Thread #2349339
Fresh Menace Thread - Heavy armor edition
How is your diverse crew of women, people of colour and crayon eating marines doing?
They are doing their best of course.
Is your PC overheating and take part in climate change sponsored by German government? As it should, new ice age is coming, you need to do your part.
Are you smart enough to notice that AI is flawless in this German master piece?
No it don't need any fixes, its already perfect.
Never mind. Lets talk about armor and why its waste of supply points.
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This game is going to suffer the same fate as Terra Invicta: Promising game being fucked to death by toxic optimism and parasocial dicksucking of a dev concerned only with making their game super speshul by making it annoyingly difficult. Calling it now, it’s only going to get worse.
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>>2349341
Maybe. I'll know for sure if they ignore all the comments on AI behaviour or if they actually make obvious changes so the AI isn't so gamey and omniscient.
Anecdotally, in my current mission I'm seeing the AI moving towards my concealed troops and also flanked around on the rough area of my units when I start shooting, instead of just fleeing out of my line of sight. It feels a lot more authentic and what a human player might start doing if his units takes mystery shots from a given direction. Maybe I would also move a damaged unit back, but pushing forward and being aggressive against concealed units is the correct move, so long as they're doing it after being engaged and not beforehand as if they magically know the unit is there.
It really does feel like they are updating and changing the AI every few days even though they aren't announcing any updates, and if that's not what's happening then I guess having the AI behave properly is really hit and miss and inconsistent for some reason.
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>>2349341
>Promising game being fucked to death by toxic optimism and parasocial dicksucking
I wouldn't be so sure, the community is pretty critical of the game's shortcomings and dogpiles the dicksuckers pretty well.
It's not common to see a subreddit criticize a game.
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>>2349352
They tried to make the AI cheater difficulty but in the process of making it cheat they unintentionally made it even easier to beat - you just have to herd the AI into bunched up groups or singled out and isolated for effortless kills.
All they actually did was make beating the AI tedious. What they thought they were doing was making the AI difficult and probably assumed anyone complaining was just a noob who thought the game was too difficult.
And that's a problem of their own making because many people (including me) were pointing out these AI problems in the demo and were completely ignored. Congrats, you launched the game with broken AI because you refused to actually listen to your players and thought you knew better than them.
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There was an old post in the last thread about me giving Carda a tripod AC and using her as a mobile turret. It's been a while since then and I finally got to see how the mission type with a defense zone at the bottom of the map is like, and the way the AI avoids the reach of your weapons is one of the most powerful things on this type. I do not see a downside of forcing enemies to waste their time walking all the way around the AC's great range, eating into their turn order and often times never being able to pathfind to the exit zone anyway. If I want their drops I can always hunt them down after the turn limit is over.
Also, is there any particular reason I shouldn't buy a second laser turret? A single one already feels like cheating. A completely free scouting tool that if placed correctly will immediately shove two auto laser salvoes onto the nearest enemy, that also absorbs some attacks and screws with the enemy turn order. Meanwhile the strafing run tickles some enemies if they are kind enough to stand in the single tile thin line. Third slot is supply drop at the moment though I rarely use it.
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>>2349370
>They tried to make the AI cheater difficulty but in the process of making it cheat they unintentionally made it even easier to beat - you just have to herd the AI into bunched up groups or singled out and isolated for effortless kills.
I have 70 hourse in the game and I see this repeated here and I've never been able to do this, can you replicate it?
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>>2349399
My bog was a ATV with two VMAT missiles and a radar system and smoke launchers. He had lucky shot as well as overload, the idea being that 90 percent of the time he's a radar buggy. but the 10% of the time he's got the most powerful oneshot anti tank shot that can take out rogue army heavy tanks from the front. I think he could get to the point where he could overload then nuke one target and either pop smoke or scan both of which would last while he was stunned anyways. Great unit for less than 200 supply.
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>>2349393
>>2349398
stfu shitposting troll
>>2349405
Frags are 'good' in their use-case, but it just basically never comes up. The only time I ever equip it is on the breakthrough missions on kody and run him up next to one of the bunkers to toss a grenade in. He gets bonus damage on full hp enemies so the grenades almost always wipe the squad in one go, and it ignores bunker cover. Much easier than using a bunch of AT weapons to blast the bunkers down.
Grenade launchers are also extremely good, overpowered even. Think of them like a squad LMG except it ignores cover. You don't necessarily need to kill with them, the suppression is what you really need, but I find they always outkill LMG's anyway and basically just make the LMG obsolete. With that said the airburst GL sucks compared to the non airburst one; slightly worse suppression/damage in practice, but also 10% malfunction chance on top, so its just unreliable and unreliable = very bad.
Mortars are best used for smoke. They're not for fragging stuff unless there's the odd opportunity but mostly you use mortar as on-demand smoke application for your entire force, which saves you having to equip smoke grenades on everyone, freeing up a lot of accessory space across your roster.
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>breakthrough
I'm playing on normal for a first playthrough but I've never ever seen a breakthrough map function normally. There will be exactly one road with one entrance through the wall, and there will be also exactly one guard there standing around. I will be 2/3rds of the way to the extract before the other troops find their way to me literally walking in the front door unopposed.
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>>2349409
>airburst GL sucks compared to the non airburst one
Actually it's vice versa. Give it to Carda with MI, and she can pin down 3x3 tiles per round, with decent damage on top. Also it even can ohk small weapon teams if lucky.
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>>2349410
All missions where ai actually tried to win map was nerfed, since current design is just shooting range. While ai due to conditions of mission start to actually fight back, players can't handle this bullshit amount of deployed points and start cry.
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>>2349409
>Grenade launchers are also extremely good, overpowered even.
This is only true for the granade machine gun that slings out 3 granades per shot at 10 tile range. And it's not a real granade launcher because it's unaffected by granade skills.
Every other actual non-smoke granade, is a feast of famine type of deal with range and accuracy that does not ever excuse taking the risk of wasting a turn. And all of those get completely walled by armor which is something that's not an issue for LMGs, even the shittier ones like the tripod version of the starting battle taxi machinegun. As other guy mentioned, they are there for enemies to have something occasionally threatening to use against you. As they are now, they are only usable on Greifinger and you never want to use granade launchers on Greifinger because of the opportunity cost of not running a guaranteed hit RPG.
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>>2349339
There was no reason to make a new thread, retard. /vsg/ is one of the slowest boards. It took the previous one a full WEEK just to hit page six. With how yappy anons are about the game, half the fucking catalogue is going to be full of half-eaten Menace bread
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>/MenGen/
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>>2349405
Frags are shit because they have short range and can miss. Might as well save the item slot and just shoot at enemies through cover that will still add some suppression.
Mortars aren't that bad but they don't fit the player's playstyle of moving arond the map. They need to be stationary while their allies scout for vision so mostly an AI strategy. Heavy mortars are very fun even though they are outclassed by more accurate weapons.
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>>2349445
Frags seem like they were designed with and entirely different cover system in mind. If heavy cover was virtually impenetrable, or there was way more LoS stops then grenades would be critical as fuck for certain missions, but theres virtually never a time where you're
>in range
>but out of LoS
>with nothing else to shoot at
>and nowhere to move to
That grenades would be useful in
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>>2349458
the meta really kicks in when you are stomping everything anyway.
I would suggest getting darby though shes overpowered
also a third vehicle driver since dual vehicle (2 medium mech with autocanon, or one and a mechanized infantry in an apc) is good and sometimes they get op. Its easier to field when you get a couple ai logistics running.
darby and kody are interchangeable but darby is stronger
Keep an eye out for laser rifles. Their short range kind of sucks but they are effective against everything so its nice. Likewise the laser lance is a good dependible thing to put on an apc. Pair it with the grenade launcher
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>laser rifles
They don't have endurance during a fight, they don't deal any better against Menace than a regular rifle. They're only cool for roleplaying guardsmen and wearing armor with few pockets.
>laser lance
Tank gun and extra ammo and a spotter. You don't need to be mounted when spotters are supposed to always be running ahead of the vehicles. Achilleas double tapping armor with the cannon is always fun.
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>tfw finally trying expert
Jesus
If not for Darby this shit would be impossible. I've literally put all my promotion points on her.
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>>2349494
Generally speaking, if you're gonna focus on the special weapon you want a skeleton crew of 2 squaddies, if you're going to mainly be shooting with your squad weapons you want to max them out.
There's exceptions, like Carda, but that's the rule
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>>2349480
lasers rifles are good against heavy infantry, way better than other rifles. They are good options against alien warriors and the heavier menace, though for menace you should probably just go all in on autocanon mechs. Their main gain is they dont suck against regular infantry like dedicated AT options do.
The laser lances entire point is it doesnt run out of ammo so you can use it freely.
The apc with laser lance and grenade launcher with a laser rifle and fatigues infantry inside is cheap for its capability. It grenades things for killing and suppression, has the internal infantry that can target any unit in the game, even securing kills on badly damaged heavy tanks, from the front, if you have nothing better to do, and the laser lance one shots weak pirate vehicles, does decent damage against other vehicles, and is able to deal with alien warriors and the menace heavy infantry guys well.
Laser lance on its own is bad because you have to waste time venting, but when put on an apc with grenades and the option to simply move forward for better positioning you dont wind up using it often enough that you usually need to vent. It becomes the secondary weapon of the setup, but it instantly solves a lot of problem you might run into.
The tank gun prevents you from carrying the cost effective laser+fatigues infantry. The drawback of laser rifle is its short range and so this is why it pairs well with the setup.
For regular infantry you always want a silenced crowbar or a hammer.
For dedicated combat vehicle medium autocanon mechs are good because with enough extra ammo they are good against everything. You mow down all infantry, destroy all vehicles, and can even focus down a heavy tank from the front with a couple of them faster than maneuvering around it allows.
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For the love of God Carda DO NOT MISS
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>>2349504
Hooah
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i just think they need something to boost the first couple of operations in expert mode, and cap operations at 3 mission long, the 4 mission long ones are kind of a drag.
also guarantee you dont get stuck with the same faction in a row. to mix it up
otherwise supply points are fine (they might need an increase in early game though)
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>>2349519
They're bonus objectives, though. They should be difficult to attain and it fits with the nature of the game's scenario
>>2349523
I kind of agree with this but the discussions were more to the tune of "I don't actually like this kind of game but it's all of you who are retarded for having fun"
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>>2349494
4-6
2 only if its a dedicated weapons team, but this really doesn't work well in practice because your SL overhead tax on each weapon team just sucks all the points out of your actual line infantry, and a lot of special weapons actually suck ass, like probably 70% of them. Most tripod ones you can just throw away right off the bat. Only the autocannon and grenade launchers are worth it but only if your SL has high accuracy which again means you're paying too much for your weapons team. Also the AI will just skirt around your weapon ranges anyway so it just feels pointless to bother. Some of the LMG's are pretty good but not for weapons teams and you won't see them until late game when you don't need them anymore.
There is no good reason to use 3 squaddies.
4 without a special weapon is good for your spook squads like darby and kody or anyone who gets some kind of damage bonus for whatever reason. If you add a special weapon then you've got to add another squaddie to keep the damage output up, otherwise drop them down to a 2 squaddie squad and ditch their gun for pirate pipeguns.
5 is a good baseline for regular infantry squads without special weapons
6 is when you've added a special weapon to your regular infantry or feel like you need to upgun as a little luxury
7 and 8 squaddies are noob traps. The damage output of the squad is already good enough at 5 or 6 to handle everything important. It's pretty much always better to have another squad of 5-6 than bringing the rest of your current ones up to 7 or 8. Basically everything is better - more ammo, more action points, more coverage, more hp, more accessories, more resilience.
Think about what the bare minimum to do the job is. Like if you want a stealth squad, you only need 2-3 concealment and with concealment you don't have to worry about being shot, so it's actually more points efficient to run loadbearing rig + the concealment accessory than it is to use the stealth armors.
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>>2349512
The bonus objectives definitely need a rework.
Timers aren't horrendous but sometimes are stupidly easily, sometimes nearly impossible.
Avoid destroying 3 structures is definitely the worst one. Often its not up to your choice, what counts as a structure is far too broad, and it just constrains tactics and tool options which were already pretty meh. OCI call ins other than mines and turrets, intentionally targetting cover to remove it form enemies etc. Those are interesting but generally suboptimal choices, that you don't even get to consider in half the missions because of the bonus objective.
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>>2349535
>Only the autocannon and grenade launchers are worth it
Stopped reading there.
Recommending anyone to use the autocannon instead of M6 CMG as primary "fuck everyone up" tool is all I need to know you don't have a fucking clue what you are talking about.
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>>2349548
>autocannon kills everything
>machine gun doesnt kill everything
i bet you think it makes sense to have specialized anti tank units than just give everyone multipurpose setups so you spend less time maneuvering
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>>2349549
>3 shots meaning each miss is a catastrophic loss of damage
>terrible against infantry
>not all that good against anything heavier than a light pirate truck
>WORSE armor penetration than M6, meaning it has a harder time challenging armor when it hits
>worse overall suppression power
>worse overall hitpoint damage
>worse overall armor shred
There's quite literally not a single scenario where autocannon comes close to what M6 does.
The only time it can be argued to be useful is on a twin-linked setup on a medium mech.
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>>2349547
Chinese spirt, apparently it's a tale of a woman drowning in the sea that turned into a bird, she persisted carried sticks and rocks to fill the eastern sea because it empty, yeah it pretty silly, even for a mythology story but she symbolized determination and fighting against impossible odds and being a spirt guardian so that probably the reason behind the naming of the planetary jingwei
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>>2349479
The entire promotion perk system and building you SL feels iffy to me
Some SL are so defined by their initial perk that it basicaly makes no sense to pick any other perk that doesnt build upon that. So you build "options" are basicaly your flavor generic perks or even taking nothing extra so as to not pay supply tax over promotions.
Some other SL perks, rely on actually equipment drops, so you either put on hold their perk progression until you get the gear needed for it to come online, or put your points into generic perks and the hope you have the points to buy the rest once the RNG blesses you with what you want.
Then you have shit that the the devs seem like to want you to make a build around it but, it is so sub suboptimal that you might as well do anything else. Or SL that are poop and their build is basicaly not make them so poop.
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>>2349570
>>2349571
This is definitely a result of the entire SL system being redone so late in development. Like even for the demo they just had the one unique perk everything else they were identical. Who knows how long it will take to sort out an entire attribute, growth and perk system that was changed just like 3 months ago
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I love how every single SL can be described by two words and you can instantly understand who I am talking about.
Giga Nigger
Angry Indian
Waifu Martian
Bossy Cracker
White Woman
Terrorist Ginger
Australian Wanker
Old Guy
Loud Russian
And so on
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What the game lacks the most is complexity on the strategic layer. Both between and during operations. I want to know what I'm doing and why I'm doing it instead of just clicking on the next mission because that is what I'm supposed to do.
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Suffice to say none of the pirate trucks survived.
Also I want rotation free camera god damn it. I dont care it breaks shit or the background is empty and theres no skybox.
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>finally get a mortar after getting terrorized by the Rogue mortar teams
>payback time bitches
>...
>it neither suppresses nor damages anything
I kind of get it that in player's hands it's kinda useless because otherwise it would be disgustingly OP (as is always the case with artillery in games) but I still feel scammed
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Is the recruitment pool biased towards marines early on or on lower difficulties or anything? Because my first run through towards the end of early access scene had me recruiting the entire starting marine roster, plus Singh. That's it. Only in the postgame when I could afford more dossiers do the other pirates and locals show up.
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>no way to fit two twin-linked miniguns
My fun is raped and I'm going to kill myself
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>>2349722
When you start a campaign you can buy two infantry dossiers before taking the first mission. You can keep trying new seeds this way until you find one where it's two non-marines.
I did this on my second campaign to get some new characters.
>>2349726
All seeds have guaranteed drops. Recruitment order is fixed for every seed (I guess to avoid people savescumming when buying dossiers until they get who they want).
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The most fun missions are when you defend or capture a location. The AI is aggressive and actively come to fight you.
The most boring missions are when you have to sweep an area of enemies and you get stuck on nighttime on blizzard planet. Takes 20+ turns slowly walking around the entire map in shit visibility while the enemy tries to run away from you.
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>>2349535
You're wrong and the overthinking you do about imaginary margins is wasteful. You take as many squaddies as you can if you intend to rely on the squad weapons, you take as few as you can if you rely on the special weapon. It's just that simple.
Notable exception is Carda.
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>>2349779
>The heavy mech better be quadrupedal.
It's gonna be an Atlas looking motherfucker
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>>2349788
Some of the early dev diaries talk as if this was planned at some point, the idea of multiple squad special weapons.
It'd be pretty cool getting to have full heavy weapon team squads. Some of the heavy weapons might get a lot less shit if you can have multiple and twinlink them like medium mechs as well.
The technology is there but the devs hate us so it will never happen.
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>>2349699
Yeah it's mostly a nuissance that serves to build up your suppression. On one hand I'd love for it to be more usable for killing stuff. On another, that would also mean RA's 4-5 mortar teams would go from bothering and killing a squadie every now and again to chunking your squads with little to no counterplay save for smokes. Vehicle mounted heavy mortar actually feels strong to use but I've only found it once across all my runs.
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https://youtu.be/plgg9sSLRvQ?list=RDplgg9sSLRvQ
This music plays when I perform a tactical move of pure geniusI jetpacked Rewa into the midst of a pirate base with twin autocannons and morale-broke their entire army in a single turn
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We really need more SL, I find the vehicle users right now a bit limited.
Also its curious but I feel like Gabriel portrait was from a time when maybe he was supposed to be a drop ship pilot, the helmet he carries certainly seems more for aircraft.
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>>2349823
>I find the vehicle users right now a bit limited.
I don't see what niches are lacking for the vehicles and equipment we have now, save weapon types alone.
>Achilleas: Survivable, deadly in IFV and Mech
>Rewa: Pure offense in IFV or Mech
>Bog: Budget vehicle
>black girl: Dedicated tank destroyer
>Exconde: Dedicated troop transport
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>>2349837
I think I found a nice recon spot for Exconde in light mechs with bags and belts and divine intervention. He usually can force scout the enemy take a shot or two and eat a rogue army missile. Its a great skill. A bit meme but also tanky.
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>>2349779
Maybe, I think the game is leaning towards a chunky bipedal, kinda wish the mechs had a drift ability to go longer distances in a straight line, and also a hover mode, gunship like to recon and fire atgm while airborne for a round. Think it woudl be cool.
But that would be too much focus on mechs. I think the heavy will likely be similar to medium but with heavier weaponry.
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>>2349847
>>2349771
>>2349779
I think the closest depiction of what the heavy mech will be is Battletech's Warhammer, sans the arm/obvious cockpit.
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>>2349845
I was thinking also that a stealth mech pilot woudl be cool since I love jump shenanigans.
And and artillery specialist. Who yells all the time.
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>>2349849
Yeah I can see your line of thinking yeah, also the modern Battlemaster has the military look that would fit the game somewhat sans hands and a big long tank gun piece in one side and some other stuff in the other.
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>>2349858
Adding to that, two heavy mounts makes sense, with maybe a light mount on top.
But two heavy mounts is absurd overkill for any-one enemy we're currently facing, so I'm cautiously hype for the kind of bullshit we'll base facing in T3.
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>>2349861
Exconde is purpose built to be the "lead from the front transport" pilot.
He can self spot, he has zig zag, fervor and divine intervention to not get punished for being aggressive.
I cannot tell you how many times I throw him in the middle, pop out yaz with a short range smg, shoot a bunchof dudes 3 times and apply dots and rout them if not outright kill them and pop back in
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>>2349867
I swear to god I think he has real talent has mech pilot simply because he can tank a hit form Rogue Army that woudl usually one shot your mech. And has the opportunity to back off.
Honestly I kinda bummed only of his initial skill everything else he seems quite solid. Either recon mech pilot or regular tanker. I know the real deal with him is mobile infantry but I was just trying with different roles.
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>>2349869
The problem with that strat is RA. Divine intervention only procs once, and late-game there's never just one ATGM team, and not even smoke can stop lock-ons once he's locked on. Against RA, you can only use him until you run out of smokes to stop that first lock-on, and then he's dead.
