to a unit without being spotted you can cqc merc em all. Would be kino.
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You guys ever notice it's Marta's Martian Expeditionary Force storming the facility in the cinematic trailer? She really is the main character.
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which is pre patch and which is post patch?
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>>2344803
Crowbar is great unless you need to actually put meaningful damage onto an enemy or suppress someone in cover or fight up close.
>b-but it's the best for slow max range crawling
Yes as it should be, that tactic going too unpunished is a broader problem than just the crowbar being fit for it.
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>>2344620
Currently as dismount.
Biggest problem is that she needs to ht the 90 ap so you can jump out shoot twice and jump back into safety.
And giving her special weapons is not perfect, with athletic you'll get 1 use out of something like the pal and without you'll have to stay in the open.
So I'm not sure I'm happy with her in that role compared to Lim for example.
It still allows you to get a squishy squad up close to rip and tear with impunity though.
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>>2344620
I'm currently running both.
>heavy weapons perks + mobile infantry
>put her in the christian-piloted heavy APC
>send it forward
>dismount her right into the best, most central piece of cover, including the APC as bonus extra cover
>murder
Minigun works best for this, that 4-tile shot can be the biggest damage dump you can do with one action afaik but its short range and lack of enemy density normally holds it back
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>>2344759
>full mechanized warfare
That word doesn't mean what you think it means, but I get where you are coming from. For different reasons though, nerf the sci-fi gadgets except mechs? Makes me think it was a stealthy attempt to make a mechwarrior game.
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>>2344786
I don't know about VOTOMs but Heavey Gears can crouch in a prone position and even though the show was given shit for sucking the roller skating they do is fast. So if it was going to be Menace mechanics then they'd be hit-and-run or firing off from concealment (despite the fact that vehicles have poor concealment).
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>>2344885
Patches will be released in randomized intervals of time, sometimes shorter sometimes longer.
>>2344942
That tactic will always go unpunished unless they make the AI super aggressive if you get spotted once. The punishment for going for open firefights means risking getting fixed by artillery, whereas the concealment creep is the exact counter to enemy artillery.
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>>2344959
Heavy Gears are just VOTOMS. Curiously I never saw that weird show muhc like Battletech one.
But I did a deep dive into the world and lore of Heavy Gear and I kinda liked it way more than battletech, Less bloated and more elegant.
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Another well executed defense mission, I am sure the local forces are glad to have me on their side.
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Menace may as well just crib as much as they can from XCOM 2.
Give me a cross section of the ship with your SL and squaddies just lounging around/training.
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>first playthrough feels starved for gear and ended when most of my roster died during a spectacular shitshow of a mission
>second playthrough is giving me way more gear, I haven't seen mission difficulty beyond two skulls for some reason, and the RA have apparently decided that they're playing a cameo role and basically never show up
>both are on normal difficulty
I know the games randomises a bunch of stuff but this feels whack.
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>>2344536
God i love me some mobile infantry.
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>>2344536
I didnt hire any women on my squad.
Got the Chinese dude, the redneck, the boomer and the black dude to start.
Then i got the Aussie guy, and now i just acquired the Spanish dude.
This has let me keep the woke retardation of the game in the background for the most part so far.
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>stop migration mission
>give Bog a light walker with a heavy flamethrower and two ammo boxes
>he walks around frying squishies and stepping on the poor lil buggers while tripod autocannon Lim and AT rifle Darby hold the flanks, with Carda and Rewa in the middle with PAL and laser lance for the bigguns
>lay AP mines across the map from orbit
>drop supply
once you're well kitted out stop the migration / interdiction are basically tower defense
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>>2345028
Squaddies are harder to see and will be a lot easier to mod out.
The campaign and plot has been garbage so far, i dont even think ill miss any of it if theres some entire overhaul mod created.
Its funny how Overhype tried to sell a set campaign as being the focus over a sandbox experience and yet its ended up being the weakest part of what they've produced.
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>>2345033
Well its part of EA being like that. They commented on the game narrative only coming together in 1.0. Including more banter.
Honestly I dont give a fuck I would’ve preferred a more sandboxy experience like BB. Either way its a fun game.
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>>2345015
To keep supply costs low and retain mission focus, you just want the SL's perks and having more rifles starts making the firepower from the plasma gun less relevant while you might also start wanting a more specialized weapon like a RPG or no weapon at all depending on perks.
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>>2344785
He's a cheaper kody that's more specialized for sniping. Get him better concealment, and vanguard deployment to help mitigate his low AP, and put a sniper or DMR on him.
He can either be ultra cheap 3 man sniper team or a full blown battle rifle squad, works in either role. He is not a disappointing pick at all. In fact I regularly take the 1-star SL's because they're so cheap. I have never felt like they weren't worth it. Even jean is ok because she can finish stuff off and give me fat stacks of loot.
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Am I missing something or are basically all the CQC assault rifle variants made obsolete by the basic bitch PDW? It's insanely good. I loved the CQC assault rifles in the demo but now I don't see any reason to use them other than for flavor.
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>special ammo types apply to the light mortar
I guess it's because it has the "projectile" trait. Stick some AP or REND on your mortar team and it makes it actually worth using the frag shells past early game. Guessing it's a bug, but it's a fun one.
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>>2345045
I really feel like you're meant to change your loadout very frequently
I find myself on certain missions going for 2 elite infantry squads with 2 vehicles, and on others wanting 5 mediocre squads and one vehicle. Being able to have a lot of somewhat weak units can be really effective, especially given how the turn order system works.
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>>2345067
Nah I'm done participating in your shit fetish. You wanna tank this thread like the last 3 you'll have to do it without my help this time. Enjoy your last (you) from me.
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kek
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I keep trying to use Pike for his marking and AP boost but honestly I don't see much of a purpose for him beyond rally, which I think is low key his best ability by far.
I would rather take Tech and just give him a target designator for 30 AP most of the time
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>>2344973
It would be cool if we got a transport that allowed multiple squads. Alongside the ability to mount squads in cars. Also atvs/bikes would be cool. Fast, zero armor or cover, 5ap to dismount, a bit of visibility but can be turned off. Perfect for stealth squads and scouts. Lighter transport would be good something with 100 armor and only a light slot. Maybe options for extra utilities? Something like a bmp.
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>>2344999
>die hard on tech. Drop it for more grenade stuff. Bags and belts, explosion aoe and nade range + mk2 grenades, anti tank nades, emp nades, smoke.
Allows him to be a utility powerhouse and lob nade launcher shots across the map. Keep the spotting utility thats a good choice.
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>>2345095
Yeah it does happen, but then it costs the enemy more AP to repin than it does to rally so I consider it a good trade off.
>>2345097
This is pbly a hot take but I don't even consider his AP boost all that strong. Yes a super squad can become even more super, but I would rather take another squad for the supply and can do far more with the 60 AP as a general rule outside of edge cases.
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>>2345100
its main use is you put him in the middle of stuff and he can give ap to a flank that needs it. Its true that if you can afford to fully kit out a squad its not so useful. It is really useful early on though. Pike shines early game i think. Late game you can turn him into various things but id rather just take someone else most of the time. if you keep him cheap to deploy though the deployment cost is like a few accessories or a squad special weapon. would you ever consider equipping a special that says '+40 ap'? i would
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>>2345106
I think what he needs is the ability to use his skills from inside a vehicle. If he uses AP boost then he can't keep up with a force moving forward, and he's really squishy for a force on the defence where its near impossible to keep him safe.
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Finally managed to complete a run on Challenging. These SLs were my damage dealers, Lim and Vamplew can do crazy amount of killing in a single turn, especially when buffed by Pike. Tech is a lot slower than these guys, but can soak up an incredible amount of damage and with the right drugs he's completely immune to suppression. Also managed to pick up Darby at the end of the run, made missions really easy
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>>2344536
>be Major John Menace
>get woken up
>first thing you see apart from your LT is some comedically corrupt thirdie field marshal with enough self awarded medals they probably count as class IV protection
>man, this Wayback system is a shithole, isn't it
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>finally installed 3 AI Logistics because I can now afford new squaddies every time the BM refreshes
>got a infantry price reduction from a mission
this is the most people I've ever deployed in this game.
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So we got multiple possibilities here
>TCR gets in unharmed and we get lots of new toys against redacted (not gonna happen, TCR too op)
>TCR doesnt get into the system because redacted destroys/blocks/takes over the gate (likely)
>TCR gets into the system and meets the Jingwei fleet but redacted fucks them up both + blockades the gate + gets new toys and we gotta fight for our survival in the wayback (likely)
I think they will go for the gate-gets-fucked so we dont get the op shit from the TCR, redacted gets to propagate and can escalate from there + end goal could be to fix the gate by finding/destroying some redacted mcguffin
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>>2344803
>Is it just me, or is the Kr-BaR (crowbar) just too good?
The meta right now is conceal crowl with max range engagements, so battle rifles are king for squad weapons.
Until conceal is reworked into being a less binary all or nothing thing, it's gonna be the best.
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>>2345152
My money is on the gate being fucked up and preventing the TCR from arriving in force. The stuff listed on the end screen is so ridiculously bullshit that it would completely break everything; where's the room for a single ship with a couple platoons of plucky troopers in a fight where both sides are apparently casually devastating entire planets from orbit?
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im annoyed theres no midline armor with good camo and 3 utility slots.
running anything with 60 armor is 2x cost
i want something with 50 armor 3 utily for 1.5x cost of soft armor.
rn the meta is just using soft armor for anything else is too expensive.
also the SL that gives -30% to armor supply doesnt seem to work
theres no reason to use better armor unless ur strapped for squaddies, having more firepower of 8 down range is just better. you can always find lvl2 cover in most places, or just pop smoke
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>>2345152
I'm voting on the [REDACTED] taking over the incoming TCR fleets and turning whole personnel into techno ghouls.
Jingwei fleet manages to blow up few ships and looting for new toys starts.
We get dripfed new equipment while we gotta fight against tanks with reactive flesh armor.
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>>2345185
So what you're saying is...AK-47S FOR EVERYONE
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>>2345187
Yeah twinlinked weapons tank your accuracy. That setup is kind of a meme, you're almost always better off using a single organ on a cheapass ATV or pirate truck, since you're just going to sit in the back and spam rockets at extreme range anyway.
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How do the stars work? Are they randomly assigned every campaign or do the same characters have the same amount of stars always?
And what exactly do they do? I assume they tell you about the quality of the character but I don't know what's affected.
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>>2345194
The squad leaders are the same over various playthroughs. The stars for squad leaders broadly define their starting stat range and how much it costs to deploy them. 3 stars come out of the gate with much stronger stats, but cost more in supplies. Vice versa for 1 stars. 2 stars are in the middle. The stats for the squad leaders are visible as soon as you're prompted to pick your initial 4, just look at the stats on Carda and then the stats on Darby for a comparison.
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>>2345194
The same characters always have the same amount of stars. Characters with more stars usually have better starting stats, but the main thing stars do is determine how expensive a character is to deploy. Higher stars means the base supply costs higher, the supply cost increase per promotion is higher, and the base supply cost per squaddie is higher as well. Gear still costs the same regardless of stars though, which somewhat reduces the overall impact.
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>>2345194
The same characters always have the same stars. They stand for how expensive a character is to use. One star characters are cheap to use but have shit starting stats while three star characters have great stats and siills but they are way more expensive. Two stars are in the middle.
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>>2345090
I did his grenade build in another play through.
This time I used him with a target designator and its actually godly on him since he doesn't need to set up to use it. That with quick hands and full send, I have him with a sniper rifle, he can use the target designator 3 times, or use it once and fire the sniper twice, or use the target designator twice and fire the sniper once, or just fire the sniper 3 times. Its been really useful.
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>>2345217
I get a lot of walkers when fighting rogue army but rarely ever get trucks when fighting pirates. So I don't think it matters if you blow them up during the battle because pirates often leave their trucks which means I don't shoot them down.
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>>2345230
He's probably supposed to be some flavor of hispanic, but the devs didn't get their hands on someone from mexico for whatever reason. Carda is another character where she has a weird accent. Most of her lines are some vague "American" accent, but she slips into a different one every now and then.
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>>2344990
What mission did you get that killed your squad? I have played on normal so far and the game hasn't offered any challenge. Most enemies dies to one or two shots and the AI prefers to walk around rather than shoot at me.
I was going to restart on a higher dificulty but now I'm waiting to see what the menace faction does before restarting.
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>>2345279
I'm not American so I find my way around a map easily, thanks. Geography isn't a tough subject so no need to project your own lack of education.
>>2345284
I don't mind the cast at all, hell it's cool that they have an Ivan on the team so I can recruit him and have him run into the enemy as a suicidal scout. Just like real life!
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Am I the only one struggling with the enemy having access to far more long ranged fire support than you get? For a game that's all about restraining or omitting things like drones and artillery so that we can actually get fun fights, even the fucking bugs sure seem to be brining a lot of mortars, which can kill 4 men in high tier armour with pinpoint accuracy in one blast.
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https://shared.fastly.steamstatic.com/store_item_assets/steam/apps/243 2860/manuals/f90d8d83afe8ea94be7d5d 9d89592dc506916f3f/MENACE_-_Beginne r_s_Guide.pdf?t=1770911080
>tfw the game has an actual manual on steam
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>>2345289
The meta currently is leaning more into long range engagements, unless you use something like boarding jumpsuits or some exconde taxi rush, you're gonna get fucked up by long range unless you bring even longer range and keep your units concealed
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>>2345289
Bug mortars are rng. But you aren’t playing right if you are letting them hit you. They are designed to dislodge infantry which it sounds like you are falling for. Scout them and stop them from sitting behind. You are always going to be numerically outgunned: its the story.
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cool effect
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>>2345298
The description for the items they currently drop imply they will be used for some kind of research or exclusive technology. Im guessing that certain oiw and maybe even items will be acquired with menace resources.
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>>2345297
Bug mortars I can handled what's getting stuck in my craw is when the RA rock up with more tubes than a fucking plumber's van, sink it every soit and obliterate people in armour that should have no issue catching blast and frag.
Surely running towards them into the open field to try and get close to the mortars just get me shit to ribbons by their comrades, the nefarious 4 Autocannon teams all camping the choke point?
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I'm watching some streamers play and they always choose assault rifles and other shit that's useless as operation rewards.
Like dude, pick the damn reactive armor, being able to use your vehicle offensively without blowing up is more important than 5% extra dps on your squad
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Breaching armor is a complete meme
>b-but every soldier is like a APC!
So? They have fuck all firepower with 1 accessory, doesn't help that Vamplew the only one that can realistically equip a full squad is fucking dogshit at the whole shooting part
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>It's a "you forgot for the 20th time pirate boarding commandos have counterattack" episode
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>>2344876
when you're out of ammo and a melee unit (like spiderlings) attacks you, your squaddies do fight back with thier bare hands. you take a lot of damage, but the enemy also is damaged a bit (they're better at melee i guess).
only tested it in the demo, but enemy pirate squads also can run out of ammo. sadly they just wander around after that happens and don't try any melee attacks.
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>>2345287
Imagine being this much of a faggot lol
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>>2345328
after playing over 40 hours, I wouldnt take it anymore, the stat increases will happen eventually with or without higher growth, the good characters will improve anyway, the bad ones mostly come with higher potential but the CHANCE of improving isnt worth a perk slot I feel
>do you take athletic which fundamentally changes how your character can play or are you taking the miniscule improvement in the background so you can get +1 action point 5 missions in, instead of 10
nah
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patch doko
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>>2345327
Friendly fire from misses and stray shots is a thing
I figured that if you want to shot at something that is right next to one of your guys, it will be only "safe" to do if they are on the diagonals, in relation to target, that closer to the shooter.
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>>2345289
>For a game that's all about restraining or omitting things like drones and artillery so that we can actually get fun fights, even the fucking bugs sure seem to be brining a lot of mortars
the irony of this is that the best way to kill bombardier beetles is to chase them down with an FPV drone
I think anons are sleeping on drones, both Wardog and Falcon
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>>2345419
Drones are awesome. i gave my Marta two wardogs so that she could take out two high value things when her accuracy is low.
I also give lim a falcon drone, since he can deploy it and move it before mounting up in the transport, and if the transport doesn't encounter any enemies he can pop out and scan a large area before popping back into the transport.
Both are very very useful.
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>>2345224
That might also mean that loot rolls are only generated when a vehicle gets destroyed. So when pirates leave their trucks you don't destroy them and thus get so rarely loot from them.
Could also be wrong.
>>2345309
Imo the issue is the high supply cost while still being suppresable by anything.
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>>2345436
Yeah but you can split the AP over two turns by preparing your drones in advance, and once they're deployed they give absurd movement per AP
The AI also REALLY likes to waste time focusing them down, they're excellent distractions
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>>2345461
The game punishing me for being good is a terrible mechanic.
"Oh, you fought some good battles, earned yourself some good loot? Well fuck you, you can't bring it along." Besides, some of those supply costs are fucking nuts. 130+ supply for a weapon or armour? It's like bringing a fucking tank along wtf.
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>>2345480
Literally "Why am I being punished for performing well?"
I'm sorry but I'd say I've deserved this supposed "crutch" if I've endured enough bullshit to be able to outfit my guys well to have a higher chance of success.
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>>2345289
Bugs should be entirely reworked in my humble opinion.
As it is they play too close to the other factions. Lots of infantry of various quality interspersed by the odd armoured vehicle analogue, so the gameplay is basically the same, and tends to prioritize hard hitting AT weapons and precision especially as the game goes on.
In my mind they should do away with Blasters and Bombardiers entirely and double or triple the amount of lesser bugs in a match. Make it so I truly feel the need to bring lots of AoE weapons, machine guns, more squads to cover more angles and am now worried about being simply overrun since I can't hit them all at once, rather than just taking cover and hoping squads don't get spotted and deleted by artillery, the same as every other faction.
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>>2345502
Bugs should be more swarmy, with their armored units being more intimidating. Do I clear the little shits, or fight the warriors should be more than "I'll just brrt the trash until the big ones gets scared or run away"
Warriors should have a unique trait to being resistant to armor sandblasting desu, an enemy entirely built around how well you can withstand melee pressure instead of the shoot and scoot ranged fucking shits. The bombardier is great though, I hate that fucking thing in the early game.
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>>2345500
Could it use some more tweaking? Sure?
But fuck being limited using what you have is the real charm to it.
I bet people are just autistic and whenever have their teams set up they dont realise you can switch roles and squadies and weapons even with SL that have wildly different perks.
What I guess would be quality of life here is some sort of system to save SL team and gear profiles.
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>>2345500
Personally I don't think there is really a problem with the supply limit mechanic. It doesn't give you the same 'building an army' feeling BB does but if they fix the balance and the AI it'll probably lead to a more engaging end-game, and that would be worth it
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Ever since the "truth nuke" soijaks became mainstream I've not seen a single quality opinion attached to them.
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>>2345536
tsmt
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>>2345549
I don't think so. The smaller pirate trucks give the 25% cover bonus even at a head-on angle and the bigger trucks give 50%. I've taken cover behind them with my squads and it doesn't seem to matter. As an aside, destroyed structures, such as the watchtowers, give omni-directional cover
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>tfw watching a japanese streamer drop a Crcocodile on his 4th operation against pirates
wtf
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>>2345545
The game does a shit job of keeping supply consistent. Why does a leveled SL cost more? Why does one armour cost as much as a fucking APC? Why are some guns as much as a good set of armour? The costs are too high.
