[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
▼ Settings Mobile Home
/vst/ - Video Games/Strategy

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


πŸŽ‰ Happy Birthday 4chan! πŸŽ‰


[Advertise on 4chan]


File: 20260225221457_1.jpg (372 KB, 2560x1440)
372 KB JPG
Heavy firepower, can't wait for the heavy mech
>>
File: 20260820112357_1.jpg (282 KB, 2560x1440)
282 KB JPG
also new(?) twins SL tease?
>>
new update just dropped
https://store.steampowered.com/news/app/2432860/view/670626123911004663
aliens got some new units
>>
>>2471383
>ayys got speedlings now
fuck
>>
Bought this when it was "rare" on the blackmarket expecting one shot from each squaddie during that action.
So disappointing to see just one useless grenade shoot. Complete waste of a weapon, what's the point.
>>
>>2471896
In theory indirect fire plus suppression plus decent armor damage.
>>
i last played in may and completed basically all the content that was available at the time.
has enough been added/changed to warrant checking it out again or should i wait longer?
>>
Turning on german vocals turns this game from shitty muttoid fantasy into Basierend und Rotgepillt Deutscheslebensraum
>>
>>2471896
ye that gun is such a fucking scam
it sounds like you get to make it rain grenades but actually it talks about ammo

completely worthless gun
>>
>>2471896
>>2472576
Ammo in general is just treated as extremely scarce. The way it works implies that they have a whole grenade launcher underslung but carry no spare grenades whatsoever, just the one loaded in that launcher.

I think the actual problem is more deeply rooted in the base gameplay concept. Cover doesn't give enough defense and the AI isn't smart (or "cowardly") enough to use it properly, so the optimal way is to get SLs with high accuracy and skills that increase accuracy, then completely ignore cover from any direction. So things which are supposed to negate cover have no real value. To contrast this, if this balancing bypass were to ever be resolved and the KPAC GL were to have every elements fire a grenade each, we would be swinging all the way to the other end of the spectrum.
>>
>>2472590
One way to solve this issue is to let player equip every invidual soldier ala XCUM and so giving every element a GL will become a expensive feat to pull off
>>
>>2472663
That sounds like absolute cancer both to program and to play with
>>
>>2472667
Mans of war exist.
And between change soldiers inventory for new toys and change soldiers inventory since supply cap i always will pick first one.
>>
>>2472663
Goes against the core gameplay concept of squaddies being ablative armor for their leaders. Every piece of equipment remains usable up till the last man standing. If you changed the system to where individual squaddies carry specific equipment then losing any of them immediately goes against the concept.
>>
>>2472673
OK? There's like 15 of those games, go play that.
>>
>>2472680
I accept your concession.
>>
>>2472677
It's not core gameplay concept retard.
It's just laziness of devs who instead of make real logistic and real item slap plugs and call it done.
>>
>the schizo is back
>>
>if i call some1 as schizo first, no1 will figure that schizo it's me
>>
>>2472685
>It's not core gameplay concept retard.
Yes it is retard.
>It's just laziness of devs
So it is exactly how the game is right now. Stop wasting my time further.
>>
>>2472689
No it isn't.
Go learn what "core gameplay concept" mean at first and never return back you absolute moron.

This thread better to stay dead.
>>
>>2471896
>huge nerf to accuracy
>more expensive
>just to have a grenade launcher accessory
it's hilariously bad
it should at least have the option to consume more ammo and fire a volley of 3 grenades or something rather than just 1 which is almost a waste of a turn
>>2472663
i don't think the game needs to go this far but it would be nice to have more slots on squads
maybe a perk for certain sls to unlock a secondary support weapon, with limitations like no tripods, and make accessory slots more available as the squad increases in size but have some other constraint like weight
>>2472680
please name them lmao and not! nucom doesn't count
>>
Other oΓ₯tion is to figure out how to mod the game in a way that only increases the ammo of GL's

Underbarrel GLs being single use is bullshit
>>
>>2472744
You need to tweak event handler.
>>
>>2472713
>Mans of war
2004 – Soldiers: Heroes of World War II
2005 – Silent Heroes: Elite Troops of WWII
2006 – Faces of War
2007 – Outfront: Saboteurs 2
2007 – Behind Enemy Lines 2: Brothers in Arms
2008 – Outfront: Saboteurs 3
2008 – Behind Enemy Lines 2: Desert Fox
2009 – Men of War
2009 – Men of War: Red Tide
2011 – Men of War: Assault Squad
2011 – Men of War: Vietnam
2012 – Men of War: Condemned Heroes
2014 – Men of War: Assault Squad 2
2016 – Assault Squad 2: Men of War Origins
2019 – Men of War: Assault Squad 2 - Cold War
2021 – Call to Arms - Gates of Hell: Ostfront
2024 – Men of War II
>>
Is this game not repetitive yet? also is MENACE still unbalanced as fuck and not fun to fight against?
>>
>>2472846
i thought you meant that there were 15 different games like that not that men of war exists
>>
Is this the one from the Battle Bros devs? If so, I have some complaints. Overall the game feels pretty alpha. Very slow and hard, specially because you are given a suboptimal setup. I'd take a couple of tutorial maps over the info grid you are exposed early on.
>>
Have the stopped enemy units from running away from you and hugging the edge of the map yet?
>>
>>2473158
was fixed like 5 patches ago
>>
>>2473242
Big if true.
>>
>no rageouts from the lolcow in a whole week
Please bro I'm dying, please just one rageout
>>
>>2471896
Don't think of it as a big squad weapon, think of it as a free accessory slot GL. It means a weapon team squad with only 3 or 4 squaddies can still do decent damage to chaff enemies or weapons teams and without LOS instead of doing a pathetic amount of damage trying to shoot with 2 doods.
>>
Given this game another try and beat it to a end of EA point. Pure challenging diff. Kinda of mid experience at best.
UI could use some upgrades like enemy list of spotted units on the left kind of like in old xcom, ability to rearrange order of your own units and ability to lighten up your own, allied and enemy units with direction(at last for vehicles) like in old xcom.
I don't really like how basic start option are. I get that they keep it probably for dlc but every start is practically the same and really boring. It should be more options for various equipments sets and even for some ship upgrades, more options for starting character options too.
I also dislike overall gear balance and progression. Honestly I would prefer if rewards were per operation/ mission/objective basis than getting most of your loot from enemy drops. Now there is little reason to not kill everything on the map even with merged drops.
Strategic and operational parts are also lacking(or plain don't existing).
Still it isn't bad game but honestly I don't think that Devs have good vision of what they want to do.
>>
i forgot how much the first operation sucks on the hardest difficulty
what ass
>>
>>2474318
It honestly suck on any difficulty other than lowest one where you start with lmg and some rpg
>>
>>2474334
I used that launcher for my entire playthrough after buying the game. Seeing it gone when I started the higher difficulty was startling
>>
>>2474318
ye the only real killing power is your vehicle, gotta play around that, at least if your first operation is against pirates you get some "proper" guns after the first mission
>>
>>2474318
Is there not an option to start with some initial junk to trade off before starting the first mission? Because that should just be the normal game. No, carbines are not fun and having the first mission be the most unfun grind does not help the experience be more fun further down the road. The Impetus having its entire armory being obliterated by the dis-straightening but not its pristine dropship bays is funny.
>>
>>2474376
It makes you appreciate gear and your first loot more, the first weapon purchase wouldnt feel as significant
>>
>>2474379
But it isn't significant. Pass first mission, collect my KPAC. There's zero ceremony to it.
>>
Can you mod out the blacks?
>>
>>2474509
Do you think you'd still be around if I could
>>
>>2474509
darby is cute
>>
>>2474509
Ignore the monkey lovers
https://www.nexusmods.com/menace/mods/153
Though it's been a few updates since I used it
>>
HOOOWWWW CONVENIENT
>>
Whats the best equipment to deal with Menace? my laser guns do nothing, I'm guessing a projectile high tier weapon with AP rounds has more AP than base laser
I'm getting hard carried by my main battle tank with anti energy weapon armor right now
>>
>>2473728
Good review. Sounds like it's half baked and will likely always be. Maybe I'll get it in the future is some cool overhaul mods come out.
>>
>>2475253
>my laser guns do nothing
Menace is high HP, not high armour
Crowbars, autocannons and atgms will take you to the endgame with Menace
>>
>>2473415
Cost of UbGL so high so you can bring another support squad with actual GL.

>>2474318
>i forgot
You don't.
Base price for squaddies was raised up to 3 times now.
>>
>>2475253
Heavy assault rifle with apa.
Kpac with hp, if you have something to shred armor. Top smgs can work too.
M6 for shred armor and hp.
Heavy AT of your choice.
>>
>>2475806
>>2475840
Did they nerf the shit out of GMW/AGL or what?
>>
>>2475840
>>2475806
Oh for some reason I thought they were high armor, I should actually read the tooltips instead of prejudging basing on looks
>>
>>2475253
Shotguns.
Shotguns do % damage of enemy's max HP and menace have a lot of it.
Shotguns with AP rounds will make short work of everything aside from Guncrawlers.
ATGMs, long tank barrel and similar hard AT against Guncrawlers.
Smoke against Skirmishers, be it smoke granades or small infantry mortar secondary fire or vehicle mounted heavy mortar secondary fire.
>>
>>2475836
shit, so its even harder now to start a fresh game on expert? i thought i just got rusty
>>
I think I should just stop buying Hooded Horse games, invariably what always seems to happen is they have a promising gameplay loop and interesting setting, but they come out in Early Access and then patch the game to cater to the hangers on from Discord or the Steam forums until it is way, way overtuned. I like this game but I just can’t play it, it’s too goddamn frustrating for me to have fun anymore.
>>
>>2475916
I just finished a playthrough and saw only a shotgun once and it was the basic tier 0 (I dont even know if there are others) mid to late game and I did tons of rerolls that game trying to find specific gear
>>
>>2475958
Trust me, you haven't missed out on anything by not using them.
>>
>>2474379
As another anon said it's just early chore. Then you get tons of loot. The old system was better with rare rewards and some starting armory.
>>
>>2475253
Pirate car with M6. Battle rifles with HP.
>>
>>2475254
Battlefield is flat, no hills, just flat. Can't get into buildings outside guard towers. Weird weapon balancing, AI that is either cowardly or suicidal.
>>
game is dogshit lol, good thing it flopped
>>
File: 56lr6t.jpg (67 KB, 640x856)
67 KB JPG
>>2476207
>Pirate car with M6
Tank with double M6
>>
>>2476286
You can field like 4 cars if not more for a price of that. And it's also slow. Which make sense as it's not painted red
>>
>>2476445
Who's going to pilot those 4 extra cars if all my pilots are already crewing tanks and mechs?
>>
>>2476469
You got me. Tonks are still slow as fuck.
If you are on that point in the game then it really don't matter.
How many pilots we have now? Six?
Kind of small. And game kind of push you into small number of SL.
>>
>>2476469
I get mechs but why use tanks?
>>
>>2476469
i might use ivey in a tank vs menace but every heavy tank is getting sold
>>
>>2476498
Because tanks are cool but yeah, I never use more than 1 since Ivey is the only one who can drive them at reasonable speed. Aside from Bog and Rewa as medium mech riders (radar+flex slot and twinlinked m6/autocannons respectively) everyone else crews APCs.