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>>2349778
You are wrong and don't think through anything about the game.
I see elsewhere that retards think 8-man squads are ideal. They are not. "Oh but I want maximum firepower", well you retarded niggercattle you can put those squaddies into another squad spreading out your firepower out and preventing it all getting locked down by one mistake. Or just faceroll into the AI and get your 8 man squad pinned and reload the game 50 times until it finally works out for you. Lucky for you, that is also a viable strategy.
>>2349548
C6 is ok and one of the other tripod mounts that works, I didn't say there were only two like you assumed as some kind of mentally deficient retard, but they nerfed it from the demo when it was really good. Now it's just mediocre. The autocannon works just fine as long as it's on a high accuracy SL as I stated. None of the tripod mounted weapons are standout specifically because the AI skirts around them as much as possible, but they can still be used as long as you put in the extra effort to make it happen. All around they are not ideal and most players will naturally find themselves avoiding the tripod weapons because the cost savings are a meme and the AI cheats concealment.
>>2349539
There is no such thing as reddit spacing you dumbass newfag.
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>>2349927
No there isn't you absolute dumbfuck tourist. It was nothing but a meme to draw out retards who've never used 4chan and come here directly from reddit. You don't understand a goddamn thing about this place and stick out like a sore thumb.
Nobody gives two fucking shits about how your text is formatted except newfags desperate to fit in.
So sit down and shut the fuck up.
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>>2349929
How about you shut the fuck up newfag. You contribute absolutely nothing to every discussion and whine about how someone formats their fucking text like some effeminate eunuch. You piss and shit yourself over "reddit spacing" because you don't have a fucking argument. It's worth even less than a "no you!" due to your lack of fucking balls to just disagree. You hide like a coward behind a concern troll over grammar, because you know you don't have an actual argument.
I do not give two fucking shits about what you think reddit spacing is. Go stick your reddit spacing up your fucking asshole.
>>2349933
Terra Invicta and Long War for nu-xcom 1 (less so for nu-xcom 2) both have the same kind of feeling to their AI behaviour that this game does. To wrap it up in as simple a way as I can think, the AI is designed to metagame and thus, to be metagamed. Which is exactly what happens - the AI knows where your concealed units are, it knows how to perfectly avoid deployed/anti-tank weapons and skirts around it all without taking risks. Not because it actually makes any sense - by any right the ideal approach in most missions is the AI being absurdly aggressive as it massively outnumbers the player and doesn't need to care about losses at all - but because someone thought they were being clever and countering 'good player' strategies and therefore making the AI harder.
They actually made the AI stupidly easy. It's just that now the player must also metagame the AI because its behaviour is ABSURD. You know it's going to perfectly skirt your antitank weapons on a breakthrough map so you purposefully deploy cheap weapon teams and leave a gap that goes through a minefield and into your actual force, and the AI beelines its entire army into that gap and dies.
Whereas a human player facing the same situation would scout and probe, fix strong units (and I don't mean the suppression mechanic necessarily) and go around or break the remaining hardpoints.
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>the AI work perfectly guy is back
>he is still as retarded and obnoxious cunt like he always was( and will be)
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>>2349933
>Did they try to overcomplicate the AI and try to badly make it 'smart', without thinking about what would be fun?
yes, that was also the thing with BB AI(still is to a extent)
>>2349925
Devs are averse to real feedback, especially if it goes against their head canon, honestly I do not expect it become any better
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>>2349946
AI sucks but seriously, chill out, why you playing to the hands of baiters and sperg like some retard with chip on his shoulder?
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>>2349954
I enjoy being mad. >>2349952
>>2349953
I have been in those shoes, on the receiving end of such feedback. Very often, what a player is telling you is both absolutely fucking retarded, and also true. The struggle isn't listening to feedback, it's UNDERSTANDING the feedback. Players will tell you all kinds of stupid shit about what they think is happening and how it could be fixed. You, as a dev, have to be able to intelligently interpret and parse what they are ACTUALLY saying.
By far the most important thing you have to do when you're getting feedback is kill your own ego and view it all as dispassionately as possible, and I just don't think most people in general are capable of it. Certainly not the kind of emotional and neurotic wrecks that make up most development and modding teams these days.
For this AI, they are clearly trying to make it difficult, that's good.
What is not good is the AI making nonsense decisions because it knows things it shouldn't, as a shortcut. Not because shortcuts like this are bad, but because the end result of this shortcut is not working.
The game in general feels designed by people who are not actually familiar with battlefield tactics and strategies, or war in general, but instead with videogames and puzzles. A battle is a puzzle to solve; not a series of actions and reactions. The AI perfectly avoiding unit ranges is the sort of behaviour you'd see in a puzzle game like Advance Wars, but it is not what a human player or a real military action would be like. It is not what happens in a tactics game.
When you understand they are designing this like a puzzle game and not a tactics game, you understand why the AI is how it is and why they've ignored so much feedback on it; because you (and I and likely much of their audience for this game) want a tactics game, not a puzzle game. They maybe don't even realize this themselves.
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>>2349958
It may be that devs are now behind hundreds of discord and steam mods and outsourced both game development and feedback, so they get filtered feedback if any at all.
Of course that is only one of possibilities
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All of the SL automatic special weapons really ought to fire more shots or cost less AP. Only the light """chaingun""" stands out in this regard and for no particular reason other than the risk of being completely useless when it jams on the first salvo. Another option would be to roll it into the standard attack so the SL fires along with the squad like normal except his weapon just behaves differently and theoretically is better.
1 - everyone shoots, max range is set to lowest denominator, 2 - fire squad weapons only, 3 - fire MG / IAR only
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>>2349961
Making the AI more aggressive makes the AI more difficult, not less. Especially on challenging and expert where it's got the numbers to suffer some losses just to get in range and cause attrition.
I can't even count the number of times I moved a squad forward without doing any recon, and then revealed a hidden unit perfectly positioned to gape my squad's collective puckered assholes, and the enemy unit falls back instead of engaging because the AI calculus favored caution over aggression for some absurd reason.
>>2349963
Who can say for sure. As a dev, you've got to be on top of gathering feedback and finding ongoing discussions, preferably where those discussing actually don't know if anyone is listening, as that tends to be more authentic. Two friends discussing the game in a private steam chat with each other is more illuminating than a feedback forum or a discord chat dedicated to the game.
>>2349967
During the demo I felt that the way special weapons worked was ok; takes away a little firepower for some utility.
But now I think you're correct - the squad special weapon, at least some of them like the LMG's, should be making attacks alongside the rest of the squad's regular attacks. As it stands currently, there's pretty much zero draw to an LMG (certainly with the same range as your rifles but less killing potential and only a little more suppression), when you might as well just shoot the regular rifles, deal more damage, AND get reliable suppression effects on top.
Or it could be that armor does indeed need a buff/armor pen on rifles a nerf/LMG's an armor pen buff
there's a few ways it can really go, but right now it feels like having a special weapon in a squad that isn't anti-tank or a cover ignoring grenade launcher is a mistake.
It also doesn't help at all that the LMG's in particular are so far backloaded in the game's progression that you don't see them until your primary weapons have alrady become do-everything superguns.
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>>2349972
Well you're paying the overhead on an SL either way, but I get what you mean; you can't have genuinely cheap squads because of that overhead. You either commit to making the squad an effective generalist, or you've got an expensive weapons team that isn't very good outside niche situations that the AI actively avoids.
I don't know how much the AI pays for their 2 man snipers or 3 man autocannons and mortars, but it's probably sub-100 pts. Almost certainly sub-150, and you'd struggle to match that even with a 1-star SL like jean with a 15% off coupon, let alone any of the actual capable squad leaders, and even if you do match what the AI pays, you've only got jean. You don't have 5 jeans to spread the teams around like the AI does.
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>>2349967
Special weapons that aren't specifically anti tank definitely need to be looked at. Hell even the mining laser could use an AP reduction. The airburst grenade launcher also has a chance to jam ON ANY SHOT. I can understand if they want to limit you spamming it, but this is not how you balance a weapon.
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>>2349972
It is partially connected but it isn't the root of the problem. Tech is a bignig and can fire an MMG standing, but then you realize the game makes him so small when you fire the MMG and its a very short burst. It is said over and over but a whole squad of people firing their primaries does the same thing, so there is simply no purpose to this. If you bring Tech with a min-size squad then he also feels small because its just one dude with a machinegun. This all goes for DMRs as well, those should be able to fire alongside the squad.
The SL-only weapon option has a "hold your nose" smell from a game design standpoint. This needs rework.
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>>2349928
You clown lol.
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>>2350002
>>everyone who disagrees with me is the same person
>You need to learn new rhetoric lol. Been playing this game for weeks and you've never once been correct
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>>2349958
>The struggle isn't listening to feedback, it's UNDERSTANDING the feedback. Players will tell you all kinds of stupid shit about what they think is happening and how it could be fixed. You, as a dev, have to be able to intelligently interpret and parse what they are ACTUALLY saying.
Just need to pay attention to "what is happening" part and completely ignore "how it could be fixed" part.
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>>2349920
Not that anon but
>Only the autocannon and grenade launchers are worth it
you did imply only the AGL and autocannon are tripod weapons worth using, and the tripod HMG is still better than the autocannon in every way, high accuracy SL or not.
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>>2350142
>muh russia out of nowhere
Nayrt but c'mon, man.
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I'm finding the hardest part of expert isn't the massive amount of enemies, it's the damn authority gains being reduced.
I can barely afford an extra SL, now Darby is tired and I have no fucking clue what to do since I spent everything on her
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>>2350164
I recommend anyone playing expert to use Carda and Rewa.
Things that rely on killing enemies (team spirit, Rewa's passive) suddenly become a lot better when there's a fuckton of enemies, with both Carda and Rewa on the field Rewa's accuracy skyrockets with just a couple of kills and then you're taking out 3 enemies per turn with each salvo
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>>2350142
Ivan here, its not me this time
too busy getting crocodil and doing war crimes
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he really looks like this in the game
like what the hell, its hilarious
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same for Ivy
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>>2350181
Right? He looks like white not a slav
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>>2350191
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So I'm at a crossroads (expert)
Do I go for the Yaz-Exconde wombo combo (I don't really have a transport pilot and mobile infantry) or do I go infantry heavy and go for Sachin or Vamplew?
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>>2350197
the safest bet is probably getting an infantry at that stage. id be tempted to get exconde and field double vehicles double infantry and have a backup for when someone gets tired, but i dont know if you can do the points for that. i havent used any of those infantry so i cant really say whats best
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>>2349969
>As it stands currently, there's pretty much zero draw to an LMG
The LMGs that need deploying aren't that great, but for some reason the lighter SAW versions that don't need deploying are ridiculous insta-pin machines that will max out an enemy's suppression bar in one volley. I can only assume the logic there was that on paper the LMG has significantly more killing power but in practice between needing to deploy and being so inaccurate it's just straight worse than its little brother.
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>>2350206
Vamp's unique ability kind of sucks. As the game is right now, you want to not get shot at all. And if you do, you want to be in cover. I've had him as the first dossier SL and I didn't get to use his special until the end of EA
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>>2350208
Vamplew actually not that bad, but he need good armor + lot of squaddies for case if shit happen, that mean it will be expensive. His ability to lower ap cost for fire with support weapon not help, he certainly need for fire with primary weapon one.
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I've noticed some things about the game, and by watching other players play. A lot of players really build their SL's and units like shit, and then complain about supply costs.
>crowbars
If you're not running them with full squads YOU. ARE. WRONG. Semi auto rifles don't shoot that much so the more the better. Running Mag Pouches combined with Hollow Points will kill virtually any biological enemy that isn't armored.
>ARC/KPAC
You can get away with less soldiers than crowbar or hammers, as more rounds fired equals more suppression. For the ARC, run AP or match ammo, and for KPAC's run HP or REND.
>SMG's/shotguns
Players REALLY need to stop maxing squads with these weapons, they do fucktons of damage and suppression, nearly 50% of the damage is completely wasted on corpses. AP or REND ammo is best.
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>>2350225
>>2350223
>>2350228
What are you trying to accomplish?
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>>2350229
>Running Mag Pouches combined with Hollow Points will kill virtually any biological enemy that isn't armored.
Which is basically just basic bitch aliens and pirates
The thing is, anything can kill basic bitch aliens and pirates
>ARC/KPAC
Just suppression tools while you wait for the actual things that kill
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I love him
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>>2350236
I think a lot of people must be rigidly sticking to the idea that you should always be fighting at extreme range to maintain concealment as much as possible at all times or something. Getting all up in the enemy's business really is the way to go, even Menace constructs don't like an ARC or K-PAC squad shooting them in the face from a tile or two away.
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>>2350245
You're looking at about 8-10 AP increase on your SLs by the end of the EA if you take the perk to boost growth potential and use them almost every mission. There is nothing stopping you from playing further.
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>>2350226
put crowbar on him. his 150% supression bonus means u can have fatigues on him making him dirt cheap 8 team just firing from max range will make anyone in cover pinned
or just put 2 into suppressed so they miss half their shots
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So guys. What's the verdict? Is the AI cheating or not? As it been fixed by stealth super secret patches installed without out knowledge to hide how incompetent the dev is? Are the hoodedhorse shills still defending the AI or still attacking it or whatever it was?
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>>2350255
Carda needs like 60 missions just to catch up to pike's starting point
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>>2350243
People don't understand what fire and maneuver is, even though the game goes out of it's way to teach you this. The entire player base is either borderline retarded or simply can't fucking read. Everyone wants to run max promotion, max equipped, max squads and gets butthurt when they can't. Players just want to run "the best" but don't understand that the "best" tools aren't always best for that job. I see so many people just run crowbars for 3 or 4 man squads and it's honestly painful to watch people just piss away supply.
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>>2350274
The AI doesn't cheat, the problem is, you just suck, you're complete trash at the game and you cannot accept it, so you have a meltdown about the AI cheating.
The AI has quite literally the same information you do, if you see someone outmatching your unit and retreat into the fog of war, you don't just suddenly go "oh I wonder what could that ? possibly be!", you know it's that same unit moving through the edge of your vision, that's what the AI does.
If you see a unit that outmatches your unit you don't just move aggressively like a retard, you move out of range and wait for a more favorable situation, that's what the AI does.
What's happening is that your weak ego cannot accept that you're actually just bad at the game, so you call the AI cheating, you don't actually want a "non-cheating AI", you want a dumb AI to validate your subhuman vatnik intellect as competent.
Hope that helps!
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>>2350279
>The AI has quite literally the same information you do
This is verifiably untrue the moment you put scout on anyone lmao, AI will immediately start running away into the fog of war if it's outspotted even though it shouldn't know you are there.
>b-but!
Yeah, we get it, you are paid per post to blatantly lie about the state of the game.
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I see we're in the deathspiral of 'anons are bored of the game now and have nothing new to talk about' stages of the thread
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>>2350279
I haven't seen any evidence in my games that the AI cheats. I sometimes discover a pirate rocket truck 7+ turns into the game that hasn't shot at me once because it didn't have vision of my units.
The AI know the range of my units' weapons once they see me but I know the same of the AI so it's fair. I think the only real issue with AI is its defensive and elusive behavior rather than what it knows. It needs to be more aggressive so the missions are about fun battles rather than walking around a desert while the enemies walk out of your weapon range rather than shoot at you.
Actually I think maybe the AI does cheat with the OCI activated abilities. Strafing/Ion canon runs are useless because the AI knows where you place it and simply walk out of it. They shouldn't have access to that information.
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>>2350286
>I think the only real issue with AI is its defensive and elusive behavior rather than what it knows. It needs to be more aggressive so the missions are about fun battles
You can either have a competent AI or a dumb but fun AI, you can't have both.
>Strafing/Ion canon runs are useless because the AI knows where you place it and simply walk out of it.
And sometimes they don't or they walk right into it, it's just confirmation bias, AI just patrols in the FoW in general.
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>>2350288
You don't have the perfect knowledge to run into the fog of war in response to that. You will never see the AI get outspotted and run in the wrong direction to hide. It will always be into the fog and exactly 1 tile into the fog. People abuse that to actually land hits with otherwise useless call-ins like minigun strafe because of how predictably AI reads your view and weapon range.
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>>2350290
>You can either have a competent AI or a dumb but fun AI, you can't have both.
I mean even then it's subjective, some might find the competent AI more fun than a dumb suicidal one.
That said whoever claims it's cheating is just bad at the game, i bait the AI all the time into killzones.
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>>2350290
>You can either have a competent AI or a dumb but fun AI, you can't have both.
Says your ass. They aren't more competent by running away as opposed to fighting. A mech walking just out of my range isn't a competent move because I simply drive two tiles ahead and one-shot it with a rocket. Instead it could move forwards and take a shot at me. Just look at the defense missions where the AI actively tries to fight you to conquer a location. They aren't easier than other missions they are just more fun because the challenge comes from fighting enemies rather than trying to chase down some lonely hidden unit within 10 turns.
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>>2350292
>some might find the competent AI more fun
Considering the AI cheating is the most common complaint this game's facing to the point that devs addressed that it's an issue and that they are working on it, that "some" is in the most insignificant minority and no small portion of that group are people actually paid to deny the game has any issues whatsoever.
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>>2350295
You were asked for evidence of them saying that two threads ago and never fucking showed it lol. And if that was true then why would they stealth fix it and pretend it isn't by sending shills to shut down anyone pointing it out?
>it's the most common complaint
No it is, the supply system is lol
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>>2350295
>Considering the AI cheating is the most common complaint this game's facing
Common is not an argument, most players are straight up just bad, particularly at strategy games.
People said the same about the TW AI just staying out of range of your armies, another game that, coincidentally allows you to check on movement range and another game that, coincidentally the AI stops "cheating" once it cannot see your army anymore, like when you're laying in ambush.
The average player being trash is not proof of anything.
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>>2350302
No one owes you shit, niggerfaggot.
Screaming for "proofs" you ignore everytime to rerun the same routine because that's what you are paid to do isn't going to stop people from pointing out that it's the case.
Now squeal harder.
>>2350306
Screaming "do not believe your lying eyes" and trying to compare complaints in this game with complaints in a completely unrelated game are not an argument either. Most people are bad. Most people can also tell it's mighty fucking convenient that AI always skirts just 1 tile away from your undetected units maximum weapon range. I'm going to give you the benefit of the doubt as gullibly assume you are simply too stupid to understand that, rather than that you like the dipshit I replied to previously are being paid to do this.
>>2350307
No. There was a patch to make AI on hunt down x% enemy troops mission less prone to just running away into corners though it still does that every now and again. If you are at 0.6.6 or further, you should have it already.
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>>2350310
>Most people can also tell it's mighty fucking convenient that AI always skirts just 1 tile away
See but the problem is the basis of your argument is untrue, it doesn't "always skirt just 1 tile away", it only does once you're revealed.
Once you're revealed, the AI gets the same ? marker you do, it knows something is there.
I can literally launch the game right now, start a mission with Darby, have her sit in the AI presence concealed for 5 straight turns without moving and they would remain within her range, want me to do it?
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>>2350312
You can try, end result will be identical to outspotting units with scout, they'll magically keep moving away from the unit they are not supposed to know about unless they are actively engaged in combat.
>>2350314
You are powerless to stop people from talking about AI cheating in this game. Keep squealing.
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>>2350318
>You can try
Look at the turn numbers, do you see how Darby is literally standing still and different enemies keep patrolling and moving right in her firing range?
Do you believe me now?
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>>2350337
Of course he is. Day in and out it's just
>the AI is cheating
>actually no it's broken
>the devs admitted its a pblm
>no they didn't, and they won't cuz they're bad
>also they fixed it but without patch notes while your internet was down
>oh no the HH shills are here to talk bad about the game so that it never gets fixed or something as if that made sense
It's literally nonsense from these guys cuz they're retards. One of these niggers spent half the day spamming the thread with /pol/ shit cuz nobody believes their schizo theories. It's just jeets man
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>>2350337
Yeah, they all just so happen to patrol away from the unit that spotted them and never returning to that spot again in 9 rounds.
