Thread #2367314
File: 1774341242501408.png (508.7 KB)
508.7 KB PNG
TOUGH GUYS edition
355 RepliesView Thread
>>
>>
>>
>>
>>
>>
File: stealth.png (1.5 MB)
1.5 MB PNG
be wevy wevy quiet
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
File: file.png (208.8 KB)
208.8 KB PNG
>>2367553
>shooted
More like exploded into space dust. Remember, the player is only in charge because literally everyone higher in rank died when the ship got wrecked. If everything went right, general Crozier would've been in charge and the player would just be a major.
>>
I just did a mission where Sachin survived three direct rogue artillery hits (meaning he only lost three squaddies, and all got rescued later). I had to screw up bad for that to happen, but it's great to have a human lighting rod to negate my screwups. He's also great against bombardiers. Maybe against skirmishers too, although I'd rather not try that out.
>>
>>
>>
>>
>>
>>
>>
File: boom baby.png (1.5 MB)
1.5 MB PNG
>kill hive queen mission
>drop laser turret near the target as i get close
>queen hits it
>it blows up
>kills multiple squads of lesser bugs
>queen's morale instantly breaks
sometimes this game can be funny
>>
File: op rewards.png (250.8 KB)
250.8 KB PNG
>hey kid, want some drugs
>or this high tech military mech
>>
>>
>>
Giganigga's Die Hard perk turns the squad leader into the equivalent of 10 men. But since damage gets split between squad members, it's not relevant until everyone else dies. Even if you only deploy two squaddies, Giganigga will route if they die and then be stuck at low moral for most of the mission. The only way to take advantage of the perk is to bring a drug to reset moral. So you'd be taking a max level perk and a slot that don't even do anything until his squad wipes.
Something here needs to be changed.
>>
>>
>>2367971
Morale and suppression really fuck the idea of having tanky infantry. Even when you have a tough guy like Tech of Vamplew and put them in the best armor so they can literally shrug off small arms fire, putting them in the line of fire just means they'll constantly get suppressed and have morale issues. So you either pump them full of drugs or you just stop using heavy armor because if you're avoiding getting shot you might as well save the points and wear something lighter that gives better benefits, like load bearing rigs or jaeger fatigues. Pirate boarding armor is the only heavy armor that's worth a shit, but that's just because it's the only way to get jetpacks on infantry currently.
>>
>>2367971
Easy fix: Die Hard allows giganigga to deploy solo
another problem: bruised when SL gets hit directly
another easy fix: Die hard removes Bruised effect like Buff removed Encumbered
>>2368127
at least frenchie can somewhat remedy this with his 'get ap for getting shot at' perk, if hes not fully pinned
>>
File: 4c0c5e8ce103d55557662171b6694fe5.jpg (250.9 KB)
250.9 KB JPG
With the amount of SLs we have already, what other SLs you hope we might get in the future?, personally want to see a robot SL, mainly because robots are cool, that's all
>>
>>
>>
>>
>>
>>
>>
>>
>>2368127
armor drastically reduces the amount of suppresion you take tho? ive ran a lot of heavy infantry at all stages of the campaign and it makes a big difference. armor, stats, cover and morale bonuses all add up so sometimes your guys simply stop taking suppression damage from most things that doesnt damn near wipe them out
>>
>>
>>
>>
File: 7f252ac4bc3d92ada88484a62c993d4b.jpg (320.3 KB)
320.3 KB JPG
>>2368258
>Pirate SL, Ninja SL
We got sly and darby for pirate and ninja, although would like a more junkie chem addict pirate that just rants the same mad crap that the average pirate does and all the while other SLs tell them to shut up
>Cowboy SL
That be cool, a space sheriff or a gunslinger like character would be kino
>>
>>
>>
>>
>>
>>2368706
1 star, only has 80 ap as he's old, he has the following perks, Full send, Quick hands, And a special pistol perk that also reduces ap per pistol shot and halves the reload cost of weapons.
introduce a new pistol, a heavy revolver, it has unlimited ammo, and is much more powerful than other pistols, but its a special weapon, think of it as a sniper rifle that doesn't need to be set up, but with shorter range, it has unlimited ammo, but you have to do a 40ap reload action at the end.
that means the 1 star could use normal pistols and get a bunch of shots off, and then get a good pistol that if he's stationary can full clip and reload. while other sl's have to weigh the cost of losing a special weapon to take the heavy revolver.
that's what i would do. I dunno about other builds.