The only time I might consider running a pirate truck is when using it as a rocket truck but the overwhelming barrage OCI basically made that option obsolete.
>>
File: t453tet.png (9 KB, 256x224)
9 KB PNG
>>2476547
One day tankbro. One day they'll be good.
>>
File: like tears in the rain.png (163 KB, 989x400)
163 KB PNG
>>2476553
The biggest fucking bummer is that the captured tank doesn't actually work as advertised. Its description made me think it could fire as if it were both a short and long tank barrel by switching ammo but it's just the awful short tank barrel - the worst heavy weapon in the game on the slowest piece of shit brick in the game.
>>
File: 43235.jpg (50 KB, 492x303)
50 KB JPG
>>2476557
It's worse than that. Short tank barrel doesn't come with -15 accuracy, can swivel on a turret, allows for a secondary weapon and can be replaced after you realize it sucks. Only thing that broke my heart more than the panzershitwagon were the mortars.
>>
It's just me or Devs work really hard to make game less fun? Like it wasn't even that great at the start but now it's getting worse even when we get more contents
>>
Just you sunshine
>>
>>2476703
So how they made it better and more fun?
>>
>>2476671
I like the vehicle mounted mortar, but it's blatantly a luxury pick and comes online so late, you are likely already coasting through life at that point. The smallest mortar is just a smoke launcher.
Medium mortar being shit sucks in spirit but for once I do not feel awful about it because RA use it.
Imagine having to face down 4-5 mortar teams per mission except now they actually can just butcher your under-armored squads instead of occasionally pinning them.
>>
>>2476717
Anyone played with -50% armor cost?
>>
>>2476445
>You can field like 4 cars
Clearly can't since there's only one white male crewman
>>
>>2476717
I honestly wouldn't mind. Promise you I can concentrate fire better than the AI.
>>
>Here's 3 Weary units in one sitting
Fucking retarded
>>
>>2476829
>He doesn't have 15 characters in reserves
Don't really blame you, game design favour small amount of sl
>>
I unlocked workshop and all I could craft was ak and few other items. Is that all?
>>
>>2476928
it's just like 7-8 items so far ye
>>
File: Fucking garbage.png (1.45 MB, 947x753)
1.45 MB PNG
I really can't be fucked playing anymore
Why the FUCK aren't deployment zones completely visible when they throw giant fucking rocks in front of your vehicles or box your infantry in with a fence
SHOW ME THE FUCKING MAP YOU DICKHEADS
>>
File: 20260828150507_1.jpg (484 KB, 2560x1440)
484 KB JPG
I fucking love mr pistol man
>>2476990
the devs said on discord the preview map will get adjusted
>>
>>2475925
Very organic post, definitely not one we've seen hundreds of times.
>>
>>2477545
He is right anyway tho. Buying ea is a way to disappointment
>>
>Buying
lol
lmao
They never learn
>>
>>2477552
I didn't buy it. BB at last taught me that.
>>
>>2477141
Mr. Edgy Edgelord
The SL's are easily the worst part of this game
Most have a completely garbage personality or/and are poopooman
>>
>>2477671
That is just one part of SL system being awful in general. Like every element of it sound good enough on paper but mixed together and it's worse than you can reasonable expect.
>>
>>2477724
That is just one part of game's systems being awful in general. Like every element of it sound good enough on paper but mixed together and it's worse than you can reasonable expect.
Fixed.
>>
>>2477724
I was really hoping for randomly generated SL's like battle brothers units when the game was announced
>>
>>2471181
>make game 3d
>maps are flat like Keira Knightley chest
man what a fumble
>>
File: dakka wagons.jpg (296 KB, 1456x854)
296 KB JPG
which way dakka man?
>>
File: 20260829174156_1.jpg (544 KB, 2560x1440)
544 KB JPG
luv me tonks
>>
>>2477949
Double elsa or no balls.
>>
>>2477949
>30 shots of diddly or
>20 shots of armor shredders that deal double the damage of the above per hit
I just KNOW that the "bug" of the mech twin linked rotaries was some dev on the team realizing that this is extremely stupid balancing and was testing out a hypothetical buff, but then it was tamped down when the rest of the team found out.
>>
>>2471896
Like the other guy said, you need to expand your mind and see special weapons as squaddie-agnostic. Putting a GL on a tiny squad carrying utility equipment is genuinely useful as a means to deal SOME damage to bug blobs without using up a real utility slot.
>>
>>2477949
Ivey with twin griffins is funcore.
Her -10 and -15 AP cost skills apply to the spray fire mode as well.
M6 is already the universal solution to every problem so twin M6 is objectively the best weapon in the game.
>>
>>2477977
>30 shots of diddly
Faggot, that diddly is overkill on most things in the game.
>>
Why is the autocannon less effective against armor than the heavy machinegun? It even states it is a .50, not exactly much.
>>
>>2478036
Someone on the team really loved the M2.
>>
File: 20260829213253_1.jpg (412 KB, 2560x1440)
412 KB JPG
selling bloatmaxxing books for clout
>>
>>2478036
wut
>>
File: fk u.png (62 KB, 360x276)
62 KB PNG
and because having to drag carda through your first operation on expert wasnt enough
>>
File: fk u.png (517 KB, 1282x884)
517 KB PNG
>>2478223
It just keeps happening
20 kills comfirmed kills (I dont know if fleeing enemies count as a kill on the post mission SL cards )
>>
>>2478223
>>2478263
It's a reason why you pick first operations vs rats: they can drop some useful things.
>>
>>2477999
That's the problem though, the description specified "from squad weapons" and it implies that each squaddie will fire it, especially as it's in a squad weapon slot. But it works as a GL in a special weapon slot, with only the ammo scaling to squad size.
It's clear now, but unless you try it for yourself or read up beforehand, most people would probably assume each squaddie will shoot at the same time (especially because it's an expensive weapon).
>>
File: 20260830124538_1.jpg (524 KB, 2560x1440)
524 KB JPG
Codys decoys can explode like a vehicle when shot, good to know, not so good for Pike
>>
File: 1616721462500.png (3.56 MB, 5000x5000)
3.56 MB PNG
The AI tenaciously stacking in the corner of a capture zone and draining the bar while you just can't pump out enough damage each turn to push them off before more replace them is cool.
>>
File: 20260830163627_1.jpg (430 KB, 2560x1440)
430 KB JPG
my lil chud tank can't be this cute
>>
>>2478539
man i need to get a new computer. really nice graphics, i can even tell that it is jean with croc leading one squad but who is leading the other? carda? greifinger?
>>
File: hardcore chinaman.jpg (75 KB, 448x641)
75 KB JPG
>>2478568
>>
>>2478569
>In this moment, I am euphoric.
just got him too, his stats + growth seem decent, but his perks are a bit hit & miss:
the starting one is one of the better ones, very good really, but I don't generally like perks that give you something only when you get shot or clawed in the face.
As is usual in all strategy games, passive/reactive stuff is usually strictly inferior to active abilities that you can leverage better.
Luckily I can see he has a very good build using the more active/aggressive perks.
>>
File: who.png (1.92 MB, 1920x1080)
1.92 MB PNG
Whomst bitch is this?
>>
>>2478355
The whole squad/team leader/accessories system is just bad, it doesn't even sound bad but when you play it just suck.
>>
>>2479650
Cobb
>>
>>2479650
he's the guy they named the salad after
and corn-on too
>>
>>2479789
wdym?
it's the heart of the game and it's great
solves so many problems of games like nucom
>>
File: 20260901214902_1.jpg (792 KB, 2560x1440)
792 KB JPG
I like tech
>>
>>2471181
>early access
NO
>>
>>2480118
He is ridiculous.
T. M6 Tek user
>>
>>2479954
>it's the heart of the game
Sure
>It's great
Nah
>solves so many problems of games like nucom
It's essentially the same system tho Nucom problem was that it is class based with class/perk limited equipment.
>Wdym
Troopers really only affect team hp and amount of rifles shooting, don't affect special weapons or extra equipment at all(outside single cards perk).
Deployment cost, market price and availability of items also need to be adjusted. Currently the only struggle is just begging of the run after that you swim in items.
>>
>>2480328
it's a hybrid of nucoms (which are good games despite 4chan contrarianism) and jagged alliances (which are even better games)
the supply/resource system is great since it solves the issue of "why not just always max out everything on everyone and only use the best gear", leading to much more variety in team and squad compositions and actually giving you an incentive to come up with uses to all the gear you have available
SLs being unique and getting better with usage, like in JA, is also great
The resource economy will get fiddled with A LOT since it's basically the last thing they can finish, all the other shit has to be done before they can finalize the balancing there
Menace is well on its way to becoming the best strategy game of the 20's (your possible disagreement will be dismissed as worthless if you don't incude your own candidates)
>>
>>2480389
>it's a hybrid of
No it's not you yapping cunt. Doesn't play anything like either of those games.
>>
>>2480389
>it's a hybrid of nucoms (which are good games despite 4chan contrarianism) and jagged alliances (which are even better games)
You on drugs? In which alternative universe it is a nuCom/JA hybrid. Did you even played these games?
Like I could argue that it share equipment system with nuCom(without class limitation) but not that much else. Both are troop based games for when Menace is squad based game and much closer to tabletop than both of them. The deployment system being the biggest difference.
Characters being unique is a downgrade when they are extremely limited and pushed by perks into their designated role. Half of them being annoying as hell or caricatures don't help.
Anyway the rest of your arguments are similarly worthless. "But it has potential" crowd are biggest dimwits ever. Devs didn't even did a good job with balancing so far so I doubt that they will ever do. Also it's pure tactic and not a strategy game.
If you want talk about upcoming tactics games then there is Mars Tactics that looks like it's really a nuCom/JA hybrid not like your retarded example.
>>
>>2480427
>>2480441
you're genuinely rotten, dishonest people
>>
>>2480448
>be proven wrong and retarded
>"you're genuinely rotten, dishonest people"
Nigga, if you are looking for rotten and dishonest people look into mirror.
>>
>>2480427
>>2480441
the devs literally listed those games as their primary inspirations. both ja and xcom. and it's super fucking obvious.
you're retarded
kys
>>
>shitbaiting a dead general
What are you even doing with your life my dude
>>
>>2480456
Did you even play them? Did you play menace? If you did then you should know that they not really similar.
>Devs said so
So you are even worse than "muh potential" crowd. You are dumbfuck that just parrot shit he do know nothing about.
>>
>>2480460
>dead general
Dead for a reason
>>
what possesses a man(?) to 24/7 follow and seethepost in a thread about a game they don't even like?
where did their lives turn out like this?
>>
>>2480561
Getting filtered hits some people hard
>>
played the demo, had high hopes then already
bought the EA on discount just recently
There's a very specific pleasure center in my brain tickled by this game, I love it.
Having this fiddleable mechanized infantry / combined arms gameplay is a itch I didn't realize I needed scratched so much.
>>
I recently did a new run after waiting a couple of updates. I like the new OCI/ship stuff but all the new craftables seem pretty useless (except the super AK). Wish we could make non SL squads and also carry more special weaponry with the downside being a hit to max ammo carried.
>>
>>2480894
>. I like the new OCI/ship stuff
It's better than it used to be but still unbalanced. Some are pretty obvious choices. Don't sure if you can stack them. Can you?
>>
>>2477545
It is organic, and so were the hundreds of others.
>>
>>2480894
>want to made swarm of pirate trucks
>only six drivers
There should be hybrid leaders that can lead infantry team or drive a tank.
>>
>>2480912
>Don't sure if you can stack them. Can you?
most you can stack, you can have 24 (!) upgraded Ion beams with the right OCIs, or infantry with 21hp per squaddie etc.
>>
File: 20260903094644_1.jpg (413 KB, 2560x1440)
413 KB JPG
>>2480958
OCI overhaul was the best update for the game so far, also we still lack 3 planets that means 3 extra new factions and every single faction will give us more OCIs, that shit will slap so hard in terms of choice
>>
>>2480960
per faction there are 12 OCI upgrades, that means we are still getting 36 new OCI upgrades down the line
>>
>>2480967
Eh, the current factions suck and in bad way. Like we got soulless corpo whore, a chink and a PC. Honestly I don't feel the spirit of the frontier.
>>
>>2480958
That is ridiculous. Do you get 3x loot from scavenging pirate vehicles wrecks if you have 3 salvages?
>>2480960
>OCI overhaul was the best update for the game so far
Damn, that is no good(in Bog voice). No l, seriously, that is no good.
>>
>>2480929
Rajesh please
>>
>>2480960
>>2480960
I really don't like the OCI update because of these things. Balance got destroyed and it's turning into another ridiculous power scaling game.
>>
>>2481099
In general the game is mess in balancing aspect. Like you will not use most weapons at all. Just empty contet
>>
>>2481099
I feel that a lot of their current balancing is left the way it is pending further updates. BB got balance tweaks and reworks for years after its release
>>
>>2479042
He's shockingly okay if you know there will be RA/pirate units that just DEMAND some squaddies die to fight them properly. If you give him okay armor and a Crowbar he can eat losing half his squad and still wipe medium cover RA units in two attacks. My main gripe with him is that he's slow as shit with very few ways to fix that. Definitely better for defense ops.
>>
>>2480894
They added an SPP variant called operator that gives you the benefits of both +ammo accessories on top of 3 accessory slots. It's the absolute GOAT on Carda and Tech.
>>
>>2480936
That one mod does this, though they're separate versions of the same character IIRC.
>>
>"Nice whip... BITCH."

I love Tech.
>>
File: aahhhhhhhhh.png (893 KB, 1274x880)
893 KB PNG
>>2478263
REEEEEEE