You are a moron. You went through the motions of trying to disprove the AI cheating and accidentally have displayed the exact behavior you were adamantly denying.
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>>2350340
No they are not, lmao.
Every unit in the image you posted is a unique, different enemy that walks in, gets spotted and runs away never to return. Unironically what were you thinking this test would accomplish?
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Is there any suggestions on new weapons or gear that should be a thing? I have a few.
>heat sink (infantry)
Increases energy weapon heat pool by 50% can not be stacked.
>heat sink (vehicle)
Same as above.
>M(ARS)-14
The Magnetic Accelerator Rifle System-14 is the end stage of kinetic weaponry, firing 3x15mm depleated uranium sabots at 4000 meters per second the penetration and terminal effects on targets are in a word, catastrophic. Even powered infantry hardsuits are vulnerable to this weapon system, and as such is strictly controlled by the TCR.
>vehicle railgun
The long barreled tank guns final form. NOTHING survives this.
>inferno rifle
The T2 flamethrower, and essentially a 40k Melta.
>plasma blastgun
The short barrel tank guns final form.
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>>2350349
Yeah, walking back and forth multiple times across 9 turns. Something the 5 units displayed in the image didn't do because they know there's an enemy there.
Here's a conundrum, unlike the other guy, you don't actually seem to me like someone paid to do this because you went through the effort of making a test that confirms something the shill's been working overtime to deny. You actually strike me as someone too stupid to fathom that AI has more information than you and it actively acts on it even as the game shows you that's whats happening, which is sad because you actually saw it play out in real time instead of watching a collage of a few images.
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>>2350331
He is right tho. AI walk into your spotting range, can't see her but know that its outgunned and retreat.
AI do not have map hack aka know where all player units are but they know when they get spotted(like a player) even by units that still are hidden(like a player unit) but also know hidden unit weapon range and if they feel outguned(based on hidden team weapon, their own toughness and friendly units nearby) the AI chicken out.
So the AI have some sort of knowledge that it should not have, I seen it try to lose LoS with units that are hidden but can hurt them but ignore units that are hidden but can't hurt them(or are low on danger list).
This is also affected by mission type(some have units that are patrolling, or are asleep, other have units that try to capture the flag which are more aggressive).
AI units in general are more cowardly the more soft they are. Like in case of bugs - bombardiers and fliers will play hide and shoot when warriors will charge. Similar for boarding commandos and vet scavengers vs outlaws.
AI also tend to be more aggressive if there are allies nearby, isolated units tend to run away really easy. I have one RA infantry units run from unarmed drone once(it was only spotted by drone).
Is AI have some extra knowledge(about hidden unit weaponry and ranges) - YES. ((Its also predictable and abusable by player as AI tend to avoid hard counters if it can.))
But it also lack ability to exploit that knowledge and target hidden units. Player can shoot at hidden units but I didn't see AI to do that once.
So its not a map hack.
I think the cowardly AI problem is more a problem with core game concept - spot, stealth, weapon range and lethality and turn order/system. Its not like AI is smart, it try to metagame badly and so its easy to abuse.
*Also try to push with Derby but not shoot at AI and see if it try to hold position.
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>Developers have outright said the AI is using information it shouldn't have access to and is making decisions improperly
>Somehow people are saying the AI is working as intended, despite the actual developers of the game saying otherwise
Wut
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>>2350364
Maybe. HH is well versed in marketing blitz and shills are not beyond them but it just too poorly done. I think its just some fag who do it for free and try to defend his favourite devs like he is defending his favourite football club.
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You made me relaunch the game, are you satisfied?
Can you give it a rest now?
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>>2350380
The developers have outright said the AI uses each tile with a weighted system. The issue is players of course pack the biggest guns and deployed weapons/vehicle weapons, in addition to overlapping fields of fire making this calculation even worse.
Yes, AI might charge a single one of your unit if it's isolated.
It basically avoids clumped units like the plague.
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>>2350374
>they are outside AK range
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>>2350383
I mean a few threads back I post a picture of like 6 units well inside my weapon range as a response to a guy saying they never enter your weapon range. They're retarded trolls, or shills of some kind, and you'll never convince them.
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>>2350387
Its take out bombardier mission, AI is more on passive side in this one and combat didn't started yet
anyway, gonna test it myself too, maybe AI is just broken more than usual and don't react to derby at all
>>2350389
can't they just replace assets etc? there are already melee attacks in the game but I guess assets would be a problem
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>abandon the threat
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I'm suddenly stricken with a feeling that this ESL is projecting really hard.
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guys, the AI does in fact try to move away from you. Ive observed this a lot with pirates, way less with the other factions.
I actively use this to control the enemy AI. I will set up a machinegun or grenade launcher special team with jager armor and camo kit, and hide them. The enemy will actively skirt around their weapon range. I use this to my advantage. Sometimes they decide to all push in which goes badly for them, but seemingly they mass forces for a push.
I dont know if thats the controversial behavior or not everyone is arguing over, but its a real thing. It may well be a remnant of battle brothers AI code where they will try and 'rotate' their line around yours.
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>I'm going to go test it
>never comes back
>everyone else immediately flees when it becomes obvious their cope isn't working
>one guy starts trying to deflect to some other guys grammar
Wow >>2350368 really buckbroke all these niggers so hard lol
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>>2350417
Nah. Some pirates have them, which is why you'll very rarely see a radar scan from the fog of war but they hardly ever use them and I'm not even sure if it has impact on their targetting, that mission didn't have a rocket spamming truck.
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>>2350430
I'm not that anon. Sort your own shit out lol
>this thing happens so often, it's literally every match against every enemy, all the time
>uuh saar, you have to wait until I find a very specific scenario to show you the needful
>that guy just firing up a random save and proving his point in 5 minutes doesn't prove anything
Lmao
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>>2350245
It's kinda meh
Basically take it on SL's with low growth potential. Pike apparently benefits from it the most which surprised me since his stats are already decent, but it's still like single digit increases in stats after 60 missions over what you would normally see. Like it increases a stat by 50% more than it otherwise would on pike, but that means you're going from +8 in whatever to +12 in whatever. after 60 missions.
Is it worth paying to have overall 10% better stats after you're halfway through the full game? I don't think so. There could be zero stat growth and I would actually find all the SL's perfectly usable.
I would personally scrap this perk and start over.
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Ok. So I got Darby and Bombmaker mission.
The AI here really look like it move on patrols - UNTIL you engage. They can even march into Darby (but that happened only when I Vanguard deploy close to 3 enemy infantry units with chain truck close).
As soon as you start killing them and thinning their herds the running begin.
I run that Board commandos around the wreck few times, clock and anti clock wise, never shoot at them and sometimes didn't even spot them. You can see turn count.
There was big HM truck and it run away(or maybe it go looking for me on the other side of the map). I guess AI behaviour isn't that stupid but it definitely know where my unit was at last when I start chasing bad commandos around. It didn't use that knowledge to engage me tho even if it could wipe me in one jump and salvo(or two).
Hope that help.
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>>2350455
>I guess it's exactly what everyone has been saying for fucking thousands of posts now
So it didn't just sit exactly one tile of out shooting range the entire match and then clump in the corner? Very interesting
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>>2350288
If I step forward and my concealment goes away, that doesn't mean I know the exact spherical coverage of whatever unit spotted me.
And unlike the AI, I have to step into view first, and then back out. I can't follow the contour of the AI's line of sight and weapon ranges because I can't see them, however the AI just knows and doesn't have to spend any of its movement feeling out my line of sight. Furthermore, I can only tell if I'm being spotted by a concealed unit, I cannot tell if I'm in the weapon range. The AI is actually pushing into my line of sight and then skirting around the weapon ranges of my concealed units, that is something I cannot do as a player.
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But there is more. I tried with deploying close(hidden) to HMG TRUCK
It started chasing me even when I was hidden.
So the AI know where my unit are, most of the time its just chicken to face tank it(need big numerical or quality advantage to try).
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>>2350375
The AI assesses what weapons your concealed units have to determine whether they'll be aggressive and approach the concealed unit or not. The AI will also check to see if it can move a unit into range of your concealed unit and reveal it so its other units can shoot.
Concealment isn't really a thing against the AI in this since it's always aware of where your concealed units are but its actions on that information are constrained.
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>>2350417
Pirate EMP teams have motion trackers and you will sometimes see them use one.
However, I have never seen the AI actually behave any differently after using a motion tracker and this doesn't surprise me in the slightest because the AI already knows where all your units are and the motion tracker isn't actually doing anything for the AI.
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>>2350468
bombmaker and IED search have probably different behaviour same for for similar stealthy missions
note that I am not the anon screeching about cheating AI
>>2350469
I tried again but this time I give Derby ATMG
the truck run away, when I chased it it firstly run into other units and then come back with them to try to find me, when I killed 2 infantry, rest enemy units(HMG truck, 2 more infantry, and laser truck) started to scatter and run away, the close boarding commandos started hiding behind wreck again
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>>2350473
yes, the AI in the test(emp team) used scanner few times but AI never acted on it(like shoot at me or march to face check - I guess they felt to weak)
You can see what equipment(and loot drop) enemy units have
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The skirting behaviour is more likely to happen with bugs mostly bombardiers and flying units - because they are soft and can be killed with small arms, although flying units usually just hide if you outrange them and they have no ground support
That is how it going on with my experience
>>2350484
Boarding commandos could easily wipe me and I can't really kill them fast enough, BR suck up close and SR have minimal range
and of course there is a fact that AI didn't see me so it shouldn't know that theoretically I could kill them(at distance so they will not wipe me in counter attack)
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>>2350488
See. The thing is the argument was never
>they can see some shit they shouldn't be able to
>no they can't at all
The argument has been
>they will *literally always* cheat, hide from you endlessly, skirt your range cuz they can always see exactly what you're doing and what you're equipped with at all times
>nah it seems more like it has some info it shouldnt have and make decisions based off that within certain parameters and we don't know what those are, so sometimes the AI breaks down or does something stupid
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>>2350490
I doubt we'll see one for a few weeks
good to keep an eye on the pacing of patches though. It's an early access game so they should be fairly routine, at least once a month. If that isn't happening it's not a good sign for the future of the game.
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WISHLIST FOR THE GAME:
-Different AI behaviors for factions, construct and bugs suicidal, pirates hit and run, RA coordinated assault
-Pistol and/or grenade slot, as it is no one uses either one
-Expand on melee in general, power weapons/shields/armor as another anon said
-Flying units/vehicles, jetpacks, dedicated flying pilot/SL
-Enclosed maps, not straight up corridors like space hulk (although there could be some) but maps that make half the weapons usable
-Multi square enemies/units
-Actual dedicated support vehicles/SL, like medic/supply trucks etc.
Anything else?
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I had some fun playing this, but yeah there's big problems. The AI always ends up running and huddled up in the map corners.
My first playthrough I didn't really notice, because I used jetpacks/smgs. I just jumped into them and one-shotted everyone. I could complete bonus objectives and had fun.
Next playthrough I decided to try the stealth Darby meme. The enemy would always be just out of reach. Eventually they're in the corner and its turn 30.
The AI is fucked and the only way to play is to fail bonus objectives or mobility max: jetsuits, vehicles, or mobile infantry. This is not a strategy game in its current implementation, its either a zerg rush or a sheep herding simulator.
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>>2350492
that was just one guy that the other guy use as strawman, maybe it was even the same guy, who knows
the mentioned behaviour happen often, not always, not every time, but often on specific missions and against specific enemy
I should probably test it with 2 or 3 stealth teams to try to herd AI but at this point I just don't want to bother
AI is just not fun to play against and not even because it cheat(it do) or its hard(its not), its just not very fun to play against and not very challenging , it break to easily to common thing
>oh recon and stealth on recon and stealthy unit?
>oh you try to make ambush with hidden deployed weapons?
>oh ''you did a sensible thing to do''?
why even bother
>but then you should constrain yourself to not break it
Its EA, the point of EA is to find and fix stuff that need fixing and change stuff that need changing, I don't see that coming
I have my fun but now I don't really see the point of playing, I am low key happy that I didn't pay for this
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>>2350498
Yep.
And it suffers from similar crap that nuCOM suffered.
Perked up and geared SqL are too strong and enemy is dumb and can only compensate by increased numbers.
Like you can reach point when your single geared unit can kill 2-3 enemy units per round.
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>>2350479
Aren't they just patrolling? Like you have multiple units that Darby could easily take out moving within range, like in multiple turns you could easily take out a unit and a vehicle at the same time
Doesn't this prove the AI doesn't know you are there?
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>>2350512
Yes and no. At this point(early) I wasn't seen(truck run away to seek company because I had ATMG this time) or shoot, then the truck ride back to find me because it felt stronger, when I killed 2 infantry units closing on me, everyone start scattering and gong back into dark.
So they patrol but they will either keep distance if they feel balanced, run away when feel weak, or seek you when think they are stronger. They will not call everyone to go after you.
You can check my other posts with HMG truck chasing me around or Board commandos running and hiding behind space wreck to lose Line of Sight.
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>>2350502
>schizo retard can't read
checks out
>>2350507
>It was just one guy
No, I can isolate at least 3 separate posters in this thread alone making that argument
>let me pretend to be reasonable now that the argument that's been made by everyone (probably including me) has been entirely BTFO after weeks of absolute bullshit
Get fucked
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>>2350512
this AI know >>2350466 where I am
the difference is lack of ATMG and HMG Truck being really well armoured
it simply asses threat and react to it but it must somewhat have info about exact unit location and weapons even if the unit was hidden
>>2350522
>>let me pretend to be reasonable
well, you never fooled me(that you are reasonable), grow up, stop being a sperg
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>>2350235
Costly but I do like him, he makes a battle taxi or tank due to his AP you can zip him around the map and the lines he shouts out, I never thought of wanting a colorblind autistic space greek larping as a spartan warrior
Though I would say Rewa is the better mech pilot when you get better weaponry to strap onto her walker
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>>2350530
By your own admission, there's at the very least 3 people who have experienced that problem.
Take a break from shilling, you are so assmad you are losing track of what cope you are supposed to throw at which post.
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>>2350528
yes it is
it happen before shooting start, I suggest testing it by yourself
I would say that whole spot/stealth system is broken and AI try to get enough units to be bold but can't decide if it want to facecheck the bush or retreat so it hold in range when it has numbers and pre combat behaviour force it to patrol
I may be wrong but you will need to look at code, some mods already address this thing by increasing enemy aggressiveness and make it ignore its own survival chances(but that lead to just one battle when enemy units run at yours from all over the map)
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>>2350543
It's a shittier ATGM, it does have more ammo though although no indirect fire.
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>lol 3 people are complaining about this thing
>so it's a consistent issue multiple people are running into
>NONONONO I DIDN'T MEAN THAT IT'S ALL ONE PERSON, IT'S ALL MY THREAD NEMESIS
>FUCK YOU YOU ARE ALL RETARDED
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>>2350560
>nobody said this
>several people did
>well that means it's must be true then, ignoring the literal proof that it was only ever headcanon
Not smart are you?
>multiple people disagree
>NOO THEY MUST ALL BE THE SAME SHILL
lol
Anyways, so far we have a number of screenshots showing one side, a number that kinda is in the middle but leans towards that same side, and a bunch of screeching from poors who don't even own the game on the other who have yet to provide a single piece of evidence beyond "umm I'm not the only retard so there".
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>>2350569
Anime website, faggot. Don't like it then go back to steam forms and run damage control there.
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>people are already modding SL waifus
Some potential there if they can get to make their own lines, but I dont expect any reactivity between other SL.
What's more interesting is that these mods are being made on a custom leader template the game apparently already holds. I wonder if the devs intended the player to make his own character at some point with portrait and voice choice. Honestly that woudl be neat
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>you are crazy, this is a non issue and it never happens
>okay so there's one guy constantly crying about this non issue that for some reasons devs responded to and said they are working on
>well uhh there's 3 guys actually but don't you dare use the fact that I admitted to it against me
>okay everyone on steam and on discord apparently also experiences this glaring problem with the game but you should ignore that because uh ummm uhmm argumentum ad populum! yeah that will show em
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>>2350479
You know its funny how people perceive AI, I was just playing Xenonauts 2 the other day and the ai is honestly pitiful when confronted sometimes with certain level design and smoke, it jut wanders around in circles until you shoot it.
But making Menace AI more aggressive would solve a lot of its issues now. Maybe even better if it simulated awareness states since stealth is indeed a thing.
Like BB its better to have different types of stupid AI "behaviour" in order to treat the game as a puzzle , with AI having the numerical superiority.
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>>2350592
Yeah. With AI being more aggressive and less being concerned with its own survival some missions would be really hard. With better AI the AI would not even need that much larger numbers
Like boarding commandos could totally fuck you up if they were suicidal and the 10 trash pirate units behind wasn't busy trying to run from battle. Literary dumber AI would make better job at damaging player than what we have now
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>>2350595
I do think coward ai shoudl remain in some units or when getting pinned down.
Its clearly a difficult balance to achieve. The fact is the AI will try to shoot you especially if you hug cover. its when gaming the vision ranges and AI finds it self vulnerable that it tries to scoot.
Funny enough I find myself doing the same run away against the ai when first meeting rogue army in a new run.
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>>2350538
It's OK if it actually shows up early when you need it, which is before you fight the rogue army. However I never see one until late game after I have all the better direct fire anti tank stuff, if I see it at all.
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Pirates should be cowardly or at least their AI should be programmed to jump in first and attack all at once, but on subsequent turns they prioritize survival over everything else. Rebels should be the exact opposite since they talk about dying for freedom so damn much.
Bugs should be aggressive when they have high numbers in a close group while cowardly as their numbers dwindle. Menace should also be the exact opposite, because by playing hide and seek while they are numerically superior it is more likely that you will stumble upon a whole group plus guncrawlers at the exact wrong moment, the ultimate creeping ambushers.
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>3 solid weeks of "the ai is cheating, it's all bullshit and the devs are retarded and this game is shit, and if you disagree with this statement in the slightest you're an HH shill or schizo"
>all those faggots get entirely BTFO in this thread
>now everyone is "ya know the AI that bad, it's kinda hard to balance but you know it's alright, I guess it will just get better with some patches"
You fucking retards have literally moved the goalpost to my side of the field now. Pretty funny to be totally honest
>inb4 you're still a schizo or that's not what happened or some other cope
lel, we all know the truth
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>>2350610
I dont know about you but I feel we are the kinda of the baddies and the Rogue Army might be an actual self determination independence movement of Wayback. The way they talk they feel very determined.
>>2350617
You know I dont care either way, the game could release 1.0 like this and I still think its fun in expert. Dont give a shit about ironman. The ai fucks me, I reload.
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>>2350618
I mean the guy who invited us in is a retarded African warlord and a lot of the loading screen quotes make it clear he's considered corrupt and untrustworthy. So either yeah he, and by extension us, are the real baddies here. Or it's all a show and he's a secret benevolent genius
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>>2350620
Lots of cope, considering modders have looked at the AI now and found it runs away from anything tough: >>2349883
This game's AI is basically a braindead, one-argument list that goes
>attack the player
>UNLESS they have armor
>UNLESS they have nades
>UNLESS they have the tough perk
>UNLESS they are in a group
>UNLESS they deal lots of damage
Etc
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>>2350625
>lots of cope
Dude you've moved the goalposts so far they're not even visible from their original point and are pretending this is a win for you by literally saying what I was saying 2 threads ago when you were busy shitting and pissing your pants. Fuck off, just accept the loss and talk about the game.
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>>2350496
Helicopters be cool, maybe let vehicle SLs be able to fly them yet some debuff to their AP as it isn't something they trained to operate until you get some pilot SL who are decent at flying yet shit with vehicles, a attack and transport helicopter that you can reenact the get some scene from full metal jacket
Which is also I would like to see is your squads able to open fire while in vehicles instead of having to get out and shoot
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>>2350633
>xir's back to pretending it's all one person
the absolute state of your prolapsed ass
God, I would hate to be you right now
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>unplayably bad AI
>reviews still positive
This is the real reason gaming has gone to shit, you know? It's not pajeets or sjws or whatever the fuck escape goat. It's because people tolerate bad games.