>>
>>
>>
>>
>>
>>2368706
>if they found a way to make pistols not shit
Pistols ARE just shit when it comes to being used as an actual military firearm.
The only pistols that were remotely useful were the ones which were glorified carbines like the C96 with a stock in WW1.
>>
WHY IS THE LASER LANCE SO SHIT???!!!
In the dev diary it was advertised as a heavy tank killing "hammer". But in game it does barely half hp damage to HMG trucks and does nothing to heavy tanks.
You need a tripod to set it up and you need to cool off every two turns, so it feels like with all these limitations that it should be a powerful weapon. But actually the cheaper and more convenient to use PAL is better in every way except range.
>>
>>
>>2368785
It's not fine. It's so low hp damage it's genuinely useless against anything that isn't a light truck. Sure it can penetrate armour but usually it won't even make a defect. And it takes 70 supplies. It should be like 30 with these stats.
>>
>>
>>
>>2368809
it can one shot light walkers as well. Its a good weapon for tech, its not a good dedicated anti vehicle platform but it has great utility like those missions where you have to destroy parked vehicles.
Similar to the laser rifle the ammoless nature comes in handy, particularly on expert.
>>
>>2368723
Rereading this post the next day I forgot the most important bit about the Heavy revolver
Its got unlimited ammo yes, But you have 6 shots before you have to do the reload action.
So for any regular sl they might get 2 maybe 3 shots off in a turn, but then this SL can use the heavy revolver like its a single action and just do that quick firing technique to unload a full revolver even at base AP.
>>
>>
>>
>>
>>
>>
>>
>>2369120
yeah but its also really versatile since its armor piercing but also fairly rapid fire. great against armored targets with low-mid health like alien warriors, boarding commandos, the more elite RA infantry forces, pirate trucks, RA walkers and apcs.
Also not using ammo means being able to take more era.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>2369225
Solid grouping is dogshit, you're going to have good accuracy already, ideally.
You want scout or athletic for tier 1.
Sharpshooter for tier 2.
Fortify if you want extra durability, or vanguard for lulz for tier 3.
And assassin for tier 4.
If you want to boost him even more, bags and belts can be useful, buff is always neat too.
>>2369226
Wett is a midget compared to Kody.
>>
File: would you like to know more.jpg (32.2 KB)
32.2 KB JPG
>>
How would you overhaul the OCI?
Currently there are a ton of options, but you can barely implement them.
Ship mounted weapons and dropship delivered ordnance need to seperated, thats easy enough - create a hanger category.
A 'combat information centre' category for the command and strategic/diplomatic/electronic warfare options.
How many options should they provide? Still 3?
What other possibilities or ways of arranging it?
>>
>>2369220
Keep him at base level/give him scout or athletic at most.
His passive means he oneshots light walkers with RA RPG and he massacres infantry. He really doesn't need anything more.
Full or almost full squad, cheapest armor so he doesn't instantly die to return fire, ARC rifles or crowbars to deal with infantry, IMX SA-RPG to demolish everything weaker than an APC and cripple anything on par or tankier. He's universally useful and not all that difficult to keep below 300 points.
