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>Early access with "full game" starts
>no threads
What gives?
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>>2331430
Yes my tech illerate friend. You can easily turn off youtube history and if you weren't obsessed with youtubers and streamers you would have checked the game's store page for a release date instead of getting spammed by ecelebs.
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>>2331502
>randomly
sperging out for no reason calling people tech "illerate" because they use YT exposes him as unhinged troon. Default recommendation are still 100x worse than google schizo algorithm makes based on your history.
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So MENACE stands for Mechanically Enhanced Neurologically Augmented Combat Enemy, and they are just super generic robot guys. Meh.
Aliens are even lazier, they are all space spiders and use the exact same sound effects as Battle Brothers spiders.
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>>2331721
From watching people play, the alien space spiders absolutely seem like they're gonna be the worst part of the game. They just ignore the core conceit of the game's suppression system, move a million miles an hour and get guaranteed ohkos on your early squaddies.
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>>2331422
I just feel like the setting is a little boring. Something about it just isnt really hooking me even if the gameplay looks solid enough. The characters lack "character" compared to battle brothers, if that makes sense.
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My biggest complaints about the game right now are the ammo and supply systems. I feel like ammo is a little overly scarce, especially for vehicle weapons, for how powerful some of the weapons are. I'd rather a system where everyone had like twice the ammo they have now, but the suppression/burst modes used 2 units of ammo or the standard attack modes only used half ammo.
The supply system especially feels arbitrary in actual play. Since it prevents you from ever feeling like you're upgraded relative to your current point in the game, especially with the new promotion tax and inherent commander costs. I think it makes the game feel extremely linear and railroaded. It'd be better if instead of it being a hard cap, it was a soft cap where being over reduced the amount of promotion points you get by some percentage (and being under giving you more). That way being like 8 points over isn't this huge logistical debacle and you can encourage high skill players to challenge themselves with undershooting the supply costs.
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>>2331843
This seems suspicious. Usually people who mean that just say nigger. Also the people saying that have mostly died off because she's fucking hot. All the women in the game are. I am challenging the sincerity of your post. Indian, Israeli, bot or Epstein plant? Which are you?
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>>2331819
Yeah. Its more mechanically complex but most of the cast is annoying. Not even mention that rules too tabletop and clashing with graphics. Somewhat they took cool idea of mercenary band with guns in space and make it look not interesting
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>>2331843
desu that black sista is on less annoying scale
>>2331843
BB is fine as for skirmish simulator, most systems outside combat sucks ass and even combat sometimes isn't that great
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Has height as a gameplay mechanic become a lost art or something?
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People complained about pirate rocket trucks being a nuisance. Well, rogue armies are way worse. They have mortar crews who are more lethal, more accurate, and fire non-stop. And they can have multiple mortar crews along with actual artillery. I just don't see any gameplay mechanics that you could use to deal with this, especially on defense missions and with having limited supplies. People will complain about this a lot.
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I WANNA PLAY AAAAAAAAAAAAYYYY FUCK THOSE EARLY CREATOR ACCESS SHITTERS REEEEEEEEEEE
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>>2331971
If you've played the demo way back it's basically the same thing.
>>2331943
What you need is access to strong enough armor and enough supplies to make the mortars useless. Maybe mounting people up in vehicles. That's my best guess.
Either that or relying on the concealment system which is realistically not very possible.
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>>2332122
>watch him too because I remembered his XCOM autism
>talks about the game
>suddenly starts talking about the Major being called he and what a shame it is that the devs didnt go "for the easy win" of calling the Major "they"
>starts rambling about internalized patriarchy or someshit
jesus fuck, absolute brainrot, game looks fine though
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>>2332122
Thats why i watched RetconRaider gameplay to check out the game
You wont find more bland and inoffensive commentary than that guy, after all a guy who does part 50 m&b warband gameplay vids cant be interesting
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>once the menace shows up, missions can turn into 3 way fights
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>>2332452
Big problem I see is that while vehicles are cool, they cost so much supply it's barely worth taking them for what you get in return.