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>>2350599
Now see someone mod the IFV into a m577 APC. Noice.
But no, we will get a deluge of waifus, maybe even new 3d models for waifus? I am okay with that too.
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>>2350639
On one hand, yeah, it'd be nice to fire from open top vehicles with some accuracy malus. On another, image the sheer hell that would cause in early or god forbid starting pirate missions. 7-10 trucks that have to spend a turn deploying pirates suddenly turning to 7-10 pseudo-mobile infantry able to close in and attack at the same time.
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>>2350643
>pirate flamethrowers screaming out of the fog of war and absolutely gutting a squad with no opportunity to do anything
Jesus Christ how horrifying.
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>>2350639
>I want my men to fire from inside a vehicle
any vehicle armoured enough to be worth riding in isn't gonna let you fire out of it.
Everyone keeps comparing this shit to real life for some reason, well in real life mechanized infantry still have to dismount to fight.
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>>2350666
So anyways, any vehicle armoured enough to be worth riding in. Marines ain't gonna be riding around in technicals. And no IFV or APC lets more than maybe one guy shoot out of a hatch, and even then it's usually a net negative since the loss in protection from doing so, and the limitations it would place the on the vehicles main weapons make it a net negative.
Although as a perk for Gabriel I could see and that would be alright since its his gimmick anyways
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>you get 1 ONE(one) commodity after each operation
Who the fuck would waste an hull slot on this?
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This is like my third campaign and it's my first time seeing this mission lol
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>>2350676
Throw it on tech and enjoy ATGM damage without having to deploy and set up.deploying and setting up and then using target designator spot + indirect fire is better in pretty much every scenario. Anyone with 100 AP can spot and kill any vehicle in seemingly 20 tile range a turn
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>>2350707
They really need a heavy rebalance in those powers. Mines are op. I personally like a lot the dropship minigun attack and the missile.
The dropship overall could have a bit more to do, how about a scouting run in a part of the map that reveals shit for 1 turn or so?
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What people thoughts on the squad leaders, character wise, I mean yeah we don't go into great depths of knowing them other than their brief bios and they do tend to say the same repetitive lines but they do have some charm to them when they kick ass, shouting out ROCKET or screaming out for to you for help when they get pinned or nearly wiped out by that fucking hidden bombardier
Definitely a improvement from battle brothers where all your guys were pretty much faceless replaceable fodder, unless they were level 11 bros with decent stats that you feel some attachment to by making a effort to not getting them killed
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>>2350741
I love this game but I disagree about battle brothers, I guess that depends, but I think emergent gameplay and story feels more impactful for me than pre made characters. I have some characters in BB that created incredible stories just by their actions in battle, and even low level recruits that die early.
I woudl not call it "improvement", just another way to do shit.
In fact all the events in this game are kinda wtv, the ones I have seen are meh. While the writing in BB is incredible, in this game its only competent.
I dislike this way to tell a "story" personally, squadies are really fucking awful, they are just HP, I stopped giving a fuck really fast. And neither the SL give a fuck apparently unless they get bruised.
However if they make a shit ton of SL and different interactions at least it compensates that a little bit.
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Here's my theory for what's going to happen after the TCR arrives to meet with FM Zama-
A new character, let's call him General X for now, will appear at the head of the TCR Reunification task force. General X is a politically intelligent, polite but cynical agent of the TCR who does not believe in the mission, but does see it as a huge stepping stone in his career.
General X is deeply mistrustful of the Major for various reasons - sourcing local materiel, working with indigenous forces, a [REDACTED] (less than 0%) SAGE analysis of a victorious outcome, and so on.
FM Zama will reveal his super weapon at the ceremony. It's not the MENACE though. It's Psychic soldiers. Zama will seem like he's going to force a confrontation with the TCR but then the MENACE will attack.
In the ensuing chaos you have to choose whether to assist the Jingwei in establishing order, or the TCR in maintaining fleet integrity which will further divide your loyalties and pull your SL's in different directions based on their own loyalties and sensibilities. The 'difficult' choice will be that Zama, mostly out of self interest, does want to see the Wayback protected and preserved. General X views the Wayback in and of itself as an expendable resource.
The TCR will enter the game an additional enemy faction for a true marines versus army rivalry.
My theory is based on a few loose suggestions in loading screen tips, lore memoranda and the fact that the game borrows liberally from the cassette futurism of Aliens. In particular there are two elements that I lean most heavily on,
-The first is the loading screen that directly states there is some [REACTED] thing in the Wayback that is in and of itself more valuable than the reunification mission.
-The second Jean Sy's "pirate luck" skill at her highest rank, which suggests there is some tangible difference between different groups of prison barges
I could go on with my schizo theory but post length. Thank you for coming to my TEDtalk.
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>>2350760
NTA but I think the TCR fleet is going to get fucked up jumping into the system the same way the Impetus did, the Menace has a line of dialogue in the intro that feels like it might be implying that they were responsible for the gate going wrong.
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>>2350741
they are great imo and infinitely better than generic nobody goons from other games
i do think it could be expanded further but so could a lot of the game
like >>2349578 aluuded to, they are all decidedly destinct and their personalities are reflected in how you use them too
my main concern is that the bar is already so high that we are unlikely to get many more sls
>>2350753
i literally cannot recall a single name of any of my brothers
even my favorites are simply lost in a mass of generic armor sets and remembered as "axe guy" or "witchhunter" but i will already remember menace characters for years
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>>2350758
Don't know about the psychic soldier part, don't think Zama has the resources nor the tech to make such soldiers as the Wayback is meant to this backwater shit hole that the TCR use as a dumping ground by sending criminals there like it space Australia
But I do agree we going to see a new character, maybe a Admiral than a General who isn't pleased with the Impetus due to them hiring literal mercenaries, wanted terrorists and pirates to replace dead marines nor thrilled that their general died the moment they enter the system yet is thankful for informing the TCR of the Menace and tells us we going to be put in a reserves and stay out of the way for the rest of the campaign while the fleet handles this 'minor' threat and when it over we going to go back to the core worlds for a little talk about your future career
Zama will most likely pull something, like as the TCR fleet comes in and greets the IJ fleet they will surprise attack them when their shields and guard are down in hopes to cripple the fleet as a way for Zama to let the Wayback factions know they don't need the TCR, he their protector as it was clear he wasn't very happy that the TCR fleet is coming over in the first place
As this is happening the menace will show up and destroy both fleets leaving us to gather what is left, new SLs and better gear to fight back the menace who now showing up with way more horrifying abominations
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>>2350776
That's why I said its preference, I remember my bros.
As for these bootleg Jagged Alliance wannabes they are cool for a couple of Missions but they get old really fast. Dont get me wrong anon I love the game. Again its preference.
The writing is competent But I dont think any SL is particularly good, they squirt comedy however really well to the point that I enjoy, the game takes itself seriously and its not quipy and self referential like most modern shit is.
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>>2350789
the double is really powerful though. Probably the heavy turret that is worth it the most. The siege mortar is ass and the two tank cannons are both more niche than the hmg which is great against pretty much everything except the heaviest of armor.
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>>2350814
Less-so a placeholder and more-so an asset from an older version of the game before they turned it into a sci-fi horror turnbased shooty game.
I think they intend on it staying as a StuG, but just with a less obviously outdated model.
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>>2350815
It looks out of place for sure. They probably really wanted a more 40k technofeudalist type game with more GW type tabletop models.
Honestly being more like modern armoured or cold war era vehicles is better.
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>>2350813
Yeah, and the IRL Centaurion tank actually used it as a spotting tool, the .50bmg rounds in it's coax were all tracers that ballisticlly matched the 105mm HEAT-FS so they could first walk in the machine gun to get the range and then fire the gun.
>why
As War Thunder players will tell you, there is a HUGE difference between late WW2 heavy tanks and early MBT's, a King Tiger or IS-3 will laugh all day at 90-105mm APS but HEAT-FS makes them start shitting bricks. Unfortunately HEAT has the ballistic arc of a flaccid rainbow and as such is hard to aim in real combat conditions, and this is also seen on many different HEAT slinging weapons.
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>>2350817
A JagAbrams would be legitimate weapons grade nightmare fuel.
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>>2350820
Fits the style perfectly. Curiously in emperor of the fading suns, which is 40k if it was good, its a dark industrial jagdpanther as well.
The IFV is already a mix of Bradley and Puma.
Nu Xcom had a cool little model of a leopard2A4 that looked cool, I said in a previous thread I think the blocky nature of the leo2a4 would be cool. The light carrier is already pretty much a Centauro.
The problem I see with heavy tank is that what could it bring that the long tank gun already does? The game has relatively shor ranges compared to real life. So the decision to be an assault gun must be frontal armour capable of hitting a few ATGMs and keep rolling to you.
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>>2350825
>The problem I see with heavy tank is that what could it bring that the long tank gun already does
Heavy tank uses a 150mm howitzer that fires HE or HEAT rounds. Less good against armor than the long tank gun, but comically huge explosions.
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>>2350741
They are much more likable/tolerable than I thought they will be based on demo. Still my core complaints about them stand - there is just not enough of them. 16 for EA and 26 for 1.0? That is pitiful amount and reduce replay ability of the game.
There is also other problem - that in general SqL feel more like they are more of nuCom hero units than expendables(like in old X-Com), it really goes against of supposedly roguelite character of the game
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Frankie is love
Frankie is life
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>>2350848
Yes, but both have much more characters. JA2 have more than 60 recruit able characters. And as I said again - them being hero units goes against roguelite character of game. And it just encourage of save scumming.
Just give me more SqL, make players being able to get replacements for possible losses easier.
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>>2350855
Good for you, there's a button that says Ironman right there.
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>>2350856
>>2350857
It was bugged last time when I tried it. And you are missing the point. if the game lack ability to roll with the punches and losses then its not made for ironman, just for masochist.
And again. There is still not enough characters for normal play. Unless you say that you want less characters in general.
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>>2350860
You have MULTIPLE turns to rescue a squadmate, PLUS the option of a medevac. Others roguelite games give you a single party or make your run end after a single loss. If you're burning through 20+ squad leaders you aren't playing the game right.
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>>2350856
Ironman doesn't do anything because it doesn't save during a mission so you can just keep retrying over and over like you can without ironman. I don't know why they even bothered including it.
>>2350860
Yeah, that was something I realized pretty quickly too. It's edging towards roguelike but by strongly defining the characters and limiting the roster they intrinsically made losing squad leaders an unacceptable outcome to roll with. Even losing squaddies sucks ass because the manpower pool is so low.
What the original x-com did correctly was to treat the soldiers as faceless mooks and tie progression purely to equipment - anyone who dies isn't a setback in story, plot, or capability. You just hire another rookie and throw the old gear on the new guy. This makes it so tactical failure doesn't mean unrecoverable strategic setback, you have to consistently lose to actually lose, not merely have one bad mission that fucks your progress and investments.
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>>2350872
Yeah. That is why I called it nuCom like. In modern XCOM losing your A-Team probably will end your run. IN old X-Com you can lose troops all the time and even survive total wipes or close wipes frequently if only you get enough points and cash to get rolling and grab some pieces of equipment and aliens to progress.
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>>2350872
>Ironman doesn't do anything because it doesn't save during a mission so you can just keep retrying over and over like you can without ironman. I don't know why they even bothered including it.
So exactly like their previous game. Very fucking wow.
>it's a roguelike
you fucking retards can't speak anything except memes and buzzwords can you?
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>>2350878
>if I keep using decade old buzzwords incorrectly and out of context I'll sound current and intelligent
Yo that's straight illin dawg. Stupid cunt
>every game that's meant to be replayed more than once is a roguelike
kill yourself. For me this game is a Perfect Dark like cuz it is set in the future and has aliens.
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Pistols should be a squad weapon and they should be infinite ammo, zero supply, and one free action per turn.
>downsides
Virtually no AP or AD, cannot benefit from ammo mods, and cannot benefit from promotion attributes.
>basic bitch free pistol
You get these from the beginning.
>cqb
Glock switch/TMP/Micro Uzi/MAC10 that is great up close but is useless from long range.
>range
The "Halo Magnum"/Space:Above and Beyond pistol, essentially a tacticool service pistol.
>sof
A Mk.23 that allows you to murder the fuck out of shit without breaking concealment, and REFUNDS the AP on a killing blow.
>energy
Quake Blaster pistol.
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>>2350875
>you're never going to have a blaster bomb randomly delete half of your squad on the second or first turn.
I have literally had multiple bombardiers and blaster bugs spawn in front of my deployment area with all of my units visible and immediately lost soldiers exactly like this.
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>>2350879
Still dumb and seething like always. What happened anon? Why are you so dumb and angry all the time?
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>>2350496
yeah, the game lacks biome and map variety
i want it to do a better job at showing me that im on another planet that is currently being invaded by aliens
right now everything is just regular forests, deserts and tundra, boring
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>>2350903
I hate this trope of scifi planets all having monobiomes instead of some diversity. It's all just "earth except only desert"
It never feels like I'm fighting on another planet, only like I'm fighting on a different part of earth.
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>>2350902
I don't think its worth the cost to do so vs carbine/pipe rifle. But SMG if you want them to just defend from something getting close.
Really any gun is fine, crowbar for adding some tickle at long range if they have nothing else to do, ARC to defend themselves OK if something comes to fight them.
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>I better go into a thread, respond to every single 12 hour old shit post I find
>then I'm going to endlessly bitch about how this person is rent free in my head
>and then respond to every fresh shit post they make
>all while pretending I wish I could just ignore them
what makes someone do this?bikerputtingstickinwheel.jpg
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>>2350902
Everything's balanced around being usable at ~4-5 squaddies, so if you have less than that the primary is just a meme. Another reason why weapons teams actually suck in practice. You are always better off having a non-deploy special weapon with a team of 4+ than a deployable weapon team that has to constantly run around because the AI will hardly ever wander into range on its own even when you conceal them.
On a surface level the design they have seems good, but it doesn't actually work out.
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>>2350931
Some guy on the steam forum came up with the idea of certain armours having free, usually appropriate slots
>recce armour with nvg slot
>operator with extra ammo
etc. The idea you can only put in that item and must still pay the supply cost for it, but that it frees up a slot on that armour, and adds another variable as to which armour is better for a given situation
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>>2350927
>Pipe rifle is retard tier.
you should not waste points bringing something that you will never use.
i run carda with 32 rounds of grenade she doesnt run out and uses them against everything. I even shoot them at vehicles when there is nothing else to shoot at
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>>2350942
>he has now adopted his opponents position as his own, but still maintains he's a retard for being the first to hold it and refuses to admit this has happened
He's a poster child for the horseshoe theory at this point
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>>2350954
>>2350950
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>tfw you see update queued down to the Ms and get excited for a second but it's fucking monster hunter
I should uninstall this piece of shit
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>>2350825
>The problem I see with heavy tank is that what could it bring that the long tank gun already does?
Extra-powerful APFSDS for dealing with the next tier of heavy units that aren't in the game yet, and possibly also the ability to fire HE to make it a true do-everything machine.
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>>2350980
They should get a giant crude mech that can barely move with huge unreliable guns and inaccurate guns that can fuck up your run in one hit
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>>2350980
>T-55
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>>2350985
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>>2350986
Not jerry-rigged enough.
Think more like T-55 "Enigma"
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>>2350992
>Not jerry-rigged enough.
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>>2350988
The things that mark your vehicles most of the time are Jaegers and they are going to see you first no matter what, so I like to get ERA just in case I leave my vehicle in a less optimal place and it gets marked and I cant react in time and get it to move next turn, I still get sensors though, more vision range is always good.
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>>2350943
You should be selling those pipe guns for real guns, and not slapping every fucking thing on your squads as 30IQ chimps are want to do. Carda with a Mk19 or a ATGM supply drop (because that shit is free) and soft armor is based.
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>>2350988
>speaking of this does anyone use reactive armor?
I use it every single time I'm facing anything that can fire rockets.
Realistically, the only thing that can effectively damage your vehicles then are lasers or a freak rocket that managed to hit AND ignore reactive (very unlikely)
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>>2350988
Reactive armor is a go-to for vehicles you want to get close up to enemies with.
Doesn't work on lasers, but who gives a shit, those are pretty rare.
What you ARE interested in stopping is the endless fucking RPG/ATGM from RA and MENACE units.
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>>2351006
Try to control your monkey brain and not shoot grenades or missiles at everyone you see. The pipe guns should be sold for better guns, stop bringing maxed out 3 stars and MedMechss, embrace the KPAC/IFV master race.
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>>2351016
>sell the pipe gun for 10 trade credits
i have more money than i need, the pipe gun is useful because it lowers deployment cost
>stop being effective
no. I will continue using only decked out commando darby/griefinger and support weapon squads, and hammer wetteroth for rp fun on bug missions, as the only infantry units and run 3 vehicles because it is safe and effective, gets no squaddies killed, allows me to complete all bonus objectives most of the time on expert, and gives me the thrill of dominating overkill against the helpless overwhelmed enemy.
Maybe next run ill try the indian rifle squad guy or the fancy armor negro. But i still see no reason to put anything but a pipe rifle on a squad whos entire loadout is based around maximizing use and effectiveness of its special weapon. Very early game it makes sense sometimes because you simply do not have enough overall ammo capacity to kill everything on expert, but as soon as you are not running out of bullets its pipe rifles for carda
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>>2351027
>3 AI supply don't you.
Naturally, its the most effective
>excessive
means you are winning hard
which means you are maximally effective
I could take my normal mission loadout and just remove 30% of the deployment and still complete the missions, just slower because i couldnt split my forces and sweep the map
This game is a glorious saga of starting out with nothing but carbines and being so low on ammo sometimes you need rewa to run guys over, to being able to start at one end of the map and sweep it on a defensive mission
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>>2351018
Double-layered armor plates that discharge high-powered currents into penetrating projectiles. Less powerful than ERA but much more reliable and covers a larger part of the vehicle. Reduces the damage of incoming attacks by 33%. Does not work against energy weapons like lasers. Effect does not stack.
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>>2351050
if you have the med bay to cover casualties they are ok, and so losing 1 to 3 is simply a buffer you have for fuckups.
them permanently dying is something i try very hard to avoid and my entire strategy is based around taking care of my guys
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>>2351018
this is real btw
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KILL
EVERY
BUG GA
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>>2351077
Ok you know those super tough warrior bugs that eat like 20000 rifle rounds? With the perk rewa kills those in 1-2 smashes
basically every other bug except the flying ones die in 1 smash
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>>2351068
>hmg/gl
It's refreshing to see someone who actually tailors loadouts TO THE THREATS that they fight.
>pirates
Either autocannon/mg or rocket/mg.
>mg
Suppression.
>RA
Long barrel/gl or laser lance/gl.
>redacted
Rotery MG/Plasma or HMG/Plasma.
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>>2351084
oops it only killed 2/3 time to go in reverse and do it again
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>>2351088
meanwhile the future space vehicle design for near peer wars in reality
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>>2351097
due to drones both of them now have top tier recon-strike complex, where beforehand they just had mass soviet-style artillery barrages. russia in the last three years built a system capable of destroying any high value target within 120 km of the frontline within 10 minues of discovery from scratch. both countires redid logistics, recon, pattern-of-activity missions, arty correction, fires complex, anti-air, SEAD and even ground army around drones, because drones are just that good.
yes, it is the future of warfare. all of my SLs have a wardog.
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Bug Depot got a whole bug battery going on
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it has begun
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>>2351156
The custom SL mod has been updating almost daily, I think. Promising, I wonder if it can add some custom perks with some light coding.
It's only a matter of time before the game is turned in Girl's Frontline 1 redux. It has dummy links too lol
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>>2350980
>>2350981
The pirates should get a crudely made landship strapped with many guns as possible, very inaccurate yet fires so many weapons per turn to make up for it and it operator should get it own unique VA, maybe the same VA that does the pirates but deeper and more bombastic telling his crew to shut the fuck up about the flashing warming lights and everything again
>"I DON'T CARE IF OUR GUYS ARE IN THE WAY, JUST, FUCKING, FIRE ALREADY!"