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>Starting a new campaign with no intel
>It's gonna cost 500 to get them up and running again
I feel naked
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>>2345569
he's not the one complaining about the rules of the game
Do you also complain when you can't skip squares when playing monopoly? That's how retarded you sound.
Just use cheats and stop complaning, we all know that's what you want
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>>2345599
Oh my god, the point isn't about winning you fucking retard. Literally on numerous occasions it is stated that if the player has persevered so much that they have all that equipment, why is it a problem to let the players have fun with all that equipment?
"I won and got all these toys yet I'm only allowed to use one of them."
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>>2345545
You can bring your entire party of 6 (in baldur's gate) everywhere though. What you seem to want is a system that at least makes a little bit of logistical sense to limit you from bringing a ton of squaddies and every SL you have. Instead, you have a system that will give you a cool new weapon or armor and it being functionally useless because it's overpriced compared to bringing some dudes with a standard rifle and level I protection
>>2345574
The game is balanced around a bad system, removing the balancing mechanic doesn't fix it, it just makes it broken in a different way.
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>>2345623
Why would I admit to two things I'm not? I wouldn't remove the system because, the game is literally balanced around it.
And the argument you bring up is so asinine you should be fucking ashamed of even using it to troll. Of course a PVE videogame shouldn't be balanced the same way a PVP one is.
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I give up.
I can't do this fucking mission, there's a million goddamn constructs routing my units shooting 200 times every turn.
If anyone is willing to try here it is
https://www.mediafire.com/file/lcqs7i6mjfdvvj2/Saves.rar/file
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>>2345545
>sorry gamer you leveled up, now you can't have as many members of your party, gotta send one back to camp until arbitrarily in a while you can have them back
>oh, equipped a new sword? sorry gotta drop a party member to have that sword.
You can have more than 20 units in a lot of total wars, have you played the games?
It's just 20 per stack you can have multiple stacks.
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>>2345623
>A system used by literally every single tabletop wargame
Talking out of your ass. Not in campaign systems traditionally. Only for random matches where you want things to be relatively balanced. And there's a lot of games without a points balancing system.
In a campaign system usually you'll have some kind of rating for your force. When you face someone there's some solutions:
>The lower rated gets a big underdog bonus if they win, and a moderate one even if they lose so even though a lose is likely they get a decent bit out of the match. Scaled based on difference between ratings.
>The lower rated gets to fill up with special things to meet the rating of the other player, extra units that aren't part of their roster, special abilities etc.
>The higher rated brings a portion of their force to roughly equal their opponent.
But these systems are to create a fun match between two humans. This is vs a computer, if the computer doesn't have fun it doesn't matter.
>>2345643
Except Baldurs gate doesn't actually work like that.
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>Having a good run on expert, around the time first RA shows up
>Decide to take on one last time against a Pirate raid before going against the RA
>3 heavy chaingun trucks show up at the same time on the first mission
>All I have is Bog with tank gun( Rewa, was on R&R)
Those trucks, man. They dont care about cover.
Thankfully this isnt Ironman, had to savescum 5 times to get the right team to clear them up.
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>>2345661
How did they get away with this?
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>>2345673
I mean, the weight lifting bit is the more direct reference to unbreakable (which is the first movie)
https://www.youtube.com/watch?v=fFTvDvWlwww
and then the follow up marine's reference is for glass
I guess it being a bit obscure is kinda the point, that the marine's reference is like "who the fuck references glass" so everyone jsut assumed it was racist because of the stereotype with black people and water
but tech getting it anyway
its a good set up for that outcome
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>>2345691
I could see menace fielding big monstrosities, maybe as an op ending mission objective
bugs similar, but if the hive queens one size then i dunno
maybe a big worm?
pirates and rogue army tho are much more harder to say, i guess just a bigger tank that has a cart attached to it or just segmented like a train
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>>2345635
>>2345650
OK I did it
Skirmisher in the corner killed yaz and ivey at the end when I was cleaning up, oops. Couldn't be fucked to redo, and didn't try for the time objective out of lazy.
Didn't like your perk setups, but lived with them. Could probably have done better but here you go:
https://litter.catbox.moe/sjuraj6lhspbzrv2.zip
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>>2345722
Land mines would help a lot.
I managed the main fight with no casualties by rushing exconde forward and dropping smoke to cut the blob in half for the most part.
Clearing out what was on my side, and what came through the smoke, then finishing off what was on the other.
Might have been able to do it faster with some different builds but yeah.
Tech marked the guncrawlers when smoke wasn't around and ivey indirect fired them.
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>>2345728
>I managed the main fight with no casualties by rushing exconde forward and dropping smoke to cut the blob in half for the most part.
Yeah that's what I ended up doing
I got Bog the double rocket battery and kept them pinned that way mostly and slowly took them out.
I barely managed the 16 turn secondary objective and Tech got bruised though
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I got the twin rotary barrel machine gun mount and the next mission was against pirate saboteurs where they all spawned in a big group right near the deployment zone, holy fuck that was orgasmic.
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>>2345285
They are the mediocre at everything weapon, and leaning on the bad side of mediocre.
You can get it to lean on the good side of mediocre if you have an SL with ridiculous accuracy so 95% of your salvos hit.
The C6 is better, especially with high accuracy and AP rounds. If you could give AP ammo to the vehicle version it'd probably be as good/better than the laser at killing all the light vehicle/bug chaff.
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I am warming up to bags and belts pretty much like quick hands in BB.
You basically can create your own skill with whatever cool equipment you bring on missions.
I didn’t want Gabriel to be another apc taxi or long range tanker, but just realised he might make a pretty decent aggressive scout walker.
I pulled bags and belts expert pilot and scout, and hes jumping around begin a nuisance with the good sensors equipement, maybe unbreakable and his divine intervention can pull him out of trouble later. As luxury final perks maybe tank buster to add a little finishing power after a jump. Call out target seems wasted since its better on big concealment infantry.
For now the enemy just locks on him and scrambles and i just jump away if I dont want to take a shot if it feels dangerous.
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>>2345666
I have quickly learned that the very first things you need to beeline for on expert are 1. better guns, 2. first soft armor, 3. anti-tank weapons, particularly wardogs but any special weapon AT is good
If every squad does not have a decent AT special weapon by the time the rogue army shows up you need to start over
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>>2345746
They definitely stealth patched sometime in the last couple days that made the AI a little more passive instead of constantly staying out of your LoS, but they havent' actually fixed anything. It's still omniscient, it still knows where all of your units are and what their weapon ranges and sightlines are without having to do any spotting or recon to find them, and it still rushes at or avoids units it shouldn't know exist.
It'll take weeks for them to develop the AI so that it actually scouts instead of just knowing where everything is, and that's only if they actually acknowledge it's a glaring lesion on the game's tactics, which considering it's survived this long through the demo and all the feedback, means they don't care and will never actually fix it.
Expect this problem to persist until a modder does it for them.
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>>2345750
The boiler bug also one-shots high armor guys
So not only are you paying like 100 points per dude in a squad to keep them from being killed easily but they get killed easily anyway, on top of a basic bitch rogue army rifle squad being able to suppress them at any time and distance.
Meanwhile concealment maxxing = no deaths, no suppression, full damage output and accuracy
If you're armoring your guys instead of a cheap loadbearing rig/outcast rags + camo you're not playing optimally.
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Been getting nothing but Marine SLs since the new update, which is a bit of a shame since I miss the banter between the Not!Wagner guy and the gay negro merc.
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>>2345873
See that makes me think stars aren't tied to operation rewards, or it's only one factor, or the reward pool is completely fucked. This was my first operation on an expert run
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>>2345891
But that is not the thing in Menace. You dropship magically expand after each operation or expand/shrink based on mission conditions.
Its just lazy way of balancing taken from tabletop skirmish mode. Instead of scale enemy to player force(like it was don in BB(there were caps)), you are forced to scale down to the enemy.
Now, I am not against limits on what player can field but that can be done in different way.
Currently you got same supply limit for every battle in operation(unless they are affected by mission conditions) which lead to boring and repetitive gameplay.
The current system isn't great and it changed from demo and will probably change again based on feedback. Its EA, things need to be tested and modified if necessary.
Personally I would go with supplies being currency(with some capacity being free or getting large discount and over capacity being soft limited by increased cost) with ability to upgrade dropship. Other option is to make supply cap based on operation instead on mission so player can take easier less demanding missions(like the stealthy one) to save for big battle. Different mission caps based on type of missions also could be considered. Heck, option to do a second run and drop reinforcements that are over the cap also would be nice.
The other thing would be make operations longer with not only consisting of battle missions but also events and local shops and free loot.
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>>2345906
I do think supplies while they're relatively ok as a mechanic now, need to be expanded upon like you said. it's weird how almost everything else has been made into a commodity to be managed (promotion points, authority, OCI, squaddies) but not supplies
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>>2345886
Bringing your toolkit to the site is bringing all your dudes.
Putting certain stuff in your kit based on what you think you'll need to do is changing the gear on your dudes.
Being unable to put in your socket set because your screwdrivers are too valuable so you have to decide between socket set or screwdrivers is Menace. Or both but drop the hammer.
It's not great but you're being intentionally retarded.
Or since we keep comparing to tabletop gaming. It's like not taking a standard set of dice everywhere because it limits how many D6s you can bring.
All the dice are in the bag just bring most of them. Don't gotta weigh up losing 2D6 to have a D20 in the bag.
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>>2345891
That limit works nothing like in Menace though. If we had a dropship weight to play around with / dropship capacity I really wouldn't be bothered. That would make more sense.
Supply is too abstracted, it doesn't make sense when you try to understand what it represents and creates bad 'RP'.
Supply is too cutthroat, you will be up against the limit all the time. Gear isn't really balanced by it's supply cost against eachother, it's seemingly arbitrary. And it gets fucky when we have to compare everything in one big pool.
Supply makes new shit and upgrading your dudes more restricted. If they want to limit promotions give me less points or make it scale in cost more or something, don't just make me drop an ammo pouch or a guy in a weapon team just so I'm allowed to use my promotion points I earned.
>but the game would be easy
its already fucking easy
Most other tactics games manage to not have supply, it isn't fixing the too easy problem.
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>>2345879
It's a tossup between laser turrets and AP mines for best weapon
Turrets:
Sometimes actually kills something
Can control territory
Provide huge sightlines
Get focus fired by the entire enemy army as a #1 priority always
Downside: Only fires every other turn, can't hit SHIT
AP Mines:
Drops mines into 3 different 3x3 tiles
The one thing on your force the AI can't cheat to see
AI beelines into Fog of War flanks because it cheats your vision, so just don't look at a flank or choke, but drop mines into it and then laugh when the cheating AI beelines its entire army into your minefields
Mines that fall on top of enemy infantry will immediately trigger so it works as a sort of airstrike too
Downside: Civilians, vehicles, and friendly infantry will trigger them; mines won't kill enemy infantry if you skip their movement
I currently lean towards 2 turrets, 1 minefield but 3 minefields might be better considering how easy to kill and highly prioritized the turrets are; they rarely do more than die after 2 turns, even if I'm dropping them in the middle of my forces.
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The ARC does better damage, but the KPAC has range that allows you to suppress and advance without risk
You don't realize how much it matters until you're fighting the rogue army and the first unit to contact can't even shoot back, or can only get 1 shot off at 7 tile range doing tickle damage but gets a full suppression salvo in return from 5 different infantry permanently locking them down for the rest of the fight unless someone can save them.
It doesn't matter if the damage sucks, what matters is it still applies suppression - and no amount of armor will save you against suppression.
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>>2345922
There's a lot of good ways to get smoke. The delayed call in on the smoke OCI is pretty problematic for it's use.
There's probably some sick tricks with calling it in, then moving so it comes down just after you've poked out and covers you from retaliation. But I've never fucked with it enough to get that working.
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>>2345937
It's mostly just a panic button. Delayed call-in is less of a problem than it seems, it's relatively short meaning if you call it in early in the turn it'll usually arive over the turn end which means you aren't getting two-tapped by anything.
There are a lot of ways to get smoke but it's something that gets a lot of inherent benefit from being able to be called in anywhere at 0AP.
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>>2345943
>5% always lose
This fucking general I swear.
1000 supply
1 vehicle costing 250 supply.
AI logistics saves 15% of 250, 37ish supply.
Autowhatsit increases 1000 by 5% which is 50.
50>37
>stacking
Is it multiplicative or additive? Other modifiers are additive. So 2 AI would be 30%, to autowhatsits would be 10%. The numbers above stay the same no matter how many you stack, it depends on how many vehicles. If they're over a third of your points its better.
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>>2345911
>>2345916
>>2345916
I agree it could use some tweaking, maybe carryovers of a surplus, or consumables boosts for certain missions or something. But you clowns are literally just bitching about a mechanic that exists in almost every game in some form for another just to bitch
Also lol at whichever faggot on one hand argued this game needs to play more like battletech and be more like a tabletop game all last thread, and is now shitting on the supply system because it's a hold over from those same tabletop games. Fuck you guys are something else.
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>>2345948
Play the game first you stupid fucking chromosome hoarder. I tired of your idiotic bullshit. If you so poor so can't buy it just get from torrent.
1. Supply bonus is bugged and add 5% only to basic value, i.e. 34 supply
2. 4 AI logistic give effective 60% cost reduction, it mean med mech will cost not 700+ but 300.
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>>2345956
Didn't notice it was bugged, it adds 31 for me.
Literally nothing I said is wrong if the game worked right, I don't know who you think I am or what the fuck is wrong with you. You could just say
>game is bugged and it only adds 34 right now
and that would be the end of it, not retarded statements like 15% of X number is always bigger than 5% of Y number.
Also if you had around 2000 supply you'd gain about the same with auto if it worked than you'd save on a 700 cost mech.
Be more informative upfront next time you dumb nigger.
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>>2345964
You retard start with calcing 15% of 250.
There fucking no 250 supply vehicle battle build aside Bog in pirate truck with cheapest shit instead of weapon. It alone said me that results were rigged. Blame yourself for poor math.
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>>2345938
So basically it's like this: If you want a supply efficient low cost squad, you want KPAC's, an ammo bag, and anything up to level 2 armor.
It's a basic line infantry weapon, it's not to go on specialized units.
ARC requires more investment than that - you need more mobility and more armor and something to get rid of suppression. It's good if you're in thick fighting but it's not good for initial contact. You need to create an opportunity to use the ARC.
>>2345948
The 5% OCI module is bugged, or retarded. It only shaves off 5% of your starting supply. If you start on normal you start with 800 supply and the module only saves you 40 supply. Forever. For the rest of the game. It doesn't change when your supply increases. Throw on the fact that vehicles are point for point more cost efficient than infantry because of how retarded expensive infantry body armor is, and there's no reason to ever touch the 5% module.
What I'm actually wondering is when/where salvage teams beats fixer for selling shit on the black market. I'd guess the best combo is 1 salvage teams and then stacked fixer after that.
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>>2345969
>poor math
It's called a fucking example. What number do you want? It doesn't matter. Presuming the bug does not exist the rule is AI is better than auto if more than 1/3rd of your supply is vehicles.
450 cost vehicles total? Save 67.5, better off with auto if you have above 1350 supply.
567? auto better above 1701 supply.
Bog in a 416 car doing a backflip in a spherical vacuum while the black redhead bitch is in a 285 supply car doing donuts? Better off with auto at above 2103.
How the actual fuck can you not understand the idea of an example and a formula?
>>2345973
Entire unit.
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>>2345948
AI Logistics is additive. You get the full value for each one.
If I remove the AI Logistics she goes up to 620.
Full promoted Rewa in medium tank with long tank gun, nade launcher & 2 ammo only costs 620 to deploy with no supply reductions.
With 3 AI Logistics that goes down to 340.
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>>2345979
Makes sense.
Vehicles are generally very strong for their supply cost already, so I presume basically everyone is running enough of them that AI logistics is better.
But there are edge cases where people might play very infantry heavy where auto would be better if it wasn't bugged.
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>>2345989
Yeah I think that's the real problem. They're not so engaging to fight, because the only truly threatening units are the SMASHED and SLAMMED ones that snipe you. Everything else is a bullet sponge that feels slightly opposed to the game's core design itself, which is all about cat-and-mouse positioning. MENACE in their current state do present a challenge, but it's a "how do I get through this enormous pile of shit?" challenge while every other faction is "how do I surgically remove one specific unit from my enemy at a time while not getting killed?"
There's value in testing the player's ability to handle dwindling resources and long operations, I actually don't want that gone, but there has to be a better way to make that happen than pinging away at stunlocked soldiers which regenerate every round.
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>>2345967
You niggers aren't even saying anything. Just day in day out bitching endlessly about every mechanic, inventing bugs, "the game is out to get me and the Devs are all German psyops" like holy shit this fucking general is a dumpster fire. /v/ has more stable takes on this game right now lol
>>2345968
>I've never played a game with an arbitrary unit or equipment cap before
Why are you even talking
>keeps saying this game should be more like tabletop when it suits him
>bitches it's too much like tabletop when it doesn't
fuck off, holy shit lol
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>>2345997
>>keeps saying this game should be more like tabletop when it suits him
>>bitches it's too much like tabletop when it doesn't
Never said that.
>>I've never played a game with an arbitrary unit or equipment cap before
>Why are you even talking
start naming them, its in almost every game so it shouldn't be hard
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>>2346007
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>>2346010
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>>2346007
>>2346009
>persistent unit pools between missions that you can never bring the entirety of to any particular mission for no real reason
Off the top of my head every Eugen and Close Combat game. I now await your goalpost moving about how since they don't use the exact literal UI elements to display this to you it isn't the same and this invalid.
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>>2345989
they feel like a real final boss.
pirates and aliens introduce you to the basic mechanics, then rogue army comes along and hammers all your mistakes, you really have to apply what you know. Eventually you get them figured out and you are a well oiled machine and just when your feeling confident you get the menace, which is an attrition faction, its not enough to be fancy like with RA, which you can beat by just moving properly and winging it, with the menace you actually have to plan properly and its very possible to lose just because you decided not to conserve resources.
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>>2346011
No go fuck yourself, name a fucking game.
>>2346009
>he can't name a single one of almost every game
Baldurs Gate, Total War and XCOM which came up in previous discussion have no points limit in a campaign. Total War has it for multiplayer versus only.
Chaos Gate original doesn't, I don't think new does either.
MechWarrior has a tonnage limit but it's not very equivelant as tonnage just comes from mech frame, swapping for better weapons doesn't effect it and tonnage limit is almost always higher than you can fit in.
Battlebrothers doesn't.
Door Kickers doesn't.
Mount and Blade doesn't.
Syrian Warfare does, but veterancy doesn't effect it it's just a flat cost for any given unit so you're encouraged to preserve veteran units.
The way supply works in menace really isn't common in games with some kind of campaign improvement. There might be a limit on units you can take or what have you, but costing everything and limiting you just on that is pretty uncommon.