Do enemies killed by those allied units you can gain not count towards loot drop or something?
>>
The heavy assault rifle on a jetsuit Lim is something else man. With AP ammo and Pike boosting him he can wipe 2-3 squads per turn reliably and even wrecks heavy menace troops. He can alphastrike for 5 attacks in one turn while still moving for 40AP, or jump and do 4 attacks point blank (but not only on one target because then berserk won't trigger).
>>
>>2482305
I mean, sure. But how's that different to regular MI lim?
>>
>>2482319
much more versatile since you can just jump around the map criss-cross and Pike can remove suppression + boost AP in a single turn if needed (Pike also has a jetsuit and I'm gonna give him Buff for added mobility)
I'm playing a full infantry roster (7 SLs total with one of them always rotating to bench in order to avoid weary) where everyone has Athletic, 1-2 have vanguard and 3-4 have jetsuits + I have the larger deployment area OCI so I still have lots of mobility and control over the map
It's kinda nice being able to not worry about enemy AT, at all basically
I also have two of the infantry supply OCIs so I get to have all the toys and full squads for almost everyone (Pike doesn't really need anything)
I haven't even been particularily lucky with loot and and has still worked out great, I keep getting great vehicle stuff I just have to sell lel
>>
>>2481791
the only enemy type that I've encountered that will just TAKE squaddies from you out of the blue are those autocannon skirmishers
hate those guys
>>
>>2481679
I've found viable use cases for almost everything
just because something doesn't fit your playstyle (or enemy/mission) doesn't necessarily make it bad my man
>>
>>2480972
>corpo whore
>corpo
...did you even play the game?
>>
>>2481679
only true for lower difficulties. how they are gonna sort that out without making the game too hard for shitters is beyond me tho
>>
>>2482362
>much more versatile
Is it really? If you don't bring vehicles, sure, you don't have to worry about ATGMs but you also, you know, don't have any vehicles. Or walkers. And you go from focusing weapon teams or their at to being endangered by most things since jump suits don't have all that impressive armor. Sounds like a cool way to play tho, I'll give you that.
>>
>>2482936
>Is it really?
Yes.
(reminder here that I rotate 6/7 squads)
With always having 3-4 jetsuits, with Pike himself being one of them, I can basically reposition my whole team every single turn and take all the engagements with the squads best equipped for those.
My non-jetsuiters are:
-Concealment-Impossible shot Darby, she can basically just chill on her own and pop heads.
-Scout-Pointfire-FullSend Tech (with L31 MAAL and Triloxin Injector so he gets to shoot the big 60AP missile twice accurately while standing, he also gets nightvision goggles when needed). <--- This build turned out to be insanely strong, he could just duel Heavy Tanks on his own while shooting their front armor.
-Vanguard-NothingPersonal Harlan who basically fills in for the two above when they rotate. On his own gives relatively riskless map control since you can just start next to a unit, blast it for free and get SuperStealth from his perk to keep him safe even when alone.
I'm not saying it's The Bestβ„’ playstyle or something like that, was just fun trying out the game without using the vehicles at all, and it works surprisingly well.
>>
>>2483017
What do jetsuits do against the menace? You can't jump on them because they all bunch up and they shoot through the crappy jumpsuit armor.
>>
>>2483640
they allow you to reposition constantly so you don't need to take bad engagements
Lim with the Heavy Assault Rifle and AP ammo just tears right through them. That other futuristic assault rifle worked well too. For the really big boys there are multiple ways to handle them up close. One cheap one is to just zap em with the EMP gun while you take out the chaff for a turn or two. I did also have the hacking OCI which really helped me in clutch situations when dealing with big tanks / big menace so a missed zapping was not an instant death sentence.
>>
>>2482367
Skirmishers, Boarding Commandos out of the fog, HMG trucks if you don't jump down their throat and kill them instantly, Bombardiers (especially on defense missions). All demand their squaddie tax.
>>
>>2483683
all but the skirmishers are reasonably solvable with dedicated enough scouting and map control (vanguard, conceal, night vision, binoculars, OCI scouting scans etc.)
and even the skirmishers kinda are, but they combine element wiping autocannon shots from range with stealth so it's a double whammy and you're due to lose squaddies just by engaging them
I have lost squaddies to all those you mentioned, but the skirmishers have been an unique bane to my squaddies trying to get their mission counts up
I just realized they're bound to include concealed bug ayy lmaos sooner or later too
burrowers maybe?
>>
>>2483755
You can counter skirmishers with concealment and sight spam too, it's just not fun having to canvas the map when half the missions have turn timers for good outcomes. Thank god for the redheaded pilot bitch.
>>
>>2482554
You sound like experienced lowest difficulty player. Dare to share which weapons are not worth getting on easiest difficulty but are desirable on highest?
>>
Anyone played around with custom options? In general it's nice to have them but it feel like Devs are sidestepping issues with that.
>+50% ammo
Solves most of running out of ammo issues. You still want extra ammo for special weapons or vehicles.
>-50% armor cost
That is nice. Make infantry more affordable but honestly I just used savings on better guns or more troops. Its nice to be able to afford some heavy armor earlier tho.
>180 worth trading goods
That let you get some rifles for starting mission or peek into who can you hire. It's pretty nice.
>Extra OCI components and PP
Nice again. You can get some perks or supply tops/strafing runs early.
In general it make early slog much easier.
>>
Qt Choco with dual hmg is amazing. She can shoot like 6times minimum. If she have somebody marking targets she can easily kill them in one burst. Also my current run is hmg codded one. 3double hmg and like 5 single.
>>
>>2484066
No, I haven't played with cheats and won't.
>>
>>2484075
Send your feedback to the Devs. I bet they will appreciate it.
>>
Shotguns are so good that it's silly.
Bonus +20accuracy, barely any ACC or DMG drop off at max range, supposedly can hit more than one target or damage can carry on to another. Even half team can do great damage with them.
And they are not even shooting solid slugs. Just pellet. What are these pellets made from? Neutronium?
>>
>>2484096
In my experience they fall off hard vs either camo AR builds because with those you're not leaving yourself open to being shot back nor do they generally need ammo to pen non vehicle armor or higher tier SMGs due to sheer ass ripping potential those have. They're not bad just don't have a midgme+ upgrade they need to stay relevant.
>>
>>2484097
The only thing they need to stay relevant is AP ammo. They instakill every Menace enemy short of Guncrawlers.
>>
>>2484096
you mean the basic shotguns (that look like IRL shotguns) often available during the very first operations?
I've never had them available to buy when I might have considered them, only saw them super early when I needed basic rifles and armor to get through the first ops so couldn't afford to try them and then super-super-lategame when I already had the fancy guns
Literally never saw them during early-game to late-mid-game.
I do remember the boarding shotgun you could get from the pirates in the demo being bretty good up close.
>>
>>2484110
I get like 2-3 per run with often market rerolling. Yeah they are rare. Yeah they look like basic bitch shotguns.
>>2484097
I just find them silly in silly way. They are good, cheap, fun to use but man. They are just silly. And yeah they are great with AP ammo.
>>
On the other side of silly. Battle rifles. Sure they wre good at range but at close? Oh may. Especially silly is their Spray skill. It just wrong in so many places.
It shoot 3Γ— many shoots but consume one standard ammo unit, take 80ap(double of normal attack) and from my experience you can't hit not only a barn door but you will probably miss a barn too. Like why it even exist. The ACC drop is ridiculous. In general the ammo mechanic feel undercooked but it's pretty visible here that Devs have no idea what the fuck do with it.
>>
>>2484127
In the demo the battle rifles, meaning the Crowbars mostly (G3-lookalike), were ridiculously much better than the other rifles. Them being suboptimal at close range balances them out decently since close up it's easier to hit anyways and you do more damage close up. Somehow the EA has made the repetitions count for more so the other rifles compare better to the battle rifles, which is good.
The spray skill is in my opinion actually another good addition to the balance since spraying an actual battle rifle IRL is a joke to begin with, but since they do have the full auto feature it's something that can be done if needed. Works decently at 1-2 squares away and is kinda "realistic" too.
t. trained in the military with rifles; spraying even the AK 7,62Γ—39 mm round is a fucking joke unless done pretty close up or for suppression, not to mention the beefier battle rifle 7,62Γ—51 mm round.
Falklands was an interesting case study for semi-auto vs. full-auto battle rifles. Spoiler warning: using full auto with battle rifles is not a good doctrine.
...I wonder how the new U.S. M7 will end up performing...
>>
>>2484132
Are we talking real world logic? Anon, please. This game has almost like zero connection to reality outside aesthetics.
It just silly that you shoot like 3 times more bullet in 2 times of longer period and call it full auto spraying. And it's still consume 1 ammo unit. Like efficiency aside make it cost 40ap, consume 2 ammo units(or even 3 if you rise ACC a little). It's stil would be shit barely suppressing anyone(you need hit for suppression) but at last it would be make more sense, kind of oh shit they are to close button.
It's silly that best weapons for killing early are submachine guns(PDW if you lucky of all things) and pellet shooting shotguns.
This game is full of silliness. Like only squad leaders carrying grenades. Heck, make it that only every 3rd soldier throw them. Anyway, this game is just full of things like that.
>>
UPDATE WHEN?
>>
>>2484127
They need a weakness. Spray is "good enough" to not be helpless when a group of light bugs rushes you out of fog, or to suppress/pin pirates that are about to rape you with a grenade, but you definitely don't ever want to push it otherwise.
>>
>>2484225
They are already weak enough
>>
>>2484127
If you want to use battle rifles on auto for fun then you will want to use the close range variants and give them to high accuracy leaders. The carbine Crowbar is for this one ultra niche use case, at least for early access so far.
>>
>>2484145
The IRL tangent was just to say I like how they've implemented things, aesthetically speaking. Just an added bonus.
It just feels right.β„’
It feels doubly good since it balances things out nicely too.
Tbh I don't really understand what issue you have with these things, if any, something about silliness, but it's not about "realism" nor item balance? You just want battle rifles to be even more versatile Do-It-All weapons than they already are?
>>
The mines are absolutely dogshit.
Both the equipment ones and the OCI ones.
Squads can just walk over them, lose maybe 2-3 guys and keep going like nothing happened.
Vehicles just dgaf and roll on through.
They're a huge pain in the ass to place, cost a lot of resources, and in the end do fucking nothing.
>>
>>2484145
Except grenades aren't usually spammed by an entire squad in real life regardless of what movies show you. You'd kill yourself with shrapnel you did that. Usually you have a designated assault team that advances under suppression and posts their grenades into the enemy position. Which is a bit closer to the way the game models it. The bigger issue is just that cover is so ineffective there's never a good use case for them over just shooting your rifle
Stop talking about what is and isn't realistic as if you have a clue
>>
>>2484256
But it not balanced things. And it doesn't really make sense neither in real world nor the game system.
The battle rifles aren't that good anymore and there is more ways to balance things. Ammo amount and usage is one of them.
Also my Silliness(TM) beat your Feelings right(TM).


>>2484258
I used some of them early in EA and they sucked even if soma anons were saying they did good with them. Are they still bad?
>>
>>2484283
Yeah. Like I proposed. Every third soldier.
Stop talking when you can't even read.
>>
>>2484286
>just do this thing that is still as much headcanon and still contradicts what you said
Nah, it's a fucking abstraction and the fact you're hung up on this is retarded. The fact isn't the amount of grenades isn't the issue, it's the fact there's no reason to use them over shooting your weapon, and you being obsessed with A when the problem is really B is because you're retarded
>>
>>2484295
You fucking retard.
There no single reason to NOT use all of nades at once when you need to supress massive area.
>>
>>2484295
Well, I was comparing about state of balance and how you don't use some of the weapons. That is how whole argument started. So keep your shit straight you dumbass. At last bark at the right tree.
The whole game is a mess of balancing and have zero connection we it's re Al world outside of some aesthetics.
It's just to easy to kill units, cant even enter buildings, ranges and weapons balancing is not only silly but also dumb.
Yeah you don't use grenades because like after 2nd mission you are already geared with what you want that are much better and you can't even do a combo attacks when you shoot and throw names or shoot SQL weapon.
Do not talk about your feelings of realism Mr faggot operator.
>>
>>2484295
You're replying to the resident schizo bruh.
>>
>>2484352
Real schizo leave this thread months ago.
This is one of two "hurr durr AI don't cheat and not run away" retards.
Like denying flaws of the game on 4chan will change anything lol.
>>
>>2484062
light and medium machineguns are the optimal way to play once enemy density gets high enough, when its low its more efficient to rush down with assault rifles. every niche weapon in the game becomes more useful once difficulty goes up because specialised weapons are more AP and supply efficient at whatever they are good
>>
>>2484394
Why lmg and mmg are optimal way to play? Elaborate.
>>
>>2484388
The AI can sometimes do clever moves(boarding commandos get better) but is still dumb as fuck or suicidal in some missions.
>>
>>2484441
Using jetpack isn't clever move to be honest, it's basic move action.
Clever move is shoot you with outcasts (pipe guns have surprisly good supression) and machineguns and then finish off with bombardiers and commandos. But scripts here so poor so AI never will do this.
>>
>>2484420
Bcs he is retard.
Current best in slot is m6.
>>
>>2484493
Yeah. I tried using lmg but they have too short range andto low firepower to do shit. And M6 is better than autocannons
and Griffin's
>>
>>2484492
>It's basic move
Yeah but I remember AI wasn't capable of this some time ago.
>>
>>2484315
>t.has never thrown a grenade
the lethal radius of a grenade is larger than your ability to throw one. You don't want to have a dozen retards just blindly launching them into a large area. You'll kill yourself more than the enemy
>but you need to suppress them
you're a retard. How you going to get in grenade throwing range of an unsuppressed enemy? You use grenades to kill an enemy already suppressed dipshit. Stop talking like you know anything and stop taking your tactical knowledge from Hollywood. Go find me combat camera footage of an entire section throwing grenades at once.
>>2484322
Fuck you're just too stupid to even be worth typing a proper response to
>>
>>2484388
>ESL
>AI bogeyman out of nowhere months later
>thinks he wasn't the schizo all along
lol
>>
>>2484518
Calm down pansy with weak throwing strength. If you don't wanna argue like civilized man then fuck off and go back to shit hole you crawl from.
>>
>>2484519
>>ESL
>>AI bogeyman out of nowhere months later
>>thinks he wasn't the schizo all along
All you. Lmao.
>>
Autocannons seem to always have a use.
It's only against the actual tanks they kinda fall off, but even then with the right perks, by targeting the sides and the rear and having gotten a chunk of their armor off they do better than nothing. The heavy MGs compete for the same slot but seem even more specialized against less armored enemies. And the autocannon doesn't really have any problems dealing with infantry if you have enough accuracy. They might even be better vs. heavy infantry.
I tried using the twin HMG but feel like I got close to identical performance, as in actual battlefield results, than using a single autocannon, which is wild considering the twin HMG is nearly double the supply cost and eliminates your troop carriers troop carrying capability.
>>
>>2484800
I love it on Pike and keep getting the feeling that it's weird to use it the whole game after getting one.
>>
>>2484743
>wanna argue like a real man
>says this unironically
Hahahaha. Just ignore the entire rest of my post then and refuse to answer any of it lol. Then go fucking throw a grenade as far as you possibly can and don't immediately duck down behind cover. Fucking retard
>>
>>2484800
Yeah I was always bothered about that.
Autocannon is much larger and fucks up walkers and IFV's, but permits troop transport. Twin-HMG's are smaller and struggle to kill IFV's at range, yet cost more supply and remove troop transport capability. I never use it because of that.
>>
>>2484816
Thanks for signing your posts you fucking retard. Now fuck off.
>>
>>2484853
>still no answer beyond reddit tier snark
Your concession is accepted
>>
>>2484857
As I said. Fuck off you wanker.
>>
>>2484800
Pure insanity.
Statistically, autocannon is worse in every aspect to M6, including stripping armor and thus engaging heavy armor. Autocannons are pure dogshit vs infantry because of the rate of fire. 3 shots per attack means you at most kill 3 people per 40 AP spent, each miss translates to 33% of total damage loss and its armor piercing stat doesn't guarantee a penetration vs heavy infantry. It's entirely possible to fire 3 shots into heavy RA troops, land all 3 hits and score 0 kills because it failed to pierce.

M6 has a similar issue but it fires 10 times. Misses are less impactful and while a bit less likely to pierce heavy armor, higher rate of fire translates often translates into full squad wipe anyway. Something an autocannon will not be able to do against anyone except officer, jeagers and weapon teams.