Could work as a final mission in a pirate operation, a boss battle of sorts where you have to bring all the heavy guns you can muster or lure it over a unstable bridge or something to destroy it for huge rewards
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>>2350989
That's talking about a theoretical future TCR (?) heavy tank that's fully customisable, not the current StuG. Also I think it should be based on the new Panther tank for maximum tacitcool sci-fi-but-real aesthetics.
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>>2351156
Noice
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i have bricked my save on a blind run, challenging difficulty
pretty much everyone is dead and there isn't enough squaddies left
>first encounter with army boys
>get my first troop carrier one-shotted by a mortar
>second one takes some kind of sniper hit? single bullet dips HP to a tiny sliver
>immediately abort mission, fuck this
>farm some other missions
>see smoke grenade for the first time in black market (either that or i missed it the first few times they showed up) MUCH later in game
>oh wow, this is pretty good
>do the signal mission with mecha-zombies, barely make it out alive by spamming smokes
>SECOND encounter with army boys
>"i should be good now, i can deploy smoke and use that giant building as cover"
>troop carrier blasted by mortar anyway
>enemy tank shows up and pins down everyone
>abort mission after firing RPG does nothing to it
after giving up on the save i looked up some videos on other people playing it. laser rifles? tank guns? ATGMs? proper non-workshop RPGs? those literally never showed up in my run or i would've noticed them. i didn't even know IFV chassis existed. yet i see video after video of people doing their missions roughly equal to my campaign status (15-20 missions?) in literal Bradleys and Javelin squads. maybe there's a hidden black market mechanic i didn't leverage?
i'll give this another go but i'm not too happy with how the blind run went. lack of in-game transparency is extremely annoying. i still don't know what armor pen value actually represents besides "eyeball this number or greater and it probably penetrates vehicles." there's green for health, grey for armor, yellow for suppression, but what about morale? am i just getting unlucky with black market rolls or do i have to do a special mission for the warlord to get laser rifles? i guess the next run will answer.
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Is the AI knowing your sightlines bullshit ever getting fixed? What's the point of setting up a tripod machine gun if the AI knows exactly which tiles you can't reach and will camp there always. This shit is just not fun.
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It's happening again. A new game on challenging with a random seed and all I'm seeing are the starting Marines even though I went out of my way to pick different starters. Even had to tough it out with xenos as the first enemy.
>>2351294
A lot of rebel army gear is likely their drops as their stuff in the market is on the rarer pool of items. You sure those people didn't already fight rebels beforehand?
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>>2351312
Simply don't do anything. If you're finding targets with a spotter then simply don't let the spotter be seen. They will walk into range almost guaranteed on the next turn. Literally easier than nuXCOM, brother.
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>>2351314
I would be agressive except I'm having a campaign where I'm getting absolutely no anti-armor options. I haven't even seen a PAL in the store once. I have to use workshopped RPGs on everyone.The bullshit rng should be fixed alongside the AI.
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new patch tomorrow
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>>2351167
Strategy games are simple and the most complicated thing in this game was likely the movement animations. I'm sure that it will be decently possible to rig up every weapon type to be a squad weapon, including pistols, then lock that squad leader to that specific weapon type only. Squaddies could have their models pointed to the leader's (custom) model instead so they appear as dummy links properly.
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>>2351351
Have enough intel to know where ATGM, officer and jeager squads are - 3 intel is generally enough to reveal everyone and know what they are.
Have someone with scout and preferably binoculars to outspot RA walking ahead of your advance - contrary to popular opinion, this doesn't have to be darby, spend a promotion and 5 supply points to give 1* infantry scout and they'll do as good a job.
A squad with jetpacks to close in and assassinate problem causing squads and then immediately pop a smoke - Yaz and Lim are tailor made for it because they have access to berserk.
Just run ERA, advance with armor anyway and pray.
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>>2351351
A unit getting suppresed is a better outcome than your vehicles getting marked and eating an ATGM
You can save one with smoke, the other will be killed this or next turn if you dont remove it from every RA ATGM team indirect fire range (which is huge)
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>>2351351
You're vastly overestimating the rogue army. Most of their squads fold faster than pirates because they're small teams. The weapon teams have 3 people and are so slow that they require a full turn to setup, so if you don't stay in their vision for a full turn they're harmless, unless someone is spotting for them. The only squad that is a pain are the jaegers, but you can somewhat metagame them by looking at the concealment status and just blindfiring at their last known location.
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>>2351365
Kody is brutal in that role, and no vanguard does not hurt him that much.
But I really think Wet if you find him early is the one of the stars of the one stars. Great accuracy and can do the job of Darby for a fraction of her price.
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anyone saying the ai isn't way too passive is either retarded or outright lying
it literally runs into the corner of the map with its assault units lmao
the game is fun though
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God, Darby is so fucking busted,bugs literally running past her and she's literally cleaning everything by herself.
My first campaign I didn't even pick her.
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>>2351343
>rig up every weapon type to be a squad weapon, including pistols, then lock that squad leader to that specific weapon type only.
>Squaddies could have their models pointed to the leader's (custom) model
Personally I wouldn't even get that far but I've seen GFL in stranger and more compex games, I wouldn't mind someone doing all that.
Hell, I'd even be content with custom SLs just looking like a squaddie for now. They just copy someone's model right now, right?
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Lim managed to kill three of Carda's squaddies while shooting into that unit of bugs with his shotguns with very high accuracy, how the fuck does that even happen.
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time to meme on some pirates
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I'm doing Bog + radar + 4 VMAT missiles right now, and it's working great. My scouting and anti-armor needs solved on a budget.
The description says that VMATs are against light armor and they shouldn't be relied upon, but when you actually use them, they are great against heavy armor, and they are so accurate even Bog can use them, and they seem to hit multiple targets too.
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>>2351539
yeah, that was basically my bog. In an ATV with radar, smoke launchers and two vmat missiles.
I found that with lucky shot and overload with a vmat that I could reliably take out even heavy tanks, and generally with bog you only need him for one or two heavy swings anyways. Radar and smoke also go well with overload since they both last two turns so you can scan or pop smoke after overloading and using lucky shot so that you either keep your radar screen up or you hide yourself in a nice dense cloud incase you manage to miss. I was using two ai supply chains and he cost me like 170 supply.
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>>2351532
Battle Brothers couldve been even better, tons of the sandbox system were never truly finished, reputation affecting jobs conquering towns, building towns, more dungeons.
Its very mount and blade and the emergent story helps it a lot, but I forgive them not coding everything ( modders sort did many of those like stronghold mod ) cause its a small indie team.
This game kinda reminds me of a fancier auto battler like ogre battle and advance wars in a way with a bunch of cool weapon mechanics. Its not trying to be xcom\xenonauts like at all except that it has cover.
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>>2351561
>tons of the sandbox system were never truly finished
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>>2351312
Protip: setup your machinegun and then throw smoke on yourself
The AI will move up into the open because it thinks you can't see through the smoke (correct) but isn't programmed to understand the smoke only lasts 2 rounds.
When it clears out your tripod will be able to kill everything.
By making the AI cheat they didn't make it harder, they made it easier. All it means is you have to metagame the cheaty behaviour instead of playing normally and having fun.
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>>2351471
It's not worth it
This is because vehicles have decent range weapons already and don't need to to frontline where concealment is a big deal. If you're playing correctly/not retarded (sometimes I play retarded for fun), then you have infantry screening ahead of your vehicles and only moving the vees up to deal with bothersome things.
In such a case, which is most cases unless you are playing retarded, you are never going to need either the sensors or the concealment addons.
However if you are driving alone with your APC for whatever dumb reason, then what helps you far more against a hidden autocannon team isn't concealment, it's having sensors so you can spot them earlier and shoot first. Otherwise you'll just blunder into them and give them the initiative.
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>>2351569
NTA but that is what I hate about this AI. It metagaming, its annoying to fight against when you try to play normally, or is easily broken(stealth on recon unit?, aa run away) and when you cheese it(sometime unintentionally even) its just offer zero challenge
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How do you receive or avoid friendly fire to begin with? I've noticed sometimes I can happily machinegun enemies adjacent to my own and never hit the wrong people, even sometimes having no suppression build up either. Other times I had one vehicle use a minigun past another vehicle and it instantly exploded, though to be fair that one was a shot attempt straight through it. Is the FF risk negated when infantry are deployed? The way line of sight works and how everyone just shoots "over" buildings and cover makes this feel very abstract and ambiguous when its safe to shoot past or near friendlies. At least I don't play ironman, yet.
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>Modify game so that expert has 3 times the enemies and the player has 1.5 times the supply points.
>Game is fun again.
Early game was a bit painful as you don't have enough stuff to put into missions but man, having battles cover the entire map is great, fights are actually intense and you can't just Darby your way though them all. Plus the AI is more aggressive.
If you do manage to get a bunch of the enemies to flee you do get a jumpscare sound however as 20 units trying to flee at once all make their sound effect louder.
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Trying to figure out how the accuracy value of a weapon determines hit %
Let's say I have an SL with 100 accuracy, is this 100% CTH (chance to hit) at the weapon's ideal range?
If I have a weapon with 0 accuracy bonus/malus at range 4, and an SL with 60 accuracy, then my CTH at range 4 is 60%?
Is that per bullet fired? So e.g. 4 squaddies (+1 SL) x 3 bullets each = 15 rolls to hit at 60% CTH each?
So 9 hits on average? Then damage, pen, etc. is calculated after the confirmed (distributed?) hits?
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Also here's a quick comparison of the ARC variants
It looks like the ranged version isn't worth dick. CSP and SOCC both get an accuracy bonus but the CSP version starts with higher damage and aside from a small difference in armor penetration, is just overall better than the SOCC at every range bracket.
I can't say for sure what comes out with the best damage application, but looking at it right now, my hunch is that the CSP is just flat out better than every other ARC version unless you're shooting something with armor, but in that case none of the ARC versions are very good anyway.
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>>2351632
Maybe when their first big patch goes out but I doubt it. At best we'll see bandaid changes rather than anything that comprehensively improves the AI. They need to basically build and expand on what the AI can do and how its logic works instead of just tweaking values, and I simply do not think they will do that. I think they will just tweak values and call it a day.
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>>2351629
Anon most of modded weapon is overpriced shit except silenced ones, that must have for stealth. Only cqb and maybe range kpac worth to see when used with hollow points ammo.
Also arc have 12 base hp dmg, not 11.
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>>2351647
The more I look at it, the more clear it's becoming that the CSP is actually a bit of an outlier.
The red -> green color gradation is normalized for each category and between all weapons, so .e.g the damage rows for all the guns graduates the color from the lowest value (deepest red) for whichever gun has it the worst, to highest value (deepest green) for whichever gun has it the best. This is per category, so it only compares accuracy with accuracy, damage with damage, armor pen with armor pen, etc.
The purpose of that is to get an intuitive at-a-glance view of how similar or different one weapon's values are compared ti another weapon.
I've modified the damage value to include the amount of bullets fired, so instead of 12 for the ARC it's 12*3 (it fires 3 bullets), and for the Crowbar it's 11*2 (it fires 2 bullets).
This gives you a better idea between the weapons how much damage potential they have. This isn't applied damage, since there's no accuracy etc. being taken into account, it's the theoretical damage it COULD apply. After armor, accuracy, whatever else the real applied damage value is going to be lower.
I also included a variable for the amount of squaddies/guns in a squad, but it's just set to 1 as it's not going to change anything visually except the raw numbers on damage.
So e.g. the ARC CSP fired by 1 squaddie does 42 damage at a range of 1; which means theoretically 1 guy does enough damage to kill 4.2 other guys, but from reading elsewhere damage can't overflow (14 damage to 1 guy with 10HP = 1 dead guy, rest of damage discarded), and of course you can't kill more elements than you fired bullets (CSP only fires 3, not 4 - 1 squaddie can only kill up to 3 elements).
As a damage value approaches 10, it becomes more likely you'll need 2 hits to kill. As it approaches 5, it becomes more likely you'll need 3 hits to kill.
Also this can't really account for how useful range 10 might be in practice.
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Every time I pick up and use a different primary type I find my squads are often in the exact wrong situations to use them and would have preferred something else. KrBar in range? Sucks for damage, wish that squad had an AR instead. AR putting down pirates in one salvo each? Next few pirates are one tile too far away to even try.
Meanwhile Darby uses whatever and is always in range. Give her match ammo because its funny.
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>>2351663
Csp is shit since it not changed anything important.
Humans have 10 hp per model in most cases.
It mean you want your weapon to hit with >5 hp damage for get kill in 2 hits. Now there almost no difference between 5 and 10 hp damage, but damage less than 5 is bad since it req 3 (or even more, look on you kpac) hits to kill.
There no difference if you have on range 7 5.5 dmg with kbar or 7 dmg with arc csp, they both will kill humans with the same 2 hits.
There will be difference on range 3 vs 20 armor enemies when csp will have dmg above 10 so it can ohk. Vs 40 armor there will be a lot of patrial pens, but probably 3 bullets will enough to wipe squad anyway.
Bugs is not matter since all their dangerous units have high hp pool and well armored.
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>>2351668
>There no difference if you have on range 7 5.5 dmg with kbar or 7 dmg with arc csp, they both will kill humans with the same 2 hits.
Well that really depends on the amount of armor they're wearing, cover bonuses, etc. I don't know those calculations but as a rule of thumb the higher you are from 10 damage (e.g. 14... 16... 20...) per bullet, the more likely it is that you're going to OHK an element regardless of the cover, defense bonuses, and so forth. Same with 5 like you said - but 7 dmg per bullet is more likely to 2-shot kill an element than 5.5 dmg per bullet; once you account for extraneous factors like accuracy, penetration, et al.
>>2351671
It's probably because I multiplied the damage value by 3 but didn't account for multiplying the falloff value by 3 as well, so it's -0.7 per tile on whatever gun which works for 1 bullet but it should be -2.1 damage per tile if there's 3 bullets.
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>>2351672
>>2351671
Here it is with just 1 bullet fired and 1 squaddie firing, falloff should be correct here unless I transcribed it from the files wrong.
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>>2351672
My point that modded versions cost 45% more but most of them don't offer anything important. Yeah sure there will be higher chances to kill with partial pen, but when you will meet 40 armor humans constantly you should have apa/hollow points anyway so it's no problem at all.
>-0.7 per til
It's not fixed but percentage values anon. You can see graphs ingame.
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>expert
>first hive queen mission
>troop carrier gets claw'd to death AGAIN because the alternative is squaddie deaths
how? how the fuck do i avoid this? every fucking run this happens so reliably that i basically reisgn myself to it.
this feels mathematically impossible to avoid unless you get a super lucky positioning or you get a lucky early heavy weapon from prior missions.
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>>2351675
Do mission vs rats, take their workshop rpg and at nades.
Give Darby camo rags, camo skill, and pretty sure she can snipe queen with rpg.
I meet queen several times and i even not know what she do since i not let her even chance to attack.
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>>2351674
I don't trust the graphs in game. The asset file only lists dropoff as a single variable (e.g. DamageDropoff: -0.8)
I've assumed it's an unmodified linear addition per tile in both directions from the ideal range because I haven't seen any math anywhere indicating it's not. So that's not to say that you're not correct, but I don't have any relevant information to work with besides a guess here until someone chimes in with decompiled calcs
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>>2351681
Your explanation in the previous thread is difficult to follow along.
The falloff has to be additive or else you wouldn't have a linear graph, but the graphs in-game look very linear to me, yet you're saying the dropoff is a %
So if we take the crowbar as an example, you are saying the damage dropoff is subracting 0.8% of 11 per step?
Range 1 = 11
Range 2 = 8.8
Range 3 = ? Does it subtract from the prior range value (8.8) here, or does it subtract 20% of 11 again (-2.2?) e.g. is it
Range 3 = 6.6 now, or is it
Range 3 = 7.04?
If it's the latter (7.04) then the function isn't linear (and also... why have a negative sign in the value..?)
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>>2351698
Then why does the asset file for the ARC state it has a damage dropoff of -0.9, and -0.8 for the Crowbar if it doesn't even use these values?
This all sounds very much like the calculation needs to be decompiled, your testing doesn't make sense with the variables we have access to.
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>>2351705
You left way too many variables out of this. 8 man squad? 3 man? I don't even know how many are in a normal pirate outcast squad but I think it's 6, so that's 60HP at least... Accounting for discarded damage from overkill shots, missed shots, etc. nothing about these calculations I have indicate you should OHK anything. Each bullet would only be doing 2.7 damage at that range, which is a quarter what would be necessary to one hit kill even if we didn't take into consideration all the other variables. It's actually a 4, (maybe 5) hits to kill per element according to the numbers in the asset files.
-14 to accuracy at that range too, which I'm not sure how that calculates on your hit chance, but if it's just say 75% ACC on your SL + (-14%) then a squad of 9 is only hitting a little over half their shots with a ranged kpac + match ammo at 10 tiles.
So that's ~17 hits, each dealing ~2.7 damage for ~45 damage in total. Some of which is getting shaved off because overkill doesn't float to other elements.
Ranged KPAC + match ammo starts at 9 damage
-0.7 per tile, at 10 tiles that drops to 2.7 damage
9 man squad x 3 = 27 shots
27 * 0.61 (accuracy estimate) = ~17 hits
17 hits * 2.7 damage per hit = ~45 damage theoretical
But there's actually some overkill. You have to hit a guy 4x to kill him so you max out at 4 kills with 17 hits, theoretically you could actually hit 5 guys 3 times and 1 guy twice and kill nobody.
tl;dr - no, a static value of -0.7 per tile damage dropoff does NOT mean you will OHK infantry elements in a pirate outcast squad. You can't even do that at a range of 1 tile where your gun is doing a full 9 damage. If you mean "you should kill 1 guy in the squad" well, you actually have a chance to kill NOBODY in the squad. I would guess that in actual practice the ranged KPAC + match ammo at 10 tiles vs outcast rags will kill usually between 0 and 4 elements, probably on the lower end.
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>>2351721
>You left way too many variables out of this. 8 man squad? 3 man?
Man are you autist? OHK it's One Hit Kill. No matter how much mans you have. For clearing vision better to have 2+special tho.
No matter how many enemy have. No matter accuracy. Game clearly show you when you hit with animations.
>match
I mistype there, i mean hollow points. Match add only range, not damage.
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>equip reactive armor
>ATGM indirect fire still blows you up in one hit
I am really, really tempted to savescum the mission.
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>>2351740
They need a melee unit (the suicide bombers suck ass and never hit my dudes, ever)
They need an indirect unit, maybe with a twist like it shoots gas grenades so it doesn't work on vehicles
Maybe a proper tank which is made out of a shitload of bodies squished into a murdercube?
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>>2351750
I just dislike turn based systems where one player gets to do EVERYTHING in one turn while the other stands and watches, in XCOM your entire team gets to have a go before you pass the turn.
If we pretend turn based is meant to abstract a real battle it just feels silly, that's why I prefer initiative based systems and while Menace doesn't have initiative, it's not as bad as the entire team standing around waiting for their turn.
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>>2351754
You never get complete and utter horseshit like a viper grabbing a nigger through three solid concrete walls, while a sectoid makes a unit go crazy and grenade an entire building to collapse on top of him, followed by another unit (No longer in cover because the wall exploded) gets 1 hit KO critted by another nigger.
Whenever I get a unit killed it feels organic and natural 'well yeah I lost a squaddie because 3 fucking squads fired at them, bound to lose one eventually'.
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>>2351760
Lol. lmao even.
Enemy can field 30+ squads, it mean they will have like 25 moves in a row.
You didn't see lot of wipes just bcs ai too scary and dumb, and missions where ai actually tried to win map and fight back was nerfed.
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>>2351762
NTA but that's not how it works though, yeah the AI has 25 units but spread around the map, you on the other hand have a solid core that moves (often) together, so most engagements you will be only slightly outnumbers and the situation you're talking about doesn't happen.
Now in XCOM you pass your turn a pod walks in during an engagement they ALL get a turn (not to mention a free move), it's clearly an inferior system and I'm not sure why you're trying to die on this hill.