>>
>>
>>2369220
i keep him with 2 squaddies and an at gun
i'd argue it's the only role which does justify his price - infantry is universally less threatening and can be suppressed whereas you need dedicated at which hits
if you can find a plasma gun then that is also great
>>2369229
wett is also cheap as fuck
you don't need highly mobile elite anti infantry - even sy can suppress and deal with heavy infantry just fine
maybe against pirates for commandos you could build him more in this role but that's an increasingly small threat as the game goes on
his mobility allows him to move and respond to emergent threats others can't deal with and at is really the only role where that is necessary
>>
>>
>>
>>2369236
Everything is available to you without the slot system, weapons are assigned to missions by supply points, OCI parts are used to unlock and then upgrade them, faction rep rewards are to unlock the use of some and unlock the extra features of others. Eg. ExWoo is a faction rep upgrade of the basic Woo and it does something other than just more squaddies, perhaps Woo only awards troops at end of successful op while ExWoo does it per mission. Also the Woo is on the damn ship from the start in the first place, it's just an office and interview room.
>>
>>
File: 3666571122_preview_Jean Sy.jpg (18.3 KB)
18.3 KB JPG
Stupid useless fucking bitch that dies in virtually every fucking mission.
>>
>>
>>
>>
>>2369416
i tried that but most of the drugs seem so situational. The nice thing about the fire rockets is they deal with heavy armor human enemies by attacking their health and morale. She really is like a wrecking ball with those, very good in defensive missions where you are getting overran the aoe nature, the morale, the raw damage.
Those fire rockets are really good. I slept on them my entire first playthrough but honestly they are worth a consideration in any squad because they work on so many different targets.
They are basically what grenades should have been.
But maybe if i used her more and her stats got fixed some drugs would turn her into a good regular combatant, its just cheap to deploy her as nothing but fire rocket dispenser.
>>
Finished the game on normal (easy). I really loved it overall, haven't had that much fun playing tactics game in long time. I'm hoping they can tweak some weapons and SLs, add more variety to missions, environments and enemy lists and flesh out late game more. I was actually suprised how soon the game ends in the current version, given that everything prior to meeting menace feels like a tutorial, frankly. I like how it's appreciably less ball-busting than BBs too.
>>
>>2369404
>>2369453
I prefer the regular disposable rockets over the fire ones for her. It's not that the fire rockets are bad, but on Sy you want her to actually get kills for Trinketing to trigger, not just spread dots and lower morale. With 8 rockets she can not only get kills on key units like mechs, but you also get a increased chance of looting those mechs after the battle. Not that you need a huge supply of mechs, but they're still useful for bartering on the black market. And once they implement the crafting system, getting drops will become even more important so having her be able to blow up stuff like Guncrawlers for bonus drops will be a pretty big deal.
>>
>>2369460
Fire rockets are great at finishing targets behind cover and are basically everything you'd wish granades to be
>actually able to hit
>hit multiple tiles
>actually fucking kill
But eventually you hit a point where everyone's rocking 55 armor value or higher so it's better to pivot her to drugs and she gets absurd value out of them because of the extra use.
>>2369453
The real problem is that you need to hard commit and abuse an interraction not many people know about.
The biggest upgrade in terms of drugs for her is the one that gives an extra turn at 60% max AP. Combined with AP boost from Pike and the other drug that gives 10AP, she turns into infantry version of achilleas at a price of a 1*.
Once I got it + the 10AP drug + the 15% accuracy drug I was bringing Supply Drop OCI just to keep the 130 + 80 AP bursts popping off every turn.In reality it would be more or less as effective on anyone else though, the advantage with her is that she's also the cheapest unit you'll field while doing so.
>>
>>2369473
>spoiler
That's the main issue with this entire setup. You're spending a bunch of items, an OCI slot and a support unit just to make a bad unit better, instead of using them to get more use out of units that are actually good. This isn't proof that Jean is good.
>b-but she's cheap.
So's Carda, who takes way less effort to be worth using and has better traits overall.
