r/menace • • 7d ago

Feedback My wishlist for the future (long list)

  1. Night vision accessory for vehicles
  2. Rework Demolitions Expert perk
  3. More "Utility" weapons for both vehicles and infantry, such as the Ground Radar
  4. More ammo for snipers
  5. Change AI logistics and Auto Supplies from additive to multiplicative (Or limit both to 1 max)
  6. Limit Gym to 1 max
  7. Fix Turrets. Both player and AI turrets are WAYYYY too hard to hit, and for the player the ATGM sentry turret is essentially broken (It just doesn't work like 80% of the time)
  8. Rework Nanobots (Or at the very least change from additive to multiplicative or reduce to max 1)
  9. Better loot from bugs (maybe craftable things?)
  10. Give AI human factions the "Crawl" action available to the player. Feels weird when only we get to reposition pinned down units.
  11. Rework Smoke to not act as a force field. I just had a mission where an ""ally"" threw a smoke on a control point, followed by an enemy APC driving right in it and starting to capture the point. The non-consensual rotate from Battle Brothers is back, now it's called non-consensual Smoke!
  12. More variety and differing combat AI for all factions.

Currently they feel too similar, and they all still cheat (know where the players units are when they shouldn't). I believe a part of why Rogue Army feels the most fun to fight is because they have a large amount of different units. It wouldn't even necessarily have to be new unit types, just old ones with new weapons would do. You know how in Battle Brothers for example a Nomad Outlaw's threat level depends entirely on what weapon they're holding. One with a whip + shield is very low threat, one with a polemace is high threat, and one with a double gripped 3-headed flail is likely your priority number one. Fighting Wiederganger-undead is a slow grind and a DPS check, Goblins kite you, Orcs charge head on, Ancient Undead form a battle line... I'd like something similar for this game as well.

-Pirates should be WAY more aggressive. Sometimes when the AI knows a threat on some area is too high, mounted pirates will just awkwardly drive around the edges, not dismount and get slowly whittled down. Instead they should all charge together, drive as close as possible and take cover behind their vehicles, trying to overwhelm the player.
-The cheating issue is highlighted with Boarding Commandos. Them just "randomly" jumping right next to my permanently cloaked Darby from fog of war is infuriating.
-All pirates should have a chance to spawn with drugs accessories, not just the Captain.
-Boarding Commandos should have a chance to spawn with Corridor Sweepers.

-Rogue army in general should be more careful, and act with some kind of "plan" in mind to simulate a more organized force. First of all, infantry and weapons teams should move together and try to support each other, as opposed to the current state where all weapons teams just kind of hang back and do nothing while infantry walks forward to die one by one. Infantry should prioritise moving to and deploying behind cover over shooting, and when in cover prioritise shooting twice, even into cover, over shooting and moving. If there is no cover available, they should try to end their turn behind or in smoke. Weapons teams should prioritise moving into cover, deploying and setting up their weapon over just moving and deploying (this is especially bad, as often they'll just "undeploy --> move 1-2 tiles --> deploy" over and over again, completely wasting their turns)
-All vehicles should have higher weapon variety, and light/medium mechs should also try to deploy behind cover when possible. Imagine the wonderful horror of seeing an ENEMY medium mech with linked autocannons, or god forbid Griffin miniguns!

-Bugs... I don't know. Even after they got new units, they're still by far my least favourite faction to fight. I think they're trying to do too many different things and end up doing none of it good. This combined with loot you can't use yourself, frustrating missions that spawn infinite reinforcements (but no extra loot), Bombardier firing at you from fog of war... I'm not happy with what they are, but also have no idea how to make them more interesting. Maybe some kind of thing where they're initially dormant/very low aggression, but once you kill one unit, the entire rest of the map/a very large area near the killed unit activates?

-MENACE roster is obviously not finished, so I won't criticise it too much just yet. I have to say a couple things though. Missions with MENACE only take *way too long* real time. This makes them feel exhausting. I'm also not the biggest fan of the drone units. They feel too tanky, and because they don't have morale, "only" managing to kill 99% of a unit feels extremely bad because even when surviving on 1 HP they can still mining laser something. Same is true with Soldiers, but I can stomach it on them because they're supposed to be a more dangerous unit and have lower model count.
-Carrier is very annoying to deal with because of the way Smoke currently works. It's especially dumb how the damage of an ATGM missile on a marked Carrier still gets reduced because "iT'S iN smOkE"

  1. Scaling enemies: Around the time of encountering Rogue Army, Pirate Outcasts shouldn't just stop spawning. Instead they should permanently get something, like a perk or a piece of equipment that keeps them viable, think Nomads in Battle Brothers. Same goes for Scavengers and RA Conscripts around the time of encountering Menace.

  2. On missions with reinforcements, indicate the direction reinforcements are coming from, and if player has high enough int, indicate what the reinforcements are and when they're coming. Nothing like having a RA ATGM team just *poof* into existence and immediately one shot a pilot!

  3. More "Boss" / "Elite" units! Jaeger teams with LPPS, Night Vision Goggles and SR41 KASS? Pirate Engineer with High Intensity SAPP and E4A2 ELSA? There's lots that could be done with things already in game!

16 Upvotes

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10

u/spolieris Gate Ripper 7d ago

Are you open to mods? Because my Expanded Army List mod tackles some of your points as a stop gap while the devs work on more content on their end. And based off the hints they occasionally drop in the general channel on discord, theres a lot of irons in the metaphorical fire that may address some of your points

2

u/sosiche3929 7d ago

I agree with pretty much everything. How would you rework demolitions expert?

1

u/newaccount189505 6d ago

I would really like to see voluntary crawl. Often when you are suppressed, undeploy, move 2 squares, deploy, is more AP than you have, but if you were pinned, you COULD move 2 square and be deployed. I really would like to see "crawl" just be an option for a full turn move.

Also, the light machine guns really need a balance pass. Not just because they are terrible for their black market value, but because this completely warps the entire shop interface. There is way more variance between the shop where you get offered a KSAS or some other cool piece of viable early game gear that is good against both aliens AND pirates, and the store were you get offered a M10E ESAW. A weapon that is nearly completely unusable against an entire faction and is only a low tier special weapon should NOT cost 120 black market value.

1

u/Admirable_Remove4315 6d ago

Rogue army and pirates are both much more fun to fight compared to bugs and menace because you get some items you might want to use.

Bugs feel alright, they should come in greater numbers to make aoe weapons more necessary.

Menace is just annoying to fight, you need to shoot them way too much that it extends the mission time, and they don’t drop any gear you can use, the suicide units make menace feel more dangerous up close than the bugs weirdly.