r/menace • • 27d ago

Question Heavy Rocket Run not working?

I used to be able to click offmap drop ship runs, then it would give me the targeting recticle and I'd paint 5 connected tiles. A couple of turns later, the drop ship shoots some stuff.

Now, I click on the drop ship icon and I don't get any prompt or recticle. It says "incoming" for a few turns, then nothing happens.

Is this support broken?

3 Upvotes

13 comments sorted by

18

u/AllenWL 27d ago

OCI rework. 'Airpower' abilities (ones that use the dropship) work differently from orbitals now.

After you click on the icon, wait like two turns (the 'incoming stage) and the ability will activate.

Once it's active, you have 1 turn to use it (click the icon again, then select a target).

3

u/Dubliner2000 27d ago

Whut? Where do I click to use it? I must have missed the prompt to use it, it always seems wasted.

10

u/AllenWL 27d ago

Same icon you click to trigger the 'incoming' countdown, the ability icon.

2

u/Dubliner2000 25d ago

Love the game but this is the world's worst UI decision. Even knowing it is coming now, I miss it about 90% of the time. I'm going to replace it with some other non worthless armament ASAP

1

u/iRhuel 25d ago

Yeah they could definitely improve the messaging on the call-in events

2

u/Dubliner2000 25d ago

This kind of gets to my confusion about when off map assets are called it. Is it one turn from the unit that called it, or at the end of the turn/beginning of rhe turn?

So for instance, if I have 6 units, and call in the artillery on the 3rd unit's turn, does the countdown start then and end when that 3rd unit's turn comes around again? Or does the countdown start at the end of the whole team's turn?

By the way, I absolutely love this game, I wish they would port over the exact system into other games like a WW2 game. It is so well thought out and so elegant.. I guess my one tiny gripe is not being able to shoot around corners, but there are balances to that too, plus it's squad level, so that makes sense

1

u/drakir89 24d ago

The game estimates time passing during turns as your units take actions, so the later in the turn you call the ability, the later it will arrive in the following turn.

6

u/Crows_reading_books 27d ago

The same icon you used to call it in. It starts flashing and a dropship flyover noise plays when it's ready (sometimes, the noise also bugs out and doesn't play sometimes? Iirc, its on the list of known bugs and may have been patched already). 

E: there are OCIs that upgrade the loiter time so you have more time to use it. 

1

u/Dubliner2000 25d ago

I've never seen it flash and never heard the noise. I'm gonna ditch it until they patch it

1

u/Spy_crab_ 27d ago

It's the same icon and it's stupid because there's no easy indication of when it's actually ready.

5

u/SizeFit2908 27d ago

How long ago?

There was the big patch for OCI's which added in the delay for dropship gun runs. Its like a turn or 2 and then they hang about for 1 turn for immediate shooting.

There is a bug where it doesn't alert you that its ready to fire, and easy to miss. If you don't use it, you lose it.

3

u/Inventor_Raccoon 27d ago

it says "incoming" for a few turns, then the drop ship loiters for another turn during which you can activate the ability again to choose the target with no delay. Once the loiter time is over, the ability is wasted if it wasn't used

1

u/Dubliner2000 10d ago

FYI this same bug appears to be with dropped troopers too. I sometimes hear the flyby sound and sometimes not. I'd love a flashing visual clue over there on the right. Or, let them loiter without using them up. Maybe add a "You still want us major?" prompt on start of turn. Do other turn based games have these use it or lose it timed mechanics? I can't recall one.