>>2346015
I haven't played those much, are you limited in campaign gamemodes or just by the in game points trickle?
I feel like I remember in Steel Div 2 you can bring any number of units into a battle in it's campaign mode by having them involved on the campaign map.
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>>2346020
>Steel Div 2
You can bring any number of units into a battle in a campaign, resource trickle limits their deployment rate but that's it. Most units cost 1, could pull every unit possible into one battle if you wanted.
Works nothing like supply at all.
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>>2346015
>every Eugen
Eugen's games have decks that cost more than initial points, but you get points during playtime.
Not played CC but i bet you're wrong with this example too.
Aside tabletop and pvp there no games that apply strict points limit on player.
And even in tabletop pvp ports like Mordheim AI will resize his army to your.
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>>2346018
Figures
>>2346020
>no points limits
Still arbitraty unit limits on all of those
>>2346025
>unit income at phases doesn't put a limit on how many units you can bring
you disingenuous faggot
>>2346029
>you get more points
Never enough to bring the whole deck
>not played a game but I bet you're wrong
I expected no less from a faggot such as you
>tabletop games have no strict points limits
lol lmao
Minor points aside it's funny how you faggots moved the goalposts even more than I expected
>supplies make no sense cuz the dropship does change size or whatever autism doesn't let you form proper abstractions in a game
nigger, no commanderhas ever said "you have 20 available tanks but can only bring 2 for now". In baldurs gate there's no reason to only bring 6 people to fight a dragon and let 4 sit in a tavern. YW only allowing me to bring 20 units, regardless of size or strength is just playing retarded. No amount of coping and seething changes the fact that every fucking game stops you from bringing every available resource to every available mission or level. The fact you retards are seething this hard only tells me you're either so fucking stupid it defies description, or so fucking dishonest it might as well be stupidity.
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>>2346037
>don't worry captain, if the battle goes on long enough I'll let you deploy all your men and not just a few of them every 10 minutes-every general in WW2 according to (you)
>tabletop comparisons only matter when I want it to
Nah get fucked.
back to this user
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The supply system wouldn't be half as bad without promotion tax and if the AI was actually balanced along with the player in terms of supply and cost. The problem is they went with a tabletop inspired system for the player, but a pure video gamey system for the opponent. So they can get 5 6 man squads with high tier armor and laser rifles along with 4 walker along with the rest of the army while the player can basically bring 1 walker and 2 infantry teams in the same mission.
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>>2346035
I don't know if you're actually retarded or can't understand why a game that gives you new items or weapons but also punishes you for not taking "optimal" ones is a bad thing. When players get a new item they want to be able to use it. In X-com, Jagged Alliance, Commandos, etc, if you find a rare piece of equipment you get to use it immediately. Sure it might be limited in some way like ammo availability or price to use, but it's not an actual weight on your team if you decided to field it.
People aren't asking for every limiting feature to be removed, it's important for limits to exist. But they have to make sense and let the players have fun. If you get an early Silver weapon in Fire Emblem you can use that to punch above your level, but it's also a limited resource. As it stands now a lot of armor in Menace isn't a limited resource, it's just a waste of points.
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>>2346035
>starcraft
No general, I know we're fighting for the future of the galaxy but you already built your unit cap so sorry
>TW
No general, I understand you have 40 knights in reserve, but those 4 peasants over here mean you can't bring any more units to this battle
>Close combat
Yes I know we have 21 mortar teams in reserve but you already got a bazooka so ya know
>Baldurs Gate
Listen lads, I know we're fighting a god tomorrow but I can only bring 5 of you, the rest need to sit here and watch the tavern and hang out
>Eugen
Soldier you can bring one tank to the battle every 3 minutes, or one infantry team. No I don't care how many are available.
All of these are fine apparently
>the dropship hasn't changed sizes which means if you bring twice as many men you won't have room for that autocannon
REEEEEEE WTF WHY IS THIS GAME SUCH SHIT
Literally the only thing in the entire supply system that you could argue is silly is the promotion tax. The rest actually makes more sense than most of those other abstractions in other games.
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>>2346044
I don't understand why you're struggling so hard with the idea of having to make a sacrifice here to make a gain there.
>but this game let's you get an item blah blah
the progression system here literally let's you get absolutely endgame weapons in the first mission. Fire Emblem literally won't even let you have a silver weapon until it decides you get one, and there's nothing you can do about it. Stop being retarded and dishonest.
>People aren't asking for every limiting feature to be removed, it's important for limits to exist.
Perhaps you should tell "people" that then.
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>>2346048
>I don't understand why you're struggling so hard with the idea of having to make a sacrifice here to make a gain there.
Because this is a campaign based PVE game and people want a sense of progression, and being handed something new but the game going "NUH UH-UH, you can't use that!" is ridiculous. Even hard squad limits would be preferable.
>the progression system here literally let's you get absolutely endgame weapons in the first mission
Then that's an issue with the progression system. Or not, because you'll never get a medium mech from the first mission. I'm not being dishonest at all, since you'll never be buying armor from the store outside of camo or soft armor, at any point in the campaign. Can you say the same about a silver sword?
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>>2346051
>I feel this thing so you can't
Sorry about your autism
>Then that's an issue with the progression system. Or not, because you'll never get a medium mech from the first mission
That's not the only piece of endgame kit
>can you say the same about a silver sword
Yes. I can safely say you will never buy a silver sword from a store where the game doesn't have a store, or when it doesn't sell a silver sword. It's very curious, and somewhat telling, that you're trying to use the incredibly linear and locked progression of a FE game as your comparison here.
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>>2346053
100% is a multiplier. My point is that the AI unit limit is going to definitely be points based and its going to be in some what related to your points. The units being cheaper just means they'll get more, but obviously the supply system is how they balance the enemy team against yours.
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>>2346051
>Even hard squad limits would be preferable.
What a shit take. I would much rather be able to fluctuate within an assigned points limit that be told "you can have no more than X squads so you better max then all out as much as you can"
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>>2346054
>Yes. I can safely say you will never buy a silver sword from a store where the game doesn't have a store, or when it doesn't sell a silver sword.
Good job on completely ignoring my question to make this absolutely inane statement. As if linearity somehow changes the hypothetical. We could make this about battletech. If a shop is selling a rare mech and I can afford it, I will buy it, and I won't be punished for fielding it.
I shan't be replying anymore.
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>>2346055
>The units being cheaper just means they'll get more
Right, but that's my point. Yes they use the "Supply system" like we do, but their stuff is significantly cheaper so you're outnumbered ~5:1 vs opponents that are about 75% the strength to your units.
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>>2346066
are their units really that powerful individually?
i think our guys are much more robust. they tend to field a lot of stuff thats like 9 guys with pirate pipe guns and maybe a grenade.
The real imbalance is the same one all these kinds of games have where you are expected to fight through many battles and so even a small loss in the course of churning through endless hordes of enemies is a small loss.
The ai only needs to hurt you to ruin your day and sap your momentum so down the line you lose, so it can rush you with underdeveloped conscripts
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>>2346069
I really wish they would just implement a system that any points you don't use you can carry to the next battle. I feel this would solve 96% of the current systems issues
If you think you can get away with using less than you need you can then bank for when you think you need/want more. This will also allow for the big explosive matches where you can just break out every tool you have, but without trivializing the game at large, or making it too routine to bring all your most fancy shit. It would also make intelligence far more valuable since being able to know exactly what you're facing will allow for more accurate risk assessments and mission planning, which plays into this system.
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>>2346069
>are their units really that powerful individually?
They are.
Scavenger squad 8 models.
Assault rifle cost 10, scavenger suit cost 15, so 200. + 25 for rpg, +10 or 15 for nade, it's ~235 points for loadout.
Boarding commando 4 models.
Pdw 13, armor 75, 10 or 15 for nade. It's ~365 for loadout.
And on top of this we taxed for leader and squaddies, idk is ai taxed for squaddies.
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>>2346070
To add this would also allow for the AI to have different limits from mission to mission and create more variety to the matches
>do I burn through all my points now on this or save them just in case the AI brings a really strong team next match
>oh this team is really weak this time, but if I bring a strong force I may be able to get more side objectives done
>I'm running low on manpower but can compensate by maxing out my supply and making it less likely to take less casualties for a few missions
So many other mechanics could be expanded or even outright created by doing something like this
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>>2346069
Well, look at RA infantry. They have 6 guys with crowbars, SIPV, 10 HP per model, and frags, smoke and AT grenades. Even if they don't have any modifiers to damage received or defense like our guys do, that's easily a unit that's 75% the strength of your guys. Later in the game you can go up against teams of 3-4 storm troopers plus 2 SOF guys in a 20 unit assault.
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>>2346082
It's a matter of AI being dumb yes. But the fact of the matter is the AI easily has units nearly as strong as we do, just in 5x the number. Which is probably why the supply system can feel bad for some people. Getting one slight upgrade, like armor, can really hurt the amount of guys you can use when the AI is able to field the same thing but in 4x the number.
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What are the lore implications of Exconde literally being sent divine protection?
>the major when Lieutenant Hayflick has a mental breakdown after another half-dozen top attack ATGMs fail to detonate after impacting Exconde's APC
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>>2346100
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>>2346106
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we cannot all get along
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>>2346109
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ive never used a grenade
i find carrying extra ammo/ammo modifiers/stealth kits/one time use at rocket is way more important
i also dont use smoke because it just seems to screw me up, my entire strategy is keep range and suppress everything smoke seems really niche. i do keep some stocked oncase i have to do that break out mission but ive never encountered it in release so far
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TCR medical care is some next level stuff.
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>early game
>Lim in pajamas and armed with shotguns
>he gets suppressed
>just enough AP to return fire, terrible accuracy but I gotta get what shots off I can
>his squad manages to kill two of its own squaddies with terrible shots
I had no idea accuracy could get so bad they can shoot each other in the fucking back goddamn
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>>2345997
>You niggers aren't even saying anything. Just day in day out bitching endlessly about every mechanic, inventing bugs, "the game is out to get me and the Devs are all German psyops" like holy shit this fucking general is a dumpster fire.
It's unironical vatniks
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LIKEABILITY TIER LIST>Buggerinos tierBog>Company pet tierCarda
GOD TIER
Darby, Pike
High tier
Rewa, Ivey, Tech
Mid tier
Lim, Jean Sy, Wetteroth
Low tier
Exconde, Sachin, Yaz
Bottom tier
Vamplew, Greifinger, Achilleas
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>>2346287
>High tier
Bog, Yaz, Marta
>Mid tier
all the rest
>Low tier
both niggas, Sy
>Bottom tier
jeeta and jeet
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Hoorah marine!
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It's kind of silly how the game keeps giving you "destroy less than X% of enemy forces" secondaries and then spawns them in a way that basically forces a direct pitched battle over the objective.
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they really need to balance all rifles, almost all of them are just a side grade to default rifle.
crowbar is the only good rifle and even beat some 120supply late game guns.
not a single one of the others have good pen or hitpts dmg compared to same range. none have better close range damage either.
make one rifle have 18hp dmg at range 5-7
also the bullets are pointless, why bring AP mags when any rpg is leagues better u still at best only do 50 piercing.
range ammo makes itself useless with 2acc dropoff per tile so if u shoot someone at range 10 its -20 acc wtf
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>>2346301
>they really need to balance all rifles, almost all of them are just a side grade to default rifle.
Sure, if you shoot at medium-long range, but:
The battle rifles are straight up better at the medium-long range
The other ones are vastly superior at closer ranges
All of them cause much more suppression
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>>2346303
Arguably even then the battle rifles are better at 4-5 tiles. Because killing enemies still inflicts plenty of suppression, and the BR has greater pen, HP damage and armor damage the closer you are. The accuracy fall off for being close is less of an issue with decent shooters or if you have some secondary increase to final shot accuracy like Kody's +20% on healthy targets or Vamplew's +30% on people in the open.
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>>2346332
guns sound a lot better than xenonauts
this may not seem important but the 'feel' of the weaponry is actually super important for a game like this
multiple factions to fight
banter between units if that's your thing, tekker
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>>2346346
Speaking of NVGs, if you're not using them during night missions you're really missing out on a LOT
Like, the thing that increases accuracy by just 10% costs 20 supplies to equip.
Meanwhile night causes you're units a 25% accuracy debuff, -2 vision and detection, it's a massive debuff you can resolve for just 10 suppliesalso selecting a unit with NVG on gives a cool night vision effect
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>>2346094
The complaint is not a limiting system existing or what it's called.
It's that it encompasses everything you put on guys and limits your use of your earned resources.
In a campaign type game most people don't want to finagle around a points limit going trading out things to equip the cool gear piece they just unlocked, and no campaign game is actually doing that to you like that.
I'd rather have a limit on deployed personnel. IE you can only deploy 30 squaddies, so you can have as many SLs as you want and gear them as you'd like but can only hit that number. I know squaddies already theoretically works like that but in game right now squaddies are infinite I've never run out or hit my cap.
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>>2346363
>In a campaign type game most people don't want to finagle around a points limit going trading out things to equip the cool gear piece they just unlocked
Except other games don't allow you to find lategame items from the start of the game, you're being obtuse.
Either you sacrifice randomness and gatekeep progression or you limit in other ways, this is one of those ways and I much prefer the diversity of having something like a game changing item dropping from early on in the campaign than having to go through the permutations every time like literally every other game.
Oh I guess what I'm gonna do this XCOM campaign? Oh yeah, research laser and plasma weapons.
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>>2346379
>ARC has the same damage profile
But that's not even true, they share armor damage but penetration and damage fall off makes them perform very differently at range.
>ARC does 12 HP damage, 13 Armor damage and has 20 pen
>Crowbar has 11 HP damage, 13 armor damage and 35 pen
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>>2346368
Who care about lategame when you can't equip current drop from enemies you stupid chromosome hoarder.
If you talk about xcom as example, then it would be a choice between laser rifle, any armor/trinkets or promo for soldier - while actually in xcom you can have all 3 instead of choose one.
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>>2346383
>Who care about lategame
Bro what the fuck does that have anything to do about what I said, I read this shit and I immediately understand you lack the capability to understand what people are telling you, like I didn't even want to finish reading your post.
You are honestly an unironical dumbfuck
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>>2346382
> penetration and damage fall off makes them perform very differently at range
Tell me more about damage faloff. With ingame screens ofc.
And arc trade lower pen for 50% more bullet, so vs 30 armor enemies arc actually do more damage. Maybe also do more vs 40 but need to check.
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>>2346368
>Except other games don't allow you to find lategame items from the start of the game, you're being obtuse.
Then remove lategame items dropping early if thats a problem. Not that hard.
>what am I gonna do this game, upgrade?
Yes thats the point.
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>>2346390
>Then remove lategame items dropping early if thats a problem. Not that hard.
Why? So you can make the game play like literally everything else?
This is the vision for the game, don't like it use cheats or fuck off somewhere else.
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>>2346390
>remove all the super fancy items from the loot pool so you can change the supply system to allow me to bring all my super fancy items that I don't have anymore
Do you even know what the fuck it is you want anymore?
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I find it funny that when I go check the mods for this game the cheat mod is like one of the least downloaded one, but the ones that give more loot are all the most downloaded. Seems way way more people just want to play the game than they do remove the supply system.
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>>2346399
>*the diffuculty spike fighting skirmisher first time is insane
Skirmishers are honestly the main reason I get intel OCI
Because God knows getting surprised by those fuckers is the worst thing that can happen in this game
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>>2346395
IF getting a late game item as a mission drop from an early mission breaks the game move those drops so they can't happen till later.
Retard.
>Do you even know what the fuck it is you want anymore?
I've always wanted the same thing but you have to believe that everyone who says anything you could construe as disagreeing with you is one person.
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>>2346402
>it breaks the game
>this isn't an intended feature of the game, balanced by the need to pick and choose what you can bring
>you think everyone disagreeing with you is one person
Ironic considering you're doing that exact thing now isn't it?
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>>2346393
Unfortunately I'm stuck here forever.
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Failing the entire mission because one group of civilians died is absolutely bullshit and not getting any loot at all despite completely wiping the Menace from the field in the process of rescuing the other three groups is even more bullshit.
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>>2346403
OK clarify what you're trying to say.
I have no issue with some factors that encourage you to deploy without maxxed squaddies on every squad, or tailor what your SLs are bringing to the mission.
I don't like supply encompassing everything. If I get as a drop a better variant of the crowbar, I'd like to just use it, not contemplate if 9 guys with a basic crowbar is better than 7 guys with crowbar plus. It's too much treading water for my taste. Is buying this promotion worth losing my frag grenades, etc.
I think these are meaningless choices that filter out a lot of gear to be under utilised. The game obviously wants to get harder as it goes along, so we should get stronger as it goes along.
Picking and choosing what to have is not dependent on the current supply system.
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>>2346410
Now with the screenshot of the right mission, whoops. There should absolutely be partial success states for things like this, a whole operation getting junked because one small group of civilians died is really stupid when in other missions like the saboteur ones civilians can die by the truckload and the game doesn't care.
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>>2346408
Rogue army are the most "consistent", but pirates are the only ones that can actually give you the top tier stuff.
They just have a lot of trash in their tables making dropping the top tier all that more luck based.
Also Menace drop are meant to enable lategame research, it's just not in the EA yet
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the price is so steep is it it even worth it? its like the cost of 5 light or apc, is the supply the same as the cost?
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>>2346437
No, there no minimal damage value.
Also with 0.8 dmg faloff Darby should obliterate enemies with ppp on range 7, since 12 - 6.2 = 5.8, 2 hits to kill.
But in fact on 7 range ppp can barely scratch enemies since it have very huge dmg faloff.
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>>2346398
Well this is a bit variable isn't it? since I know you don't deal as much armor damage if you do pen. And pen and armor damage also falls off; but I assume you accounted for that already. Theoretically one weapon can win out over the other in terms of armor damage depending on how the luck swings.
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>>2346440
Not him, but there's still armor to contend with. Armor damage and pen fall off with range as well. According to devlog 11, it's -0.6 per tile for armor damage and -1.8 per tile of distance. So at 7 tiles the 9 armor damage and 15 pen is reduced to 4.8 dmg and 2.4 pen respectively. Even the t-shirt will have some chance of stopping that damage. And according to the code, healthy armor reduces the amount of damage that gets through down to a minimum of 30%. Not accounting for the unit's personal DR and any bonuses from cover/being deployed.
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>>2344620
Autocannon mobile infantry. Have Bog drop her and her squad off at a strongpoint and then just lock it down. If need be, Bog can be the strongpoint and provide medium cover anywhere due to the MI trait providing extra cover from vehicles.
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>>2346416
>pirates are the only ones that can actually give you the top tier stuff.
What do they have for example? Have yet to get anything better than boarding suits and PDWs so I wrote them of as worthless for loot.
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>>2346502
double the amount of trash mobs and remove the insane range of bile mortar bug or worsen accuracy
at what point in the game do u get more supply to bring better gear.
how do u know what heavy weapon disables the crew for apc?
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>>2346516
I don't think there's any reason for Rewa to exist, Achilleas is a better duelist pilot, Ivey is cheap and the most accurate with someone marking for her, Exconde can magically survive attacks and is very fast in an APC, Bog is extra cheap. Also that's a 'likeability' tier list, not a usability
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>>2346331
>Arguably even then the battle rifles are better at 4-5 tiles.