You can reduce them with one SL by -30% but at a -30% hp cost too which seems like a weird perk later on.
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>>2332460
That's my thoughts with vehicles too. Enormously expensive chassis, super expensive guns, limited ammo for the relative amount of firepower you can bring all while having less vision range and being more visible than infantry.
Even later in the game when you have super promoted troops and more gucci gear, a fully kitted out high level Darby squad with 8 guys is still cheaper than just the APC chassis without any equipment at all. But the infantry are WAY better at dealing with 90% of the threats in the game.
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>>2332555
Pure speculation on what progression looks, like the vehicle squads seem like the xcom shiv. Lots of soak in the early game where your squaddies can't take a hit and aren't able to take that accurate of shots.
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>>2332587
The problem there is pretty much every enemy has explicit AT options, whether it's grenades on outcasts, Blaster bugs, RPGs on scavs or whatever rogue army and the MENACE is gonna get. Your vehicles aren't honestly that much more durable than infantry, and they provide poor cover unless you have the mobile infantry perk as >>2332588 brought up. You could mount a squad for extra protection, but I think they can still get shot out of the vehicle if the enemy focuses fire; and if you use it as a fire support vehicle, the vehicle commander is soaking up some of the xp and making it harder for the infantry to get hits that they need to be better shots.
The game definitely needs a lot of number tweaks over it's development to balance stuff out, but that's to be expected.
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>>2332608
At least for me what worked was going very aggressive with the acp+infantry, being able to unload two salvos of regular and/or AT-capable fire was very powerful with the vehicle's movement (infantry should have the displosable-AT at least or a proper at-weapon).
Having vehicle smokes for the oh-shit moments is an essential part of this strategy too, as it allows for otherwise retarded levels of aggressive pushing with little risk
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>>2332823
It's a colloquialism. If one guy is mopping up units or putting them into pinned states, the less the other guys are able to score hits which gives them their improvement rolls. That's functionally soaking up xp from other people.
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Pike, cute stealth negress, psycho jeet tank lady, Loli Martian marine.
I'd take Lim but I want to see Pike tard wrangle women
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personally I plan on turning off all squad yapping till a mod replaces it with lines from xcom 1 and 2, warno, and insurgency sandstorm and hopefully a mod that replaces the niggers and indians with generic odst ai slop
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>Quite literally every streamer I've seen gets the crowbar first
>Often one on as many guys as possible
I get why this is. It's such a dominant weapon with how the game's mechanics work. The game really needs a system to emphasize actually closing with your opponents with shorter range weapons instead of plinking at them from 12+ tiles away.
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>>2332943
I'm sure it works, but he's not heavily incentivized to actually get close mechanically speaking. Since it overextends his APC and Lim's squad unless they have super heavy armor or, ironically, if they're covered by people with significantly longer range weapons. Because of how deploy/pinning works, he's just as effective by hanging back and doing sweetspot or near max range shots with a crowbar compared to getting up in front of someone with a shotgun. He might be more effective with the crowbar if he's going up against something with actual armor.
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>>2333027
You can tell they don't want to repeat the Xcom 2 mistake, and I can't blame them.
Meld was a good system for forcing you to play quicker, not dumber or fear of failure.
In some cases when it's "save at least 80% of civilians" or whatever then it's a decent reward then, it looks.
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>>2333027
I agree, these types of games with no turn limit restrictions always become boring as fuck. If I don't have any incentive to go quickly then there is no reasonable difficulty to be found since you can play each turn more-or-less 100% safely.
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>>2333044
I was going to type adding penalties for going slow but that's what I thought about. I saw a thread on steam already complaining about turn timers even though they are completely optional and only give a few extra promotion points or whatever the currency is called.
>>2333054
Turn limits don't work well with procedural or semi procedural maps. One video I saw had an impassible forest block the deployment zone from the rest of the map and it took 3 turns just to walk around it without a single enemy in sight. If you can't play test every possible deployment then turn limits are completely arbitrary guesses on what's a feasible amount of turns.