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>>2351764
>Now in XCOM you pass your turn a pod walks in during an engagement they ALL get a turn (not to mention a free move)
Which is made even worse by the fact in xcom they use a two move system instead of action points, so more often than not in Menace the AI will spend most of its AP to get in position, in xcom they will get their free move to position themselves, then they can move again and attack, all the while you can do nothing, which is the reason why overwatch crawling became so prevalent, because overwatch became extremely important since the AI had free reign and you could do fuck all.
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>>2351616
I'm trying this out using the vadermod thing and this is actually working pretty nice for my first mission. 1.5x supply for me, 3x for AI, but I gave myself some trinkets to sell on the black market so I wasn't just starting with fatigues and carbines
No mod for AI behaviour
So far in this fight, pushed to contact, both sides in good defensive positions so I focused on suppressing and tried flanking with carda, bog, and darby. Bog can't hit shit but he's doing good keeping all the pirates from moving too much/shooting back using suppression while darby and carda inch up.
So far I've actually broken and forced 2-3 squads to flee on their flank based almost entirely on morale damage. I've barely even killed any of their guys (it's night, can't hit SHIT even at 4 tiles)
It's anecdotal and I'm only partway through my first mission and I don't know how this is going to look going further with it, but so far this is way way more fun than the default settings.
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>>2351794
rolling up the flank and morale breaking the whole army now.
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>>2351801
short of something catastrophic happening (there's still 25+ enemies) this is a win, it's just cleanup now.
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>>2351813
No, but you can decrease how much an operation progresses the game. I set it from 2.5 down to 1.0 per operation, so the playthrough should take twice as long before menace shows up.
>>2351817
Her build also seems designed around autocannons. It's all bonuses to defects and armor stripping and more damage but less accuracy and basically ablating away enemy vehicles instead of using a single shot weapon to punch through and kill in one hit.
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>>2351826
I honestly had no idea rewa was supposed to be a jeet, her image doesn't look jeet, she doesn't sound jeet either. Her voice actor is "british" (whatever that even means anymore) with an english last name and slavic first name. The only indication she's meant to be a jeet character is her name and her voicelines about kutta (jeet word for dog)
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>>2351834
There's just nothing else in T1 that's nearly as versatile. You pretty much always gain a benefit from athletic, with only scouting feeling comparably useful, but you really only need 1-2 scouts so it's a bit of a waste to have on most infantry.
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>>2351832
>I honestly had no idea rewa was supposed to be a jeet
Come on now. Jeet name, slight jeet accent (luckily they don't go too heavy on it), jeet looks, jeet expression in voice lines. You'd have to ignore every aspect of the character to not realize she's South Asian.
>>2351826
The turban guy is a very solid 1 star unit. Full squad size with a battle rifle and he'll do good damage for low supply cost. His only issue is that he's not very mobile.
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i tend to have maximized view range and concealment including jager armor/camo kits/vehicle stealth/binocular/scout/vehicle sensors on absolutely everything to maintain the advantage. nothing worse than moving a unit somewhere and them being detected by something they cant see, and its great benefit to see things that cant see you, particularly when you use range 9/10 weapons
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uh oh
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>>2351852
Fucking RIP anon, I'll be amazed if the AI somehow lets you win that.
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>>2351668
CSP does enough damage to single shot kill human models and 2 shot instead of 3 shot some bugs out to about 5 tiles.
The base ARC can only do that to 3 tiles.
Loading AP ammo will drop it to 1 hit kill at 3 tiles instead of 1. These are very relevant breakpoints.
>>2351674
>its not fixed its percent
The graphs in game don't support that and our previous conversation determined that the numbers are what this anon found in the game files.
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>>2351856
It ain't over till its over
It's san fran rush hour traffic down here now
>>2351861
That's what happened, but it only hit about half the pirates they're still trying to flank on the sides. Still it bought enough time to get the mortar team out (the guys furthest up idk how the fuck they lived but the mass squad of line infantry didn't)
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job done
I wasted a few turns burning my ammo to kill a few extra pirates
also there's a new patch out
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>>2351826
Singh might be one of the best 1 stars if you play him well. He combos great with Pike acc bonus passive which can increase his acc to way past 100 when at full squad and deployed.
Give him the squad weapon discount and he becomes a very effective SL for peanut price
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I love how you can unlock all these expensive guns, but in reality, a shotgun is all you need both in the early game and in the late game. Pic is from a menace mission. A shotgun with armor-piercing ammo is the one thing that consistently one-shots full-health constructs.
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Did they change the look of units in the snow or was it always like this?
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>>2351955
I want an offensive SL that automatically deploys a smoke grenade if he gets put into suppression, maybe limited to twice a mission. Lets you yolo your guys in a bit more without having to always save the 40 AP and free up an accessory slot on an SL
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>>2351955
I prefer going aggressive with infantry as well, with enough suppression capability and smoke grenades all things are possible. Sometimes I even go pure infantry if I'm well equipped and feeling particularly daring.
>>2351972
Being able to drop smoke grenades when suppressed should just be a default ability really, it's literally what they're for.
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>>2351955
Having tried him and Lim as mobile infantry, I feel like Lim gigamogs him since Lim has a whole slew of perks that directly benefit from the "pop out of apc, shoot, pop into apc" style. Also Lim's base stats are better and Yaz's unique is useless against menace and hard to trigger on the rest.
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let me guess, you need more?
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>>2351763
>>2351764
X-com have pods system, so you also won't see all of enemies at once until you "wake up" them.
And x-com balanced around alpha strike, so in most cases enemy even can't have their turn.
As i already said, you guys didn't see lot of wipes just bcs ai too scary and dumb, and missions where ai actually tried to win map and fight back was nerfed. Imagive if in xcom enemy won't push you but run back to corners lmao.
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Is there somewhere they explain how exactly the amor mechanics work? The official wiki is fairly vague.
>A higher value will decrease damage from successful weapon hits.
>A high durability stat can survive heavier levels of firepower before breaking.
These two sounds basically like the same thing.
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>>2352064
Durability is the armor's HP, it's the grey bar that gets depleted when you make hits. The armor value also scales with its durability loss, hence why you will generally see health damage start to occur as the armor is whittled down.
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ohh yeahh its alll comin together
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>defending against Rogue Army
>flank with Vamplew to take out their mortar spam
>jetpack in and shoot the last two mortars crews
>get shot the fuck up
>next turn double jet pack to safety because os his bonus AP
Not the most squaddie efficient but it's fun. Once Rogue Army loses its artillery they really just give up and pretty much stop advancing on you in my experience.
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Am I the only one that feels that this is the best heavy armor?
The breaching armor is waaay too expensive even on Vamplew and I feel it doesn't add enough, like, anything that can go through the extreme small arms protective plating will also go through the breaching armor.
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>>2352118
I don't know, I never dropped it. The best armor though is the jetpack one, it's universally useful.
I went from not using it at all to putting it on Lim to act as an assassin targetting enemy mortars and officers to putting it on every special weapon squad because it's absurdly AP efficient movement on units waste most of their time moving into a position to set up.
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>>2352118
I think the issue with heavy armor is how expensive it is compared to how many high armor pen weapons you face. The jetpack is the best heavy armor because of its utility. It adds a completely new playstyle for an infantry SL.
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>>2352124
>I think the issue with heavy armor is how expensive it is compared to how many high armor pen weapons you face.
This is pretty much the entire problem.
Yeah people keep saying morale/suppression, but the truth is you can work around those, you can't work around half the alien roster penetrating heavy armor.
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>>2352128
I feel the need to run athletic on every single SL because the extra mobility and flexibility it gives you just feels so good, if there's someone on the team without it they always end up majorly lagging behind and being much less useful while everyone else zooms off ahead fire and manoeuvremaxxing.
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>>2352129
I move heavy armor guy up to be a tank because he's wearing heavy armor
but instead of being a tank he just gets suppressed
so I use him like regular infantry but then I'm paying 5000 points for a single infantry guy that doesn't do anything different from the rest of my infantry
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>>2352132
Why you even need to run forward?
Additional stars per mission is just additional OCI and promo points.
Most dangerous mission still defense, where you no need to move a lot.
Idk, for me athletic have place to use when you can't do step+double fire w/o it, and not important in all other cases.
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>>2352137
Its good on 90 ap one stars. But even on high ap 110 dudes athletic represents using an incredibly ability that boosts you acc and defence for half price.
Not really needed on all SLs but mostly yes. Even on mortar Pike that stays back.
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>>2352135
They do get less suppression in heavy armor. And you have abilities that reduce suppression or negate some of its negative effects that you would take on a tank.
But there are so many lasers and explosives that you still lose squaddies. If they rebalance the cost so a heavy armored squad doesn't cost the same as a vehicle I'll be happy because it definitely has its uses it's just not worth it right now.
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>>2352135
Your guy in heavy armor getting suppressed to hell and back isn't actually the end of the world. The enemies will prioritize firing on that squad meaning they wonn't busying themselves shooting at everyone else.
The problem is that the enemies you could want that tactic to work against also happen to have a ton of anti-armor tools.
RA have autocannon squads will chew through 120 armor rating, heavy infantry who will eventually just start blasting you with RPGs that are almost guaranteed to pierce and thus kill a squadie, storm troopers will annihilate armor even faster than autocannons will, even ATGM squads will start taking shots at you.
Against menace, standard grunts have mining lasers that are a legitemate threat to your up-armored IFVs - let alone breacher armor shitters, suicide squads that are an instant morale break, floaters that are a portable C4 brick, so on and so forth.
Bug missions? Blaster bugs beat 120 armor rating, this is seemingly also true for bombardiers.
Pirates alone don't really have a good counter but by the time you can field breaching armor, you can also field medium mechs who will solo the map for the same cost.
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>>2352162
I'll add though that there's probably some utility to it if you look at it through the ironman lense. If you got unlucky and didn't get recovery teams, leading with vehicles is a recipee for disaster you can't savescum out of. Losing 3 squadies to a squad of menace skirmishers that have come out of nowhere is a lot better than instantly losing a fully geared out IFV or a mech.
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>>2352169
Granade launcher would be fantastic on literally any other rifle but the one it's on. Mortar is fun but it's not particularly great outside of its smoke deploy ability. Ivory can fire it twice a turn with both her tier IV promotions.
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I wish to thank the planetary Jingwei for this generous gift
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>>2352162
I feel RPGs should have an accuracy penalty vs infantry, it's pretty silly they can be used as sniper rifle against armored guys.
Bombardiers should also have nearly no armor pierce, it's really dumb that an AOE unit can pierce 120 armor
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I hope they add a fat squad leader. A jolly fatass with unique perks pertaining to his large mass. suggestions? would probably be a pilot. i want a fat bastard of a pilot that eats alien burgers in his tank and that comes through over the radio with his mouth being full RELEASE IT
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>>2349339
>MENACE Patch #5 - Optional Squadleader Heads, Improvements and Fixes
MENACE Patch #5 - Optional Squadleader Heads, Improvements and Fixes
>MENACE Patch #5 - Optional Squadleader Heads, Improvements and Fixes
https://store.steampowered.com/news/app/2432860/view/53550228366688305 4
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>>2352198
I get the logic behind giving the bombardier big armour piercing because the bugs don't really have anything capable of seriously threatening heavily armoured infantry apart from blaster bugs sniping out the occasional squaddie, but IMO it should play into the acid angle and do heavy damage to armour instead of effectively ignoring it. It's still pretty dangerous but it's not an arbitrary "oops there goes half your squad from the fog of war haha" and opens up an interesting dynamic where your troops are now more vulnerable to trash bugs because all their armour got melted off. It would also give you a reason to actually bring the armour repair accessory if you know there's a good chance your big tough dudes will get their expensive armour stripped off.
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I savescum on Challenging because pirate defense missions are truly ridiculous when a heavy MG truck rolls in. Or a flamethrower truck or two in the worst possible position. Or the clown car train that slipped into the rear of a base butted up against the side of the map through a 1-tile wide gap in my vision range while busy fighting said heavy weapons trucks. So I just keep retrying like the puzzle game that it is until I get everything just right. And no I am not taking shiny expensive (early-midgame) armor off my dudes because my Tech lived through being flamed thrice and pinned down in the fire despite not having Die Hard yet.
The pirates breed faster than the insectoid (native?) aliens in this star system.
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>>2352214
The problem with the bombardier bug isn't that it has wrong stats, it's that its an artillery unit that functions like just another direct fire cannon. It even regularly spits twice. Why is such a specialty unit performing like any other infantry unit?
Make them have a wider AOE in a single shot of the same power with a bit more range, requiring other bugs to spot. It will now kill squaddies slower but the large acid field will become a problem for everyone caught in it and forces more squads to move. Then the AP costs for it should be high enough that it can't move much before or after firing. You know, artillery. That should help with heavy armor survivability too.
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>>2352342
What are you talking about anon? AI is perfect already. It willNever gonna give you up, Never gonna let you down, Never gonna run around And desert you. Never gonna make you cry, Never gonna say goodbye, Never gonna tell a lie And hurt you
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>>2352352
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this is a warcrime
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>>2352360
it's expert and I gave the AI 3x the supply points I have and myself 1.5x the supply points of normal. (Typically expert is 1.0 for the player and 1.4 for the AI)
It actually feels easier than regular expert (The AI just constantly runs away even though I'm outnumbered by like 10 to 1, it is so scared shitless of being in range of my units)
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>>2352378
I actually don't need to see more equipment. If anything they need to do a clean sweep and go back to figuring out the basics because everything past tier 1 basically breaks game mechanics.
>>2352394
Mechanized infantry or mechs just facerolls everything. It's way way way more effective point for point than infantry are (and IMO, a huge part of that stems from infantry paying out the ass for body armor). All you need is some effective scouting vs rogue army to avoid the ATGMs and you're golden. The AI has no good answer against vehicles besides those markerlights+ATGM's - no crocodile rifles, none of the RPG's are particularly dangerous, no direct fire platforms. Pirates vs any Vehicles is just a laugh, you hardly even have to care they're shooting at you.
This is actually different from the demo. I remember in the demo a single RPG hit basically fucked you over. I wound up keeping my APC behind my infantry only providing long range fire support because a single RPG in the front or side basically made the APC unusable (and especially in the demo, you only played 1 operation with no spares so the APC had to be good through all of it).
The only time I find infantry come close to the effectiveness of vehicles, in the sense of how easy the game gets, is when I roll with a concealment focused force, but that's because I just never even get shot at. The whole fight is just chasing constantly retreating units until the map edge or some fog of war spot they all clumped into and then slaughtering the whole group. It's less risky than vehicles but way way less fun.
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>>2352391
The designated tranny SL
I don't think they'll say that outright but that's the vibes I get. Jacked like a dude, injects HRT. Got all the vibes of a degenerate troon. Will be popular with the UwU crowd for sure.
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I have to say that I'm actually disappointed with the combat loop.
In my mind, using the systems the game sets up, it should be virtually impossible to kill or dislodge someone in cover using gunfire alone, which is very realistic and why modern combat works the way it does. Small unit tactics assume a 3-1 numbers advantage for the attacker. You come under contact, pin the enemy in place with gunfire and then either call in indirect fire, flank them, or assault them and use grenades to finish the job
The game seems to want this, but it's too easy to kill someone behind cover, often not necessary to flank at all and there's way too many enemies on a map so it becomes about wiping out entire units as fast as possible and you don't waste time flanking or really suppressing outside some edge cases.
I think they should reduce enemy unit count to like half. Make it so that cover is way way more effective, weapons do more suppression damage but less health damage. This way the incentive becomes way more about small groups of units having to isolate, flank or bypass or assault entrenched units and each one is a genuine obstacle that needs to be worked around rather than slaughtered as fast as possible to make space for the next one.
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>>2352412
It's not that you don't need more, but that the cost massively outweighs the benefit. You can pretty much field 2-3 jammie squads for the price of 1 armored squad.
>>2352413
I basically agree on all points, but it's not the unit count necessarily, but the disparity between AI and player unit counts. If you're outnumbered you effectively cannot flank because the flank is always covered. So there's a big problem right there: The AI is retarded and not capable of fighting the player with equivalent unit counts, but also if you give the AI more units, the core gameplay loop with suppression and flanking becomes invalid because you can never do it; you'll always just run into another wall of units you need to flank somehow.
So what you need to do then is allow 1 unit to suppress multiple enemy units, but doing that means your suppression weapons need to fire more often than your killing weapons, and they currently don't (except the pirate chaingun which is garbage). Frankly all LMG's, not just the chaingun, need to be 20 AP to fire.
Then there's another problem with grenade launchers invalidating cover entirely. The squad grenade launchers need to be 50 or 60 AP to fire and I'm still not sure that would make them reasonable. They, and other cover-ignoring weapons, really fuck the core gameplay loop.
And cover in general, I definitely agree, isn't good enough at protecting units. Light cover isn't; it might as well not exist it doesn't matter. Medium is what light cover should be like. Heavy cover currently works, but it's relatively rare. The game really doesn't need 3 cover levels; only medium/heavy do anything worthwhile.
Overall they have all the right mechanics in place, but the actual balance is a fucking mess. They have too much stuff that invalidates the core element of scout->suppress->flank->kill
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>>2352428
Class II to class III are the only ones where the cost isn't too extreme. Each step you go up in armor the benefit shrinks but the cost increases.
I don't like using fatigues only (though it is TELLING that they still tried to nerf fatigues by limiting their accessory slots to 1 instead of 2), but anything 2nd-line gets the level 2 armor, and anything frontline gets III or III+
Past that it just isn't worth it. You pay so much for so little. Especially when something like a pipe rifle squad can shave 1/5th of your armor durability off in a single round. They even delete armor off the APC's.
>>2352429
AKA your core audience who actually like your game and should be catered to
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>>2352432
I only use them when I need the accessory slots, not because I need the armor.
I can pay less for Level II/III armor and throw ammo on top as an accessory. Especially with bags+belts. Only when there's a lot of accessories I want the squad to have, do I consider the SAPP armor, and only because it's freeing up 2 accessory slots, not because it's giving me more protection.
That's what you are actually paying for with that armor: +2 accessory slots on a unit that is doing something special with their accessory slots and can't otherwise spare it for ammo.
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>>2352437
I've played and restarted like 10 different campaigns and I never get jaeger fatigues outside one of my first ones, once.
I'll get LDDP armor though or their rifles, that drops plenty fine, but never jaeger fatigues.
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WE GAMING NOW
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Is new tricks really that bad as they say? I've been using it on Jean and Bog and they feel like 2 star leaders with the cost of one stars.
Jean in particular seemed to overtake Carda even though she still has a lower growth potential. What actually triggers the skill increases?
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>>2352441
Think of it like this:
If you would get +10 in a bunch of stats after 60 missions, then with new tricks you will get +12 or maybe even +15.
Which arguably is OK across like 8 stats or whatever, right?
However consider now: You could have had athletics for 60 missions instead and how often would that have helped you? You gave that up for 60 missions only to get a very modest and basically inconsequential buff by the endgame where you don't even care as your super accurate space bolters obliterate tank infantry in heavy cover in 1 round of shooting anyway?
It's a completely worthless perk because it's paying for a small buff that only matters when you've finished playing the game.
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>install a mod that halves armour supply costs so I can play around with all the cool armour without feeling like I'm crippling my supply efficiency
>everyone's stuck wearing the level II+ combat vests anyway because the game refuses to have anything better in the black market and the RA have only appeared once fielding 90% conscripts
I don't know if the mod is breaking something or I've got the world's worst seed roll or what but this is definitely all very ironic.
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Speaking of glass breaking. It's a weird choice of sound they have for fleeing enemies. I shoot a bug or unarmored pirate and then I hear a fire starting and a window breaking as they start running away. Feels like I just blasted a rocket into a building.
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>>2352464
>everyone's stuck wearing the level II+ combat vests anyway because the game refuses to have anything better in the black market and the RA have only appeared once fielding 90% conscripts
Not too unusual, you're not even really supposed to get better armor until the RA start showing up a lot.
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The AI plays exactly like salty players who know they lost an online match so they just camp and waste your time as much as possible. I just had a destroy pirate force mission where I pushed straight to the shipwreck in the middle. The AI, instead of engaging, ran away in all four directions.