This is an impressive level of delusion.
No, the difference between 35 AP and 30 AP is not that large. Hell, the difference between 35 AP and 20 AP is not that large either when one blocked shot shreds enough armor to make up that difference.
The BR's total damage output is just too pitiful to make up the damage up close, even before making up for the accuracy penalty. The upgraded Crowbars are very good but the base Crowbar is probably the rifle that stays the least relevant.
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>>2346523
Berserk + her ability not requiring her being damage. Her ability to absolutely chew through enemies in an autocannon mech is unmatched. Especially against bugs or against menace with a heavy mech with double autocannons. You WILL get functionally infinite accuracy with her within turns.
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>>2346556
If you don't have a repairbay then damage carries between missions, useful for early-game as long as you don't eat any defects. I don't micro-manage it but it'd be easy to maintain some level of damage with his shieldwall perk. Achilleas doesn't need the extra AP, it's just a bonus
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>>2346515
>at what point in the game do u get more supply to bring better gear.
It increases gradually.
>how do u know what heavy weapon disables the crew for apc?
It's not documented, but equipping any heavy weapon on the APC disables the passenger compartment
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>>2346572
Alright, if you want to use Rewa to clear chaff epic style then yeah berserk is okay. I don't know why you'd want a vehicle to be doing that but whatever. If I had to pick one pilot to use on expert ironman it'd be literally any of the others
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>>2346573
>Chaff
The most dangerous targets are also the most vulnerable to jetpack > autocannon. Skirmishers or Blaster Bugs in particular. Rewa is simply the best at jetpack > autocannon because berserk is very very good in that instance and reliably lets you get multiple shots off
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>>2346576
>You don't get to attack twice unless you proc berserk though?
Yeah so you proc berserk. By killing things. Single autocannon will reliably kill blaster bugs and twin will reliably kill skirmishers.
>he's actually better at it due to his accuracy
For most of the round he will have worse accuracy. No, the fact that it has to come online does not invalidate this fact unless you're just fucking around and not killing anything with your vehicle for some reason.
This isn't some niche possibility, this is reliable and happens constantly. Achilleas has his role but Rewa is simply the best at this very strong tactic and is also cheaper. See this webm from last thread.
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So what's the deal with laser rifles? Their stats say they have good armor pen and armor damage but the flavor text says they don't actually destroy the armor.
Does armor pen negate armor damage or what happens there?
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>>2346590
No, I just started playing so I hadn't noticed how exactly armor mechanics work. Does this mean it's better to go all in on either AP or armor shred for the entire team? Sounds like double work to focus on both.
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>>2346583
they shoot straight through armor and so are great at killing high armor things but they cannot contribute to weakening that armor for other people using non laser weapons to help kill.
I like to give lin a laser rifle and have the 4 laser canon on the apc mid game and have him ride around killing boarding commandos and light vehicles
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>>2346349
I hope they separate the map details from the objectives, they fucking take HALF the map and I just skip reading the time of the day and end up getting fucked every time
>spoiler
The one time I managed to equip them it took me by surprise, I wasn't really expecting that
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>>2346595
typically a good anti armor unit (or two) can handle the heavy armor for you and your other guys can do other things. The disposable anti tank rocket accessories are a good thing to put on regular infantry so they have something to do against vehicles. Later on you want mostly everyone to have anti armor solutions but you shouldnt be blindsided by this really just remember as the game progresses armored enemies become more common
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>>2345998
Wardogs for everything
Bombardier? Wardog
Blaster bug? Wardog
Pirate HMG Tank? 3 Wardogs
Laser truck? Wardog
Flamethrower tank? Wardog
Walker? Wardog
Stug tank? Like idk 5 or 6 Wardogs I guess but it's enough to just cripple it with 1 or 2 so something else can kill it
This is because a wardog does not care about the terrain or cover. It flies out and hits rear/side armor in 1 round, every time. I don't have to expose my unit, I don't have to maneuver into position, I just spot a bad thing and from perfect safety I kill/disable it.
It is especially important in the early game when you first run into the rogue army, because you won't have any good anti-tank like an ATGM or long barrel cannon unless you got really lucky in your first ops, and when you reach the rogue army for the first time they swarm you with walkers that your piss shooting pirate RPG's can't effectively hit or reach. That's when you really need wardogs.
As the game progresses and you get better anti-tank weapons, the wardogs become less important because you actually CAN kill a walker from 10 tiles or your AT launcher actually WILL hit and kill on the first shot.
Wardogs are so good that I think they actually need both a countermeasure of some sort and more of a delay in deployment so they can't be thrown into things in 1 turn. If the AI used them they would be more aggravating to play against than ATGM's or mortars - especially if there were an anti-infantry variant (although that might be a good reason to upgrade into actual armor)
Vehicles - maybe an active protection system with a chance to shoot down drones, ATGM's, and rockets imo, and/or drones that attack other drones.
Jamming you might think would be effective but realistically kill drones wouldn't need to actually communicate anything back to the firing unit, so jamming wouldn't do anything to them - it'd work to blind the scout drones though since they wouldn't be able to send information back to the home squad.
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>>2346001
You mistake people seeing issues with the game and talking about them with people not having fun with the game.
The AI cheats and knows where all my units are without having to put any effort into reconnaissance. That is stupid and sucks. It sucks both because the AI has perfect information it uses to get the drop on me or avoid clever moves I make, and it sucks because the probing and maneuvering minigame through reconnaissance before committing to a pitched fight is half the fun of a tactics game
So I bring this up and I complain about it because it's stupid and not fun
But the game is still generally fun in spite of this problem.
The trouble is that things need to be recognized as problems for them to be improved - if nobody complains or speaks up, what you get is an environment of toxic positivity and that results in a game like concord or highguard where everything someone does is good simply because they put effort into it - which is just toddler ethics and doesn't result in good game design or fun games.
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>>2346502
Bombardier means you have to conceal creep or suffer massive casualties
>huge range
>good accuracy
>doesn't care about your cover or infantry armor kills regardless
So the winning move against this bullshit is darby creeping around with the AT rifle and picking off bombardiers before they can fuck your shit up, and that's made all the more tedious by the AI constantly running its units out of darby's sight even though she's concealed and they shouldn't know what her weapon type and weapon and vision ranges are.
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>>2346582
Over half of my casualties in a given playthrough come from bombardiers alone
They are the single deadliest unit I've fought so far, and coming in second place are probably mortar teams or rocket trucks but I haven't checked just gut feel on them
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>>2346598
>they shoot straight through armor
Which is kind of weird because the way lasers work IRL they are terrible at penetrating armor. They cause explosions at the surface 'contact' point by heating up the material so hot so quickly that it just explodes/vaporizes, but the downside of this is that it throws up a cloud of the shit you just exploded, which degrades how much light can get through to the armor. Lasers basically need to ablate/explode their way in and that would cause a lot of armor damage. They also ionize the air if the laser is dumping too much light through it and ionized air makes the air more opaque which scatters/absorbs more light so you run into big issues with actually dumping enough energy into something to explode it in the first place and the way to get around that is to increase the diameter of the focusing lens so you end up with like a 2ft diameter lens to laser something a kilometer away
so basically lasers are short ranged and don't penetrate armor very well
the laser rifles in the game would make more sense if they were some kind of particle beams, which can very easily punch through armor, especially if you can get everything just right so that the particles don't interact with matter much until they've passed the armor so you dump all the energy in behind it, but doing that on the fly for different ranges, material densities, armor thicknesses, atmospheric densities, etc is basically impossible. Still it makes more sense for high penetration low armor damage than a laser does, while still being near speed of light blasting like a laser beam is.
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>>2346610
Don't use them on spotted units unless you've got them suppressed and pinned down
Instead use them on enemy units in the fog of war. The AI won't move and will die.
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>>2346694
Bombardiers can't do anything against your battle taxi, so at the beginning of the game it's all about spotting them and sending your armor their way while the rest of your squads are on lookout for blaster bugs. Beyond that, like someone pointed out - wardogs. Greifinger with the makeshift rpg that drops from pirates by the millions will also one shot them without having to worry about missing.
The only consistent "fun ends here" enemy is the blaster bug. Piece of shit will tank 2-3 bursts from an autocannon, 2 rpg hits, even a wardog. They always pop up from fog of war and chunk Bog for 2/3 of his health or eat a squadie as a toll for not instantly ruining your day.
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>>2346625
Not really. It does, as does good cover, but a bunch of weapons apply enough suppression anyway
Rogue army basic rifle teams will use their 80AP suppression fire to lock down a heavy armor squad and it will only need 1, maybe 2 infantry squads to do it. A pirate chaingun truck likewise can fore 5 times in a round and without even hitting anything still lock down a heavy armor squad in heavy cover
It's the main reason I don't bother with heavy armor - you don't benefit enough from suppression reduction for it to matter vs just not being shot at in the first place if you go with concealment boosting. The second reason is that on top of it not countering suppression in any meaningful sense, it's also 3x more expensive than the concealment armors/accessories and like 1.5x more expensive than a vehicle which also doesn't care about suppression and is also faster, better armored, and more deadly.
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>>2346744
Oh YEAH, it's triple Pirate Heavy Chaingun truck time
>>2346744
I find it particulary useful against RA since they like to fuck you up with their special teams while you waste time on their squads.
>run radar
>see lonely blip skirting around my line of sight
>move just vehicle just enough for it to be in machine gun range and fire at square
>screams
>blip is gone
It save my ass on a mission where taking an extra gun wasnt doing the cut due lots of buildings and cover.
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>>2346759
That is it. Another Heavy Chaingun truck incident.
From now on, fighting pirates on expert after RA shows up means vehicle heavy deployments and everyone else will have to bring a smoke nade
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>>2346706
>Bombardiers can't do anything against your battle taxi,
NTA and sure but I tried infantry run and it sucked. Bombardiers just would peak and bomb and kill 2-3 squaddies easily and then hide.
Only counter was a camo on everyone but that make AI work in mysterious way.
Its not fun. Especially that I would get why RA or Pirates behave like that but fucking bugs? How do they know what range my weapons are?
Its just gamey shit.
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>>2346812
>constant blog posts that say nothing of value
>virtually none of them have any engagement whatsoever
>get called a faggot
>umm ackshually the game doesn't work I'm very smart
fuck off faggot, nobody likes reading your long winded reddit posts
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>>2346818
>every post is like 6 paragraphs of "um actually" posting
>it's usually wrong as fuck
>get called a faggot
>no you're just upset cuz I'm criticizing the game
>nobody gives a fuck about engagement
Lol. Considering the obsessive need you and >>2346821 this faggot here feel to respond to every post I make, and to defend whatever reputation you think you have methinks thou doth protest too much
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>>2346831
Perhaps you should learn to not compulsively respond to every post I make lol
I've made dozens of good posts that you probably don't even realize is me, but then you chimps start flinging shit out of nowhere and all of a sudden its me shitting up the thread and not you clowns being unable to not come out of the woodwork to spend 200 posts responding the same shit over and over to every autistic little trigger you have
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>>2346834
>let me make a prime example of me not shitting up the thread by compulsively responding to you with the same shit yet again
Bravo anon, very good. Also
>brings up getting shit on again out of nowhere
Keep us out of your magical realm please
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>>2346683
>You mistake people seeing issues with the game and talking about them with people not having fun with the game
>we're not all one person
>let me speak for everyone
Maybe you came to this thread late, but most of the "people have legit issues with the game but otherwise are having fun" posts really are "this game fucking sucks, nothing about it is fun, the AI is cheating cuz the devs are bad and if you think it's not as bad as that then you're a faggot shill". You'll forgive me for lumping you in with them, but since you lumped yourself in with them on more than one occasion you're now part of that group.
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>>2346853
Does this sorta shit normally work for you?
>>2346855
Uh huh. Schizo theories aside, is that why the vast majority of "people calling out the bad parts" posting is huge exaggerations, schizo posting and shit flinging? And why any time someone tries to actually discuss it the problem some nigger like >>2346853 drives the entire conversation into the ground with no survivors?
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>>2346848
Shut the fuck up faggot, out one side of your mouth you say "you don't speak for everyone" and then you immediately go "I speak for everyone"
>most of the "people have legit issues with the game but otherwise are having fun" posts really are [...] blah blah
No they aren't you dumbfuck. I've been reading these threads from the start. People have legitimate problems with the AI and it's not just been brought up here either, but also on reddit, steam, and the game's discord. I've been checking pretty much all the discussions going on because I'm slightly obsessed with this game. Almost universally people hate the way the AI cheats and aren't just "blindly shitting on the game for NO RAISIN"
What an immense faggot you are. Catch a permaban any fucking day please. You're probably the same singular guy that posts 95% of the shitposts in this thread.
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>>2346859
>Shut the fuck up faggot, out one side of your mouth you say "you don't speak for everyone" and then you immediately go "I speak for everyone"
Are you illiterate or just a retard? Fucking newfag lurk more if greentext confuses you this much
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>>2346861
I've admitted in a dozen posts or more that it does that. You retards endlessly think that it does it 100% of the time, that the devs are making a cheating AI, and that the game is unplayable as a result. You can try and gas light me now, but this moderate "the game could be better if only a few minor things were fixed" angle you're playing now is the exact thing I was saying in those threads.
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saar, hindu woman best pilot, hindu best drivers, number one in the world
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saar, ai do not camp corners
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>>2346864
>I've admitted in a dozen posts or more that it does that.
Thanks for concession.
>You retards endlessly think that it does it 100% of the time
That is just your imagination.
>that the devs are making a cheating AI
They did tho. BB Ai suffer from the same problem - the BB AI always know where player units are. Its not surprising that Menace Ai is build similarly. IT have the same problems like early BB AI had(and sometimes still had) aka passivity and aggression levels.
Educate yourself before shilling like a fucking retard.
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>>2346885
>Thanks for concession
Thanks for being a dishonest, disingenuous faggot lol
>that it does it 100% of the time
>That is just your imagination
>literally a dozen posts in the last hour or two saying this exact thing
>including this one
It's amazing how the menace threads have been shit from the start
>waah this game is pozzed german psyop shit full of niggers and women
>waah the AI is specifically built to cheat and ruin the game
>waah the supply system is anti fun and I hate it
>the game is really good, it's just you that thinks it's bad
>shills shills everywhere
>i just want the game to be better, which is why I respond go literally every post with my shit fetish
If I was to judge this game by the playerbase it would easily be one of the worst games of all time.
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>>2346887
He's a shitter who struggles with BB AI too apparently. I've called it before, he's one of those retards who shits up every BB thread complaining about bandit marksmen and the RNG, and now he's doing it here, masking his badness and confirmation bias behind a very thin veneer of claiming he just wants the game to be fair
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>>2346878
mmmmmmmmmmmmm
no sweaty
the game is perfect
it's just a coincidence that every enemy stops exactly 1 tile outside your maximum gun range no matter the circumstance
you should take your meds and stop harrassing my safe space
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>>2346893
>exactly 1 tile outside your maximum gun range no matter the circumstance
That literally is not the case. On one hand dipshits are trying to pretend that you're just looking for an honest discussion about the game, then you make statements like this.
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>>2346896
/pol/ website, sorry sweaty.
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>the AI will literally, always, 100% of the time stop outside of your max range and camp there no matter the circumstance
>no I'm not exaggerating or lying
Lol, lmao
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>>2346887
Yes. Its mostly curiosity - aka you try to hide in the bush just to have AI beeline straight at you. Most units being melee and with no ability to shoot at tile its not a real problem most of the time(like 99.999%) but it still exist.
Early ghouls(before they become nachos like they are now) also have the problem of circling around player aiming for bodies and avoiding combat, similar with berserkers who try to flank and can be delayed and shoot using spear wall. Other things is Ai standing on defensive when it have ranged advantage even if it attacked you on global map.
>>2346890
Nigger, why you create strawman instead of honestly engaging into discussion?
That is why nobody respect you or treat you seriously. If you do not want talk seriously then fuck off.
I am pretty good BB player, did plenty of Ironman expert runs and was early BB adopter(even before combat demo) so I know most of the problems that game have. More than you obviously because you know shit.
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>>2346908
I'll concede (again) that it does it if you admit that it doesn't do it 100% of the time regardless of circumstance like faggot above you has claimed multiple times. You want to be treated better Evan him? Act it then.
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>>2346912
It doesn't do it 100% of the time, but it obviously is a trend that breaks a lot of the game's combat encounters.
You can use high-concealment units like Darky to 'push' units further away because they outright will not want to fight her.
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>>2346915
Au contraire
Getting paid 10 rupees a post defending the game in the most asinine way possible is a perfectly reasonable position when you make in a year what a NEET collects in a month in gibs in first world countries.
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>>2346915
Ironic when this >>2346914
is the post immediately before yours
>>2346916
I agree with that. I've been agreeing with that. I can go back to the very first thread where this has been mentioned and find my first post agreeing that it happens and is a problem
I'll also find you the post where I say I was more interesting in determining whether this was a bug that happened sometimes and what maybe was causing it, or if it was intended cheating behaviour by the devs.
Then I'll find you 800 posts that look like this >>2346914 >>2346904 in response and perhaps your memory will be refreshed as to how we got here
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>>2346918
>I agree with that. I've been agreeing with that.
Cool.
It also makes some weapons like deployment-needing ones way less useful than they have any right being. Setting up that 'perfect' ambush location with a heavy machinegun or recoilless rifle, only to watch enemies sneak on by despite not knowing the location of the weapon is just...So fucking annoying.
I barely use deployment weapons anymore because of it, AT drones or RPG's work way better.
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>>2346912
Not him but it happen less on some type of missions or when it have over local advantage.
The problem is that AI have map hack(aka map wide vision) and use this knowledge to get outside weapon range. That is especially visible with stealth units that AI should not know what weapons(and range) they have(just that they are spotted). You can use stealthy unit to spot and push away enemy units that run into corners or into map borders.
The whole spot/not spot mechanic(and marking) should only be enabled for units that you spot.
In general AI is quite basic, gamey and easy to break even un intentionally(like stack stealth, vision and range on recon unit) by doing common sense thing.
The other thing that make AI not so fun to play against is that it abuse its numerical advantage in move(activation) order - that one is pretty easily visible in defence missions with AI use units that move into capture zone after all your units already passed(so player have no ability to throw them off) - counter to this would be changing way how capture works(aka counting capture points only for units that spend whole turn(from one their activation to another) in the capture zone).
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>>2346918
>and perhaps your memory will be refreshed as to how we got here
You being an autistic twat desperate to defend the game that doesn't need defending over an issue you yourself recognize is a severe detriment, You started it, you don't get to cry that your deranged ranting got everyone to despise you over it. Now you have an opportunity to put your money where your mouth is and shut up though we both know you'll go back to ruining the thread by arguing something that's obviously true and that you admit you know is true isn't.
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>>2346917
I am pretty much sure that its HH shill. I bet he play both sides and create strawmen just so he can play himself as reasonable(he isn't and he is to dumb to see it). Maybe they work in pairs.
I am glad that I didn't pay for the game(have BB and all of DLC) because of that.