>>
>>
>>
>>
>>
>>2369236
Armaments should be the only thing you choose between. Everything else would be permanently present, but destroyed. These options would all have tiers to upgrade through, with higher tiers requiring faction unlocks.
Alternatively, you can aquire support ships with more space for OCI slots. The EA ending leaves on a "cliffhanger" with the TCR fleet about to show up. It's pretty apparent that the Jingwei caused the warp malfunction and that they're about to ambush the TCR when they jump through. This could serve as an introduction to expanding your fleet when you look for survivors (and hopefully an introduction to shipboard combat).
>>
>>
>>
If you want to use 1 star infantry, you need to give them growth and nothing else. You can give them 3 squad members and shit gear, but they need to shoot to get accuracy and AP.
When their stats are up refund them and level as you like. In my expert campaigns, my 1 stars are all fine.
>>
>>
>>
>>
>>2369683
They're obviously completely arbitrary.
They don't represent financial resources or anything like that because everything you "spend" is lost regardless of whether you use it or not. They don't represent space. They don't represent some kind of requisition since who are you requisitioning from?
I would love to believe that the supplies system is temporary and will eventually be replaced with a more robust and less arbitrary resource system but I don't.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
File: 345634.jpg (23.2 KB)
23.2 KB JPG
>>2369819
>Are you going to actually discuss the game?
>>
>>
>>
People talked a lot about armour not being worth it, but I don't see it. I tried playing with lots of light squads and tried playing with a few heavy squads where everyone has tier 4 armour and the latter felt way more powerful.
>>
>>2369859
It's a damage-gated strategy game, you win by bringing in more dakka, not more HP.
You absolutely can win via heavier armors (and frankly the game is obviously supposed to be focused on that), but currently it's just not balanced properly.
>>
>>2369860
More armour means you can put out more damage too. With armour you can walk up the enemies, flank them, shoot them in the face, throw C4 on them etc and when they return fire with mortars or autocannons you can just shrug it off and repeat. Suppression also stops being a problem once you level discipline. With light squads you have more damage output in theory but you have to constantly focus on avoiding the enemy to use it.
>>
>>2369863
>More armour means you can put out more damage too
If, you aren't just suppressing everything in sight, which bringing in mostly-naked people lets you do.
It's a weakness of making damage-gated systems over more nuanced ones.
>>
>>
>>2369863
>and when they return fire
thats what doesn't happen if you bring more dakka
but honestly armor 'supply cost' should be cut to a fraction of what it is now, and maybe double the market price to buy it in the first place
>>
>>
>>
>>
>>2369961
I'm an expert like everyone else. What I mean is that by using heavy armour, I can get in the enemy's face and output damage, and there's no need to worry about constantly suppressing them or hiding in concealment.
>>
>>2369640
>When their stats are up refund them and level as you like.
Growth becomes better the higher your skills are thoughever. The amount of growth opportunities you get per mission are effectively limited due to diminishing returns, and the odds of turning a growth opportunity into actual growth are already high if your stats are shit. So the boost in growth rate is most valuable when your stats are high, since that means the base growth chance is low and you need the boost to get the most out of every mission.
>>
>>2369705
>some gameplay approaches are almost universally agreed as best
I honestly don't expect this to change much. That's just how games like this always end up. New SLs, new enemies, and other balance changes might shake things up, but there's always going to be an optimal way of doing things.
Just look at their previous game. There were like two or three builds that were objectively superior and everything else was cannon fodder. Menace isn't going to get that bad because the premade SLs mean that you can't just build everyone the same way, but there's definitely going to be a "meta" around which SLs/weapons/builds/etc. are best.
>>
>>2370000
>What I mean is that by using heavy armour, I can get in the enemy's face and output damage
The only heavy armor worth a shit is the boarding armor, because with its built-in jumpjet it's the only heavy armor that actually enables you to "get in the enemy's face" without having to walk through enemy fire to get there. In all other cases, close-range combat is simply not a footslogger's job. Leave that to the mobile infantry, who don't need armor since they'll just hide inside a vehicle, pop out to delete one or two enemies, then get back inside.