They sound cool, they look cool, putting 2 of them on a medium mech and hearing it shred anything fired upon feels great and if you don't have an M6 it's far better than nothing but as soon as you get an opportunity you should be replacing them.
It's something for RA to wield against you and bleed you 3 squadies at a time.
>>
>>2484816
Your posts are worthless. Nothing you say have any meaning. You obsess over some shit you made in your head. Why you even live? Just to seethe?
>>
>>2484800
Are we playing the same game? I found autocannons no matter as cool they sound much much worse compared to M6. Tek with M6 can kill 3 infantry squads or destroy vehicle, Ivy can massacre double of that if enemy is marked.
>>
>>2484872
>>2484876
Absolutely seething lol
>>
>>2484875
>and its armor piercing stat doesn't guarantee a penetration vs heavy infantry
Some things are just very very silly in the Wayback.
>>
>>2484883
If you look closely the most things are silly in the wayback. It's like another universe. I think overhoe should stick to making fantasy games.
>>
Anyone else tried smuggler ringleader OCI?
Do I have to comb the map every time to look for tiny smoke? That is really bad design
>>
>>2484518
>the lethal radius of a grenade is larger than your ability to throw one
>t. actual retard who never thrown a nade
Google diff between defensive and offensive ones stupid motherfucker.
>>
>>2484888
>That is really bad design
Yeah.
>>
File: 1778721049864508.jpg (8 KB, 229x250)
8 KB JPG
How bad is the RNG bullshit in this game? I've played X-COM, Xenonauts, UFO AI etc, so I have a tolerance for it.

My question is how much can you mitigate that 95% chance to hit missing and fucking you over with the right positioning etc? Because that's what really matters more than the raw numbers.
>>
>>2484976
>My question is how much can you mitigate that 95% chance to hit missing and fucking you over with the right positioning etc? Because that's what really matters more than the raw numbers.
A lot, like really a lot.
Optimal range exists, so does damage drop off.
Cover is very important, and so is flanking, and units can crouch/go prone to reduce the chance of getting hit.
Honestly I can't remember if I ever had one of those xcom bullshit moments. I've had situations where my attacks did nothing but that was primarly because of being too far away, or using small arms against heavy armour.
>>
>>2484976
There are not really xcom moments here because of rng although there are other bullshits like enemy spawning close you of you linger close to map borders in some type of missions. Otherwise many weapons are multihitters and infantry rifles usually shoot 2+ bullets X infantry troopers in the team so some always hit. Otherwise there are ways to boost accuracy like marking enemy. The thing is that if these moments happen then most of the times it's your own fault for rushing in or over extending. Although of course lucky hits happen and you can expect enemy gramade or mortar shell wipe half of your team. There are also some enemies who can fuck your shit and there is little you can do to prevent it like bombardiers, mortars or jumping pirate boarders. And there also also Skirmishers who are real bullshit.
>>
>>2484976
Compared to XCom and Battle Brother the luck factor is a lot smaller in Menace. Weapons fire several shots with their own hit chance so there are not as many big misses. The main exception is rocket launchers that fire one shot that can one/two a vehicle.
>>
>>2484999
>>2485011
>>2485020
Thanks, sounds good to me, I'll get it.
>>
>>2485039
Be wary that it's still EA and updates are slow. Also all leaders are premade chars, may be not your boat.
>>
>she's a rich kid pretending to be a pirate!
>she can bring 2x of any item you equip her with!
>except drones!
>she can't hit anything without using drones though!
I actually think they should scrap and remove their stat growth system. All that system really means is that you have to train a shit squad leader up until they are usable, and you are expected to deal with them for most of a playthrough in order to receive that "reward". Removing stat growth entirely would just let them hard balance the SLs against each other and make it a pure what you see is what you get choice. If they're 1 stars then they get poor stats but at least they won't have so poor stats all around that they can't do anything (and they have poor all round stats because the system has to account for growth).

OCI choices should be what gets you those stat gains back. They already expanded it into a massive wall of icons system, why not go all the way?
>>
File: old save btw.jpg (730 KB, 1891x629)
730 KB JPG
>>2485066
>Also all leaders are premade chars, may be not your boat.
NTA, I want to mention that whilst the leaders are premade chars, there's enough customization in terms of perks/gear that it's good enough (in my personal humble opinion of course)
>>
>>2485079
I disagree. You are mostly pushed into 1-2 build per char if you want take advantage of their strength. I dislike it also vecaus almost every one of SQL are special snowflake and when I like some, other are annoying and in the end there is only few of them. But let's us agree to disagree.
>>
>>2485066
>>2485079
I don't mind anyway, I prefer premade to making super unique special snowflakes.
>>
>>2485084
That's fair, thank you for sharing your thoughts anon.
>>
>>2484875
>>2484879
I assume we're talking about playing on expert.
The autocannon is so ridiculously much ahead in supply effectiveness for me that the twin-HMG looks like really bad deal comparatively. The twin-HMG is has the luxury of more readily outright *killing* weak infantry, but since a couple of autocannon bursts usually already pin and/or break the enemies morale it doesn't really matter.
Autocannons are like the swiss army knife that can do it all, apart from dedicated AT options, compared to which the twin-HMG is even more lackluster.
Maybe you're using them too defensively or something? I have the autocannons on fast vehicles with drive-by and on a 3-man jetsuit fireteam on Tech who can either jump and shoot without penalties while standing up with the autocannon or blast three times while remaining stationary. Getting flanks makes the autocannons absolutely wreck everything, they might be worse if you use them passively and shoot at enemies behind cover long away.
>>
>>2485089
I also use Marta as a dedicated SightRange maxxer with target marking, helps a *LOT* in making otherwise risky flanks work since I rarely get surprised.
>>
>>2485077
>I actually think they should scrap and remove their stat growth system
Yes.
It's terrible system that req A LOT of micro if you want minmax stats. And you need to minmax, since some stats will never significant growth naturally.
>>
>>2485089
M6 just better, ecoefficiency include. Stop coping already.
>>
>>2485089
No. You are flat out wrong on every account. There is NO niche autocannon covers better than M6. Not the twin M6 heavy vehicle weapon. The regular ass M6 that can be either mounted on medium slot or carried by infantry.
>>
>>2485107 (me)
Like there's literally not a single aspect. Autocannons are 10 supply points more expensive to field than M6
>>
>>2485077
Yeah. Agree. The growth system may be good on paper but it's rather awful in practice. You need to micro your newbies and some stats only grow when you get shot at. It also bring balance problems with cost effectiveness where lower stars get better than fresh higher stars for less cost.
There should be just ability to promote lower stars to higher stars after some amount of missions or kills, which just turn your low cost 1 star Cards in medium cost 2 star with stats increased.
>>
>>2485089
Are we talking about same game? Or at last same patch?
>>
>>2485077
Jean is for hauling incendiary rockets early, finishing people off with them and then getting pumped full of every drug on the market when she gets the bare minimum stats to actually fight. Her almost doubling the amount of gear you get (since the increase applies to each possible drop on the droptable individually) is worth babysitting her for a while.
>>
>>2484976
theres very little rng other than when using recoiless rifles, grenades and rpgs
>>
>>2485130
Drops are full rng tho
>>
What is your answer to a early carabine slog on highest difficulty? Without using options.
>>
>>2485199
its like 1 mission lol
>>
>>2484954
Tell me how many modern militaries use which one, and which one is modeled in game dipshit.
>durr I know what I'm talking about
Lol, lmao. You want I link to basic small unit manuals where it describes the assault phase and how grenades are meant to be used by the armies that serve as the basis for Menace's logic?
>>
>>2484954
Also, sure. The lethal radius is "5m", which is the same as saying the effective range of a rifle is 300m. But you can still easily be injured or killed beyond that and are a fucking retard if you don't take cover just cuz the grenade is more than 5m away. Anyone who has ever thrown a live grenade has seen fragments embed themselves in concrete from an easy 50m distance. Ain't no modern army, except maybe the Russians and Ukrainians but they're fucked anyways, mass spamming grenades like in a video game.
>>
>>2485216
NTA but nigga. There is nothing realistic in Menace. From weapon ranges to weapon damage. You can't even hidd n in buildings or crawl under vehicles. Heck your vehicles can't even drive through allied infantry. Like the fuck are you even talking about? Just go back to your corner and eat more crayons like a retard you are.
>>
>>2485251
Sure, you're mostly right. Not totally, but mostly. But that's irrelevant since that's not what my original point was anyways you illiterate mongoloid. It was said it was unrealistic because your entire squad doesn't launch grenades at once, which I said was perfectly realistic and logical. Get fucked if you can't follow the conversation properly, and as usual, stop pretending you have a fucking clue when you clearly don't.
>>
>>2485225
>Ain't no modern army, except that which fight against peer army use them
Hmm. That isn't that good argument as you think it is.
>>
>>2485251
>>2485253
Actually upon rereading you post you're not even partially right. Why would soldiers want to hide under a vehicle? Do you think it comes up often? Or that armoured vehicles routinely drive through tight packed infantry sections? Why would I expect either of those to be modeled in game as if they're scenarios that happen in real life.
>but but
It's one thing to say the game is unrealistic. It is. But to say it's unrealistic because it doesn't do this thing you think it should, that is itself nothing but a fever dream of your childish understanding of how soldiers fight irl, is just stupid.
>>
>>2485257
>ain't no modern army except the drunk one feeding men into a meat grinder, and the retarded draftees being fed into a meat grinder
Yes, it's a bit like saying modern armies don't use suicide bombers and you come in with "well the Taliban did". Great, don't care, fuck off.
>>
>>2485253
>unrealistic
Nigger, it's a game with action economy and you move I move turn system.
You know what also is unrealistic? That I can shoot saw togheter with my buddies at the same time. There is also no cqc and no building or trench storming Ng. Probably because there you can't enter buildings or there is no trenches.
Just take a L and go back to discord to suck of Devs like fag you are.
>>
>>2484875
autocannon has a hidden aoe attack that can trigger that you failed to mention.

>It's entirely possible to fire 3 shots into heavy RA troops, land all 3 hits and score 0 kills because it failed to pierce.

this is not actually possible
>>
>>2485264
Fuck you're one stupid nigger aren't you?
>>
>>2485216
Menace's basis and logic and gameplay so retarded and unrealistic no single army taken as basis for Menace idiot.
>hurr durr but frags will kill all your units
Use offensive nades idiot
>hurr durr but frags will kill all your units anyway
Throw from cover idiot
>b-but it said that nades ignore covers so frags will kill your units anyway
It for target idiot
>>
>>2485260
Yeah in urban fights completely. And yeah that happen, especially that there is plenty of abandoned vehicles. The point is, menace is very, very unrealistic game and you are retard that obsessed over weirdest shit and derail discussion into shit flinnging. Dunno for what purpose.
>>
>>2485260
>Why would soldiers want to hide under a vehicle?
For having cover and breaking los
>Do you think it comes up often?
Literally constantly in Ukraine.
Go away you absolute moron. leave /vst and go back to /v.
>>
>>2485261
You really should stop behave like sore loser. It's not healthy.
>>
>>2485271
>>2485272
>>2485273
>>2485274
>retarded ESL gonna endlessly spam the thread with his nonsense and obvious ignorance
lol holy shit man, you're too much.
>>
>>2485277
Wanna try that one again Rajesh?
>>
>>2485278
Why you get online to get proven wrong and get abuse hurled at you? Are you some sort of masochist?
>but you are muh ESL
Nigga, you are barely literate in your first language. You shouldn't be throwing stones in glass house.
>>
>>2485267
It has 45 or 40 armor pierce value vs M6's 55. it is not guaranteed to pierce heavy RA armor.
>>
>>2485280
Schizo is going at it again. So tiresome. It's like signed concession that he loses his sanity. Are there Rajesh in the room with you?
You should calm down. Maybe go outside to get shoot or something.
>>
Guys. Let's agree that menace is totally realistic simulation, yes, simulation , not a game, based on mutt army war manuals of small dick units. Which say that only squad leader can carry and throw grenades and when he actually throw one the whole team sit around with fingers in their asses(that to ensure that they not pull any triggers because shooting during SQL throw is forbidden, same goes for taking cover).
Such realism, my hand salute itself to it. Glory to the corps!
>>
>>2485297
>>2485308
Literal gibberish lol.
>>2485322
>can't follow conversation
>makes up one in his head
>still makes a fool of himself
Man, losing to a strawman is a new low, which for this retarded thread is saying a lot.
>>
>>2485328
Get lost loser. You are like the jew from a joke "accuses everyone else of what he doing" and then claim victory. Tell me in what shit hole they breed retards like you?
>>
>>2485337
What are you even trying to say now dipshit? Slow down and think before you type.
>>
>>2485338
Here are your crayons Mr fag operator. Do you need manual how to eat them?
>>
>>2485340
>can't express a coherent thought
The absolute state of you
>>
>>2485344
>The absolute state of you
Look who is talking. A bumbling retard. Go throw grenade in your mom room or something.
>>
>>2485381
Lol what the fuck is that even supposed to mean? You can't even form a coherent insult worth shit, but remain absolutely convinced you even know what the conversation is about. Must admit you don't speak English well enough to even know what's happening and move on. Or just shut up and nobody need to know your shame. But as it is you're just embarrassing yourself. The fact you aren't even aware makes it worse lol
>inb4 some other incomprehensible nonsense
Spare us
>>
The proliferation of the internet was a mistake.
Build the (fire)wall.
>>
>>2485392
>just shut up and nobody need to know your shame
Apply it to yourself
>>
>>2485719
>no u
>again
>and again
>and again
>>
You know how to fix the grenade and machinegun problem?
20 AP to throw grenade.
40 AP fire MG alongside squad, 40 AP fire MG alone, 40 AP squad only fires; no difference whatsoever just up to the player to manage ammo.