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>>2346916
>>2346918
So in the interest of having an honest discussion with you on the subject, and ignoring the obvious jeets that have attached themselves to you, I'll mention something I've noticed
The AI is always way more aggressive at the start of the battle. They're more likely to push forward, into your vision and then into your range and actually try to fight you. It's at this point it seems to be working pretty well (even if it's seeing things it shouldn't it's kind of hard to tell since it's coming forward and fighting).
Once you start to win and it loses units the running away begins. I think what's happening here is the AI recognizes it no longer has the strength advantage and it starts to fall back to avoid losing more. At this point it either knows your ranges and is falling back just far enough to avoid you, or is simply falling back from anywhere you could be and doesn't actually know if you're there. The end result of both possibilities is basically the same either way, and ends up eventually with the AI hiding at the edge of the map where it knows you can't be.
My main question is I don't actually know which of those two possibilities it is. I have seen them move into offmap abilities, I've seen them push into weapons ranges of concealed units, so I'm inclined to believe it isn't outright cheating, but it is curious behaviour and strikes me as a combination of other factors and parameters coming together to create an unintended scenario.
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>>2346932
Yeah. That is all you have to do. But you can't.
What a wanker.
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>>2346928
Here's the follow on, and something I wish I knew the answer to. I brought it up before at some point
Does the AI have a parameter where it simply goes "I have no clue where the enemy is, it might be in that bush there and I can't be sure so I'll just avoid it" Then when it can't see any of your units it ends up just falling back endlessly unit it hits the one part of the map it knows for sure you won't be, it's own spawning zone.
I think this could explain the behaviour we see just as easily. I would buy into the "AI is always cheating and can see/ignore your ranges" more if there wasn't instances where it walked right into the ranged of a concealed unit, which I'm sure we've all seen at least sometimes. Those instances are the only thing that makes me look for alternate reasons why this is happening. Of course them just being more brave and aggressive could also explain it, they see but just don't care, but again that's kinda hard to determine.
I'm also wondering if the AI has different parameters depending on the mission it's secondary objectives. When you're supposed to kill more than X forces are they more likely to hide to prevent that? If you're supposed to kill less than a certain amount are they more likely to fight to make it harder? I haven't really noticed but it's possible AI flags related to these could be making it behave one way or another
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>>2346936
>makes dishonest post
>no you can't respond to it or you're being dishonest
lol, lmao. It's amazing how as soon as I call for civility and make an actual post asking genuine questions I get one response and the rest of you either ignore it or run away. Not the first time this has happened actually
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>>2346925
Basically AI advance (aside def missions) when he think that he can destroy your unit.
I you use 3 mans scout and place it in 4 range near enemy? He will "accidentally" found your unit and kill it.
I you place it in 6 range? AI will run away since he can't spot and kill you.
Devs need to stop that bullshit with maphack and make scripts for goals, just like they have on defense missions.
If it humans, they should know that dropship was here so they will regroup and search player or defend their obj. Bugs should be more aggressive, and idk about behavior щa menace but at least they should have goal to kill player's units.
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>>2346922
In fairness, I've definitely crept a unit forwards until I see the little eye disappear and immediately move it back until it reappears. I don't know the weapons or units involved but I know when I'm spotted or when I'm not. This is basically the same behaviour in my mind, and sure it's annoying and possibly not intended but it doesn't bother me a whole lot cuz I'm doing the same thing
>The other thing that make AI not so fun to play against is that it abuse its numerical advantage in move(activation) order
this was specifically intended behaviour according to the dev diaries. Makes sense since some mission rewards give you shit units that are really only good for helping you control the movement order more. The issue with this mechanic is that instead of you having the choice between like 3-8 units and the AI brining like 5-9 so the turn order could be something you plan for and manipulate to your advantage, it's really you bringing 3-4 units and the AI bringing 10+ so you will never have turn order advantage (thouugh you will always get to go first so there's that at least)
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>>2346950
There is no vatniks here. All of them are already dead.
>>2346951
What the fuck. What level operation it is.
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>>2346957
No russians here.
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>>2346940
The way the AI works basically think of the tiles on the map as being red or green, red is most of the map, the AI will never choose those spots. Green tiles on the map are tiles where some underlying calculation determined that out of current sightlines, weapon ranges, squad leader skills, equipment, abilities, combination of all firing ranges, existence of anti tank weapons, which units it can kill and from what position, etc. etc.
- then these green tiles are the best tiles to move into
It doesn't directly know where your units are but it indirectly does because the tile calculations take into account concealed units when they shouldn't be.
So the AI moves to one of these perfectly calculated tiles, oh it reveals darby was there and melee attacks her even though she was concealed.
There's a few problems with this, notwithstanding that the AI is cheating the positions of concealed units - but the AI also has no memory and no planning. It does not go "ok these units will execute a flanking assault here with anti tank weapons because my scout saw an APC on that side of the map" it just moves units according to present information into the best calculated positions for that moment. The moment to moment moves can be pretty decent, but the overarching strategy doesn't exist and that's why for example the AI just runs away instead of engaging you or sitting there.
It's also pretty deterministic. Reload and make the same moves in order and the AI responds in the same way too, because all the map tile calculations are the same, there is no variance or probability at work.
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>>2346988
>So the AI moves to one of these perfectly calculated tiles, oh it reveals darby was there and melee attacks her even though she was concealed.
I've seen the exact opposite behavior too though, the AI moving a unit to adjacent or nearly adjacent to a concealed unit, but having no AP for a follow-up and just immediately getting gunned down
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>>2346989
>>2346992
>>2346996
Now this is some quality honest discussion lol. It's also funny how quick you little shits all come out of the woodwork while entirely ignoring these >>2346947
>>2346940
posts here asking trying to actually discuss the games mechanics and bugs. It's almost like you're lying when you say you want to have a discussion and not just shit post
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>>2346988
>It's also pretty deterministic. Reload and make the same moves in order and the AI responds in the same way too, because all the map tile calculations are the same, there is no variance or probability at work
Anyone who disagrees with this statement has not played the game
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>>2347009
Post proofs. Or better just fuck off.
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>>2347017
make me(you can't)
have some pills to help you cope
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>>2347022
>no u
This bot is tiresome
>>2347019
I tried. Multiple good, honest attempts at discussion. Literally one response, and then nothing. We know this niggers are still here, waiting to shit up the thread accusing everyone of being shills, or being dishonest or reductive while doing the exact same thing themselves.
It's a dead thread, the anti shills won, and it's unrecoverable at this point. Sorry
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>>2347020
Long tank gun for heavy and MG or Nade launcher for light, laser lance if you want to sacrifice firepower, range and accuracy for troop carrying capacity, put the plasma rifle on light and you remove the need for the ammo box accessory so you can slap more random bullshit in it.
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>>2347036
>Is there anything with more dakka
Do you mean firepower? Cause dakka usually refers to fast rate of fire weapons.
Anyway the long tank gun is pretty much the most powerful one, the ATGM deals more per shot I think but has fewer ammo
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>>2347035
no
this is best game with flawless AI and HH is paying me 20 rubbles per post
best german game ever, extra popular on rutracker
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What does "this side off" mean?
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>>2347043
no, till shilling victory, every reply give me 50 roubles
best game ever, AI shills just bad at game
you suck cock and lay eggs
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>>2347028
>What a shitshow of a thread. What even caused this derailment?
The same sperg as usual is screaming at everyone pointing out that ai has perfect knowledge of your sightlines and range without actually seeing you.*
*This post is sponsored by Shouigu and RIDF
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There must be some substance to it.
>position darby my beloved out of sight of pirates on one of those missions where you have to kill as few as possible and sabotage some stuff
>pirates drive and run out of her weapon range for no reason despite her being concealed
>huh, weird
>i wonder if /vst/ knows anything about this, there's a big MENACE thread there
>look inside
>sperging about ziggers
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>>2347051
It is, at least equipment capacity wise. Maybe armour wise the marine platesuit is better without being comically heavy like the breacher armour but it NEVER FUCKING DROPS or appears in the black market
but the breacher armour, which is supposed to be rarer, does
why
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>>2347063
Its not Overhype, its HH shills or overhype cultists
At last get your delusions straight
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Hooded Horse,or Hail Hitler, xaxa, very fittingthe publisher, known for underhanded use of paid shills, influencers and very crafty internet warfare
Glad that I could educate you on the basics you dumb ass
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I do not use discord. I get my information straight from Heaven and Telegram.
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It is kinda suspicious that Hooded Horse came right the fuck out of nowhere with infinite money to bankroll the most random games you could ever think of.
A Cold War espionage autism project by a singular Polish guy.
A Martian strategy game made by a Jap who seems to be a pretty okay dev and an ABSOLUTELY MASSIVE COMMUNIST.
The Battle Brothers devs suddenly deciding to go 3D and make a turn based tactics game with JA-esque banter.
Fucking Endless Legend II.
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>>2347078
>The Battle Brothers devs suddenly deciding to go 3D and make a turn based tactics game with JA-esque banter.
Its not suddenly. They were mentioning that they wanted to do it like soon after they finished BB. There used to be their blogpost with early sketches on BB blog.
Also 3D was condition of them getting german 1mln euro grant.
But yeah, Hooded Horse come from nowhere.
>>2347078
>A Martian strategy game made by a Jap who seems to be a pretty okay dev and an ABSOLUTELY MASSIVE COMMUNIST.
Elaborate.
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>>2347078
>A Martian strategy game made by a Jap who seems to be a pretty okay dev and an ABSOLUTELY MASSIVE COMMUNIST.
MARS Tactics where corpo and labour fight over Red planet
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>>2347078
It's a 10 man company that has published like 20 small games. One rich ceo could easily bankroll the entire thing
>but muh evil hoodedhorse shills
the niggers pretending they're fucking Ubisoft or something is pretty funny, with hordes of shills and a massive PR department locking down the internet over this games release are delusional at best.
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>>2347082
Mars Tactics.
The dev has some very interesting takes on his socials, or he did before he realised that saying shit like that when everyone only follows him for developer updates and not the fact he's a communist and a chink sympathiser.
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>>2347078
i see that disco elysium reference
you arent slick
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>>2347045
>long barrel tank gun explicitly fires APFSDS long-rod munitions
>tanks stopped using muzzle brakes because it prevents the sabots from cleanly separating once fired
>long barrel tank gun has a muzzle brake
I'm unreasonably annoyed about it
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>>2347090
You absolutely can use sabot ammunition with muzzle brakes. It's just a huge pain in the ass to design the brake properly to work with the ammo.
Germany figured it out in WW2.
But with any sort of modern technology, you can make recoil systems that make the brakes redundant.
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Damn, even redditors hare more hardcore than some of the crying niggers in here
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>>2347100
Nobody is complaining about the difficulty here though. And MENACE is actually pretty easy compared to the horseshit that is XCOM-2.
The issue is the AI acts like a complete pussy and uses pvpfag cheese tactics, it's not fun and it's not even particularly harder.
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>>2347104
>I just want the cool armour featured in the steam store picture man...
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>>2347090
There re modern guns with a muzzle brake firing apfsds, although they are commonly rather slim like in pic related.
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>>2347020
>light
Grenades are great, machinegun is okay, plasma is good and basically a shorter range autocannon with overheat, but is expensive so only bring it if you're actually gonna use it.
>medium
Multi-laser is an early game workhorse and is very nice to have against pirates and okay against RA. Do not bring against bugs or menace
Autocannon fucks bugs hard and is good against menace.
MLRA is very very good against RA and does nothing against bugs and I think Menace?
Laser Lance is a decent for anti-vehicle work when you still want capacity
Radar is useful early on when you have no armor and are at risk of being raped from the shadows
Rest feel pointless
>Heavy
Long barrel is best, short barrel is okaaay-ish, others seem shit but I've not used them extensively.
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>>2347122
Yeah. And those 3 guys are in every BB and menace and darkwood and Terra Invicta thread on reddit and 4chan and steam and discord and youtube channel and twitch stream. After all they're known (by our schizo friend Rajesh here) for their underhanded and comprehensive shilling campaigns apparently.
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>>2347125
Rocket organ is fucking insane if you're actually using it at range against an enemy with suppression mechanics.
Small mortar is also not bad. It doesn't slow you down so you can bring it on a crowbar squad without much opportunity cost if you're fighting RA or something and the enemy's likely to be in cover.
Also: very nice on Marta with her squad-ammo perk because that gives her LOADS of smoke ammo.
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>>2347131
>Is there a way to consistently meet the time limit objectives?
No. Some of them like the ones where you have to rescue civilians from imprisonment are outright impossible even if you rushed to them and got them back to the rescue area.
Do missions as quickly as you feel comfortable doing, but you get more rewards out of killing all enemies on a map, than you do completing it quickly.
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>>2347136
That's what I'm trying but meeting them still feels more luck than skill. On another note why is everyone using the crowbar? It feels like you need a full squad for it to be good. Even on Darby I found the ARC to be better.
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>>2347135
Ivey firing the twin miniguns costs 30AP for the first shot and then just 20AP after that, she can put out a lot of shots per turn especially if Pike gives her a slap on the butt. The big AOE attack also hits six hexes which makes it incredibly good at pinning down large groups of enemies.
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>>2347143
Personally I prefer the PAC, it feels pretty good at suppressing everything so your guys can move in for the kill without having to worry about being shot at all in some cases. I do like to replace it with the Range ARC later on though, that thing is basically PAC+.
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>>2347167
New Gun. Don't underestimate the AP, it got enough damage to one-tap most humans or bugs if it gets through armor.
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>>2347117
Smh senpai desu ne
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>another patch
>AI still not fixed
welp, thank the lord I pirated this trash, we can savely assume this game will never be fixed, hey at least the germshits got the blackrock money for the woke shit sls, hope it was worth it...
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i think the dmg graph is a noobtrap and not explaining anything. the quick look of hitpoints dmg and range and the dmg falloff is a lie.
it seems that suppression and firerate is the real hidden gem.
theres no avarage time to kill on 6 range at 55 armor with % pen chance and fire rate.
a suppression of 2 and a fire rate of 2 vs
suppression of 3 fire rate of 3 is almost 2x as good
so everything at a glance looks like shit.
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>>2347260
why is fire rate king? is it that each projectile shot gets the damage numbers and the fire rate is just a flat increase to number of projectiles?
Also suppression doesn't work against some enemies from what little I've learned so not sure how that one is a superb stat.
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>>2347268
Suppression doesn't work against bugs, but bugs are the easiest enemy for sure.
It fucks every human hard and even Menace.
In fact, one of the toughest fights against something like pirates is a defensive mission where they park lmg trucks and just suppressionspiral your guys to death, which is why vehicles are so important.
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>>2347260
Yeah sure. And then you guys are always bitching about why are certain rifles useless or your unable to kill certain things. If you think falloff doesn't matter try and use an smg at its max range lol it could fire 500 rounds and still be useless
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>fired the secondary fire mode instead of the special weapon
>again
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>>2346440
>ppp
6 tiles, 4 shots, 2 hit armour, 2 hit bug, 1 spiderling killed.
Spiderlings have 13 HP.
So a PPP does at least 6.5 damage at 6 tiles, if dropoff was 0.8 it'd be doing 7.2 damage.
Even the graph, by pixel counting, shows the PPP's damage falloff is about 38% at 5 tiles. Losing 0.8 per tile it'd have lost 34%. Considering that pixel counting the graph is imprecise these numbers are pretty close.
Damage falloff for the PPP is at least close to 0.8. Cannot be more than around 0.9 a tile.(It would no longer 2 shot spiderlings.)
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>>2347272
The first mission that happened I quickly realized that maybe grenades or rocket launchers are a good idea. Outside that though pirates kind of fuck themselves over with the truck rush by closing the gaps up in your own defenssive position so it isn't like the RA.
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>>2347336
With hollowpoints it one shots spiderlings at that range.
If % damage loss was going on special ammos like hollowpoint would make so much of a difference.
With tap fire at 7 tiles the falloff graph shows roughly a 55% loss in damage. Base damage this would mean 5.4 damage remaining, with hollowpoints it would mean 9.9 damage remaining.
However at 7 tiles the PPP loaded with hollowpoints still oneshots spiderlings, so it's doing at least 13 damage.
Either the % doesn't include the bonus from the equipment, or it's losing a flat number per tile.
>>2347341
Nothing is there I just showed the relevant parts. Range in the test, character, weapon, perks etc. But video rel.
>>2347346
Google mp4 audio remover.
The only thing I think is happening I can't factor for is I think partial pen exists in some form, that deals diminished damage. I feel like I've seen it, but not consistently enough to judge how it works.
>the result is wrong the math is wrong
proofs
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So, this back and forth about weapons damage, I'm pretty sure the game rolls a +/- 10% damage variance per shot on top of regular fall off. Not accounting for whatever % crit chance your SLs have which does 1.5x regular damage.
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>>2347384
It poorly balanced, just like lot of other things in that game.
Imo range and cqb kpacs with hollow points can be good vs light armored but with high hp amount targets, but those targets usually isn't much dangerous.
Basically arc/ppp with apa will be better in most cases since can reliable hit most of targets, vehicles with stripped armor include, but vs RA i'd bring range kpac for counter their kpacs and kbars.
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It took a while to get clean data but this is what I got for the ARC, KPAC and Crowbar roughly.
>>2347369
Compared to these predicted values.
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>>2347078
This is what happens when you have a guy with a few million bucks and connections who has a discerning eye and can pick out good/promising games and developers.
Most companies are run by absolute retards with no clue, now you are seeing a company run by a guy with a clue. That's the difference.
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>>2347131
Run all vehicles and don't care about positioning or anything just beeline for objectives.
It'll take you about 8-10 turns just to cross the map going more or less full speed while fighting through enemies, and you have 10-12 turns for the objectives. You can't do anything but charge in and if you charge in with infantry you'll lose and probably not even reach the objectives in time anyway, so yet again another notch on why vehicles are superior.
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How are you guys dealing with the survive for 10 turns missions where the area to defend is half of the bottom half? Do you go meet the enemies or just burrow down and kill the enemies? I just tried doing one of these missions by spreading out at the edges of the area and hunkering down...enemies came through the forest and killed my right squads. Previously i tried going straight to the enemies but they went to the sides and captured.
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>>2347384
Fight rogue army with ARCs and you'll find out the hard way.KPAC isn't about dealing damage, it's about dealing suppression from outside retaliation range. Once a unit is pinned it doesn't matter if they're armed with God's own anti-sonovabitch rifles, they can't do anything to you.
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>>2347414
depends on the enemy, the large ones you describe are either bugs or rogue army, at the beginning of a run I tend to avoid those (bugs) because you dont have the range/material/squads to properly have the whole area covered, you want to support your elements but also want vision, I deploy around the zone and against bugs always have a car ready that can hunt down bombardiers, against rogue army same, hunker down, play the ranged game, fall back if necessary
>in other news
the recent patch made zig zag GOATED AS FUCK for jumppacks (mechs or squad), you get full defense stacks for every tile covered now
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>>2347420
I've never had that much trouble with rogue army and the ARC is my main rifle.
There's a lot of ways to pin better than the KPAC, and frankly morale damage is much more effective due to it spreading. More casualties is more morale damage.