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>>2352441
I think it's okay on 1* SLs because you are paying 5 supply points to get extra stats sooner. Jean in particular needs it badly because her stats are dogshit and her passive doesn't actually help her unlike Carda's.
The thing holding it back is that you are going to pick it early and thus you won't be able to demote it away when you no longer need it. Being able to remove only the most recently unlocked skill completely kills the utility of respecing a character.
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>>2352504
tfw I recognize the art style and know what's coming.
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Tank and AP mines help a lot on the defense missions.
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>>2352511
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>>2352484
>Being able to remove only the most recently unlocked skill completely kills the utility of respecing a character.
It prevents you taking New Tricks on everyone early with the intention of removing it later which I think is fine. It's still nice to have the option to respec a character if for example you went all in on deployable support weapon perks but it turned out you never use them. You can change the character at a cost instead of accepting they are shit until you start a new campaign.
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>>2352529
Mines kind of suck ass compared to other accessories. The likelihood of an enemy hitting a mine is already sort of low. It can work decently on very niche circumstances.
Other times the enemies scoot around your units and mines like they're fucking wizards.
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>>2352547
meanwhile, me using minefields:
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>>2352542
No, I think I will keep this cursed knowledge for myself.
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the last spiderling got to her...
owari da... owari so fucking da...
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>>2352633
This game is one of the few games where AI doesn't actually read mine locations.
I have to give it credit for that, because every other fucking game has the AI outright see mines which...Defeats the purpose of the weapon type.
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>>2352637
They dont avoid the AP ones, that true.
But the one time brought AT mines in one of those missions where you have to prevent pirates from "escaping", I was pretty sure they were actively avoiding them, since I placed 2 1x5 lines of AT mines in front of my positions, and every pirate truck would just turn left or right and avoid the minefield.
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>>2352607
>>2352535
interesting. fascinating, even. what happens next?
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>>2352717
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WE GOT A SISTAH DOWN!
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Defense mission
Outnumbered 10:1
Kill 2 guys
The entire rogue army panics and retreats to the map edge
God I hope we get some major AI improvements in the first real patch.
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I finally acquired and opened the mod tools since I've taken on a few mods. This is certainly up my alley, easy to tweak values in a numbers strategy game. Heavy armor is going to get a good suppression modifier tweak, maybe a discipline tweak too? For the latter it should be a positive multiplier for an improvement right? Anyone being given the privilege of wearing big fat armor with glowing lights SHOULD have the peace of mind to stand their ground, as long as I increase the armor values too that is...
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>3 rounds of my APC being shot by conscripts with crowbars
>they do this much damage to my APC's armor
I even fucking upgraded the armor
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Am I the only one who finds the bugs the most boring ass faction to fight, only reason to fight them is they drop a lot of loot you can use to trade with in the black market,even then it feels like more of a chore than anything else and also they don't talk unlike the pirates who say the most retarded shit and the RA yapping about freedom or calling you tekker trash, the bugs use webknecht sound effects from BB, is a hive mind voice taunting you to much to ask?
And the only thing that a actual damn threat is the bombardier 90% of the time the rest are easy to deal with even on expert when you bring the right weapons and gear to deal with them, they need something to make them more a challenge, like tunneling underground to burst out of the ground next to your dudes or something at least to make them a damn challenge
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>>2352775
>webknecht sound effects from BB
It's not even an original sound effect from the studio. All orc, goblin, and monster sounds are from a generic monster sound pack you can get off Humble Bundle. It's really cheap that they reused it for another game in such a major way. The whole alien faction needs a rework to add more personality.
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>>2352775
I don't find them boring to fight. They are arguably easier to fight than the other factions but it's nice that they are different. They have melee units which humans don't and the flying fuckers also feel significantly different to enemies that humans can field.
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>Pay 1k for BAS-H armour
>Yaz still cowers and hits the floor when regular constructs shoot at him
495 supply for a squad of 8 and requiring the buff perk to not be slow as hell, and basic conscripts could keep you down when none of their weapons can scratch you.
Suppression reduction should be worked as remaining armour vs weapon stats, it makes sense for Yaz to panic after a prolonged battle and his armour stats now suck vs fresh out the shuttle and having a crackhead pirate fire at him. I do think the MENACE as a faction seem to have some buff to moral damage because even Rawa freaks the fuck out when fired upon while taking no damage.
Also the ELSA rifle feels shit, it'd be better as a primary weapon, or making it where every 2 squaddies has one as well. Mortars and tripod weapons should be limited to one per squad. I understand it's a armour stripper and does very little actual damage but the ELSA sounds like a pea shooter and doesn't feel big or heavy enough to warrant being a actual special. Not found a use for it compared to the RPG or the max tier rocket, those things fuck up armour and secure kills.
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bro this thing fucks
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See I don't see the point of firing line on rajesh, so I shoot once for 40, then I shoot again for 30...wtf am I gonna do with 25 AP left, I can see it on pike who starts at 100 AP but he even starts at 90 and you can't realistically get him above 100 in the EA?
Is that really worth not carrying a special weapon?
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>>2352909
I think it goes 40, 30, 20, 10
So then at 100 AP you can shoot 4 times if you don't move. Presumably it never drops below 10 but maybe it does and you get infinite shots at 110 AP, which really wouldn't matter anyway.
It's just not a very good perk because I rarely need to shoot something more than twice, and if I do have to shoot something more than twice I'm either in a bad position shooting ineffectually at something in cover, or shooting a tank with my rifles, or completely surrounded by enemies and therefore suppression locked and unable to do anything.
So its a really really niche benefit.
Or just take a special weapon and make your squad able to do something specific and important that you couldn't do before. Like a grenade launcher to kill everything in cover, or an RPG to blow up vehicles.
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it caps at 40 30 30
but consider 40 30 is only 70 which means 20 for moving or taking cover if you have 90 which is still good.
Also my carda got to nearly 100 from her starting 85 so i dont think its unreasonable to think he could get to 100 by the end of EA, or just after
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The more I play with the arc the more it feels like a mistake to use it. You just get constantly outranged by the rogue army.
It makes sense to me why everyone likes battle rifles so much. Yeah the damage sucks but it lets you control all the fights. You stay outside the range of everyone else you're fighting which makes it way less risky as you don't suddenly have some MG or sniper team popping out of satan's asshole to blast your squad because you had to move 3 tiles closer to get in range.
arc definitely kills better, but only if you can actually get close enough without losing manpower and getting suppressed, which usually means you're using mobile infantry or jetpack armor, and if you're using that why not skip the arc entirely and use shotguns or smg's?
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>>2352909
It let's him walk a tile or deploy and still shoot twice. Since you also have Atheltic it let's him deploy, double tap, stand up again.
I wouldn't want a special weapon on him anyway but it's not a huge perk until he hits 100 action points and can shoot three times in one turn.
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>>2349946
This is exactly my complaint about this sort of game, and why I think indie strategy games are uniquely fucked and we’ll never get a faithful XCOM-style game ever again. I do not like meta-gaming, I like roleplaying. I want to choose a squad of characters and gradually develop them into supersoldiers and kill bugs by the dozens. That would be doable if made by a AAA team, or even a AA one, but studios no longer want to do this for strategy games like these since they don’t have mass appeal and aren’t immediately crazy profitable so that’s out. But indies also don’t want to do this because the most vocal audience are metagaming autists that live to minmax the shit out of strategy games and boil them down to their barest efficiencies. And since they are the most active and parasocial group in strategy gaming by far they always steer devs into the direction of requiring this sort of behavior. So as a result these games are always updated to remove whatever fun they start with until you have to metagame to do a good job, because you are strictly-speaking at a disadvantage if you just play the game on its face.
It fucking sucks.
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>>2350265
You totally can run max promotion max equipped max squads. It absolutely works because you're very rarely outnumbered unless you rush maps way too quickly.
You just can't have a shitload of squads while having such murder-units running around.
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>>2352993
Making AI play like cheesing salty players makes for shit-tier games.
It's like fighting a losing-Eldar player in Dawn Of War, where they just build teleport gates all over the map and you can never actually fucking kill em.
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>>2352990
The issue with this game isn't that it's challenging, rather it ISN'T. They tried to implement some nonsense shortcuts thinking they were being clever to make the AI "hard" but what they actually did was make an AI that's scared of fighting (not fun), cheats information (not fair), never makes mistakes (not realistic), yet is easily gamed (not challenging).
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>>2353009
All the art makes me think of this guy's art
I am legit wondering if they hired him as their art director or as an artist or something it's uncanny how similar the styles are
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>>2353011
It ostensibly does, but then it does things that you could never do if you were playing in the AI's shoes.
Like hiding a unit behind some kind of LoS blocking obstruction and then only moving out of cover when it can get into weapon range AND detect and catch a CURRENTLY CONCEALED unit - yet never moves out of the fog of war otherwise (e.g. can't detect the unit or its not in range even though it shouldn't know this info)
To do the same I have to use some kind of recon - a radar scanner, a drone, a scouting unit, etc. The AI doesn't need any of that. Funny enough I see it use the radar scanner sometimes but it never actually changes the AI behaviour because it plays like it's got radar turned on at all times. I half wonder if that's part of the problem with it. Like someone set a bool wrong and accidentally gave the AI full vision of the battlefield when it's only supposed to get it when the radar accessory fires off.
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>>2352440
Do you not need to add these unto the Impetus for them to to anything? I thought you started to unlock bonuses that were maintained by the different factions as long as you selected them , but it seems that you do need to use the very limited space in the IMpetus for them to take any effect.
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>>2353029
Yup, I wish you could have the factions help you with Logistics by having you spend Components in installations they will maintain, at the risk that that if you worsen your relationship with them those upgrades could be blocked or even lost.
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>>2353029
you only need the medbay OR recruitment, not both
the recruitment one is the most efficient, you'll pretty much always get more replacements than you lose even with just +2 squaddies per mission instead of +3, but with the medbay you can just buy more recruits from the black market as replacements
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>>2352993
>literal hallucinations
You constantly say this so I decided to actually do it. The Terra Invicta thread on this board is almost entirely people just talking about the game. One dipshit freaks out about ICE for a few posts, but the rest of it is just normal posts. Almost zero mentions of AI at all except for some mild
>yeah the AI is dumb sometimes
>why would you let the AI do that
And the like. You're a fucking liar, or just insane and retarded.
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>>2353063
I have no idea what the fuck you are talking about. You are imagining there’s just one guy making extremely common complaints. Just another feature of the kind of community that likes this kind of shit gameplay I suppose.
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>>2353081
If I waste some time and link to some posts from a TI thread of people complaining about the AI and the dev being unreasonable faggots are you going to be a massive faggot and pretend they aren’t real? I just want to know before wasting my time on you.
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>>2353086
>there's multiple people making extremely common complaints
>those complaints are specifically that Hoodedhorse shills and brainless fanboys will shit up every thread by defending the AI to the death
No nigger, you were banned, the thread was doing alright, now you're back and it's shit again instantly.
>>2353087
>literally every thread
>go check a thread
>absolutely nothing like what was described is present
Nobody is interested in your hallucinations faggot. Fuck off
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>>2353090
I wasn’t banned because I haven’t even touched the thread in over a week, I’m this guy>>2353089
I made some post like a week ago around the time I left on a trip for Japan. Pic related. Get a fucking life you psycho goofball, your game sucks ass and normal people don’t like metagaming
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>>2353096
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>>2353102
I’m both posts, those are the first posts I’ve made since literally the FIRST REPLY to the thread under
>>2349341
That’s it. Along with the ones you bitched about that is my sum total of posts to the thread. You are completely fucking imagining things, I have barely participated in this thread at all. It’s a completely normal complaint to be frustrated by fun being removed out of a game in favor of metagaming strategies. I have never liked it, I will never like it, and it sucks that yet another Hooded Horse title is stymied by this shitty design practice.
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>>2353109
>I'm completely imagining things
>every post he's made is hallucinations and alluding to further hallucinations
>I barely respond to this thread cuz it sucks
>get used to it cuz I'm here to stay
holy fucking shit you're retarded.
>my first response in this thread
This isn't the first thread you made screeching about Hoodedhorse and terra invicta though
>inb4 it wasn't me it
Lol
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>>2353115
It’s called a joke you coping dork. I have never made a thread bitching about TI, though obviously I did voice my complaints about the shit direction of that game in past threads that I participated in, because the devs took something great and progressively smeared it in one shitty layer of tedium after another. I also posted about cool shit I did in that game because I sincerely love it. That’s what people that actually WANT games to be better do. You are hallucinating there’s a single person behind a slew of complaints that can be visually seen to be several people across dozens if not hundreds of threads on the Steam forums as a single example, because obviously normal people that want to have FUN don’t want to fucking metagame a videogame. They want to control cool squads of marines and progressively become super powerful with kickass vehicles and gear and crush their enemies underfoot. I sincerely have no fucking clue who the fuck you are bitching about, but I am quite sure if I participate in future threads I will bear witness to some random dude that is probably you accusing everyone that doesn’t suck dev dick of being the same person.
In summation, get a fucking life you pathetic whiny baby.
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>>2353126
Early access most content not yet released please understand. There will probably be a "professional" jetpack armor at some point. There's even a medium power armor in the files right now (Shadow Forces Tactical Armor).
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>>2353128
I wonder how far they'll go with the whole powered exosuit meme. Hope they do, honestly - even with a prohibitive supply cost, it's a fun idea. But more important would be expanded "utility" armors IMO. Like right now armor is either "survive getting hit" "hide" or "jetpack". I want to see more triggered special abilities across the board instead of just juggling armor/concealment values.
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never hiring stupid w*men
pike, bog, lim and tech are my starting niggers
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>>2353136
Is this your team chud?
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I cannot find a redeeming (heh) quality in Sachin. Like okay, you max out the squad and give them decent rifles with no special. He's cheap. I'd still rather have someone else. Even the nominal "bad designs" are better. Like the gay guy who likes getting shot. "But you're supposed to avoid getting shot!" Yeah but if he does get shot he likes it because he's gay, so there's something. I'd still rather have him than Sachin, who doesn't seem to put out enough pressure even with his full buffs that Kody or Lim or whomever couldn't do it better and faster. I've never once rolled the Australian but couldn't they just change his ability to target both large bugs and vehicles to make him good? "He's a hunter of tanks".
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>>2353145
One star SLs are supposed to be weaker than the others. That's obviously the point.
The jeet has the best accuracy of one star SLs and gets bonus suppression and can be fielded for cheap. If you like squad weapons he's the best one star. If you only want to use special weapons he's going to be shit.
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>>2353145
>target both large bugs and vehicles to make him good
It actually targets both large bugs and large constructs and vehicles, and it makes him good. He also has Vanguard, making him a top one-star if used correctly.
But yeah, the jeet is the one guy I never hire. There is nothing going for him except boring old rifle squad.
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>>2353145
>I cannot find a redeeming (heh) quality in Sachin.
You can bring a full squad of HaMERs for like 150 points.
The australian guy has Vanguard so you can use him as a scout for 60-80 points, half of which will be in accessories so he can be stealthier, have an option to act as a spotter for ATGMs or have a higher scouting range.
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>>2353242
Most of the characters are based on tropes and stereotypes. Any negative racial/cultural references of course done stubtly enough that a publisher wont tell you to remove it.
But ye he's your massed, cheap South Asian labor force reference.
In terms of gameplay he's actually quite good though. A full squad with battle rifles is strong and his perks synergize well with it. He can take a Wardog for long range anti-vehicle capabilities too. Not a very flexible SL with many options but that build works on every mission the game has to offer so that's not an issue.
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Modded AI supply to 300% the usual, upped my own to 150% on my post-story expert run. This is after nearly 30 minutes of constant fighting on the left. Menace showed up, and one unit of PoWs got wiped in the crossfire before I had any hope of reaching them.
And the AI STILL pussyfoots around when it could easily swarm me if it just pushed me.
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>hunting down every last pirate for that sweet booty
>last pirate is a mounted squad that got perma trapped between other abandoned pirate trucks and buildings.
>Only to kill it to shoot the truck
>truck explodes destroying the neighborhood, and failing one of the side objectves
funny game
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>>2353280
>Any negative racial/cultural references of course done stubtly enough
There's a lot of lowkey racism. I know the leader of the system is a gentleman of the negro persuasion, but that doesn't mean you have to call the equipment shop the "black" market.
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>>2353280
tech unironically used the "they dont think it be like this, but it do" line which an ancientfag 4chan racist meme
jean, the girlboss, is noted to be easily manipulated by exploiting her father issues
sachin is an allegory for low skill, mass quantity jeets
vamplew was a poorfag that tries to use french to seem erudite
lim is a tryhard that is seeking recognition
probably some more, but these are from the top of my head
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My Martian wife can't BE this CUTE!
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>>2353378
they had an artist go over the AI generated assets with a crayon to fix most of the fuckups, that's why yaz's hands look the way they do.
Can't fault them for using AI because it's pretty good anyway, but they definitely used it for this game. Impetus design is also definitely AI produced.
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>>2353386
what did she mean by this
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First mission against 300% enemy supply, 150% player supply, expert, end of EA content story mark.
Jesus Christ. I'm going to need more ammo accessories.
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>losing an entire squad because an enemy walker was hiding behind a building in the corner of the map
>steps out of the corner and runs back and forth across the squad
>ducks back into the corner
This is the kind of cheesey thing I would expect to see from a shitter in multiplayer. I get what anons mean about the AI, now.
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>>2353406
And the loot.
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>>2353378
You have to be really reaching to say that unfinished placeholder layers are AI as it is simply incapable of doing that. The germans are actually so autistic that they explicitly forbid any AI content on their discord
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>>2353159
These are my thoughts on Growth Potential and the perk new tricks.
New tricks should either be the first or the last perk that you take for your character, and even then its only depending on your style.
First of all i think the perk is really mediocre compared to the rest of the perks. Its definitely the perk that you can take as a newcomer to the series who doesn't know how to build their SLs and who just wants a general buff up in power.
If you are going to take new tricks the obvious is to give it to all your starting SL's or the ones that need the most help early. since you're using this SL's the most early growth potential will have the most value, the less you use a specific sl especially later the less value it gets. Alternatively if you play especially long runs way past the end of early access mark. then new tricks is the only perk that will give you continual growth.
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Twin miniguns were not as impressive as I thought they were but in this mission yeah poor pirates.
I think the miniguns from the dropship maybe do more damage I dont know.
Ive been focusing on intel and after a bit game knowledge its plenty powerful, you now the type of vehicles and enemies the enemy has and know what to bring, instead of bringing your custom snowflake patrol and getting fucked by bad rng.
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>>2353514
It's just not worth the OCI cost
When you need intel is early on because you do have to specialize a bit, but eventually your units are more generalist and can handle running into basically anything by themselves, and that's about when you can get around to buying the intel stuff.
Feels more or less tacked on as a concept without enough depth to justify its existence.
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>>2352412
body armor is way too expensive
jaeger gear is easily the best and essentially nothing else is worth it which is retarded
more armor = less dudes = less firepower whereas if you go naked you can faceroll everything before it even shoots back
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>>2353554
Armor already gives a suppression reduction but it definitely isn't enough to matter.
Makes more sense to have to chew into the armor first on heavily armored units so that there's a bigger upside to having armor in the first place. Or else you just run everything in pajamas.
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>>2353560
yeah so if hp damage was tied to suppression you would have effective suppression reduction while your armor was intact
>Armor already gives a suppression reduction but it definitely isn't enough to matter.
i genuinely didn't realize because every time i try to make an assault unit they just get pinned instantly and become useless while everyone else kills everything from miles away or uses concealment to get in close
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>>2353562
The BASH armor multiplies suppression by half, for example, and also reduces your unit's accuracy by 10%
Neither of which is shown in the game anywhere at all.
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>>2353564
30% on BASH Mk2
25% on XSAPP
20% reduction on class III intensity
15% reduction on boarding commando jetsuits and ESAPP
10% on MTAP whatever that is
Nothing on anything else
Also the load bearing rig provides a 10% bonus to your defense stat
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>>2353570
>Also the load bearing rig provides a 10% bonus to your defense stat
Can also confirm this in game
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So that guy saying the AI isn't cheating?