>but then you can throw ALL the grenades!
Yeah
And maybe you'll actually hit with one of them
Good trade for full AP bar and running into danger
>>
>>2485801
I don't know if you're trolling or schizoing out but that's a dogshit suggestion for multiple reasons. The most important reason being that it absolutely breaks the current action economy the whole game is based around.
Try another suggestion if you want, this one was not a winner.
>>
>>2485844
>it absolutely breaks the current action economy the whole game is based around
The same action economy where you can get +40 ap for 1000 supply cost unit by price of 60 ap of 40 supply cost unit?
The same action economy where you can have like 300 ap on Jean?
The same action economy where you shoot 2 times more by the same ap with linked weapon?
Well, this point of view also can explain why Menace that fucked.
>>
>>2485863
your esl betrays you
>>
>>2485844
I think we can easily spot good suggestions by looking at which suggestions you consider to be schizoing out.
>>
>>2485895
>hurr durr
>>
>>2485863
Literally incomprehensible
>>
File: 1767282216937192.jpg (45 KB, 600x599)
45 KB JPG
>buy game
>first mission
>need to grab supply crate and kill pirate raiders
>raiders can jetpack onto my guys from nearly out of range
>are immune to both the rifles and the machinegun I get at the start
>machinegunner near the crate will wipe anything that isn't behind medium cover at least
>plus a bunch of others and need to kill 70% of them
>bonus objectives are doing it all in 10 turns or 12
Had to retry it like 4 times before saying fuck it to the turn limit objective and taking it slow. Not sure what I'd done if I didn't pick a pilot/vehicle at campaign start since the MG on the APC was the only thing that could kill the raiders. I guess the one RPG you get would do as well, but it's not gonna be a walk in the park.
>>
>>2486231
yeah im a noob as well and i always fight bugs as my first mission. pirates can really fuck you up.
>>
>>2486231
to make the first operation markedly more manageable: sell almost everything to buy a K-PAC
it's usually in stock, the Not-AK works too if there are none, the KBAR is a bit iffy early game and can be hazardous for close combat, the rest of the weapons don't really do what you want at this point
yes, sell the vehicle, no pilots for the first operation(s)
Having a full squad with the K-PAC and extra ammo enables you to just bully early pirates, works well on early bugs too.
Out of everything in the EA so far the first two operations are kinda iffy since your equipment situation can end up handicapping you HARD.
There are already difficulty options to manage that, but I really think the game should allow you to pick from a small assortment of early items to start with.
Like at least one of the basic rifles.
>>
>>2486472
actually buy two
>>
Mining laser. Anyone else using it?
>>
>>2486575
Nope. Never.
>>
>>2486575
Yes. Always.
>>
>>2486472
Well I did beat it, just had to keep the .50cal for the raiders and other armored assholes, as well as reload a pair of times when some dickhead lucked out and wiped my squad in 1 turn.

Will purchase something better now.
>>
>>2486601
start doing this
>>
Give me the best anime mods
>>
Favourite items per category:
Squad weapon: Heavy Assault Rifle, always useful
Special weapon: Autocannon, same as above
Armor: tie with SAPP Recce (conceal+detection) and SAPP Operator, both are so versatile
Infantry accessory: tie with Binoculars (ditto Nightvision) and Match Ammo, both give you better map control (extra ammo is valid, but it's kind of a boring answer)

Vehicle Heavy: Long Tank Gun
Vehicle Medium: Autocannon
Vehicle Light: Grenade Launcher
Vehicle accessory: ERA vs. humans, Sensors vs. menace and Ammo vs. bugs
>>
>>2486225
Mb play the game a little. idk.
>>
how operations play out is getting a rework
https://steamcommunity.com/app/2432860
>>
>>2486883
Maybe speak English a little
>>
>allows players to lose a mission and keep playing that operation
good
on ironman this shit was so annoying, I was once funneled into choosing between two three skull missions vs. aliens: migration or defend base, and I had only two weak early game squads with rifles and one with zero equipment.
I simply didn't have either the coverage nor the killing power to keep the bugs from the cap zone, first time this game actually made me frustrated.
>>
File: 1769162459856710.png (109 KB, 229x250)
109 KB PNG
Should I keep my squads at max men, or is 4 enough?
>>
>>2487161
Depends what you use them for. Simplest solution is max size if you want to primarily use squad weapon and min size if you want to primarily use special weapon.
You can minmax better for some weapons like shotguns that don't need a full squad to kill something up close but you can also just max that shit out and not care.
>>
>>2487161
Depend on situation and your supply. Usually h avy weapon pr spotter teal have 3, infantry as many as you can afford.y mech infantry usually have 6 and they have smgs or shotguns and it's usually enough to do the deed
>>
>>2486937
Look interesting. Maybe they better the AI too. Currently in some missions AI is suicidal and dumb. Like I have recapture city from bugs mission and there were like 20 units sitting on capture zone and I just blasted them when they barely defended themselves. If you have enough firepower in some mission types I never get even shoot at and enemy units are just walking exp bags and loot pinatas.
It's more fun fighting it than in earlier times when it played like abusing rules tryhard but also easier.
>>
>>2487161
Yes.
>>
>>2486961
I accept your concession.
>>
>>2487161
Max for squads that use squad weapons.
Min size for squads that only use the special weapon or are not intended to see combat at all.
>>
>>2487317
>hurr durr
>>
>>2487356
Cope harder.
>>
>>2487357
>>2487356
>>
>>2487360
> >>2487357
>>
>>2486807
I like Rend Ammo. It's nice and simple to point your gun at the nearest enemy and shred their armor.
>>
https://store.steampowered.com/news/app/2432860/view/671753925832999345

Thoughts? I'm looking forward to a lot of these changes, but giving enemies offmaps may be kind of disgusting.
>>
>>2487647
Interesting. Current operational level is just pathetically basic and not good at all. Hopefully new system will be better. Maybe they will make AI better. As fun as shooting gallery is the AI is quite bad now.
The game loop is addictive and I like these sort of games but there is too many mechanics that plain suck.
>>
>>2487647
Good idea, bad implementation.
Offmap calls for enemy? Where we already 5 vs 30 in turn-based w/o wipe screen abilities, and core of gameplay is unability of AI to use all their units at once? Lol + lmao.
Dynamic campaign length: they already nerfed amount of looted enemies per mission since their dynamic enemy's units amount not work in needed way. Now they offer to play risky and finish operation faster with better rating and less rewards, or play safe and finish operation longer with double (or even more) amount of loot.
Auth related changes make it even stupidier: player can't handle mission so he bring more leaders and got auth penalty, then he don't play risky and got auth penalty again.
Whole devs (and managers) team need to gather together, maybe get some drinks and/or smoke weed and talk about the fuck exactly they build and how it should look for release.
>>
>>2487647
Looks good.
>>
>>2487647
The only thing enemy offmap abilities will change is making it impossible to meet the 'don't let X number of buildings be destroyed' objective. The AI will just select them, and you can't do anything about it. It won't add challenge though.
Longer operations were already better because more missions meant more promotion points and loot. Now it will mean taking the harder (and more fun) missions will punish you with getting through the operation faster and getting fewer promotions overall.
Every single update in the last months is the same. Barely any new features but awful balance changes. The authority change is the worst offender. Their justification for it, that they want to optimize the game for replayability by punishing you for hiring anyone you want, is one of the worst possible video game red flags. The game is done for.
>>
>>2488040
Any chance you're gonna fuck off from the thread finally?
>>
>>2488099
keep on defending an early access scam game, retardbro
>>
>>2488113
>schizo nonsense ad infinitum
>>
>>2488113
Why are you even here then?
>>
>>2488142
Attentionwhores will attentionwhore
>>
What would need to change for Menace to be a good game?
>>
these schizos feed off negative energy
they have no desire nor the capability for genuine back-and-forth discussion
just ignore them or make them extra buttmad by simply pointing them out
>>2488040 <-- a worthless post
>>
>>2488221
He is not wrong tho and you are not able to refute it
>>2488040
Eh. They supposedly start working with delay so you either finish whole operation before they become active or just attack them to disable them before they go on.
I agree that the menace game systems are often in opposition of another. Like objectives exist only to ignore and operation rating is mostly worthless because killing everyone on the map is much more profitable because of loot and exp. The new system will only make it even visible unless they scale down amount of loot exp and pp you get from east missions.
>>2488026
If they want to increase replay ability of the game they should increase the start options. Imagine if it's FTL and you only have basic ship to choose and can change crew members only. It would suck.
Same goes for menace, having only one ship type with only starting difference are player choosing SQL. Sure they fulfill much more important part of gameplay than crew members in FTL but still it's very limited. There should be different ships with different modules and hard locked sections, much more SQL choice, some option for starting equipment, etc. Having some unlockables would also be nice. But they probably plan this for DLC. If they plan this.
>>
>>2488196
Plenty of things. Loot system, growth, reward system, unlimited access to black market, starting options, no generics.
>>
Is zig zag perk a meme?
At first glance it look solid but it only work till end of the turn. So if your unit move last then it stop working immediately when new turn start.
>>
The silenced crowbar seemed like a great idea but the suppressed k-pac just does killing so much better. It feels worse than even the normal crowbar.
>>
>>2488648
Crowbar in general look like meme now.
>>
>>2488670
did they nerf it?
>>
>>2488673
People are just starting to realise that the KPAC was always better in every way.
>>
>>2488680
After months of everyone saying it was entirely useless and the crowbar was better in every way. It's amazing how consistently retarded this fanbase is lol
>>
>>2488673
Enemy is usually coming closer now and kabars are terrible at close and out shot at medium by ass rifles
>>
>>2488684
It's not exactly that. It's just situation changed. Before you AI was playing "smart"(kek) and running away so player need to catch them and when that happen it was usually at optimal crowbar range.
Now AI play dumb and get close and crowbars are close to useless at short distances. Or you get close by means of mech infantry and blast them with SMG or shotguns. I don't disagree about fanbase.
>>
>>2488673
Nah, he's just shitbaiting with contrarian garbage. Both were and remain good in their niche.
>>
The real contrarians are the retards who still insist the Arc isn't trash or that it's even better than the alternatives.
>>
>>2488702
Who ever insisted on that?
>>
>>2488710
The sycophantic group of cretins beta testing their game.
>>
>>2488702
I keep reading people say that, try it, and remember why I never use it.
The only reason to use any Arc for me is if I get an SOF one, and it's the only SOF rifle I have.
>>
>>2488746
I don't class the Workshop variant for this, I guess. That ones actually good.
>>
>>2488702
But if you move one tile out of cover to get into range and then shoot enemies multiple times then their armor will be shredded and they'll take a lotta damage! Also it does more to HP than a KPAC so if it hits a Conscript they'll die in one shot! Out of the 27 shots you're sending per 40 AP!
>>
>>2488608
it's good, but you have to arrange your unit turn order around it
not some impossible task, just can't have two units badly exposed at the same time (at new global turn start) for example
has good synergy with a bunch of defensive options and perks
I usually limit myself to one zigzagger, but it's useful
>>
>>2488702
>>2488746
Like with everything, it's a tradeoff thing:
when dealing with basic infantry or not-the-strongest bugs *IF* you can maneuver into range, or flank as you should be doing (conceal helps a lot here), you can have a smaller squad do the job with ARCs as well as a squad two guys bigger would with a KPAC
so basically you save supply by having less squddies, but pay in having to get those guys into a proper position to utilize them fully
I especially like all the special ARCs, apart from maybe the range variant since that's just not the niche ARCs are best at.
>>
>>2488898
It's literally a difference of playstyle. Do you prefer to be close or far? It's that simple
>>
>>2488902
the silenced ARC on a conceal+sight range Darby or Lim is great for cleaning a side of a map
For obvious reasons it's especially good at night.
Just had the easiest "Help the local militia" defense by flanking one side with Darby and the other with Lim, both concealed and running silencers + rpgs
Lim was considerably more cost-effective with his ARC, having his extra AP perk and triloxin enables otherwise very risky pushes quite safely.
None of the Rogue Army specialist squads, HQ squads, walkers or Jaegers stood a chance. And for the big tanks I had ATGMs waiting further back on trucks, ready to move in.
Playing on Expert Ironman.
>>
>>2488914
Of course Kim is more cost effective than Darby. Darby eat supplies like candy
>>
Dy with hmg is absolute kill stealer. Especially if supported. But man I really hate drop loot system.
>>
>>2489252
>Kim
Angry Chinese Noises
>>
File: woke-homelander.gif (485 KB, 220x166)
485 KB GIF
>>2489252
>The strong black woman eats through your supplies faster than anyone else
>>
>>2489304
Tech is a masterclass of how to write a giganigga.