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>>2347429
Yes and they cost extra vs a basic rifle. I don't disagree that the ARC is good and largely better than the KPAC, but the KPAC is intentionally or unintentionally designed around very cheap suppression at 8 tiles. It's a chaff unit weapon, like upgraded carbines basically. So you throw basic armor and a KPAC on harpreet singh and his 5-8 meatshields and get 8 tile suppression better than a squad LMG. For the most part it's better in the hands of the AI because they can get a dozen 80pts chaff squads with cheap KPACs and know how to use them to suppress, whereas you don't really have cheap SL chaff in those kind of numbers, let alone the manpower pool for it.
Also, you don't always have a squad LMG on hand. For my past 3-4 playthroughs I have not ever actually found a squad LMG (except pirate chainguns) all the way through to meeting menace, only the tripod ones, so I make do with a KPAC unit amongst my various ARC/shotgun/crowbar units until something like a grenade launcher etc. comes along.
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On this talk about the ARC vs the KPAC. I think the problem is that a 10 or even 15 point increase in armor pen is rarely actually useful, and especially not when it's coupled with reduced armor and HP damage. What's the actual chance of the ARC penetrating a RA unit's vest, like 33-40% vs the 50/50 of the KPAC? Even then it doesn't matter when the ARC strips armor faster and technically loses less damage at max range because it has a lower maximum than the KPAC does. Armor would have to get a lot more durable and partial penetrations being less impactful for the KPAC's increased pen to matter
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>>2347414
>bugs
If the map has a tower in the middle, I place carda with a HMG and form a forward front from which I push toward their spawn line
>pirates or RA
Fuck no. Pirates mindlessly rush into your emplacements and get moved down by AT whilst RA more often than not is comfortable with waiting just outside your field of view until the timer runs out.
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Expert defense, second mission of a new playthrough, the amount of pirate trucks lmao
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>>2347450
IMO armor actually does need to become more durable. You really don't need rend ammo at all, most of the time you can just straight up strip armor off something and then kill it without issue. It's only a couple standout units like bug warriors where the armor durability is actually high enough to necessitate using anti-tank weapons rather than chewing through the armor with regular rifles, and even then you can do a decent job of it with crowbars anyway, especially at 1 tile range and the 80AP spray attack.
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>>2347460
even managed to get it done within the timer
not a very high kill count though
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>>2347472
Sometimes you don't have the luxury of stepping forward 1 tile. It is often the difference between being out in the open to get a shot off, or staying in cover, and having to move a little closer is a contributing need to armor your ARC squads up while you can get away with fatigues or rags on a KPAC squad, which further increases the cost delta between the two.
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>>2347475
Cover is more likely to not be perfectly placed to be 8 tiles away from the enemy, than it is to be. Unless the enemy is moving into engage us with a range 8 weapon.
Having to step a single tile forward to fire does not inherently mean armour is required.
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>>2347477
>Cover is more likely to not be perfectly placed to be 8 tiles away from the enemy, than it is to be
If you have a range advantage you can stand in the open without cover and be perfectly fine.
Lets also not forget that the 1 tile of extra range increases the volume of coverage by 30%, which DOES present more opportunity for being at the perfect range and cover than you have with an ARC, and not by an insignificant degree.
In general I agree the ARC is a little better, especially for the player - you can mostly but not always work around the tile disadvantage - but the KPAC has a litany of benefits that cannot be seen if you just look at an excel spreadsheet. Dealing less damage at 8 tiles doesn't matter when you can be in the open armorless and still suppress an enemy squad at 8 tiles just fine. Dealing more damage at 7 tiles doesn't matter when you get suppressed or pinned at 8 and cannot do anything at all anymore.
This gets more clear when you fight rogue army infantry with ARCs only while they have KPACs, you will be struggling to get into range while they are constantly positioning and repositioning at 8 tiles and suppressing you - let alone when their weapons teams get involved - and this then necessitates better armor for pushing under fire, or extra costs in special weapons and equipment to make up for the range disadvantage.
That is why, to reiterate what I said earlier, the KPAC is a good chaff weapon for cheap ranged suppression on cheap units. If this were a pvp multiplayer game, KPACs would dominate line infantry-centric fights. Whereas ARCs would do better with higher mobility, armor, and concealment - like boarding commando or mobile infantry units.
You ideally use the KPAC in a high number of cheap 'throwaway' squads, which in the current game design isn't something you can really do, but the AI can.
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>>2347483
Alright, I getcha now mostly.
Personally I'd like to see the KPAC's ideal range get pushed out so it isn't identical to the ARC making them more distinct from eachother and the long/mid range AR identity of it more defined.
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>>2347461
The funny thing is, those super high armor enemies who can't be shredded don't actually have a ton of armor durability (beyond what's normal at least); they just feel like it because armor begins to degrade less and less as you damage it more. Once it's about half durability armor functionally stops degrading at all even if it stops a shot/you only deal armor damage to it, which only serves to hamper REND ammo even more than how frail and how little the difference in pen makes in actuality.
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In routé to kill the buggarinos
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Armor pen needs to be close enough to the armor of the enemy or else armor-stripping is reduced or outright stopped.
Multiple turns plinking the front of a heavy tank with REND ammo, still did nothing. But lasers IIRC worked.
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my first buy is usually a kpac and then i get a crowbar
but by the time the more advanced variants roll around im usually not using assault rifles at all. Special weapons teams and smgs and a suppressed crowbar for your scout. By the time the MRS and hammer show up you can afford to field a rifle squad to plug the holes and the hammer is better.
Assault rifles are just kind of bad outside of the early game.
I remember finding a suppressed kpac and getting excited and i threw it on darby while fielding the terrorist guy also as a scout with the suppressed crowbar and he outkilled darby so hard. It took her two volleys to do what he did in one, which i suppose is fair since it carries more ammo, but thats a waste of ap
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>>2347528
Bugs are just all around the easiest to deal with on the hardest difficulty because they mostly have melee units, don't bother much with cover, nothing with much armor, and their ranged units kind of suck unless its a bombardier which you don't run into until your 2nd or 3rd operation.
Pirates are way way way more fun to fight however. Especially before they have 5,000 fucking chaingun/HMG trucks.
>>2347517
Too much power creep. A lot of later stuff begins to invalidate the core mechanics of suppression and cover to the point that you can start ignoring them. Oh a unit is behind medium cover well I don't care I suppress and kill 90% of the squad in 1 attack from 8 tiles away anyway.
Similar issue with concealment being an on/off switch - you don't care about suppression or cover anymore because you don't even get shot at anymore.
And mobile infantry + vehicle armor being so effective + infantry armor being so expensive, means you can just roll a couple APC's and naked MI squads and roll over everything. almost zero risk for the infantry, just hop back in the transport so you can't take any return fire that round, and don't be stupid with the APC's. Cheap and effective and faster to play than a concealment based force.
Or just take 3 AI Logistics and run a bunch of mechs and tanks and really eliminate all risk from the game. Cover? Who cares. Suppression? lol? Mortars and bombardier bullshit? Who gives a fuck?
The game plays at its best in the early stages where weapons and equipment haven't yet become too good and you have to actually work within the suppression and cover mechanics. Also infantry based gameplay gets worse over time as enemy infantry start to exceed a certain amount, because you simply get overwhelmed by numbers in infantry vs infantry fights and again the core game mechanics go out the window as you're just permanently suppressed and now you're falling back on vehicles or concealment to do everything.
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>>2347532
>The game plays at its best in the early stages where weapons and equipment haven't yet become too good and you have to actually work
This is what worries me the most. I agree 100%, and it's true for BB as well. And unfortunately in that game the difficulty curve eventually just became "put more units on the screen" and never really deviated from that philosophy too much. Sure they added new enemies/mechanics but everything boiled down to "now you're fighting 35 chosen instead".
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lots of things in the game need balancing and we will certain get more enemy types and environments to fight in
I kind of feel like the factions we have now are all tutorial factions and EA ends at what would be considered the end of early game
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>>2347557
I imagine that the factions will evolve to counter the menace in some way, maybe rogue army getting more vehicles and the like to field, pirates cobbling some random shit together from what they get from RA or TRC coming in and bugs just straight evolving into different varieties
and of course, the menace also getting all these goodies
I hope we get some menace/bug hybrids going on too
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>>2347541
You're not going to get stronger units when TCR's supposed to out-tech everything in the Wayback. This is the peak of quality from most of the faction unless you want them to stir shit up with their own OSI strikes.
Pirates can't get any better in quality except if their crazy enough to juryrig some ship-to-ship weapon as artillery.
Bugs are just wildlife, nobody treats them as a planet ending threat.
Rouge Army already thrown Heavy Tanks and Merc Walkers at us, highly doubt they have Heavy Walkers.
Menace is the only ones with T3000/Necron tier bullshit up their sleaves for high quality troop/minibosses.
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>>2347562
Pirates could have stolen marine equipment from your ship venting all the loot into space.
Bugs increasingly larger, more dangerous, add more variants. Big termite-queen looking things that shit out smaller bugs.
Rogue Army having super-duper stugs that outsize regular ones, etc.
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>>2347562
You need to be more creative my dude. Especially when you canonically have shit tier equipment, start the campaign getting out gunned by the lowest pirates, and 99% of your best kit is looted from the locals
It shouldn't be hard to make the factions stronger without just flooding me with units. Aren't you the guy who was going on about how the AI doesn't scout and perform real life tactical decision making? And now you're telling me that it's impossible to make the enemy stronger without just doubling the amount of units?
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>Civilians spawn in A FUCKING INTERNMENT CAMP SURROUNDED BY MENACE
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>I'm afraid it's been...9 years
Where the fuck is the MK02
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Who here /operator/?
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>>2347532
>infantry armor being so expensive
This is one of my biggest gripes with the game at the moment, I'm actually tempted to go get the modkit and slash the supply cost of it all in half or something and see how that plays.
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>>2347401
i tried double autolaser and double laser lances on medium walker and id say its not worth it. These weapons work on apc because they have a second weapon they can use so you can bring lasers for vehicles and heavy infantry and grenade launcher for everything else. But the medium walker really wants more versatile weapons which is pretty much autocanon only in my experience. I find likewise that a single autocanon kind of sucks so i dont put them on apc.
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>>2347622
I'm sure the devs are aware.
The fact they haven't cut down cost makes me feel like they want to adjust the meta to not be so reliant on conceal and long range, meaning they want armor to actually be worth that cost
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I tried infantry run with Crowbars instead with AKMs and its like heaven vs hell.
Fighting bugs early is much easier and pirates just run away.
Have operation(3 battles), secure location, protect outpost and face pirates in battle.
In secure locations pirates run to 2nd one and then just die or run away never shooting at me(or die running away).
In protect outpost they attacked garrison but then Crowbar brigade rolled in and they either die or run away and die.
Then in face in battle they just were running until cornered then they die barely shooting at me. I think chaingun truck shoot at some auxiliary infantry I got. It was sad especially that they had two boarding commandos and chaingun truck and could do some damage if they just charged at me.
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>>2347629
sounds like a job for mechanized infantry
heavy armor is useless because ideally you dont even take hits and if you are taking hits another squad with good weapons is probably going to keep you more safe than heavy armor.
Heavy armor is really only useful for special weapons squads that are not carda.
Maybe this is intended. Maybe you are supposed to have vehicles, mechanized infantry in light armor, scouts in jager, and heavy armor specialists with 2 squaddies
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>>2347625
Heavy armor needs a buff against suppression just for starters. It's the biggest reason I don't use it.
>Advance my heavy armor unit into a forward position because I know their armor can take a few hits and it's a good spot
>Squad is instantly suppressed by a pirate chaingun that doesn't even hit them or do damage but it fired 5 times so fuck you
No point paying out the ass to tank hits only for it to be invalidated anyway by the first rifle squad or chaingun team to use an 80AP attack. I could have had 1-2 more regular infantry squads or an entire extra vehicle instead and been able to better control the battlefield thanks to numbers.
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Gee I wonder what I'll choose
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>>2347638
Camo
Jetpack
REND ammo
Mech
Depending on what you already have, any of those are good picks.
Need extra armor shred for infantry? REND can be a bitch to find sometimes.
Want a vehicle to be as stealthy as regular infantry? Camo netting.
Got a mech and want it to zoom around? Jetpack.
Got no medium-class vehicles (IFV/Medium Walker), grab the walker.
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>>2347532
You're not getting 3 AI logistics and a bunch of vehicles before the game hits the end of its content though, realistically.
Like yeah the far post game is kind of a mess balance wise, but the devs openly told you that one.
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I'm guessing this is the best sniper you don't have to deploy
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>>2347661
Yes that's what I meant, durability is a pool that is separate from the armor strength in a way that it isn't for non-vehicles including the guncrawler. I could have said armor facing or separate armor strength but neither would have gotten the point across any better.
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>2 skirmishers on the right side
This is why we bring intel, at least until they don't nerf these cocksuckers
They almost blew up a medium walker in 2 volleys
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>>2347673
Looks like a 105mm so still decent, make it have shorter range in comparison to the APFSDS and could be a reasonable addition, would still be a better choice than just impaling one model in a 6 or 8 man squad
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>>2347721
HE mortar shells are in a shitty state right now. They have a fraction of the power of fragmentation grenades with significantly more chance of scatter. Even the whole splash damage thing they have with being able to hit a 3x3 isn't useful because the AoE damage is so low with terrible AP.
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I think it'd be a sweet middle-ground to be able to buy single-mission Supply, Intelligence bonuses or some call-ins for particularly difficult missions with OCI components.
It can help offset equipment or manpower shortages, or if one of your clutch SLs is out of action for whatever reason.
>t. Darby went straight from being Weary and immediately getting wounded from an oopsiedoodle
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>>2347721
It would be okay if it were able to deploy smoke like light mortar and 120mm heavy mortar.
Being able to deploy smoke in 15 tile range as a squad weapon paired with "occasionally finish off bunched up pinned enemies" would be great.
Heavy mortar is almost worth taking along for that reason alone, though I really fucking wish there was a cheaper mobile platform with a heavy slot than the battle taxi. 15 range smoke is great but it's not 285 points + SL cost great.
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>6-7 bombardiers in a defend of x rounds mission
>lots of tall building for them to hide behind and target my guys with their integrated shared targeting bug network
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>>2347837
Heavy armor problems is from supply system. It need to be reworked in first place. Also need to tweak suppression resistance for armor, no sense to squad to be suppressed with weapon than can't even scratch them.
Arty is okay, it weak by balance purpose. Buffing arty mean you will mandatory use stealth of get rekt by single mortar.
Nades useless in first place since they take a slot. There's a lot more important things than nades.
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I HAVE DECIDED THE MUST TAKE PERKS FOR EVERY INFANTRY SL OR PILOT
>infantry
athletic, buff, bags & belts (b&b)
>why?
mobility is king (athletic/buff), deploy is goated (acc=damage, DR and concealment), versatility is mandatory(b&b), hp never hurts
>pilots
expert pilot, tankbuster, b&b, zig-zag
>why
mobility is king, fuck vehicles, versatility, defense never hurts
rest of the perks are preference depending on the SL
>honorary mention
scout, knowing where the enemy is, is 95% of the battle, though you dont need scout on everyone
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this is peak bogster
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https://cdn.discordapp.com/attachments/780099611385266229/147447411402 9715456/auto_20260220_185349.save?e x=6999fa87&is=6998a907&hm=3270bfac7 214b311032b656c524845952b83b89c489b 10851f5573c4174d4edf&
Here's a challenge for you anons
Decapitation Strike, expert, second op against RA. I got cucked out of jaeger fatigues the first op.
At least three jaeger teams, at least 4 light walkers all with autolasers, an army of conscripts and half a dozen weapon teams.
>you don't have scout on Darby
No shit, she can't outspot Jaegers without binocs (which I've been cucked out of) and Jaeger fatigues.
I've been using Vamp as my AT because of his excellent accuracy, and Yaz as my morale-collapser.
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>BITCH-MADE MOTHERFUCKERS!
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>>2347915
>pilots
>b&b
Outside of late game if you want to run 2x ammo box + something for your medium walkers. I dont see what is needed the 2 slots dont cover.
For most of the game you wont even have the cool stuff that should usualy go there (besides ammo box)
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>>2347924
Bro your builds is completely fucked.
Where fucking camo rags from pirates? Where camo trinket? Why Darby have ambush when she have pity 2 concealment?
Why the fuck Yaz have silenced arc when Darby have silenced kpac with fucking match ammo?
Why the fuck Lim have MI and zigzag instead of buff, counterattack and berserk? Why he wear commando armor? Why you even have both Lim and Yaz, they have the same role mostly?
Where your 1 star leaders? You have Ivey, Carda and Sach just next rolls in pool.
Why Bog isn't have new tricks while Vamplew have? Why he have rocket organ on a-atv, when your Lim have MI?
Why your Tech have 6 peoples squad, new tricks and zigzag?
Where light mortar?
Challenge, he said. Fix your build first.
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>>2347953
>Where fucking camo rags from pirates? Where camo trinket? Why Darby have ambush when she have pity 2 concealment?
2 concealment has worked wonders by inching forward. With the 2 concealment, she outspots any RA/pirate unit sans HQ and Jaegers. Match is clutch when she's backline hunting to reach out and get the flanking shot in the main firefight.
>Why the fuck Yaz have silenced arc when Darby have silenced kpac with fucking match ammo?
The silence ARC gets a +10 accuracy buff for Yaz's suboptimal accuracy.
>Why the fuck Lim have MI and zigzag instead of buff, counterattack and berserk? Why he wear commando armor? Why you even have both Lim and Yaz, they have the same role mostly?
Lim was my early-game pirate mulcher with the jumpsuit and shotguns. And unless you're intentionally retarded, the SLs you get is randomized. I've only had the money to buy two SLs, and Yaz and Vamp are the top percentile of what you can get.
>Where your 1 star leaders? You have Ivey, Carda and Sach just next rolls in pool.
I don't think you know what the fuck you're talking about.
>Why Bog isn't have new tricks while Vamplew have? Why he have rocket organ on a-atv, when your Lim have MI?
Because they were using the appropriate equipment for the appropriate situation.
>Why your Tech have 6 peoples squad, new tricks and zigzag?
Tech was supposed to use the jumpsuit, but being strapped for promotion points and he's a mid-tier SL in the early game, there weren't the promotion points to respect him over getting Vamp and Yaz their keystone perks.
>Where light mortar?
In the fucking inventory.
Kill yourself.
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What this game really needs is more unique damage drop offs for different guns. The laser rifle, snipers and DMR all have different dropoffs compared to other guns, that'll do a good amount to help balance them out a lot more. Compared to the ARC being so dominant like it is now, with the crowbar maybe being a sidegrade.
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>>2347973
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>>2347924
>>2347949
https://www.mediafire.com/file/yasmjdfs3uw8tde/Saves%25282%2529.rar/fi le
Alright man here it is, I'm sorry I almost got a perfect score but some mortar asshole shot Yaz dead center near the end and almost killed his squad so I had to pick him up with bog and couldn't not make it in time.