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>>2333027
>>2333057
My take is they just need to make it so that being pinned, and maybe deployed, gains a scaling defense and damage reduction buff depending on how many tiles away the shooter is. So laying on fire with 12 range gucci crowbars is a lot harder and less effective than closing to range 2 with SMGs and spraying them down. Then you can have certain precision weapons like DMRs, sniper rifles and the range rifle variants ignore either half, full or if you really want to lean into the system a scaling amount of the pinned/deployed bonus stat depending on the gun.
The game doesn't need a strategic level incentive it needs a tactical level one, since playing safer and losing less squaddies and SLs will always be better than playing quick and risking more units, even if you get less stuff. Especially since they'll always be passively gaining attribute points for sticking around longer.
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>>2333018
They said a single common word title, those have more than one.
You could argue that FTL managed to succeed in being a single word title game, as I never see it talked with its subtitle (which is simply Faster Than Light).
There's also Pharaoh and Caesar.
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>>2333100
Yes. If you lose a vehicle, or get a squad wiped out you start a counter and the squad lead begins bleeding out. You have 3 turns to pick them up before they're permanently lost, and even then they're gonna have a major negative wound debuff for the next 5 missions or so.
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wish i weren't so retarded i can't figure out which order to use my units
i keep trying to respond to the most immediate threat that pops up even if it has just moved. i can't figure out this initiative based turn system after so many years of "my side goes, now your side goes".
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>>2333199
its not initiative based system
its
>unit can take action one time per turn(*unless exceptions)
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>you move one unit, enemy move one unit, if you(or enemy) run out of units to move enemy(or you) move the rest until he moves them all
that is all
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>>2333204
Yeah I get the basic system behind it. But then I end up doing something stupid like firing with a unit that has an enemy be able to flank it and shoot it in the next turn. Is there any way to anticipate who on the enemy side can go next? I might be reading the turn % tracker wrong, would be nice to find an explanation for it somewhere.
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>>2331515
If you already have people you like to watch, you don't need youtube's shitty recommendations, just rely on the channels you watch to actually collaborate with or verbally recommend other channels. That works for me on newpipe, since I listen to a lot of long form podcastesque stuff.
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>>2333220
I'm sorry I still don't get it within the scope of a mission. Like I have 4 scavengers in my vision, I have a fresh turn, move a unit, end that units turn and another scav runs out the fog of war and shoots it, then I get a fresh round to use anyone I want.
Do I immediately counter the unit that came out the fog of war so it doesn't shoot me again? I'm not being obtuse I am just this stupid.
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>>2333229
>Do I immediately counter the unit that came out the fog of war so it doesn't shoot me again?
The unit that moved out of the fog of war to shoot won't move again during that turn. On a turn, every unit is able to act once, and you pass initiative back and forth. Person with the least amount of units acts first. It's very tabletop wargame in a sense.
So as an example:
>Player has 4 units
>Pirates have 7
>Player moves Lim into cover and deploys, end turn. Lim cannot act again during this round.
>Turn passes to pirates, who moves a unit out of the fog of war and takes a potshot at Lim, end turn.
>That pirate unit cannot act again during this round meaning that you can freely move around him without fear of reprisal assuming no other pirates appear to attack you/are nearby
You can decide to counter that unit to try and suppress or pin them, which makes them less able to act in the next round; but that's a tactical decision on your part. It is generally best to go after units who haven't acted yet to suppress or pin them, which gives them less AP or prevents them from acting at all during the current round.
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>>2333229
Think of the Battle Brothers system except there is no initative and each side, you and the computer, get to use up the action points of one unit at a time. Once all units have moved it's a new round and all units can be used again in any order you or the computer chooses.
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>>2333180
I saw someone on YT equipping Lim with a shotgun off the black market and it was devastating at around 6-7 tile range (considering demo had assault rifles with a similar range) looks to be a good option when defending capture points during hold settlement missions
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>>2331843
this
bb itself wasn't that great either but at least it didn't have woke characters
so now its an even worse bb and with woke
easy pass
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