>>
>>
>>
>>2370085
I wasn't taking about actual heavy armour, those are indeed trash for most situations because they have no equipment slots. I said tier 4 armour like the improved SAPP or the marine plate armour or the LPPS.
>>
>>2370091
you're literally doubling the price of a squad
i'm happy that you can make armor work but i cannot
shitty units still get pinned even in good armor and good units don't need to get close anyway
and by closing you are still putting yourself in way more danger by revealing more units you didn't see
>>
>>2370070
>>2370081
Athletic and Buff are needed if you want in your face heavy armor. Which makes sense. Both perks are great even if you never wear heavy armor at all so its not wasted perks.
I think i've played enough of expert to appreciate armor and always bump it up, But I agree that Tier 4 armor is generally the best, My favorite personally is the SAPP Operator since its better protection but 3 item slots.
But If i'm taking small man teams I'll give them armor, I've found I prefer armor and the decreased chance of losing a squad, than not taking armor, just to fit in a small special weapons team that could easily be overwhelmed if they go up against the wrong target.
>>
>>
>>
>>
>>2370274
Same with BB only letting me bring 12 men onto the battlefield and not all 18. Get fucked retard, you're literally complaining about an artificial limitation that exists in nearly every game, and is in fact part of what makes it a "game" and not a "simulator". Dipshit cunt.
>>
>>
>>2370123
>shitty units still get pinned
Not necessarily a bad thing. The downside of high discipline units is that they don't lie down when they'd actually need to. I didn't get the chance to try it yet, but I've been thinking of a budget tank build where Jean goes forward, gets pinned, and soaks up all fire because the hit the deck perk doubles the damage reduction, and I can increase that by drugs and cover. Not sure how well it would actually work though.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>2370330
>everyone is my own bogeyman
No, I'm actually on your side this time. Don't let it break your brain though, you fucking retard
>>2370329
>I'm sorry general , your planetary invasion force can bring either 20 soldiers, 10 better soldiers or 5 tanks, but that's it
You're a retard. The supply in SC is no less of an arbitrary limit than this
>but leveling characters blah blah
Cope and seethe faggot, no game in existence doesn't have some sort of limit on what you can bring and every single one of them is an abstraction at best and usually a made up arbitrary number
>>
>>
>>2370293
Jean can make an ok tank once she gets her perks but it is still better to just play around concealment and smoke. Instead of having a unit popping pills to soak fire you can just throw a smoke grenade and take a better engagement for a fraction of the supply cost.
>>
>>
I think the most offensive part about the guy who keeps complaining about supply limitations, is the fact that having no supply limitations and getting to bring everything you have to every mission is a recipe for making the game stale and boring.
And then they'll probably complain there's no variety and that they're "forced" to play meta.
>>
>>
>>2370392
Your strawman is retarded. Nobody is saying that there should be no limits but right now the system is retarded.
It would be better to have different limits for different parts of kits.
>so much ordanance
>so much utility
>so much armor
>so many vehicles
This would encourage more varied play and experimentation which is also fun.
Being told,
>you can wear armor or bring literally another squad
detracts from the game.
Having slot specific limits could also be used to give SLs more character as well.
>>
>>
>>
>>
>>
>>
>>
>>
>>2370739
>like 3 weeks have passed
>completely different argument
>guy you're arguing with has a completely different writing style than the AI schizo
>AI schizo himself has even told you he's not that person and is in fact on your side
>durr I bet you're that guy
I'm starting to think AI schizo was right all along. You're a dipshit and he's been living in your head rent free for months now. Actually an amazing example of genuine mental illness.
>>
>>
>>
Guys stop arguing and start talking tactics. I found a really cool new build. Basically I put Jaeger clothes and Crowbars on everyone and slowly destroy everything from max range! And the AI isn't allowed to even shoot back thanks to whiners! Isn't it so cool?