I'm not really a fan of giving mobile infantry to Lim with zigzag and run and gun, either use him as a standard squad or mobile infantry, not both
also, get Darby scout
I'd get an info hub up and running next, you should have the rep and OCI to unlock it, gl
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>>2347982
Holy
I have no idea how you managed to do it that quickly. It took me like 23 turns cornerabushing Yaz and with Bog in a light walker with a multilaser to bully the infantry, with Vamp taking down their walkers.
Good job anon, you did better than I didthough I had no squad wipes tee-hee
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>>2347984
Nah I didn't have squad wipes, his squad got decimated though, both him and Lim by two different mortars on the same turn, funny thing is I had cleaned up all the mechs and pretty much every squad and jaegers, it was just some HQ spotting and the two asshole mortars, I shouldn't have tried cleaning up.
I stuck to the buildings and when the big frontlines came from the snowfield to the left I used Bog's smoke launcher so they practically came up to me and fucked them up with RPGs and techs one handed zook, rest wasn't so hard, you just had to watch your back cause they came from the corners, I sent Vamplew to clean them up
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Which pilots really excel in a Walker? Ive been using old man just because his shits cheap and I got the growth thing early enough his accuracy isnt pure dogshit. So far the angry burn victim lady seems to be the most offense orients? Jesus man seems made for aggressive APC memes. Not sure what the cute black girl is actually good at.
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>>2348021
Rewa, though I'd say you should avoid using walkers unit you have a Medium Walker for a twinlinked autocannon. Berserk + all the extra vehicle armorpen/damage and armor damage bonuses and she shreds everything that isn't an actual tank.
>Not sure what the cute black girl is actually good at.
She has a -10 AP for heavy weapons and full send, so with the 30% min accuracy, she's intended to be used with twin HMG or twin miniguns and fire 4 times a turn.
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>>2348029
>Nox means night
>can easily be inferred to mean 'unkowable' as Darby takes it as her callsign, and she is supposed to be a sneaky gookspook
>so nox on nox means unknowable on unknowable
>which could either be taken as counterinsurgency on a guerilla group
>or an unknowable force hitting our commando group
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>good shooting! POGGERS!
why are germans like this?
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>>2348061
>Pogue or POG (/poʊɡ/ POHG) is American pejorative military slang for non-combat or non-infantry personnel.
also defense missions are kino of the highest order, anti-infantry mines might be the greatest OCI callin there is
>denies space
>huge value
>AI will not dodge the mines
>will help you over the course of the whole mission
I have 2 mines OCIs, I plaster the map with 6 minefields AND I run mines on my vehicles
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>>2348102
>>2348105
Ive suffered heavy casualties in some night bug missions especially when the game starts using TONS of bugs, so since its more reliable than the handheld motion sensor i was thinking about it, I went with no even if it was on the cheap section.
Even at night actual vision is more important and the handheld does not make medium vehicle slot invalid.
Game really starts sucking you ammo dry. I think I might even start using jean ability to drop ammo.
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>>2348111
Probably yeah, rng didnt drop one for me yet or in shop.
I as lucky in this run however got the long tank gun early raped a couple of Rogue army ops and got repeated drops of their equipment and tons of light mechs, I have like 5 of them.
Nice to cycle when they get damaged.
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>>2348077
At first I was expecting AP mines to be gold against bugs, but it turns out that they will just have their warriors stroll over it without giving a fuck. And the real danger in defence missions agaisnt bugs are their bombardiers anyway.
I dont know about RA. They like to screen you with their shit infantry and play the ranged game, so I doubt that AP mines will be useful if you dont scout their aproach vector first. Maybe if you prentively drop on things they like to hide behind to shoot at you, idk.
Pirates on the other hand. Yeah. I can see how mines can absolutely fuck with them, since they are retarded.
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>>2348132
Against RA their use varies depending on mission.
On defense, drop mines either just outside your maximum range in the direction mission briefing told you most of them would come or around cover near your defend zone.
On attack, drop them behind the enemy when you find them. They'll run into them when they inevitably retreat from suffering loses. AI can't actually see the mines so they'll happily march into them and immediately get suppressed or pinned down.
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Been enjoying the game so far, although rogue armies are a pain at times, mortar spam and swarm of mechs unless you have the means to deal with them then it less of a issue
Although it does feel a bit lacking like three worlds to hop around on with each mission being similar and map layouts, I know this still a early access so we might get more worlds or maybe even go into other systems to curb stomp the local pirate junkies and more mission types
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>speeding up enemy movement turns your AP mines into duds
Can anyone test this shit out.
I just saw a group of small bugs retreat over 2 mines and take no damage (they detonated) and the comeback again over more mines without taking damage, because I left clicked to speed their turn.
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>>2347968
I think it's in a good place. I don't like the Arc at all and hardly use it, I prefer the extra range on anyone staying at range, and anyone getting to 7 squares I'll usually intend to bring to 5 anyways. The fact nobody can seem to agree means the balance there isn't bad. There just isn't a whole lot of identity between the weapons.
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>>2348176
Its not Ivan. Using my superior intellect and deductive skills I found out that its actually nafri who reside in France right now. Probably 2nd generation welfare baby. May be Putin sympathizer but I would not bet on it.
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>>2348198
Not on anyone with a jump pack, mobile infantry, or heavy concealment
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>>2348198
battle rifles are really the best
The issue is not just range but also damage falloff. When i got the 3rd tier weapons i thought 'great the assault rifle is now range 9 that extra 50% shots per action are gonna be great, i dont need the range 10 of hammer'
So i tried both of them out and the hammer just performs better. Assault rifles might be better at like range 5 or something, with the option to reach out to longer range as a kind of flexibility, but thats just not a valid niche.
Maybe it would be good on special weapons teams, but the supply point cost means special weapons teams should use pipe guns/carbines
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fuck my poorfag life
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Man, Bog with 100 AP and lucky shot is pretty cool, its super late game, you would need to be using him since the start and it still doesnt really make him the best combat pilot, but seeing him one shotting medium mechs and crippling heavy tanks from the front at max range with the long gun feels so good.
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>>2348219
Carda is in a bit of weird place for me. Her meme trait makes me want to give her a big squad for ammo reasons, but that's awkward cuz you would only do that for a special weapon which doesn't require a big squad and makes it kinda a waste. I've been using her as MI with a rocket launcher with Exconde. But she's in such a weird place for me. Although there's no doubt she's strong, by end of a match her discipline and accuracy are so high she's sniping pinned enemies with any weapon she's given and completely immune to suppression.
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>>2348224
I do mobile infantry with her, pic related - 226 points. Match ammo puts the ARC on equal footing in suppression fights and gives the RPG more range and a better hit chance. 5 Squaddies = 5 more RPG shots.
Because she has so much ammo for it you can sling them around for building destruction instead of just killing vehicles, although as an alternative I'll sometimes run a grenade launcher instead of an RPG.
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>>2348191
Yes they do, but all ammo except match was bugged and didn't work until last patch.
If it has a projectile tag then the ammo upgrade is supposed to work on it. This includes mortars, machineguns, etc.
Does it actually in practice? Well someone needs to do testing to know for sure. I know that match ammo definitely increases range by 1 tile, but I don't know if it's actually increasing accuracy like it should be because that's not as obvious.
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>>2348132
I like dropping mines around where their heavy weapon teams and HQ units and snipers march around. It just annihilates those fuckers if they find one. Probably the most cost effective use for the minefields rather than killing 1-2 meatshields in a 9-man chaff squad.
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>>2348111
NVG's basically turn any normal squad into darby, it is extremely strong and always worth buying at least 1 if you have the spare cash.
It's something like +25% accuracy, and a 2 or 3 tile concealment/detection difference. Any unit with it just destroys everything else at night. Basically makes your squad twice as good.
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>taking a medium walker to anything that isn't bugs or pirates without extra armor plating
ror
rumao even
Walkers are made out of tissue paper and medium walker has just 15 more armor than a regular walker, you do not want them to be fired upon if you can help it.
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return of serve shouldnt exist as a perk, it should be rolled into grenadier as an extra and be replaced, way too specific
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>>2348346
Are we somehow playing on completely different versions? They stay out of range when they can see my unit and have no choice but I've hardly ever seen them not do something incredibly suicidal when it comes to base defense missions. And it goes without saying that bugs tend to run straight in until shot at.
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The Bog confirmed hater of zoomers.
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Damn I got another long tank gun, I wonder if I should buy another light carrier and have two B1 Centauros just fucking shit up.
Thing is I am not sure when drops for the other heavier tank chassis the IFV are going to happen. I think I might just go in on both and just rape enemy armour missions.
>>2348374
He´s also a retro gamer enthusiast, he loves playing "combat pals" arcade cabinet.
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>>2348196
I find more usefulness on the G3 in ratios of 2 in 3. Two squads at least dropping lead from further away and he close combat unit with smgs or shotguns up close.
However the ARC is perfectly decent rifle. The other anon was right, Kpac is good for suppression if you dont have alternatives, although pirates drop the MG42 like really easy
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The pirates are weird bro...
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>its another episode of me cutting grass with an expensive space laser 10 tiles away from enemy units
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>Anything that blocks your LOS will also block sideway fire spread of rocket flamethrowers
holy spaghetti code
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>>2348468
Any turret? You are wrong anon, I am using two light carriers now and only with the long tank gun disables infantry carry capabilities, with the medium 50cal and small mg you can still carry infantry. Quite sure with the 20mm cannon it works as well.
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mfw C2 is strong, and this soldier is VERY combat effective.
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>>2348468
No light tank ever developed has troop capacity. Cannon shells are large, and the turret bustle itself takes up significant space.
>B-but muh Merka-
It's just a bit of spare space between the ammo racks. You can evacuate the crew of a friendly tank in an emergency, but that still means unarmed, unequipped men are playing tetris with each other to fit.
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>>2348531
C2 is just the catch-all term for a commander's orders actually being translated into battlefield results. Command and Control, as anon linked.
Saying "C2 is strong" in this context just means 'our command structure is performing well'
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>>2348535
It's obviously inspired by the Stryker MGS and CV90-120, light fire support IFVs that can be relatively quickly modified to be built with a cannon. Note that it's not a hot-swappable part, it leaves the factory with a permanent cannon.
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>>2348518
It guarantees 1 kill in a squad you hit.
Let's say you nicked 3 squads with a chaingun, well even though you only nicked them thats 3 kills.
Kill 2 guys in a squad, well on their next turn the squad loses a 3rd.
I don't know why people don't like wett. Actually I've found every single 1-star SL has been amazing except for jean.
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>>2348545
>except for jean.
You've not experienced the joy of pulling in 1000 extra black market value per mission.
Her extra use for usable accessories is also great. Why, yes, I would love a second shot of disposable 9 tile range heavy flamer that is the flamethrower rocket and more uses on drugs.
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Today on - Shit this Game Needs: A fucken warning that the smoke you threw has dissipated.
I'm tired of goofing my squadies because the smoke effect takes ~2 seconds to dissipate on the turn it ends, but that is enough to trick my tarded brain into thinking it is still there.
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>it's another "three bombardier bugs kills you at max range" episode
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>>2348540
Not only those the best one is probably the Italian B2 Centauro posted above, the Japanese also have one now. Same with China many other nations desu.
As some anon pointed this one is a mix of designs but feels very Boxer like
Very clever to have fast lightweightish armor that punches hard like those AMXs showed in the gulf war in operation daguet.
A shame that the Booker light tank was scraped the US could have a similar design like the cenauro since the MGS was discontinued because it was too unstable when firing.
>>2348550
I kinda want a compass, some times when starting a mission I get disorientated despite knowing vehicles always face north, i think?
But when scrolling the map a compass would be useful
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>>2348545
Even Jean with tricks for a long while gets good.
She can carry very expensive stuff and not be a burden on your supply, and shes all about kill stealing for that sweet loot. Shes amazing.
I didn’t like the accessory build but as a static heavy gunner shes decent for me.
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>>2348557
The point is that bridges and basements and roads with tunnels beneath keep collapsing with your Leopards 2 and M1 abrams 70 fucking tons of weight.
And stuff like light cavalry tank destroyers like the Centauro can be airlifted and position fast alongside infantry to support them.
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>When you finally get a medium walker and take it out for a spin on a mission to watch it immediately one shotted by a hidden rogue army ATGM team
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>>2348565
>MENACE starts absorbing RA andbugs
>MENACE armed with lock-on ATGM to rape your vehicles
>MENACEbombardiers
mfw
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>>2348576
>MENACEbombardiers
>hear a radar scan from the fog of war
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The armored pirate truck with heavy machine gun is filtering me in the early game. That bitch is a moving fortress that can wipe out infantry squads so fast.
I have a wardog, short barrel tank gun and some auto cannons and none of that can effectively get through its armor. I expected it to be artillery spam that got the better of me not a rusty, comically large truck.
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>>2348594
The only missions I really feel benefit from motion sensor or radar is precisely for bug missions, the big blips are usually them or the other bugs.
Another reason to have good scouting and drone those motherfuckers. In fact I just APFSDS as soon as I see them.
Fuck all promotions, bags and belts all the way especially for vehicles. have enough tank ammo to blast them.
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>>2348565
I noticed this after getting experience with Rogue Army.
They are scary as fuck against mechs, Mechs are imposing against bugs and mass armies of pirates. The jump is incredible to impose initiative on the enemy.
In rogue army I have been tending to have a big tank gun in very back in case their armor comes forward, or ATGM, and focus on stealth infantry scouting for the regular infantry behind.
If anything in my meme build Gabriel has been tanking good shots in a mech with divine intervention, but it forces me to jump back and play more defensively which is crap.
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>>2348593
I found the anti-materiel rifle is great of dealing with those annoying mad max trucks, I always thought the pirates would be easy push overs which they are most of the time yet there are moments when they get the upper hand and smash your dudes up
>>2348597
I agree although I think all bugs should get a wound system, limbs and mandibles blown off as they run straight into heavy machine gun fire
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You know expert is pretty good to build your muscles in this game, once you jump into challenging ironman everything starts to make sense as a game system.
I think in the final product I will still play in save scumming honestman because I think its more fu to think of missions as little puzzles instead of sweating bullets like in ironman.
Was the same for me in Battle Brothers, so i hope we either get really good dlc and endgame sandbox content.
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>>2348555
The booker was a meme like everything else the US produces
Everything's made by DEI hires and jews looking to suck the blood out of taxpayers instead of making effective weapons. Either it's a total catastrophic shitshow total piece of shit trash not even the russians would use and 100x more expensive than it should be, or it actually works but costs 10,000x more than it should and it's produced in one-off boutique numbers.
At least the defense contractors have been put on notice to get their shit together and stop the bloodsucking. Unfortunately, they absolutely won't and can't. You don't fix 60+ years of rot, corruption, and declining standards by just wagging your finger at them.
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>shit stats
>daddy issues
>special ability is being cheap and abusing drugs
>only good stat is big tits which makes her a big target for enemy cumshots, and giving the Impetus crew paizuri
I can fix her
*slaps new tricks on her*
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>>2348641
>>2348593
You need either a long barrel cannon, laser cannon, or ATGM for those.
Infantry ATGM's that can deal with it require not just deployment but setup too, and with how the AI avoids AT by skirting around weapon ranges all the deployment+setup options are basically worthless. Even just deployment like the crocodile requires is almost too much you have to chase units around like a loony tunes skit
Anyway the game becomes tremendously easier if you concealment max instead of thinking you can take some level 4 armor because what actually happens is your sapp recce unit kills everything at 7 tiles and never gets spooted and your isapp thunder warrior armor for the same price gets wiped by a bunch of mortars or snipers or permanently suppressed by a single rifle squad and even in a straight up fight instead of weapon team bullshit you're still suffering attrition and trading bodies.
It's a night and day difference. Take Rewa/Kody/Darby/Wett and give them all vanguard and stack 2-4 concealment on them plus battle rifles and you just annihilate everything. They really did their best to fuck over using regular body armor for some reason.
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>>2348630
>I get it would be really powerful
I guarantee you it isn't because double drones would be strong. Scavenger lets you restock drones from enemies you kill so it's not actually the issue.
The actual issue is that they tied drone control the use button which transforms into deploy to a different tile or dive in. Having 2 drones would mean that they have to work around the spaghetti code for assigning 2 extra control buttons whenever you deploy a drone and have it potentially work with multiple drones.
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>>2348649
>You need either a long barrel cannon, laser cannon, or ATGM for those.
ye I found out. I thought a short barrel tank gun with the Tank Buster perk would at least dent a HMG truck but apparently it bounces right off.
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>>2348720
Oh no that wasn't it. There were like 5 tiles between the bug and the civilians, with my guys in between and below..I think there was either some buggy code going on or the civilians were rooting and then had their morale improve to wavering.
The timing was just ominous.
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>>2344536
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I never noticed that there was an tier 3 hand granade in my previous run.
Probably bacause it uses same icon as the tier 2
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I just started fighting the Menace (normal diff). Were my marines missing a lot of shots because the intro mission takes place a night or are they just that tanky? Full Singh squad with laser rifles barely scratched a singular zombie but I think they were missing because Darby with suppressed KPacs and my only NVG set were doing fine-ish.
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>>2348795
I really like Pike and Carda, then either Lim or Darby and Rewa or Bog
Carda makes an S tier front line weapons team for things like PAL or RPGs and gives the high spirits buff, Pike can buff both through adjacency (this works inside vehicles, including for the vehicle he's in) and with his command perk, I like to give him a mortar and drones
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>>2348791
Little bit of both. They are tanky. They also heal. Any squad elements that aren't actually downwed will heal next turn, so tickling down a squad doesn't work. You have to focus fire and actually kill them to get anywhere
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>>2348801
He doesn't and shouldn't be able to fire mounted weapons standing, but he should be able to deploy them for half cost or more, or ready them without having to crouch. Or they are always ready in his hands so he only needs to crouch to use them, which gives back value to Athletic.
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I fucking dreamed about an SL I want to see
>1920's Chicago mob-type
>proficiency for SMGs
>unique perk to turn non-AT explosives into 3x3 AoE
>including mines and satchel charges
>also gets Scy's 'extra accessories' usage
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>3 fucking rogue army ops in a row
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So what to actually do with Jean Sy? She's the one squad leader I have no idea what to do with.
Also, is building around setting up Finisher good? Jean has Disruptive Fire, but when I tried it, it didn't seem so useful. Using Finisher rarely seems worth it.
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>>2348843
Extra accessories use + new tricks literally as soon as you get her. Either jack her up on all the drugs you have or make her use the flamethrower rockets. First one will let her be on par with the rest of your SLs while the second doesn't care that your stats are shit, it massacres infantry behind cover all the same.
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Now this is what I call loot
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wtf
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>>2348843
Most expensive multi-hit special wepon so she can benefit from crit perk and relaibly 1 turn squads for extra loot. Auto granade luncher or minigun are best from my expirience. Or just give her ATGM if you need anti-armor.
trinketing>athletic>buff>steady gun>critical hit
fragmentaion,scavanger,new tricks are optional
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Time to /operate/
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>4th operation
>counterinsurgency vs pirates
>get that as mission reward
"Just" and auto cannon but this early it is nice and I never expected that loot pool to be an option before the RA shows up.