>HOW THE FUCK'D YOU MISS MY BLACK ASS?
>>
>>2489293
Sorry Dim for getting your name wong.
>>
>>2489306
He is entertaining till he get boring. Literal one dimensional character. But well, all things said I think he is fine so I will complain just a little.
>>
>>2489304
He's clearly speaking Russian it doesn't sound like a blocked nose.
>>
>>2489311
My bad. Don't know differences in steppe dialects
>>
>>2489311
some variant of mongolese either way
>>
>guy shit -5 turn debuff
>Guy get blasted to pieces togheter with while team - 2 turn debuff
Hm
>>
Man, this game is full of undercooked elements. Like squaddies. Veteran one don't even grant bonus discipline, not mention other stats.
>>
>>2489391
>this game is full of undercooked elements
It's almost as if you're playing a game before it's completed. Like some kind of... early access.
>>
>>2489304
I guess it's unfair to expect a dumb zoomer to know about 80's and 90's action movie clichΓ©s.
>>
>>2489395
No, it's almost as you play not a game but mix of random mechanics.
>>
>>2489397
Point me to 80' movies with dot indians in the cast. Not mention that it not change argument. Yes with over the top casts 80' movies exist, so what. We don't even get Rambo or Schwarzenegger character yet. So fuck off with your sooner crap. I bet you are younger than me.
>>
>>2489395
Yeah and? It doesn't suddenly make them cooked.
>>
>>2488702
Real idiots is ones who insist that kpac even usable w/o hollow points. Just like you.
>>
I only use shotguns and SMG.
More dakka = better
>>
>>2489421
>Be a Crowbar apologist
>'Man, I hate Warriors...."
>Put an SMG and camo net on Darby and shotgun on Yaz
>They evaporate through their armor
>>
>>2489424
The way armor penetration and degradation work here is quite silly. You can destroy buildings with SMG fire and it will crumble leaving people inside alive.
Like...
>>
>>2489424
What is even crowbar good for now?
>>
>>2489425
wow, it's almost like the game abstracts things to keep the gameplay intact
Gaben was right.
>>
>>2489429
Shooting things that are further away and have at least a little bit of armor.
kpacs kinda suck against heavy infantry and the like
>>
>>2489487
It abstract so much that chess are better military SIM that it.
>>
>>2489491
>See kpac range
>It's just better crowbar
Is 30vs35 that big difference? Arc have 20. Grim
>>
>>2489491
>kpacs kinda suck against heavy infantry and the like
I found that the sustained fire mode is really good for killing heavies, it's better than firing twice normally. Idk why exactly though, looking at the stats it should suck. Must be another hidden interaction.
>>
>>2489537
Are you ok Grok? Wanna try English next time?
>>
>>2489553
Nah. I am good. Be dumb asshole somewhere else.
>>
>>2489555
But you didn't leave? How are you supposed to be a dumb asshole somewhere else?
>>
>>2489537
>military SIM
>Menace
how did you cross your wires this badly?
>>
>>2489600
Some of these clowns are just inventing reasons to be mad
>>
i wouldn't mind a longer early game where your team are using shit like workshopped rpgs, pirate weapons and mining lasers for longer, and before enemy scaling really ramps up rather than buying kpacs and decent gear after the first mission
>>
I tried to go with a rifle squad Pike, and he was fine. But to me a weapons team works so much better letting me use other squads instead. Singh just does rifle squad so much better. Love that cheap nigga.
>>
Find it funny how the worlds in the Wayback are so fucked that every other day thousands of pirates, bugs and rogue armies lay waste to cities, kidnap government officials and overrun settlements. How do factions like Zayne-Breacher even make money here.
>>
>>2489749
>how is armed conflict profitable to defense sector companies?
...what?
>>
>>2489758
With the scale of the conflicts what customers do they even have left.
>Sir, the bugs have genocided their 5th city this week, and 10 towns have been overrun by pirates. Casualties are in the millions, with refugees flooding to safe zones.
>"Excellent, more customers and a thriving economy, we're so rich"
>>
>>2489600
If you read the thread then you will spot some tard that defend the game by trying to cite small unit manual and realism.
Of course menace is not realistic game, it's not war SIM it's very abstracted and unrealistic game to a point were it goes against realism common sense and even against in game setting. Yet there is always some dumb fucker who defend it even if it's silliest design ever. And of course you also get typical milfag crowd that cram themselves over this game.
>>
>>2489765
I don't understand why you are constantly butthurt crying in a thread about a game you apparently don't even like and have written off as a failure already or something along those lines.
why are you here, honestly?
>>
>>2489763
if we go by what is represented in the missions, the casualties are usually in the low tens
if we assume the planets have populations of even hundreds of thousands to millions then that actually makes the scale of the conflict(s) rather tame in comparison
>>
>>2489769
I talk about the game. Yes it's sometimes silly, so what?
Then there is cultist defense force that defend everything even broken shit. Like what is their point? It's ea, shit is broken and in fluid state yet they defend it like some sort fanatics. And defend it in dumbest way possible. Are they fals flagging or just retarded? Are they even humans? I sometimes wonder. It's obviously that they don't play the game tho.
>>
>>2489775
because trying to sift the good posts from your asshurt venting spam is a chore
>>
>>2489776
Then leave. Take your buttbudies with you.
>>
>>2489749
The scale of the setting don't make much sense. Like there are large cities and all but somewhat 4niggas with few dozen marines make a big difference. What is pdf or local militia doing?
>>
>>2489777
if we left you'd just be left alone shizo schreezing into the void
well, you're already basically doing that, I'm just giving you the courtesy of telling you that it's not healthy
>>
>>2489765
>still proving that he couldn't follow the discussion a week later.
Enjoy being a permanent lolcow don't you?
>>
>>2489735
That's the most boring part of the game thoughbeit.
>>
>>2489775
Anyone not a cultists gets banned. The devs can't take criticism at all.
>>
>>2489837
Are these devs in the room with us right now?
>>
It's kind of sad that DMRs and snipers are such dogshit.
>>
>>2489838
If you in Steam or DC room - yes, they are with you right now. If not devs itself, then mods.
>>
>>2491176
>if I'm in place that I'm not
Ok
>go to steam forum
>see dozens of posts critical of the game and its direction that haven't been banned
Fuck off retard, holy shit.
>>
>>2491212
You can't see another 9999 that was banned.
Suck your dick retard.
>>
>>2491219
kys esl faggot
>>
>>2491243
>this butthurt
Lol+lmao
>>
>>2491219
>there's no evidence my assertion is true but you can't see that lack of evidence so I must be right
holy fucking retard
>>
>>2491100
How do you use them? I use Dmr and snipers on suport|marking teams like pike or carda but most of the time they do supporting and rarely shot at all so I honestly doubt that they are worth the points. They still can do some work early but later they are not much help
>>
>>2489837
That is true. I doubt they even visit steam forums or discord. Most feedback is filtered to them through mods and testers and considering how they purged community after BB release then I doubt they got any worthy one. Kind of sad state of affairs.
>>
>>2491100
>>2491452
the cheaper sniper rifles / DMRs slot in well for someone like Pike or Carda in a support role; their APs mostly go to support things but sometimes it might be useful to pick out a couple of infantry elements here and there and removing a model or two outright from full health is much better than them plinking at everyone in an infantry squad with main rifles.
A rogue army infantry squad or even a veteran scav squad ends up losing half their firepower if they get double tapped twice for four models total. Pretty decent from a 3-man marine squad wearing nothing but their pajamas and a DMR
>>
>>2491492
I can find use for them and early they are useful on picking on some harder targets but in general they are kind of meh. On the other hand I don't really see redefining values for lmg like saw etc. They are to inaccurate.
There really should be divide between squad support weapon for SQL that allow shooting togheter with a team and essentially argument rifleman team firepower, like drm&saw&heavy rifles and heavy weapons that need whole section to operate like mortars, atgm, autocannons.
>>
>>2491621
*redeeming not redefining
Da fug, do not redeem autocorrect, lel
>>
Campaign anon here. I am playing my third recent campaign,first on new patch and first on highest difficulty, no options.
I am like 3 operations after menace appearance.
In general I am doing better than on medium difficulty. Mostly because I rush less and play more carefully, concentrate forces more. So far the only problem were the moving bugs and commandos from bugs and pirates. Rogue armies field more tanks but they usually are not real problem. Constructs only problematic units are Skirmishers and that one carrier that spawn bomberbugs.
Currently I field like 4 APC with HMG, one APC with double HMG and 3 mobile infantry squads plus Pike boosting. On base defence and similar I field Sy with HMG for trinketing. If need arise I switch to Armoured cars with atgm and field more infantry teams.
Main mobile infantry weapons are boosted PDW or smgs in general, sometimes shotguns for smaller teams plus rpg. Smok grenades are extremely useful. Over all I don't really feel pressure.
Using two smugglers rings for extra drops but it's not that great and quite annoying to collect.
>>
This game sounds kinda interesting but all the loot being RNG really turns me off. Is there any workaround?
>>
>>2491943
Not really. I mean there are 2 ship components that you can stack for extra loot(ring smuggler and salvage) and salvage can really bring a ton of vendor trash to exchange in shop. In the end shop is the source of most items.
There is also Sy that can get perk that increase chance for loot dropping. Almost forgot, you can increase chance of loot dropping in options and uncap amount of drops but its not canon(block achievements)
>>
sage
>>
I like this game.
>>
Game is kind of shit but it's also kind of addictive shit so...
>>
>>2491944
If I can still buy anything I want from the shop, that doesn't sound too bad. I just fucking hate grinding random luck drops.
>>
>>2491950
I think only pirates stuff drop from them but outside like 2 items they are all subpar. Otherwise yeah you can just buy most shit from shop but shop is also rng, lel
>>
>>2491970
Rogue army units will drop items, too.I end up with so many light walkers.
>>
>>2491971
I mean that pirates drop items that you can't buy from shop but they are mostly subpar outside their PDW and jump suit(plus captain versions). Well at last their cars are cheap to field.
>>
>>2491974
Why do people like the PDW? Seems like a worse version of the black market equivalent just like all the other pirate guns are.
>>
>>2492055
Captain's pdw just busted by tier. Other versions overpriced.
>>
>>2491828
>Mostly because I rush less and play more carefully
No. It mostly bcs you meet more enemies in battle, so more loot and stats leveling.
>>
>>2492055
No idea.
>>
>>2492071
Please see >>2491256
Fucking dumb cunt. Consider drinking bleach
>>
>>2492071
uh oh, schizo melty
>>
>>2492071
They are coping extra hard now that the game is officially in early access hell..
>>2492076
>>2492086
cope, seethe and dilate. The devs delete any feedback they don't like and ban people for it. That is a fact and it is the main reason the game sucks more and more
>>
>>2491950
there is an element of rng but it is very manageable for three reasons:
1. You constantly get "free" loot drops from defeated enemies that you can then keep and use or sell. This stuff includes very useful end-game worthy gear like battle tanks and jetsuit boarding armor.
2. You get to choose your reward from a handful of options (and can get more options to choose from too)
3. You can buy what you want from the black market offerings *AND* you can always pay a couple of credits to restock the market with different selection. The last part is something that people seem to keep forgetting.
>>
>>2492071
>>2492132
samefag schizo
>>
File: 1571789564892.gif (1.89 MB, 236x224)
1.89 MB GIF
>>2492071
>>2492132
>>
So the captured Rogue Army tank is pretty fucking I guess. Does it have any use other than being funny?
>>
>>2492227
pretty fucking bad I meant
>>
>>2492227
it's an assault gun so you use it like a stug but the problem is other methods of destroying fortifications are better.
>>
>>2492227
In general everything over APC is meme tier.
>>2492288
>Have designated anti fortification weapons.
>Still can destroy buildings with smgs
Some weapons just feel pointless.
>>
>>2492330
>Still can destroy buildings with smgs
And many strokes, though with a little axe,
Hews down and fells the hardest-timber'd oak.
>>
>>2492344
Ax is still wood cutting tool, smal or not. On your case it would be using HE grenades(small ax) to destroy instead of big ax aka HE shells from cannon. What you suggest is cutting the big tree with a needle pin.
God forbid weapons in tactical game having different uses or niches. Hopefully Devs will fix it, it's EA so it can get only better.
Anyway anyone use flame(lame) throwers at all? I remember using them in demo at some point but now they feel useless. Even big flame trucks are not scary at all like they used to be.
>>
>>2492362
I haven’t played the game, your post just reminded me of some classic loading screen quote Shakespeare
>>
>>2492055
It's very good early game when the alternative is dropping 100 value on a gun you might not even roll and when you should be focusing on a ton of other shit to buy. Of course you'll replace it later, but if you have to pick between upgrading the pdw you got for free or picking up camo nets/special ammo/contributing to a vehicle weapon you save the trade value for other shit every time.
>>
>>2492227
The only use it has is to drive its front armor directly at enemies who can't shoot anybody else and have them shoot it instead of try to move.
>>
>>2492055
CPT PDW with HP ammo delete everything and have great range(7).
>>
>>2492227
Not until they do something about how its HE cannon interacts with infantry, which in turn would cause problems when it hits the player unless they specifically make the player's version do more damage (maybe through some kind of upgrade / workshop item?). It is explicitly meant to be HE so the pathetic performance it has towards any kind of foot soldier, even those with minimal armor, is what holds it back. That, and vehicles generally having much better tools for fighting other vehicles than your infantry do, therefore gearing your own pilots towards anti-armor is the better use of your points.
>>
>>2492362
i like the thermobaric RPG.
>>
>>2492547
It's cool in very specific situations, but whenever I am close enough to use it, I wonder if I'm normally better just shooting instead.
Some of the only uses for fire weapons I've had was using the fire tiles to block off the narrow entrance in the Construct "capture two locations" missions where one of them is a narrow military base thing. Stops anything from running in while you run your team through the obvious killbox.
>>
>>2492547
>RPG
Wrong board
>>
>>2492550
They're good at raping bandit transport trucks or for letting a recon squad pretty much solo wipe light infantry from range.