>>
>>
>>
>>
>>
>>
Am I doing something wrong? I'm trying to use the Kruger or the Mk22 but despite their cost they just don't do the same damage to constructs as the cheap ass shotgun does with AP ammo. Do I have to use a different ammo type or something?
>>
>>
>>
>>
Ok I went ahead and actually tested it. The Mk22 seems to be ok with both HP and AP, the main thing is that it has a really bad accuracy graph so you need to give it to someone who can shoot. For the Kruger it's 100% better with AP than with HP, so that's the answer.
>>
File: ooorah marines.jpg (472.9 KB)
472.9 KB JPG
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>2371433
You're thinking police issue. Historically and few still in operation are designed with range, control and pure stopping power in mind. Completely different barrel rifling, if a hunting one has rifling at all and different harmonics to control the pattern. As for ammo if it's not sabot slugs then it's heavy shot, and neither are designed for muh aoe. Hunting ammo designed to spread wouldn't cause death on anything larger than a bird or a small dog on secondary spread unless you caught them on unprotected neck and they bled out.
You want aoe? Chuck a frag or call fire support.
>>
>>
>>2371444
Hope I don't get to personally prove you wrong anon but the way shit is going who knows. That said I promise you a "doorbuster" can't take out a moving drone, or different targets, at respectable range, and very reliably at that. Nuff said honestly.
>>
>>2371452
Look into the various military issued shotguns in the past 20 years anon.
https://en.wikipedia.org/wiki/M26_Modular_Accessory_Shotgun_System
Glorified doorbuster, although you absolutely can fire it at people too.
Chokes are for hunting purposes and civilian use 99% of the time.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
File: Love-Is-MENACE_pike_dialogue.png (1.2 MB)
1.2 MB PNG
>>
>>
>>
File: best boi.jpg (134 KB)
134 KB JPG
>>2371580
imagine not going for best boi
>>
>>
>>
>>
>>
>>
File: Love-Is-MENACE_carda_dialogue.png (1.2 MB)
1.2 MB PNG
>Even when dating she wears the helmet
Also Carda is clearly a brunette, no doubt about it
>>
>>
File: 521px-Scared_Hamster.jpg (26.3 KB)
26.3 KB JPG
>indirect fire for atms finally work
>but only for Rogue Army
>>
>>
>>
>>
I sort of find it amusing that people bring in a full set of 3 star max levelled up SL's and then wonder where all their budget went.
Jean can level up just like every other retard and she's laughably cheap with a good set of perks.
Why do normalfags not understand basic gameplay compromises?
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>2371969
That's it. I'm sick of all this "Darby Sneaki Breeki" bullshit that's going on in MENACE right now. J. G. Wetteroth deserves much better than that. Much, much better than that.
I should know what I'm talking about. 3rd highest weapon skill, extremely high accuracy, DoT perks and DoT-related bonuses. I myself gave him Jageer armor, camo kit and Crocodile with extra ammo and have been practicing ironman with him for almost 2 weeks now. I can even one-shot heavy tanks from 12 tiles.
True tacticians give him the best perks and make him the sneakiest 'straya cunt known in games.
Wetteroth is almost as good as Darby and costs ten times less supply. Anything Darby can do, Wetteroth can do cheaper. I'm pretty sure Wetteroth could easily solo a mission.
Ever wonder why he's the only SL with a fucking melee attack? That's right, he's 'strayan. Even in space 'strayas are mad cunts.
So what am I saying? Wetteroth is simply the best SL MENACE has ever seen, and thus, requires fucking recognition.
What do you think?
tl;dr = Wetteroth dabs on Darby's black ass.
>>
>>
>>
File: Untitled-1.jpg (553.2 KB)
553.2 KB JPG
>>2372001
>unless you're rolling with the absolute heaviest armors, most of what you want armor for seems to ignore it anyway.