He is absolutely full of shit talking out of his ass the entire time, we now have unequivocal proof as the game's files are being opened up and looked at by modders
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>>2353476
>>2353159
I think new tricks sits well on low accuracy units on pick number 3 or 4 in promotions like say Bogs or Jean. But even on the Russian dude is worth if you get him early. Promotion cost is low and when accuracy raises a bit i demote it and start building towards the final build again.
As it stands yeah its a bit weak but alright.
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>>2353144
Honestly the best fucking team. Fuck Darby I am getting more and more surprised by how flexible the Australian is. Not as good as Darby but he does the scouting needed. If they tweak his main skill to work with vehicles hes like a bootleg Kody.
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>>2353587
Get the modkit and install it and download this mod: https://files.catbox.moe/4ilute.zip(booapeak)
pic related is what he says it's doing
I'm going to download it myself and see how it feels. Sounds good for an initial workaround but obviously as far as this is concerned it means the AI has no memory of units that aren't currently in its sight, which isn't good. It needs to remember stuff it's seen, and it needs to predict what the things it's seen are going to do in the following turn before it's coming close to a reasonable AI.
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>>2353584
Poor interaction when that's already effectively happening with the squad leaders
Like, if you do this on a per squaddie basis, then what happens when I take 2 vet squaddies and put them in a squad with a bunch of nonvets? Do you just average their stats for the squad behaviour? Add calculations so its all done on a per element basis?
It's kind of a mess the more I think about it
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>>2353600
That's it, that's what Pike was reminding off and I forgot, that dumb sci fi ( actually kinda cool ) Kurt Russel movie Soldier.
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At 144 hours I think I've squeezed out all the enjoyment I can currently get from EA. Once you discover the concealment+vanguard meta it becomes difficult to ignore just how powerful it is compared to everything else.
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>>2353603
There's another movie he shows up in where he fits even closer I think.
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>>2353605
Part of the problem is the AI response to concealment tactics. It's not good enough to run away from the player, nor is it good to do nothing and get plinked to death from concealment. The correct response to being concealment sniped is to try and break that concealment. There has to be game logic in the AI for scouting and being aggressive in the face of concealment attacks. It should be flying out some drones to spot with, it should be aggressively moving forward with other units to try and root out the concealed unit.
It's kind of inconsolable that they genuinely ignored the AI problems when they were brought up in the demo. Just flat out pretended they didn't have an actual serious problem here. It's a huge fundamental flaw in the game that is only becoming more and more obvious how bad it is as time goes on.
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>>2353584
>>2353602
Its interesting to me that you can shuffle squaddies around and rename them and give them call signs and it even gives you their home world location despite there being no reason for it.
I didn't realize it gave you the homeworld, and now I must autistically only assign martians to Marta's squad.
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>black mary sue partnered with black hood gremlin
>over eager asian perfectionist moving up with drunk Vietnam vet
>Pike in charge of watching die after being inexplicably more useless then the last mission
Just started and pretty much how im rolling at the moment. Two questions:
Is Carda some 'starts shit but ends godly' meme character or is she really just this fucking useless? Any load out she sucks, and even her voice lines are some art major who joined antifa type shit.
Second question: how do I counter armor early game? At the moment im just making Darby camp with an anti tank rifle, but even these heavy armor enemy infantry just take 4 consecutive hits from the crowbar and not give the slightest fuck. Thermite bombs also suck. Feels like rockets also just suck 70% of the time.
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>>2353624
she's actually really good from the start of the game because 6 turns in her statbase is like a 3-star, even before growth
Bog is alright and cheap as a taxi driver but Exconde really is better than anyone else because of his speed
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>>2353637
She literally just dies on everything and is constantly crying. Really kills my need to see her do better. Not sure what kind of load out I should be aiming for with her. As for drivers I only have Bog and Achilles, whom I have in a walker. Most of my problem is armored shit, though. Should I be going for armor pen or armor damage? Putting the flamethrower on jump packs is super fun, but that one enemy transport shows up and they are toast.
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>>2353624
>Is Carda some 'starts shit but ends godly' meme character
Yes, both in battle and in campaign, in battle her first perk gives her shit accuracy early but it slowly gets to an elite level after 8 turns, and in campaigh, every character has a stat called growth potential. All base stats can slowly get better through actions and what determines how that happens is growth potential. Carda has the highest growth potential. She has a lot of good perks that are very varied too so she can be built in any number of ways. Once her AP gets to 90 she gets a lot better, with athletic and 90ap she can deploy and shoot twice, or with the mobile infantry perk, jump out, of a vehicle shoot twice and jump back in.
The best part of her first perk is that you're usually not even fighting anything in the first two turns in most missions, and then there's equipment that doesn't rely on accuracy stats that can be really useful on her in the early turns like drones, target designators, smoke mortar, smoke grenade. And then fall back to her special weapon/squad weapon in the later turns when she's fully buffed.
As for armor, you can either destroy or pierce it. AT rifles are good at piercing but they won't help anyone who doesn't have pierce. For elite armored infantry I find heavy machine guns or sniper rifles to actually be good against them, since they both can kill, or suppress while being better on ammo than the anti tank rifle which is better against vehicles or armored bugs.
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>>2353644
They clearly meant for most missions to take like 10ish rounds, maybe 14 if you're slow
but the only way you get rounds done that fast is if you're just deleting every unit you run into within a single turn and you're also using vehicles to ferry the troops around. Then on top of it you don't actually fight anything for the first 1-3 turns. In actual practice most of my fights take 20-30 rounds.
So carda ends up being a pocket 3-star SL who spends 80% of her time being either roughly equivalent or outright better than every other SL.
>>2353649
Yeah and guess what, the first "conspiracy" was true: >>2353585
Don't bet against the conspiracy theorists, they're always right.
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>>2353651
Secondary objectives are just that, secondary, all they do is provide promotion points, If you want to ignore one or two in order to get more and better loot than you can, but you're not forced to and are rewarded for getting missions done early without wiping the board so I think they're good.
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>>2353654
The very first thing my friend said to me when I showed him a screenshot from my game is that it looks like some leftist woke project based solely on the diverse character portraits
Thankfully as bad as it is, the characterization is more in line with 80s action movies and less in line with insane religious moralizing. Remains to be seen how much of it they end up inserting as they flesh out the characters and stories further.
Still, I was not pleased to see this cast and it nearly put me off buying the game. It's almost always a red flag when a studio parades diversity around.
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>>2353663
>that character roster looks like the type of person who would watch someone being stabbed and go 'uhh but theyre not ALL like that'
Tech looks more like the civilised-but-scary negro than the ones that stab people.
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>>2353666
Which he is. 80s action negro who says the most stereotypical things and also looks like he'll laugh and give you a pat on the back if you make a joke about how he can't swim. Which is also exactly what he does.
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>>2353576
Well, any enemy attack that penetrates through your armor means that a defense bonus is automatically better.
So if you've got armor 30, then crowbars ignore/penetrate that out to 4 tiles, so you would actually be better off wearing the load bearing rig than Level II armor within 4 tiles. I think there's a chance of hits below a certain threshold to penetrate anyway, too (e.g. 25 pen can still penetrate armor 30) so that again encourages load bearing rigs potentially out to the full distance vs a crowbar rather than Level II soft armor or jaeger fatigues.
Jaeger fatigues only have 15 armor (load bearing rig has 10) so if you don't need the +2 concealment, or you want to use up a slot with the accessory concealment kit, then load bearing rig is objectively more protecting against the vast majority of attacks because most of them will just punch through jaeger armor where the 10% defense bonus (-10% accuracy to the attacker) would reduce more damage by making some of those shots to actually miss.
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>>2353700
There's a bit of anti synergy though which is unfortunate. The characters I would normally want to give the LBR too for Swiss army knife purposes all tend to have shit defense anyways, like Jean or Yaz, and get deleted wholesale as soon as they come under attack no matter what you do.
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>>2353710
>all tend to have shit defense anyways, like Jean
...
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Is growth a must have perks? What stats should I be looking for on weapons? Does damage matter if you dont have armor penetration? I feel like some missions im just doing nothing for damage and others I can melt and suppress squads with a single machine gun.
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>>2353725
Which is pretty good. 5x the defense of the next best squad leader as long as you can control engagements and keep jean from getting overwhelmed. I'd say 90% of the time any squad in particular won't get attacked more than once per round, and for a secondline unit like jean on a tripod gun, it's more like 99% of the time.
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>>2353723
>Is growth a must have perks?
Not really. It's mostly on case by case basis, it takes a long while to get going and we don't exactly know how it works as far as I am aware. It's most effective on weak units you get early/start the game with. Bog and Jean have low stats AND low growth so they are probably the best candidates for it, paired with being 1* SL, spending a promotion on that perk is cheap.
> Does damage matter if you dont have armor penetration?
Armor damage does. If you don't pierce armor, you deal damage to it. Thus making it more vulnerable to low armor pierce weapons.
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>>2353754
Oh my god. Not even that anon and I only just noticed that.
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Some dude on reddit ran the numbers on new tricks and growth potential
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>>2353893
You've come to the wrong place faggot. You need to go back, like this retard >>2353870. This is only a place for people who hate this game, think it's shit, the dev is shit and that anyone who likes it as a shill. Be fucking gone
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>secondary objective: keep a low profile
>kill everyone anyway
Hehehe-rah.
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>>2353911
I am really glad secondary objectives are just that, secondary. Although even if guns blazing or stealth are fine aproaches I hope they put more mission variety and considering they want a more storyline approach why not story missions interspaced between ops?
Battle brothers did this with legendary locations which had storyline ties to the main character commander \major.
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Is twin-linked too strong?
Like, I would like to do some tacticool stuff with my medium mechs but there's no point when Rewa can obliterate everything with twin autocannons.
Should firing twin-linked weapons cost more but not as much as firing it twice? Like a twin linked autocannon should cost 60AP instead of 40AP
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Hiding in the corner of the map, ducking out to blow up my vehicle then back into hiding.
Little shitters.
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>>2353943
There shouldn't even be the twin linked bonus to begin with because it greatly handicaps the reason to have any variety at all. It all revolves around what weapons go well paired together and can deal with all situations, which so happens to be autocannons because they're the middle ground.
If you want to balance it, perhaps firing both at once incurs an accuracy penalty. 50 AP is also another option because then it can still be fired with a 100 AP character but you have no mobility afterwards.
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>>2354004
It's pretty annoying and not well thought out. You can demote, but that costs points unlike switching out a gun or lowering squaddies, and you can't just swap back and forth playing around with what perks you can have on this mission to fit within your budget.
basically it could be better but I don't know how it could be better
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>>2354013
it's just not fun
>earn resource
>punished for spending it
and that absolutely isn't always true
there are perks like bags and belts and hit the deck which aren't bad but often offer no benefit on a given mission
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>>2354029
the promotion tax is less than a squaddie for infantry and an item for vehicles
if you compare that to what a perk offers, then they're obviously better
you can also opt not to promote if you think the tax is too much
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>>2354004
What's good about promotion tax is that it helps lower star characters being relevant. You can promote them earlier than the expensive guys.
If you removed promotion tax and instead made promotion points rarer it would incentivise perking up only your best dudes.
An alternative solution would be traditional level up mechanics. Characters would gain points for completed missions and level up occasionally without any extra supply cost.
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>>2353911
Out of all the secondary objectives that the only one I don't like the most, kind of hard not to kill any hostiles when they are literally coming towards you and firing upon your guys as they try to do the objective
Fuck the second objective, that heavy pirate truck/RG tank are going to fucking DIE
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>>2354031
>the promotion tax is less than a squaddie for infantry and an item for vehicles
Promo for 2 star cost 10. For 3, 15.
1 star squaddie cost 2. 2 star squaddie cost 5.
Sach and Pike have skills for 50% cost reduction, so their wep cost 50% less -> Sach's squaddie with kbar 6.5, Pike's 9.5, both less than promo for 2 star. Also there Jean with cost reduction, not that powerful but still important.
For rest 1 star squaddie with kbar cost 11, a little more than 2 star promo.
It mean you need to have excel table and weigh every skill - will it give more efficiency in every situation than additional gun or not. And is most cases answer is not, so just add more squaddies. And on top adding squaddies not req additional resources and management like promo cost.
This desing is stupid af.
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>>2353911
I feel like the secondary objectives are autism bait. Promotion points aren't that strong. You can often get more loot, take less casualties and get more skillups by just taking things slower where it is applicable
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>>2354040
Just make more star characters cost more promotion points to upgrade. They have deployment cost already too and the 5/10 more per promotion isn't that significant it's just tedious.
>>2354031
Supply points already force you to choose between accessories, weapons, numbers, and armor adding promotions ontop of that is retarded and moreover unnecessary given you already have limited promotion points. There's no in game explanation for it either.
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Just me 'n the boys in Tehran
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>>2354091
This game have so bad AI so you can clear map with solo Darby.
We talk not about what necessary and what not, but about design. Idea of multiple taxing very stupid itself, but there also terrible balance on top of that.
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>>2349696
Boxer and Puma, actually. Putting the autocannon on the IFV makes it more obvious. German dev so it makes sense.
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>>2354091
Tacking on costs of the SL also aren't necessary. You could simply give the AI a 1.1x supply points advantage on challenging instead of a supply cost tax on promotions.
Why is the autism of a promotion tax "necessary" but then mathing the resultant costs of that promotion tax and what you can bring to efficiently balance your force suddenly "unnecessary autism" the two go together. If you don't want players doing math on promotion taxes don't add promotion taxes, it's not hard to understand, einstein.
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>>2354100
The woke is going to get worse in the game as time goes on and they fill out more SL slots too. Diversity means White "representation" must stay below 50%. Nons don't even play these kinds of games, but they have to do it to satisfy german government requirements. A state commissar will be reviewing the game to make sure it adheres to woke religious morals.
Never forget the immense animosity people have towards Whites, both brainwashed White people and nons with an inferiority complex and a chip on their shoulder as well.
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>>2354086
We need free cam for better screenies. Also that colonist truck is 1 for 1 for the one in Aliens, alongside the very obvious cargo loader.
I wonder they wanted the Alien IP to make a colonial Marines game.
>>2354104
I lost so many squadies to them as well, but I am glad I got the exoo, drones fuck them up really well and snipers\dmrs in the hands of a good squad with scout and motion sensor. In the forest planet however NEVER ever get too close to dense forests the fuckers ambush you.
Speaking of losing squadies i can only imagine looking at the usefulness of OCIs that a good exwoo and advnced medical bay seems geared for a more infantry style gameplay, and the repair bay and logistics to vehicle one. What i mean is its very hard to mix both considering the slots available.
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They need to get rid of manpower mana and SL's shouldn't be able to die
It's just at odds with the rest of the game where you're being encouraged to take risks and sacrifice units but if you actually do that you use up very limited resources that you cannot easily replace, so nobody does it. Losing an SL is an instant reload, same with losing too many squaddies in a fight. Takes less time and costs less to reload and do it over again vs trucking on with losses because the losses are simply too severe to live with.
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They call me Cuban Pete.
I'm the king of the rumba beat.
When I play the maracas I go
Chick-chicky-boom
Chick-chicky
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BOOM
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Some nigger on discord proved the game sucks balls and AI always knows where you are, even if you are concealed, and that's why the AI is so shit. It tries to run from threats. They put out a mod that sorta fixes it.
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How do you recover from failure in Menace? SLs aren't replaceable like units in XCOM or Battle Brother, each is special and some builds can ONLY be done with them and even losing too many squaddies early game is a wipe. Failing a mission and losing chunks of your squaddie pool, one of your vehicles and losing Pike with Carda being wounded, basically a operational disaster that's near impossible to recover.
>>2354174
I don't mind squaddies being lost but SLs should never be gone for good, making it where non stabilized SLs get a injury trait and/or a longer wounded timer before they can go back to the field would be better. Each is too different to be replaced.
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>>2354174
>They need to get rid of manpower mana
No, they need to go all in and make it worse. Have TWO manpower mana bars. One for marines, one for local conscripts. Locals refills but once you've gone through your marines, that's it.
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>>2354174
I like manpower mana but I agree about SLs since it's just run ending to lose them. Even if you could rehire them, you simply don't even have the authority on expert.
>>2354184
Or make it so you have to buy marines but the woo gives you mercs.
I would be fine with manpower being more of a problem but it further exacerbates the issue that vehicles are just safer than infantry and encourages you to sit miles away sniping at the enemy never taking any risks.
Also fuck bombardiers and fuck mortars. Losing guys to cover ignoring extreme range bullshit you can't do anything about it just tedious and cringe. It would be one thing if you could go in buildings but you mostly can't.
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>>2354179
can't really fix it until you've got an AI that:
1. Remembers the player exists
2. Remembers what units the player has and where they were last seen
3. Actively tries to hunt down these units and concealed units it hasn't spotted yet which it knows is shooting at it
4. Uses its knowledge of player positions to assess where the player will likely go in the following round and account for that in its own tile calculations and movement
Or more simply, it needs a memory, the ability to scout, and some capacity for planning
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>>2354190
That doesn't fix the AI and doesn't address any of its failings, we already have a mod that does this, too. The actual developers who planning on making money from selling this game to people need to do better than a modder with 20 minutes of free time.
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It'd be cool if you could take an empty pirate truck into battle as just a transport. Or maybe even have limited transport capacity so it can at most carry 6 infantry and any larger sqauds can't mount it. Same with the ATV just with 3 man squads. Of course weapons would take up the transport capacity.
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it is time, will the hacker known as 4channel save the UI?
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>>2354318
Sure, and I agree, but it doesn't change that bitching about something that happened which was entirely intended design and which wouldn't have happened if anon had used any one of a half dozen tools designed to prevent that exact thing from happening is stupid.
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Damn, they must have a skeleton crew
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>>2354359
>No minimap
The maps are pretty small and enemies have huge "I AM HERE" things above their heads.
>No enemy unit list
Just use your fucking eyes god damn.
>No north orientation
Why the fuck would you need to know directions?
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>>2354378
The game could do with fixes in areas and even the UI could do with sprucing up. It doesn't need a fucking compass though because there's no benefit to absolute-directions in a game where every map is randomly generated.
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>>2354382
The UI is not great, I agree. But the guy who thinks it needs a compass or enemy unit list is a retard. I'm sure that's not even the intent of the devs anyways, but the fact he went to something so stupid and trivial as his example of what the game is missing is very telling
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>2 heavy slot walker
GIVE IT TO ME NOW
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>>2354410
im of the view that everything currently in EA is the lower level stuff. there will surely be way more advanced menace and other factions. so far we have just fought bandits, wildlife, and rebels. that all sounds low levelish
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>>2354415
>>2354419
>TCR survivors that band together around a radical TCR general with massive survivor's guilt after the fleet is decimated and declare war on the entire Wayback, including the Major
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I think I've hit the entity cap on the 300% extra enemy supply. Selecting units disables the UI, and even "fixing it" by tapping ESC still prevents me from activating them.
It was fun seeing the intel screen have like 80 enemy markers though
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>>2354153
Get away from her you BITCH
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>>2354496
They need something other than laser trucks and Temu katyushas, to keep them from getting rinsed at range 9+.
So maybe give it twin-linked autocannon arms, like a shittier [redacted] Skirmisher unit.
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>>2354499
make their next tier of power outlaw mercenaries, like the mercenary medium walker in RA. I'd love to see something like Mercenary Stormtroopers, SMG-armed jetpack infantry that jump at you, fire and drop smokes at their feet so they don't just instantly get wiped the next turn
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>>2354500
>basic
Why I outta... you have any idea how many missions it took me, to get two whole TCR tactical armors to drop?
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>>2354495
And the truck, forgot pic
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>>2354513
It has some really poor readability.
Like I often have to zoom in cause the armor bar above unit heads is hard to see from a distance in some backgrounds, also the fact it doesn't fucking update on the info panel on the left.
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>>2354499
I think a bigger map with heavy armor engagement enemies would be cool. Height or hull down could matter in certain orientations.
Where cover makes vehicles even studier, or maybe the final game could have different armor calculation for vehicles. I am not saying to turn the game into a tank or mech game but hey maybe a dlc or sequel where you fight in a core army war.
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