They're the GOAT on RA breakthrough missions, though. They do like 60% of a garrisoned enemy's health, force them out of the bunker, and sometimes stun them. If you don't want to mount flamethrowers on a vehicle they're perfect for that.
>>
>>2492710
Just wait till enemy leave bunkers and just walk in range.
>>
>>2492823
>Just be slow on the mission type where existing inside enemy LoS gets you pounded by siege artillery
>>
>>2492838
This type mission was so merged that you can kill everyone, chill by few turns and still have time for a nap before time limit. Also smokes exist and the arty can't hit a barn. I don't think that RA arty hit anything in my memory.
Literary get good.
>>
>>2492838
You suck at the game
>>
>>2492966
The artillery can hit a barn. It just can't do a lot of damage to a barn covered in SAPP and up. The ones who suffer are the Rags and Rigs enjoyers.
>>
File: JAEGERBOY.png (229 KB, 300x424)
229 KB PNG
>>2493032
>ArmorGODS win omce again
>>
>>2493132
Vehicles, mobile infantry and armoured up small hvy weapons squads rule.
>>
Honestly, at this point mobile infantry feel like exploit. Especially after ai was needed in same department.
MI plus berserk is absolute slaughter.
>>
i think share the load is the single most powerful perk in the game since it has roughly the same value as two accessory slots. the assumption that squaddies on carda dont have high value is completely unfair because she has some of the cheapest squaddies in the game yet she has very high accuracy which makes her very well suited to running large but cost effective rifle squads which very few SLs can really do
>>
>>2493426
Carda in general is quite useful. Cheap, can mark, carry tons of spec weapon ammo. Mobile infantry.
She is quite versatile and has good growth.
>>
The way how perks and growth works I found myself using only 1 and 2 star characters
>>
>>2493513
I think she's good, but the way SL rolling works in my playthroughs I've found is that if I don't get her in the early game, then I won't use her.
Most recent run, she and Lim were the last ones I rolled, with Lim being the absolute final one. By the time I could afford her, the builds that were working didn't have the supply for her anymore and I only took her one OP where I ended up with enough supply to take everyone for the final mission thanks to the DSRS and having some stealth missions I could use only Corlain and Darby for.
>>
>>2493551
Obviously. That is she always in my starting team. She and Bog.
>>
>>2493557
Can't get away from Tech, Darby, Pike and Bog as my first 4.
Tech for his special
Darby for being OP
Pike for solid support and his +40AP perk
and Bog so I can afford a vehicle early.

Always find it hard justifying some people like Yaz, Griffin, and most pilots other than Bog, Rewa and Murdock (eventually) because I'm rarely bringing more than 2 vehicles anyway.
>>
>>2493563
My team is usually Pike, Carda, Bog and then either Kim or Tek(but I prefer Kim for cheap promotions and deadly Mobile Infantry). Then I get as many drivers as I can plus Tax(another MI) and Sy for looting on defense missions. I really want some other cheap drivers because I dislike Reva and Achilles is too costly.
>>
>3 star leaders are expensive!
Yeah? And 3 star leaders can allow the squaddies to not miss those incoming bug warriors standing out in the open. You have little supply at the start but also few squaddies, so high cost leaders just means you get to make the most use of them until your logistics are stabilized. And Bog will always be painful to watch when you actually need him to be more than a taxi.
>>
>>2493159
>>2493551
>>2493563
>>2493569
I've found sensible uses for everyone so far
did a run with zero vehicles, worked out great
did a run with max vehicles (only 1-2 infantry for objectives), worked out great
There's uses for max rifle squads
there's uses for 3-man special teams
there's uses for the 4-6 squaddie all-rounder squads with more costly/specific equipment
also similiarly uses for maxxed out tanks (yes, the heavy one too) to trucks with one cheap weapon
Out of all the configurations so far I'd say that surprisingly(?) the best SL is Pike, simply because his utility-to-supply ratio is insanely high; you can equip him with literally nothing but pipe guns and have the minimum number of squaddies as bodyguards and he'll act as basically a 1.4x multiplier on the value of any other SL
The best part is he doesn't really even need promotions or stat growth to do his role efficiently, just remember to keep him a bit further back if he's got weak or no armor on. Giving him athletics, targeting and rally are good luxuries to have though.
A squad leader who needs no supply, promotions or stat growth is pretty fucking good.
>>
>>2493601
Pike is also pretty great for using pirate speed since you can then give other units extra AP twice
>>
>>2493601
>>2493602
I run this as much as possible, and when Pike is out I really feel it.
>>
>>2493601
Everything work because AI in current literation is brain-dead.
>>2493599
Just buy smgs and wipe everything up close. Lim with smgs and bog taxi carried me through 2first operations easy. Anyway even bog is great when he level up a little and he has perks that deal with it.
>>
>>2493601
Funniest build is Pike riding Bog and serving as ACC bonus to Bog and everyone around. Or Marta MI marking shit for Ivey.
Anyway Pike is very versatile. Disruptor Pike with Drm is also nice especially in combo with Yaz(that guy can wipe 3 units per turn and scare everyone around).
>>
>>2493615
>smgs
playing on expert ironman doing close range MI-taxi becomes exceedingly risky both against the RA and especially later against menace. It does work well in the beginning though, especially against bugs.
>everything work because AI bad
first, ESL
second, no everything does not work, there is a difference between
>you can do anything and it works
>you can find a use for everything
but I have doubts if you even actually play this game to begin with so w/e
>>
>>2493616
disregarding pike, and to a lesser extent Lim and Darby since they are easy to make effective just because of their stats (growth), the most difference-making SL that was the result of an actual "build", as in the right promotions + equipment, was Tech
Getting him to 110 AP is the break point, since then you can give him triloxin and just have him jump everywhere while simultaneously blasting the big 60AP rocket launcher, or alternatively shoot twice per turn even without drugs when you have Full Send
or as an equipment alternative shoot three autocannon salvos per turn
>>
>>2493627
It's not risky if you know what are you doing. And it's fun. And the AI is brain dead, in some missions it's barely functioning. Devs will fix it eventually like they did in BB. So far it was nerfed from times in the demo.
Just finished highest difficulty run on this patch.
>>
>>2493643
how would you do up-close MI-taxi vs. RA in those "help the local militia" missions where you have to defend the center of the map for 10 turns or so?
Really think if your answer actually boils down to "well, I wouldn't *really*"
>>
>>2493649
By vanguard deployment. Or by doing rush from one flank. Or even two. The problem with this mission is that AI attack piece by piece from different directions so you can actually wipe them easily. In this missions often I don't even get hit at all. Sometimes don't even shoot.
Of course I would not use only MI, some hvy weapon teams with M6 or autocannons would keep defend zone safe when MI ride around.
>>
>>2493652
>deploy vanguard/rush with MI
>run into a squad or two
>wipe them out in a turn
>everything went perfectly
>get marked by HQ/Jaegar squads
>eat 3 ATGMs per turn + various other weapons
yeah it might sometimes not happen, but I really don't like to use tactics on ironman that have no "outs" if you roll snake eyes with the RNG, games like these are all about probability management
Going first with a vehicle gives you pretty high odds of being marked to begin with.
>>
>>2493658
You're talking to am impossibly dishonest ESL who will endlessly move goalposts and pretend he didn't say what he clearly did. Don't even bother
>>
>>2493658
Use smokes, era, remove marking. There are plenty of options. No my fault you are bad at game. Maybe try to play it sometimes.
>>2493663
Then why you bother? Mr. Faggot trying to shield his Mr. Zero skill buttbuddy?
>>
>>2493688
meds
>>
will this be better than Battle Brothers?
>>
>>2493693
Yes, take your meds. Call your nurse, not me if you need help.
>>
>>2493695
Maybe, eventually, in 2-3 years. Would not bet on it. It will probably grow bigger and more polished but less fun to play.
>>
>>2493695
it's already better than BB
if they make even a passing campaign out of EA it's gonna be an all-time great
but judging by BB making that campaign is not this team's strenght lel, so who knows
>>
>>2493688
Thank got for proving my point
>>
>>2493658
>>get marked by HQ/Jaegar squads
>>eat 3 ATGMs per turn + various other weapons
major skill issue
RA is an easy faction to deal with
>>
>>2493695
It's different. In some ways it already is better than Battle Brothers.
>>
>>2493727
In what ways? I like this game well enough but I think BB is the better game with more replayability, more thought out mechanics and more soul
>>
>>2493426
STL is definitely S-tier, especially once you start getting later into a run and enemy counts balloon like crazy. Operator armor on Carda with STL + B&B allows you to just pile every utility item you could want onto her without running out of ammo, with the flexibility to give her even more if you feel like you need it (autocannons on defense missions come to mind).

>>2493695
If we hit some kind of 1.0 that is good and they say "We'll keep making the game better after this!" and YouTubers sell the game to normies to fund and motivate that, yeah, we'll be great. Because we'll probably get mods that fix a lot of the game's issues. My concern is that HH will dripfeed content for 2 years, sales will stagnate because there's no big push to make people hop in and buy the game, they'll shit out a 1.0 release and then never touch it again with a community so dead that nobody bothers to mod the game. That already happened to Jagged Alliance 3 and I'm still mad about it.
>>
>>2493738
Less random shit that fucks you over in Menace. Battle Brothers has some very high damage attacks compared to unit health and you can lose men to some unfortunate rolls even if you position well. Sometimes enemy artillery can be annoying in Menace but generally if a squad gets shot to shit it's because I didn't position optimally.
>>
File: JA31.jpg (1.17 MB, 1920x1080)
1.17 MB JPG
>>2493753
>Jagged Alliance 3
that game deserved so much better than what it got, shame even modders abandoned it
>>
>>2493781
They only released real modtools in the very last update like a year after the game came out, so it's not surprising.
>>
>>2493688
>>2493722
samefag
watch him delete posts again or throw another meltie
>>
>>2493753
>HH will dripfeed content
>HH
They're just the publisher, Overhype Studios is the party actually making it. Doubt HH would do some dripfeed decisions if Overhype actually finishes the game in time.
>>
>>2493753
I don't get this modern limpwristing about "active support"
If the game is good and patched up to a reasonably stable state I really don't see the need to cry for daddy developer any further than that.
All DLC shit and mods is just extra, if the game NEEDS that stuff then it's not really a feature complete 1.0 release to begin with.
>>
>>2493793
also the need for a "community" around a single player game is completely extraneous. I'm not saying it has zero value, but I'll choose a good game over a good community in A SINGLE PLAYER GAME.
not to mention fucking youtubers, a game being good or not is not in any way connected to that parasocial shit
>>
>>2493788
HH has been hiding under his bed since February
>>
>>2493786
If you think the "help the local militia" missions are not trivial, you suck at the game and your contribution to the thread is worthless.
At least two people think this but whatever helps you cope.
>>
>>2493809
Melty
>>
>>2493811
concession accepted
>>
>>2493809
you don't even realize why you're so easy to spot samefagging do you?
lmao
>>
>>2493814
Ok
>>
>Casually perusing voice lines while creating modded character
>See that Carda actually has distinct voicelines for when she has low or high OoTC stacks and someone else gets a kill