That's the main issue. Light armor will protect you from stray bullshit and mortars but nothing else and medium armor is the same plus maybe the ability to tank one volley if you get caught out which simply isn't worth the huge supply cost increase.
Heavy armor has more of a role but it's pretty rare besides commando armor which has jump packs making it arguably the best heavy armor.
Getting shot is simply a losing strategy. You don't want to build around the plan that
>I'm going to get up close
>I'm going to get hit
>there might be heavier enemies than I can see
>there might be more enemies than I can see
>I might get pinned making getting close pointless
>I do less damage than the alternative
>I'm on a timer until my armor runs out
When you could simply play safe. There is no reward nor any particular call for the role.
If indoor/boarding battles were added it might change the discussion, and I hope they are. Right now, with the way the maps are, you want to control the fight from a distance. If you rush in you inherently do not control the fight and there is so much more which can go wrong.
>>
>>2372482
>>I might get pinned making getting close pointless
That's never an issue beyond the early game if you actually play instead of relying solely on the "don't be seen" part of that onion. Get your discipline high enough and your men will be more likely to get morale broken or wiped out than to be suppressed.
>>
File: 2432860_20260404003204_1.png (1.6 MB)
1.6 MB PNG
>>2372482
for 198 points of armor he got pounded with autolasers, autocannons and airburst launchers for many turns and lost just 1 guy. he spotted for 120mm mortars and laser designators marking for atgms but also killed a few squads with his arc, 3 light walkers with his croc and finished off an apc that had been damaged by 120mm mortars which in turn blew up and killed two more squads!
>>
>>
>>
>>
>>
>>
>>
>>
>>2373112
Laser turrets are easily the best way to use ship weapon slots, regardless of mission type. The only thing that comes close is supply drops, but how good those are depends a lot on your loadout.
Unlike other ship weapons enemies don't just step outside the blast zone two turns before it actually hits, and it counts as a unit giving vision and drawing enemy fire away from your dudes.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>2373338
That's cope. It's fully broken because the AI is not allowed to act on your concealed units that it should know are there. If you break concealment, the AI should return fire to where you did it from or push that position. If you deploy suppressed Darky into the middle of the enemy, they shouldn't just let you take all of them down, instead they should converge on her position.
>>
>>2373547
AI in general is neutered. Take Boarding Commandos. This unit alone could and should wipe 1-2 unarmoured infantry squads per turn. But AI can't never utilize them in efficient matter.
Blame devs for listening to noobs screeching.
>>
>>2373554
The devs listen to the absolute worst feedback. Defense missions used to be fun and challenging. Now they're just shooting galleries. And I remember the AI being able to sometimes return fire on your concealed units, but now they won't even send a rocket barrage on units they're not actively staring at.
>>
>>2373557
Yep. I don't even see point playing anymore. I had much more fun with hacked demo with repeating operations back then than now.
Sure they added more content(factions and weapons) but other changes are just making game worse.
>>
>>
About Boarding Commandos, it's obvious what kind of handicap they have. They can use their jetpacks to traverse the map but not for fighting. In theory there is nothing stopping them from jumping on you and wiping your units or throwing thermite on your LTC, except they're not allowed to do it.
>>
>>
>>2373566
People were bitching about the enemy running with their tails between their legs when sensing their concealed units. The solution would have been to make them fight back and push these units. Instead they made them just accept death.
>>
>>2373547
>AI is not allowed to act on your concealed units that it should know are there. If you break concealment, the AI should return fire to where you did it from or push that position.
I don't know what difficulty you're playing on, but at least on Expert it absolutely does this. I just did a mission where Darby's squad took fire despite being deployed in cover and having the stealth icon above her.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
File: 3660197893_preview_SachinBanner.png (61.4 KB)
61.4 KB PNG
this game is ugly as a streetshitter
the fuck is all this globohomo wokesloppery!?