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>>2348913
They've got some upsides and downsides. The target designator needs you to be deployed (unless you're Tech) but has a longer range. While the call out target skill is limited to only the specific unit's LoS and has a 10 tile range.
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It's pretty silly how bugs are much more dangerous against vehicles at range than the pirates or rogue army, the human factions suffer from poor accuracy at range, suppression, and ERA no-selling their attacks even if they do hit but then somehow blaster bugs are God's own personal anti-hardware machines that will eat APCs for breakfast.
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>>2348843
Pick her early, focus on her trinketing and long nose to upgrade her accuracy.
People say use the accessory build but its too memey, she gets alot more chances to actually finish enemy units in a heavy support unit, firing the AGTM, firing the big 50cal or Minigun because they have natural low accuracy debuffs.
She will take far longer than Carda to get to decent levels, but I think heavy guns synergises with her low supply cost bonus.
You can train her in bug missions and get some fat paycheck by finishing bugs.
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>>2348957
Fleeing units count as 'killed' for loot reasons, but not for unit-perk reasons.
Units 'retreating' only do a regular sized move and can stay in the fight.
Units outright fleeing appear to move a much longer distance, but they really cease to exist once they flee properly.
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>>2348911
i find all mission to be shit. there is no risk reward, why pick 3 skulls over 2 when both give some -5% supply for pirates.
offer me a rare loot to take a harder mission
have some lvl4 skull destroy base to have a carry over to future buffs.
like permanent callins on that planet, or guaranteed epic drop like 1000pts medium mech.
i wish there was more meta progression to planets and factions than just trust and a meme OCI, why cant i build a permanent forward base on a planet. or progress more unlocks for 2x OCI with a support ship
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Defend missions against bugs on expert are hell itself. Normally you can get around getting butchered by bombardiers by outspotting them with concealment while moving ahead.
On defense they just barrel toward you and pop out of the fog in the packs of 5 after all your units finish their turns, it's absurd.
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>>2349013
Light Mechs with jepacks and the big 50cal and some defensive perk like smoke or Gabriel Divine intervention has been doing it for me in those missions.
Their job is to jump around dealing only with the bombardiers and the rest of the bugs ignore the mechs they only rush the center that is already very well fortified.
The game require a bit of knowledge of what missions are like and what equipment you have hence why I feel they gave the player the chance to choose mission types.
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Now I am become John Menace, destroyer of constructs.
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>>2349043
At the moment long range options like the crowbar are king because you're fighting on open fields 90% of the time. The few times you're not, you can just drop mortars or unguided missiles and avoid the remainder entirely
I feel like the smgs are only usable on mobile infantry unless you get the extra-rape combo of nighttime on the planet with forests where you may as well go all smgs/shotguns aside from a squad with crowbars to kill bombardiers.
Assault rifles seem pointless all around.
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>>2349098
Ivey and Sachin are defectors from the Jingwei that seem to mostly be unphased by their defection. I haven't used Ivey much because I can't see a reason to field her, whereas the jeet is probably the best 1star infantry leader
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What do you guys hope to see in the future with Menace, it still in early access so anything could go
Personally would like to see different map layouts, so far it just open fields with with some buildings and sometimes trees in the way, I hope we get something like a city layout, tight roads, parks and along with skyscrapers and apartments or maybe pirate ships as the final mission in a pirate operation, it got VIP hostages, board it and blow it up but you can't bring walkers or vehicles as trying to fight through a ship's hallway with a mech might be difficult unless the fight takes within the ship's hanger bay with the rest of the pirate's mad max trucks are kept
maybe new factions as well although I think we good on all types of enemies we get to face so I can't think of any right now maybe more aliens?
>>2349102
They do, I was caught off guard when I heard it, a RA soldier says something along the lines of
>"They got that traitorous bastard Sachin with them!"
And I forgot what Sachin said back but I believe it was him agreeing with that man's comment before I order him to rip them to shreds with 8 assault rifles, which is funny that the RA would deem Sachin a traitor even if he kind of still loyal to the Jingwei with some of his quotes he says when you order him
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>>2349111
Research system. The Menace drops reads like they're valuable, so I wouldn't be surprised that they end up in some sort of research system whereas now, they're just vendor trash.Menace-absorbed bugs
Later down the line, more urban maps.Deserter TRC enemy faction after Menace inevitably destroys/disables the TRC fleet
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>>2349111
>What do you guys hope to see in the future with Menace, it still in early access so anything could go
Mechs like Titans from Titanfall or the ones from Avatar wielding 20mm autocannons with bayonets is my fetish.
On more realistic side, they really need to flesh out the inbetween missions content. Just a mission selection, a store for buying randomized shit and some random events is almost a preproduction prototype. I can think of a good few points I would change and improve but I'm too lazy to publish an essay about on an anonymous imageboard.
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>>2349111
As others have said, a research system. Ways to produce items or upgrade them, whatever. After a certain point the black market doesnt have anything worth buying so more resource sinks are good.
There to be enough missions I feel pressed for which ones im choosing.
Off map abilities to work better. Most enemies will move unless I have them pinned, and if I have them pinned they arent worth using them on anyway.
Maybe a way to make custom SLs? I guess the RNG of what SLs you are getting is part of the gameplay but some of them are genuinely pretty bad at anything I would ever try to have them do, so its a kick in the nuts to see them pop up early when resources do kind of matter.
Maybe some kind of missions I can send SLs on?
Something where they can't be used for an operation or a set number of missions but they gain resources/gear/stats. I think that would be a nice system, you lose access to them but they can do something that gets them value. I guess getting a lot of them quickly would be very advantageous if you did that though, might be hard to balance.
Would be neat to see some team abilities, like slotting certain SLs together for a while gives buffs when working together or duo skills or something. If my SLs are all actual characters some stuff like that would be neat.
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>>2349136
>I want genuine space marine power options
Kinda weird how the intro makes the breacher suit look like some sort of tacticool Space Marine towering over everyone else but in the game it just makes your guys fat (and blind).
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>>2349146
I think an issue with armor in this game is that it is very ready to throw shit at you that just doesnt give a shit about your armor, whatever it is. So not getting hit is the best strategy 100% of the time. Armor can be useful, ive had tech in the heaviest armor I can field just shrug off small arms fire no problem, but small arms fire is almost always the least big problem you have on any mission to begin with.
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>>2349111
Long game sandbox mode. Especially after all dlc factions.
Make the impetus more interesting with better animations.
Bigger maps, urban maps, spaceship maps, maybe quests
Siege maps that last longer and have you defence veritable fortresses and invade enemy ones. With side tunnels where having power armor is good.
And the most dangerous one is making the game less lethal as it stands to both ai and the player and more fun to play. Considering battle brothers final product they might or might not do this.
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>>2349146
The breacher suit is unironically clutch against Menace. I stuck Vamp in one with seven boys, the Mk22 and anti-suppression drugs and let him handle close-quarters and anti-chaff, or soaking up fire so Tech can get the MAAL off on guncarriers. He got caught out in the open three times by guncarriers, and he didn't drop a single model. Excellent when you just gotta brute force and close the distance.
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>>2349147
IMO the biggest issue isn't that armour is significantly less useful than concealment or more firepower, it's that you have to pay through the nose for it most of the time in a game where what you can bring into a mission is deliberately restrictive. Level IV and above armour feels like it costs as much as the entire rest of the squad's loadout put together sometimes.
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>>2349145
>Not enough rockets
>>2349121
>>2349135
>>2349126
>>2349136
>>2349149
I agree on the research idea and the means to produce/upgrade items
I tend to find fighting the menace a actual menace (heh) as they are bullet sponges, especially the construct soldiers and guncrawlers, they tend to drag fights that it becomes a chore to fight them so finding new and better ways to kill them faster be nice
The black market is a scam as it seems everyone in the wayback rather use their third world country inflated money as toilet paper than trying to fix their economy to have some value, could start with the basics and over time as new threats arise you get access and the backing from the other factions to make better shit
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>>2349177
I hope we get more than one late game crisis not only the Menace. In battle brothers its fun to have multiple random late game crisis every 100 days or so. Because even when they repeat, you might get new types of quests andin some crisis you can fight for a specific faction.
Fuck this
>we want to tell a story
Fuck it, let me make my own story even with these pre generated characters. And for some reason I dont think we might get it.
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>>2348795
On hardest difficulty I swap rewa out for bog because his ability saves another ~70 points for the second mission which pays for the rifles I buy without downsizing the squads and it's not until sometime in your second operation that you'll get a decent gun on the APC anyway.
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Koreans are hard at work, but why did they mod a AI generated lara croft?
I am intrigued.
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Am I the only one that feels like he has to field either full squads or skeleton crews with no in-between?
autism is suffering
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>>2349180
I think it fine if the devs from battle brother want to tell a story than a randomness story that BB was, although I wouldn't mind other threats showing up that needs the TRC boot stomped on them like the bugs for example, they started become more aggressive, showing up in larger swarms and new deadly bugs appear along with Zama showing up to rant how CONVENIENT it is that they started to become this way when your ship show ups
And get special missions of having to go underground to set up a bomb in a bug hive and leg it back as the timer slowly counts to zero maybe
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>>2348830
Yeah, the game definitely feels way easier and smoother when you're running concealment commandos with suppressed rifles and vanguard deployment.
I really really hope they make concealment a less binary thing because it invalidates so much of the base game design
>>2348811
My last playthrough I'm now fighting menace and I still only have an advanced medbay as my only hull slot because nothing else dropped in time/I never had OCI components to buy anything.
Fixer has to drop early or it's a wasted slot because you end up with all the equipment you need/want by mid game anyway. Salvage teams sucks because it only pays off by mid/late game when you're trashing 1,000 trucks but when you can do that you've got all the equipment you need/want anyway. Exwoo of course is the best manpower source, but you only need either the exwoo or advanced medbay and not both.
>>2348843
Mandatory new tricks to make her tolerable by mid-late game. She really needs a bigger cost reduction on gear though. The jeet is cheaper, hell pike is cheaper too.
>>2348905
The whole early game I'm running ARCs and wishing I had an 8 or 9 tile LMG for suppression, then mid/late game I'm running match ammo arcs or ranged arcs or soc KPACs and don't need the 8-9 tile LMG's and don't care about suppression much anyway because entire squads even in cover die from 1 round of shooting regardless and THAT is when the LMG's I needed early game actually start dropping.
>>2348984
A KPAC with hollowpoints is basically an ARC but longer range
Like how an ARC with match is basically a KPAC but more damage
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>>2349111
AI refactor so it does scouting instead of just automatically knowing everything
Huge across the board armor buffs (mostly better against suppression + cheaper, but also ++armor durability) because later weapons just make a mockery of armor right now
Concealment becomes a gradient of accuracy malus/defense bonus instead of an invulnerability shield, only at the edge of a unit's vision do you get full concealment; but also ? tiles could be randomized a little bit instead of indicating the EXACT tile a unit is standing on and it gets more positionally accurate the better your detection gets
Huge 3x6 or 4x8 or 3x3 buildings become something you can actually enter and fight inside with an x-ray view, which gives you a bigger reason to take shotguns and SMG's, also where your recovery objectives should be located
Urban terrain that works like forest tiles providing some cover and concealment when you're in it, maybe something like hoodoos as well in the desert that functions similarly so now your ice and desert planets have some of the same LoS and concealment and position gameplay that makes the forests so much more fun to fight on
light/medium buildings that you can enter like pillboxes and towers but with less protection and health than the bunker versions; particularly good at protecting against AoE attacks like all the airburst grenades and mortars so that your infantry have a viable counterplay option (and similarly for AI)
airburst grenades and mortars probably need a huge drop in effectiveness against armored infantry; right now I can wipe an entire heavy infantry squad with the APC grenade launcher in 1 salvo with bog who is not even a crack shot. These mortars/artillery/airburst grenades do so much to completely invalidate the concept of suppression and cover and it needs some kind of fix/nerf
Some better sort of LoS calculations, like 4 light cover obstructions block LoS, 2 meds block LoS and also an hotkey for checking LoS at an highlighted tile
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>>2349149
Lethality is good, but it needs to be positional lethality. If you've got cover you should be hard to kill, but if a unit has manoeuvred to a flank then you should be easy to kill.
I find this is mostly true for your first 2-3 operations and 10-15 missions, but after that early game you get so much stuff to deal with infantry behind cover and your stats get so good that light cover might as well not exist and medium/heavy cover can be easily circumvented e.g. with APC or squad grenade launchers. On top of this the body armor just generally isn't good enough to matter.
So I'd also like to see a general buff in survivability for infantry, but only so long as they're behaving appropriately and I want flanks to continue to be lethal.
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>>2349238
9 man squads are never cheap enough to warrant it. You're paying out the ass for their guns and armor only to get a squad that's overkill for everything while being less numerous and easier to suppress and kill, and nothing they do can fix it without making smaller squads pointless, because costs scale linearly for the arms and armor instead of getting cheaper as the squad size increases.
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>>2349241
I disagree. It depends entirely on the squad, what its doing, etc. My stealth murder darby squad is always max squaddies to ensure death. If the viking fucker wasnt so trash Id do the same with him to get berserker always procced.
Pike squaddie builds wants max squaddies.
That trash Jean also works well with max squaddies with how cheap they are and how you want to ensure kills for max loot.
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Tried an expert mission. Most boring shit I have done, what the fuck.
Vs bugs, first mission, the bugs do not attack me, they randomly mill around at the edge of my view range and blaster bugs will occasionally shoot at me, if I get close they try to run off.
I just have to slowly move up and kill 17 units with fucking carbines, then its over. Had to do the last two kills by running them over.
If the bugs ever actually attacked me it would have been impossible.
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>>2349267
His unique slav skill removes suppression and replenishes ammo, and he gets a bonus against morale breaking enemies so you want to give him weapons that maximize morale damage (I don't know what does this) and you want him to be up in positions where suppression is a concern - so front lining probably in heavy armor.
However, heavy armor sucks so bad it's hard to justify ever using it. Even the jump armor is scarcely tolerable and only because it has a jetpack not because the armor is any good.
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>>2349269
They run away as long as you have a force advantage or stay in concealment against them. They rush you down if you either purposefully bait with an exposed unit or are a retard and charge at them with no respect for weapon ranges or force envelopes and other common sense chud concepts.
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>>2349272
No seriously Alien warriors and common bugs just usually rush, bombardiers are the only ones that try to stay range.
Must be a concealment thing the early game but I never pick Darby anyway. Fuck her.
I am in mid game with two runs running and with Wet with big concealment I usually use DMR to bait alien warriors and guess what , they rush my dudes in ready positions to fuck them and never run away. With Jean ready with a gun emplacement I fuck them up and get tinkering. Also always ready with motion sensor cause with forests they can sneak up on your ass
So no I am still a bit confused anon. But okay.
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>>2349272
>>2349269
I have no force advantage as I can define it, just 3 basic dudes and an APC. And I'm not in concealment, the bugs just never wanted to commit. They'd only move in to attack if I get very close, and often they'd run at me, then turn around and run away without even wavering. They just milled around the centre of the map mostly.
It was a 'save civilians' mission.
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>>2349279
AH yeah they do tend to focus on civs in those ones, much like in defence missions they rush the cap and you can have a mech jumping around and killing bombardiers and they leave it alone.
Yeah if you save civs fast they tend to to go to the center of town yeah. However its easier to engage and kill them.
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>>2349267
You don't have to be terribly specific with Yaz. No Mercy and Fearsome let him do incredible amounts of damage to anything with morale because No Mercy can turn on mid-attack. A tiny bit of health damage with Fearsome will send a unit to wavering then No Mercy activates and his damage skyrockets.
The most busted combination I have tried is running him as mobile infantry with the ARC CSP and AP ammo. He can gun down a medium mech in a single turn just with his squad weapon like this. Any pirate vehicles outside the HMG truck can be engaged and destroyed with a single attack, just using the squad weapon. Usually slap an RPG on him so he can engage heavy tanks on the move. He might be able to engage a heavy tank from the rear with his squad weapon, but I've never actually tried it. Exconde is his natural partner as he can take very risky positions and then Yaz can cause a morale cascade by killing 3 units a turn. Lim has better accuracy and access to pointfire, but the crazy damage Yaz can do with No Mercy/Tankbuster makes him edge out Lim as the game goes on in my experience. Yaz is unfortunately not that great against Menace because his morale perks don't do shit.
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>>2349124
They can still shoot long range, even if not well. So certain perks like Disruption or Bleed could benefit, counterfire still works, etc. They're obviously suboptimal in most circumstances but they're not entirely useless across the board
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Another mission another example of the AI hanging out in the fog of war instead of doing their jobs and shooting at me.
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>>2349331
Just the usual fare.
The issue is the AI moves based on a weight system, if you have more firepower than they deem reasonable they just outright refuse to enter fields of fire, indefinitely.
Yeah I get it, AI which suicidally runs into you is stupid.
You know what's equally stupid? AI that doesn't play the fucking game.
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>>2349333
Yeah. I agree. Had early battle with pirates - the face on mission - the problem was that pirates just deployed from trucks and run away till I cornered them in the corner and wasted. They had one chaingun truck, 2 board commandos and like 10 extra trash units but if they rushed at me they would do some damage. Instead they just die without doing any damage.
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I swear they are doing stealth updates without any announcements because every other day I am noticing small changes in AI behaviour and just now I reloaded a mission and the map layout changed from the first time I ran it, which has never happened before.
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why do some enemy units have crosshairs on them
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>>2349111
At first improvement in scripts for fucking stupid cheating ai.
At second balance.
At third rework supply system completely, adding items/production/resources/consumables/blueprints/etc. And rework black market ofc.
At fourth let me romance Darby, she's hot! Or Franky at least.
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>>2349241
>9 man squads are never cheap enough to warrant it.
9 man squads would make sense if weariness was a bigger downside, so it would make sense to maximize fewer squads to bring as to let others rest
As it is I get one weary SL every 3-4 ops
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>>2349257
>high base agility unit
>middle of the road HP and DR
>Starts with 75 weapon skill
>Shooting Gallery
>Flamboyant
The only thing that actually sucks about him is his growth potential, which is currently not all that important and his base defense score. Shooting Gallery alone makes Vamplew one of the strongest units in the game, and he can also pair it with point shooting for even more cracked accuracy.
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>>2349333
I've had AI abandon perfectly defensible positions to run away from three units and I ended up driving about ten pirate units into an upper left corner of the map like that, without having fired a single shot. Then I rolled up my mortar and killed them all without any retaliation. The AI trying to avoid engagement with your units if they outrange them, at ANY cost, even if it leads to taking absolutely retarded decisions, is an issue they need to fix.
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>>2349111
For release I want them to tweak AI behavior to make it more aggressive and balance some numbers like armor supply cost.
And have the campaign end like Battle Brothers where lategame crisis continue and there are some other special battles to pursue for some cool rewards (or really just to have something to do with your fully equipped squad before starting a new campagin).
For later expansions I guess I'd want new biomes and factions. Some extra mechanics related to the trust with overworld factions. Something like SL that can be hired after getting high trust with factions, some craftable equipment unlocking etc. to make the trust feel more useful and fully fleshed out.
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Got to the end of early access. Really damn hoping the later updates will give us pic related or at least the androids.