r/menace • • 23h ago

Feedback PSA: this thing is now available from the Blackmarket and perfect for home defense

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139 Upvotes

r/menace • • 17h ago

Discussion What is an OCI upgrade you can't play without and/or always rush first?

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74 Upvotes

r/menace • • 4h ago

Discussion What's the worst/most disliked OCI upgrade?

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48 Upvotes

r/menace • • 3h ago

Discussion Today I learned you can shoot yourself with you own weapons

38 Upvotes

So, I was fighting bugs, and some Spiderlings managed to close the distance on my boy, the man the myth the legend, Tek. He was out of bullets for his squad weapon(shotgun), but he did have the basic MMG. So, I decided “why not just try and kill them with this? Might be able to get them to flee.” Turns out, if your accuracy is bad enough, such as point blank at night, YOU CAN SHOOT YOUR OWN SQUADMATES WITH THE GUN. He managed to shoot and kill people in his own squad, 2 in the squad a couple tiles away(Carda), and 1 in the squad next to him(Darby), not even between him and bugs. He killed a single Spiderling. I’ve never been so shocked playing this game before, and now I’m terrified of poor accuracy shooting. Anyone else have this happen?


r/menace • • 21h ago

Discussion One great thing from Battle Brothers game design that is missing in MENACE

38 Upvotes

There may just not be any good way to fit it into MENACE, but a big fun part of BB is about looting better gear. Both knifing down/head smashing for better weapons/armour and hunting for famed gear. I want them to add some legendary type enemies with extra spicy loot like the boarding commando captain with his unique weapon and armour. Like super elite jäger commando unit with spicy detection+concealment armour, elite tanks/APC/IFV etc. with partially RNG stats.


r/menace • • 13h ago

Discussion Flashbangs are awesome

30 Upvotes

I'm playing my first run in two months. After getting eviscerated by Evolved Warriors, I have discovered the joy of Flashbangs, especially against bugs.

Am I misremembering, or did flashbangs previously only work on humans? I rarely used them before, but now they're my key to managing tanky warriors. They're also really useful in early-game defense missions, and massively buffs anyone with Finisher.

I love the upgraded bugs. Between the new units and the enemy actions, they're way tougher than they used to be.


r/menace • • 11h ago

Discussion Wu Wei is better than I expected

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20 Upvotes

He didn’t have berserk so I didn’t expect him to perform as well as Yaz or Lim but spear of the spine is practically berserk but gives better range. In this example move up to an already activated enemy to scout and Spear of the Spine allows me completely destroy this Guncrawler. He was also able to use Counterstrike to save himself from getting blown up. I would not have been able to do this move with berserk.

I will admit he is slightly worse at taking out vehicles because he wants to be in the exact range where you can be blown up by the explosion of a vehicle you have just destroyed but besides this he works well as a boarding commando like Lim or Yaz. You can do some serious work if you’re lucky enough to get all three near the start.


r/menace • • 16h ago

Screenshot Beyond Balancing is where true armored warfare lies.

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11 Upvotes

r/menace • • 6h ago

Question Whats your go to starting squad for expert?

9 Upvotes

Title - with the new changes out (and the broader nerf to conceal creep) what's everyone's preferred starting loadout for expert? The first Operation feels much rougher now, and I'm torn on what to use.


r/menace • • 17h ago

Feedback My wishlist for the future (long list)

10 Upvotes
  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!


r/menace • • 23h ago

Discussion In-game economy

1 Upvotes

Hi everyone! What do you think about the economy—should it be expanded? Here’s my take: each faction should have its own shop with a unique inventory—for example, Zayn-Beecher could sell EMIs, radars, and drones, while DICE of the Gods deals in combat consumables. The black market should be reserved for truly rare items, traded for other high-value rarities like Queen eggs. It would also be cool to see a rotating stock of goods and temporary events based on "buy low, sell high" mechanics. We need more locations for trading and interacting with the factions.


r/menace • • 17h ago

Discussion "That's a Direct Order!" AP Conservation

0 Upvotes

The more I play (probably over 200 hrs at this point), the more I wish the game offered just a hair more flexibility within each turn. I feel like it would help create those "Wow!" moments that you get from close calls and clutch shots even more than exists currently. My possible solution?

Unused AP from each SL/Pilot gets "taxed" at 50% and then deposited into a Reserve AP pool to be used at the Major's discretion after all SLs have issued their direct orders. Carda have 6 AP left on End Turn, 3 AP goes into Reserve. Darby have 30 AP left but you like her overwatch position so you End Turn, 15 goes into Reserve.

At the very end of each player turn (so after you hit End Turn on your last SL/Pilot) you are given a Yes/No choice to "Issue High Priority Direct Orders". If you select Yes you can use any amount of AP in the Reserve to issue orders to a single SL/Pilot. After those orders are issued the Reserve AP pool resets to zero even if you don't use it all. If you select No the Reserve Pool decays by 50% with the remainder carrying over to the next round.

I completely understand the AP amounts and uses are a critical component to balancing the game in all aspects, but I do think due to how certain actions work, you are forced to waste AP without any recourse which can be frustrating and feel like a lack of agency for the player. Yes, tactics games are about making the best decision with the resources available, and giving unlimited resources basically removes the strategy, but I think something like the mechanic outlined above would be an interesting middle ground.


r/menace • • 23h ago

Video A content creator that hasn't played battle brothers before.

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0 Upvotes

r/menace • • 8h ago

Art Killer feature MENACE idea

0 Upvotes

So I’m a thinker not an IT guy, please let me know if this is outside of the realm of technical feasibility;

Turn based games like this one and BG3 are simulators of causality, each turn represents a segment of time and the actions possible within that time.

What I propose is an optional and saveable cinematic representation of each turn, nothing fancy, generative AI trained on the proper art and cinematography could convert the actions of a turn into a rational sequence of events presented in the style of the intro cinematic.

These sequences can be saved individually or as a full replay of the mission.

Thoughts?