>>
>>
File: gannnUntitled.png (208.5 KB)
208.5 KB PNG
>>
>>
>>
>>
>>
>>
>>
>>
>>2376684
Any tips for getting through the early game on expert? I can clear challenging until end of EA with sub 5 dead squaddies, but on expert I feel like unless the pirates drop good loot on the first few missions, the sheer number of them is simply overwhelming and sends me into a spiral and I just end up deleting the save
>>
>>
>>
>>
>>
>>2376686
get kpacs desu
crowbars have both less shoot actions and shoot less per action
also the 80ap full magdump action of kpac still only uses 1 ammo and will supress most anything in that area
pirates early are better if you can handle them because of the loot, if you get through first op you should be good
>>
>>
>>2376792
While i get needing a transport is another cost. Lim with berserk, run and gun, mobile infantry and that glory perk that gives him 40ap. was my carry unit in Expert. Just give him a shot gun and drive him up to shit to kill.
>>
Been enough of a lull between games that I've finally found the time to try it out. Starting on challenging I appreciate the game giving me the first 3-4 ops to ease myself into it considering I struggled with the demo before. That said I'm still not sure what the hell I'm doing in terms of economy. Supply budget went up enough that I can slip a 1 star SL in to have 5 teams running but my supply of trade goods is still pretty low and aside from getting new guns and a walker I feel like I won't know what to grab until something forces my hand. Last op even spooked me with 3 of my initial dudes getting the tired warning so I dumbly hired whoever I could and just did a desperate 3-man alien sabotage where I just battle taxi rushed everywhere and used the NPC allies I got as a mission reward to lure the ayys away. At least now I know that I need to keep a B team and reserve pilot but that still sucked.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>2377559
Dunno, they all have some ship upgrades that I like.
Backbone:
>Supply Drop (the higher the difficulty, the better this gets)
Zayn-Beecher:
>AI logistics (cheaper vehicles is always nice)
>Auto-Laser Sentry Turret (the best ship weapon)
Dice:
>Fixer (more dosh for the black market)
>Info Hub (the best intel upgrade)
>>
>RNG finally gives me 110 armor heavy on second run
>feel miserable to walk around compared to jeckpack boarding armor from the pirates
>The only person I can get this thing on is Sy because she's cheap as fuck and constant supply of drugs make it somewhat viable to move around without APC and immune to suppression
What's the point of these when concealment stacking doesn't tax your movement and detection?
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>2379450
I think it would.
>retrofutrisitc
>grimdark setting
>vehicles and mechs
>real world weapons still in use hundreds of years later
99% of Brigador could be dropped into Menace with just a pallette swap.
>Loyalists
Just Rogue Army but Portuguese.
>Spacers
REALLY fucking dangerous Pirates.
>Corvids
Just Pirates but Portuguese.
>>
>>
>>2379602
Wrong. Straight from the wiki.
https://wiki.hoodedhorse.com/MENACE/M6_CMG
https://wiki.hoodedhorse.com/MENACE/MK20A3_BC_Autocannon
>>
>>
File: mk20a3.png (36.8 KB)
36.8 KB PNG
>>2379661
and here is the autocannon
i have no idea why they nerfed it because the autocannon sucks
i've tried to use it but 3 rate of fire is just not enough
it is neither powerful enough to kill mechs nor rapid enough to deal with infantry
it ends up just sitting in this awkward middleground where it's kind of ok against pirate commandos, heavy infantry, etc but the m6 would be more reliable against them anyway
i suppose it would be ok vs the menace but by that time you should have much better options anyway
>>
>>
>>
File: 90px-Promotion_06.png (13.5 KB)
13.5 KB PNG
>>2379511
>armor which turns your men into snails
Do you even lift?
>>
File: 2432860_20260309034857_1.png (1.6 MB)
1.6 MB PNG
>>2379712
if you have a light mech fetish like i do then you will be fine.
>>
>>
>>
>>