Neat.
>>
>>2493786
I didn't delete my post about OH being grifters. I get warning for that from mods. I guess somebody really touchy monitor the thread.
Anyway, I wonder how the fuck you and your butt buddy have problems with defense missions. The only really difficult cult part of the game is early one when you have rags and carabines, or when you first time encounter new factions. Then you learn to deal with them. There is like one unit per faction that can fuck you up and even then you can prepare if you invest in right ship components.
Honestly you sound like you played game long ago when AI was on tryhard asshole distance measuring mode but now it is just suicidal most time. Maybe try to update your pirated version.
>>2493793
They cry for daddy Devs because when Menace hit 1.0 it will need these dlc to be good. Also, let's be honest, mods didn't really brought much good to BB, outside some qol one.
>>
>>2493824
Schizo melty
>>
>>2493711
The only point I proved is that you are bad at the game, if you even play it which I doubt.
>>
>>2493826
Then take meds.
>>
>>2493824
you keep constantly getting told that no one appreciates your bitter shitposting, not to mention blatant samefagging
I didn't even know you got a warning from mods.
Was it for doing announced sageposts or samefagging, since you've been doing both? Or just for constant zero-value shitposts?
>>
>>2493824
>Honestly you sound like you played game long ago when AI was on tryhard asshole distance measuring mode but now it is just suicidal most time
Even back then those types of missions were trivial. After you destroyed the initial wave, the rogue army just uselessly skirted around the edge of your range. Thinking Rogue Army specialist teams are an issue shows how much of a shitter he is. They are the weakest units in the game, they melt if you look at them. You literally only need vision to counter them.
>>
>>2493824
>>2493839
samefag
>>
>>2493836
It was for very specific point about OH.
I what shit posting did I made? Saying that AI is brain dead on most missions is not shit posting, it's sad reality. Unless you are like mentally challenged or something.
And there is at last one other anon who somewhat agree on that.
Weird that you have problem with my posting but not with retards who literally shit in the thread and derail it into shit flinnging. It make me doubt your honesty.
>>
>>2493842
Out of luck bozo.
>>
>>2493839
Eh, what I remember what pirates in demo delaying their wave outside your range, then waiting to exhaust your moves and then rushing with large deployment in. They still had player mobile infantry movement after leaving the trucks. Honestly I didn't remember RA being a issue on defence missions, as you said after blowing their initial force it tried to regroup around whole defence zone to link with survivors and was easily picked up. But honestly I mostly played the shot out of modded demo and right now lik 2 last patches
>>
>>2493848
Yeah, it looked like the plan was for the AI to regroup, but it didn't work in practice, so they thought, "Fuck it, everyone gets the ork AI," and now it's even more mindless.
And pirates were definitely better in the demo, although it has more to do with some ridiculous nerfs they received. They can't rush after exhausting your moves anymore because they get almost no AP when dismounting. Their trucks' HP was also lowered, and troops on trucks only receive 20% damage reduction now, less than if they were in cover or deployed in the open.
One stupid change after another.
>>
>>2493828
>gibberish
>>
>>2493856
>One stupid change after another.
Which is funny cuz every change made so far is something you retards specially demanded they make
>>
>>2493688
>>2493722
this has basically nothing to do with doing aggressive MI pushing, which was the actual topic of the discussion
having smokes on your transport and/or will actively work against doing actual deep pushes and is actually the polar opposite, it's just tarpitting the flank
getting the marker-removing utility item means your MI will have less slots for actually useful items, not to mention it will eat precious AP from what's supposed to be your smg killer-unit
dedicating OCI points just for marker removing is also a bit of a waste which doesn't even come to play in half the operations
ERA is the fallback that will get eaten in a turn if you actually get targeted by ATGMs, after which you should be getting the hell outta dodge, so again, not really viable to do deep pushes
I have zero problems dealing with any mission while playing on Expert Ironman, I just don't think aggressive MI pushing is a a very viable tactic on the harder difficulties
If you can't answer without getting your panties in a twist then don't even bother, there's enough unfunny shitposting already
>>
>>2493865
*and/or the MI
>>
>>2493865
you can also get double or even triple marked during a turn if you do the marker removal thing
it's not useless, but because of how the turn order works the marker remover is kinda overpriced both in supply and AP usage atm
>>
>>2493865
If you can't survive the occasional ATGM hit, it's a build issue. If you leave the ATGM teams alive long enough to be shooting at you regularly, it's a tactics issue.
>>
>>2493896
>build issue
elaborate
>it's a tactics issue
...is what I've been saying all along.
thanks for affirming my point I guess
>>
>>2493896
even with ERA, getting marked can be a quick death sentence: just two rockets per turn will make you lose 2 charges at the end of your first turn, after which you would need to use your next turn's first moves to move your transport out of range (if that's even possible) or demark it, hope it doesn't get remarked instantly, and also hope your MI isn't getting targeted by anti-infantry
there are so many things that can go wrong with it it's silly, I don't get how anyone can argue about MI pushing not being risky in this situation
>>
>>2493905
He's a real pro at proving other people's points for them and then pretending he didn't. Pbly cuz he doesn't speak enough English to actually understand whats being said
>>
>>2493860
I don't see me posting on steam forum or discord. And I don't remember asking for nerfs. Just honest non cheating AI with no wall hack. Funny, it still have it, it just don't act on it most of the time, you can check it in any defense mission with walled settlement. Just block all exists outside one(even outside AI visual range) and you will see enemy moving around to the only unblocked one. Then unlock another pass and block the old one and AI run around to currently unblocked one. It also brick itself by blocking access with empty pirate vehicles.
>>
>>2493865
>>2493874
Not with ship jammer. And with how fragmented RA is during defense missions you usually face one dangerous team at the time. Not mention that you can run 2 or even 3 MI considering how cheap heavy weapon team on Def are.
>>
>>2493923
Well lucky for you this is the only place HH reads and doesn't instantly ban every dissenting voice, so you complaining here and not on Steam or Discord is exactly why you're the problem
>>
>>2493911
Dunno. It work for me on expert. Maybe you are the issue. Like you get tons of tools to manage but you always argue yourself from situation of guy who bend naked on gay parade with ass up and sign free fucks and then complain "I gonna get fucked". No shit. How you consistently get in this sort of situation where you are isolated, marked and shoot at by 3 atgm teams at the same time?
Like, stop getting in situation where you are setting yourself to get fucked. Like the other guy said. It's tactics issue. Your tactics.
>>
>>2493930
Yeah. Kind of figured that out. It's all about control and the place they can't control they shit up to make them non usable. That sound like conspiracy theory but it isn't.
Funny enough I still remember when OH was laughed and pelted with rotten tomatoes on codex and then their presence their stopped. That was like after they did 1.0 BB stunt and said they finished completely with the game. Only to come back later asking for people to buy new dlc.
>>
>>2493940
>so retarded and ESL he can't tell when he's being mocked
shit man
>>
>>2493942
It's still stand true. Same as me. When you are the lying dishonest faggot.
>>
>>2493948
>>2493859
>>
>>2493953
Consider this. Retarded ESL is still better at playing the game than you. I guess that is why you piss and shit yourself seething.
>>
>>2493962
I'm sorry Rajesh, I can't understand you.
>>
>>2493981
Yeah. I bet you don't. So much for EOL. Lmao
>>
>>2494006
ΒΏque?
>>
I'm kinda torn whether the quality drop on this website is because of hostile shills shitting threads on purpose (we have the receipts that this actually happens these days), general thirld-worldism spreading around or actual mental illness manifesting with schizos.
They are somewhat one and the same thing in a sense though so I guess it doesn't matter; would be no suprise some of these posters checked all three boxes.
>>
>>2493935
>Dunno
at least you admit it, that's progress I guess
>>
>>2494013
The problem is that you don't admit that getting deep into bad situations is your own fault. With high Intelligence you know what enemy bring and where. With infiltration tactics and vanguard you can employ deep and close to dangerous enemy. Then you kil them and rest is easy. Just admit that you can't comprehend game systems and are too scared to take the risks. Well, in your ignorance it's definitely safer to do some safer tactics.
>>
>>2494012
All of it plus old user base getting decimated for one reason or another.
>>
>>2494017
nah you're just too unintelligent to comprehend the point even when it's explained to you
no point arguing with a sub 100iq retard like you I guess
>>
>>2494019
>nah you're just too unintelligent to comprehend the point even when it's explained to you
>no point arguing with a sub 100iq retard like you I guess
Heh. Back at you. You yap and yap like some sort of dog and never keep your promises.
>>
>>2494012
It's because there's essentially nobody new coming to 4chan besides literal children and third worlders, and the attrition rate for oldfags is at like 99% because of the bullshit ass captchas and janny VS pedo/tranny ban-evading spammer looney tunes shit that's been happening for literally half a decade at this point. Also part of the ban evasion is hooking up chatbots to gain post trust, so at least a quarter of the traffic is chatgpt and grok talking to each other.
>>
File: 1741887091967.jpg (65 KB, 1000x1000)
65 KB JPG
Schizofag your game is still dogshit
>>
>>2494204
>so at least a quarter of the traffic is chatgpt and grok talking to each other.
That is optimistic. It probably closer to three quarters.
>>
File: 1770311343067730.png (303 KB, 531x614)
303 KB PNG
i kinda forgot i had this game, i was gifted it awhile back, is it good? i like the look of it but I'm really not vibing with the prewritten squad leader thing, having what are essentially overwatch heroes on the field is cringe
>>
yeah it's good as is, the story is not complete yet so "just" the core gameplay loop available in the EA for now
the vibe is akin to something like jagged alliance 2 more than anything; think more campy 80's and 90's action movies and less whatever the cartoony fuck overwatch is
the SLs have different perks but are not superheroes (again, akin to jagged alliance)
>>
>>2494272
It's addictive. Basic gameplay loop of killing and looting work well. The rest not so much. Most pre written characters are tolerable to affable, for me it's like 2-3 chars that I avoid and just don't use. Problem is that there is not many of them and some really have busted perks that make them more like nuCom high level hero troopers than Jagged Alliance simple mercenary.
Mileage mat wary. You have the game do try it, unless you have data caps or something.
>>
>>2494434
>The rest not so much
I think the OCI system works fine. Same with trading, perks and... well that's literally all there is too it I guess. I'm not sure Battle Brothers have much more but the fact that you walk around a map between battles make it somehow feel more meaningful than when the game takes you from mission to mission XCom style.
>>
File: Untitled.png (272 KB, 497x332)
272 KB PNG
>>2494272
it is not like xcom or jagged alliance. personally i am reminded more of advanced squad leader or battletech. moving your units around, upgrading and recruiting, vehicles, items, combat, etc. is superb. the effect of shooting and destroying enemy units is deeply satisfying. story and overmap are whatever, they feel like placeholders. i will be playing this one for hundreds if not thousands of hours. absolutely got my money's worth.
>>
>>2494459
Eh, let's agree to disagree. Many game systems work against each other or are in desperate need of the fine tunning.
Like supply deployment Vs growth/perks system or objectives against growth/loot drops.
Game really need more diverse starts like in FTL with different ship layouts starting gear and team leaders. Droop loots need to be readjusted or scrapped and more importance need to be put on operation, mission and objective rewards. I think some sort shop scarcity also would help. Some extra modes also would be nice. Obviously it need more SQL in general and more enemy factions to fight.
It's still EA so it may change for the better before it hit 1.0. If not then there is still chance for dlc expanding it.
Anyway it's still quite decent.
>>
File: 1786800841270216.webm (2.81 MB, 640x640)
2.81 MB
2.81 MB WEBM
>>2494328
>>2494434
>>2494528
thanks ill give it a try, gaming will conmence soon
>>
>>2494705
Have fun. Report here back to share experience.
>>
>try expanded army list mod
>bugs stop spawning in most missions
>end up with 6k supply on final mission of op
not sure if i want to fix this or keep it to see how much the ai is saving supply for later
>>
>>2495168
Tha fug is that pike build?
Also
>mods
That said I would like skirmish mode where you buy units from enemy army lists and fight against other players or AI.
>>
>>2495191
Very little thought into it, I just use him for a low cost weapons team that can boost ap.
Mods wise it's just new enemies, some new armours and the squaddie veterency. I like the idea of losing them being meaningful, because low xp squaddies are really shit and can't hit anything.
>>
>>2495191
Expanded Army List just allows you to add in-between units to RA and pirates. Stuff like shotgun conscripts, higher tiers of Jaegers, new walker types, etc. It's a pretty reasonable mod for making the game harder and more interesting.
>>
>>2494567
>Like supply deployment Vs growth/perks system
Didn't they remove supply cost for perks?
>objectives against growth/loot drops.
Having optional objectives works pretty well but the 'complete within X rounds' objectives feel out of place. In normal dificulty they are often trivially easy but on expert there are so many enemies missions often take too long to bother going for those timers. I wouldn't mind those getting scrapped for something better.
>>
File: image-3.png (78 KB, 398x183)
78 KB PNG
>>2496054
The issue with secondaries is that ultimately they don't fucking matter. Killing 4 more units on the entire campaign and getting 4 stars outpaces 5 starring everything and missing those kills. Not to mention making suboptimal plays and losing squaddies to try and get them.
>>
>>2496576
I guess optional objectives doesn't make any sense without the time limits anyway since you can always waste 10 turns running to the other side of the map and back again to pick up some goods once all enemies are dead.

In principle I like the idea of optional extra objectives that gives you a bonus but isn't required to complete the mission. Not sure how it should be implemented to work as intended.
>>
>>2496576
for early-to-midgame I'd say the secondary objectives are less important since just getting more of any loot is good. More OCI is kinda good to get though.
after midgame when you have all your basic stuff in order the very best items in the game are offered as operation rewards. I don't want another looted tank, I want my heavy assault rifle thank you very much.

>>2496719
players will optimize the fun (and challenge) out of a game for themselves if you let them
the secondary objectives and turn timers aren't perfect, but it sure as hell beats being incentivized to turtle cautiously through the map one tile at a time
this same issue has been discussed at length in terms of game design, it's one of the main reasons they introduced meld (and more turn timers) in xcom for example
players were sitting in overwatch for 10 turns and complained it was too easy
In my view the only *really* dumb secondary objective there is is that "kill less than X % of enemy forces" that comes up in those HQ destroying missions, it just sits too abstractly in the face of how the missions usually go
>>
>>2496719
If they wanted to make them worthwhile, there should only be two of them per mission, they should be more difficult, and they should explicitly offer you something good for doing them. Large chunks of OCI or rarer loot items for completing the mission with less than 70% of the supply cap, or for going out of your way to rescue a group of civilians (that causes elite enemies to spawn).
>>
>>2496747
I kinda like this way of thinking.
They could easily also tie that stuff in in a more narratively cohesive way; mid-mission you get a distress call to rescue some hostages, stop looting pirates from escaping in time or to eliminate a special enemy holding some important asset.
Or pre-mission donate some of your mission supply to the needy locals in exchange for better mission rewards.
More concrete *things*, less abstract checklists of turns and percentages.
>>
>>2496054
>Didn't they remove supply cost for perks?
Yes. Which mean that perks now are pure and free power boosts. 0 perks carda Vs 5 perks carda Vs 9 perks carda - they all cost the same to field but the power is different.
Same for growth - 0 mission carda Vs 10 operation carda is a whole different beast. First can't even do mobile infantry correctly(too low AP). Anyway 1star catch pretty fast to 2stars and cost less to field. And because how growth work(higher stat slower growth) it easier for low stars to catch up than high stars to run away. And of course to grow some stats you need to get shoot at or panic.
Now, the old system with perk costing supply was clumsy and badly designed but not wrong in principle of being inherited from tabletops.
But it should be framed as extra custom personal equipment, priced on perk basis and be togglable. Aka you get sport boots perk for carda instead of athletics(different name same effect), it cost 5extra supply and you can turn it of/on for free before mission. Which would make it another layer of customisation for squad leaders. And because it's framed as extra equipment then it make sense that unit cost more.
Once unlocked you could switch them on/off at will.

Anyway objective rewards mean little compared to stat growth, extra drop loot from enemy units and general safety of your troops
>>2496747
They just should replace droop loot system and growth with rewards that come from objectives/missions/operations. Some "loot" units like supply wagons etc could exist. But essentially you get extra loot(items, recruits, OCI, rep, etc) from doing objectives.
>>
Tried the smuggler OCI upgrade. The rewards are ok but running around the entire map to look for a cache when all the enemies are dead is quite tedious. I imagine it's the same story for the new version of the salvage wreck OCI upgrade.
>>
There's some text on the construct rescue mission like "save the prisoners, or put them down if it's too late".
Does this mean eventually they will transform if you're too late in saving them?
>>
>>2497425
it should auto-collect when there are no turn limits to trigger and there are no enemies left fighting
>>
>>2497565
I guess it implies some of the menace you're fighting used to be those prisoners
just some lore fluff in other words
>>
>>2497576
Sorry, I wasn't very clear in the way I phrased it. I'm certain it doesn't currently happen in game, but I wonder if it implies in the future this will happen, but hasn't been implemented yet.
Seems weirdly specific to include in your objectives if it's just for lore reasons.
>>
Another shitty overhaul update today! No new features, new squad leaders or new guns though, but who even wants that? The game is totally not in development hell at all!
>>
>>2497619
how's the weather like in schizotown?
>>
>>2497619
patch needed a couple of more weeks really, hard to not undercook some stuff when they have made this many changes
>>
No chance to play yet; how is the squaddie rescue All mode? Does it literally mean you will never lose them ever? What would have been wanted is to have a way to increase the percentage chance not make them immortal.

Them changing the Griffin SMG seems to indicate that the old graphic for it was supposed to be the unobtainable Oktagon.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.