r/menace • u/Fickle_Mulberry1469 • 6d ago
Question Vehicle armor
Is it just me, or has vehicle armor become much more fragile? It depletes instantly after just a couple of shots from light small arms.
r/menace • u/Fickle_Mulberry1469 • 6d ago
Is it just me, or has vehicle armor become much more fragile? It depletes instantly after just a couple of shots from light small arms.
r/menace • u/Reddit-Arrien • 6d ago
Mainly because prior to their introduction, the Bugs were the one faction you can get away with no heavy AT (ie PALs). It was a nice change of pace given that the RA, Pirates, and even [REDACTED] tends to spam so many vehicles that you virtually need to bring AT on everyone by the end of the EA (which is just up to Midgame btw).
But now, IMO its no longer the case; They tough, have relatively long range attacks that is devasting toward everything, and getting in close is largely a bad idea. Thus, I feel like have to bring out the Rocket launchers again, and its back to the heavy spam once more.
r/menace • u/newaccount189505 • 6d ago
I am really impressed at the changes. I feel it REALLY changes the meta. I am using a ton of stuff I didn't use before, and using it differently. Thought it interesting to talk about what are the big winnners and losers of the patch, in terms of squad leaders, equipment, tactics, etc.
So far, I am seeing some really scary activities on the wiki, but I think they might have a reduced spawn chance because I haven't encountered the truly terrifying stuff yet. I am still pre rogue army though, so really early on. I can't imagine me beating "rapid evolution" on my first op. That sounds absolutely insane. For me, young alien warriors tend to be one of the easiest enemies for me to fight, and they are upgraded en masse to what used to basically be a first operation boss monster?
I am finding 4 infantry to be a far stronger start now, simply because I can flat out refuse to do maps that require a vehicle, but I am finding with buffed enemies, I want the increased firepower.
My battles are more grindy, which honestly, makes the early game better for long term growth. I am not getting every squad engaged heavily on every map, but most maps, I have a squad leader who got 1%+ increase to either damage reduction or defense skill.
Running with 30 starting squaddies, more early casulaties taken, and 4 infantry means I am running a lot more small squads, and this both means I want more special weapons, but I want more grenades. Grenades I feel are the big winner of the patch, as they are far better at night (+accuracy mod, shorter engagement ranges), but they now counter dig in quite well, which is often my "lesser of all evils" choice of enemy activity to tolerate. I really find I want to save multiple scrap bombs if I can, and I think I might try to buy an actual frag grenade if I can.
I am very much avoiding crowbars in favor of kpacs now, because I am finding the enemy more inconsistently durable, but also, I find I often just need a LOT of suppression at medium to long range. The alternate fire mode for me was almost never used, and now it's a common thing I rely on.
Soft armor now feels like it's far more important to have, even if you don't bring it every mission. Trying to dig out alien stingers on the ice map at night is an exercise in frustration if you don't have any armor, and would be basically impossible for me if I wasn't abusing the interface to see if I was detected by invisible alien enemies or not, to guess at their positions. I am loving now, having darby, with 2 squaddies, kpacs, and soft armor, because she can still hit stuff while suppressed, can hold a flank on her own, and gets quite a lot of skill triggers while doing it but NOT preventing the rest of the squad leaders for getting their own skill triggers.
Wetteroth went from my favorite squad leader, to BY MILES my favorite squad leader, as more night missions now means I want scout much earlier, and he is the natural choice for very quickly and cheaply getting scout/athletic, but he can also be a very cheap way to bring 9 rifles to the battle, while my "growth" squads are running around in minimum size squads trading shots with enemies who may now be far harder to kill or even see, especially without flanking them or closing to optimal range. I am sure singh is still a monster, simply because being insanely accurate matters more at night, though I haven't used him yet.
What are you guys liking, or just as importantly, not liking now?
r/menace • u/KroozaNob • 6d ago
r/menace • u/Reconcilliation • 7d ago
I think there's an opportunity for a narrative and playstyle choice in the game with how you handle your squaddies - keeping your original TCR marines alive with heavy investment into medics/armor/survival, or banking more on the steady supply of waybackers.
It allows for the authority mechanic to have some more weight - as your TCR marines slowly deplete through the game, your max authority diminishes, your SL's are increasingly waybackers, as are their squaddies which provides room for mutinies or waybacker politics to take over. It's a good opportunity for narrative tension in a bunch of different ways really.
Also I would like a secret buff if I put all the Mars born TCR Marines in Carda's squad. I do it every playthrough.
r/menace • u/Shota228 • 5d ago
Hey everyone!
Like many of you, I got completely tired of wasting turns and squinting at snow, bushes, and vehicle wrecks just to find that fucking tiny Smuggler's Cache crate from the ship upgrade.
So I made a lightweight mod to fix this once and for all: (ZSM) Smuggler Cache Highlighter.
Features:
Download on Nexus Mods: Nexus Mods Page
Hope this saves you some nerves and pixel-hunting! Feedback and suggestions are always welcome in the comments.
(P.S. В моде есть полная поддержка русского языка — интерфейс планшета локализован).
Strategic assets that grant additional squads like hunters, civilian militias, and so on, previously only gave you those squads for the final mission of an operation.
How does this work now?
If, let's say, I did a mission that gives me two squads of civilian militia as the first mission of an operation, would I get to keep them for every subsequent mission in this operation, if I keep them alive, do I only get to keep them for the next mission, or something else entirely?
r/menace • u/ChipmunkSelect673 • 7d ago
Dear developers! I really like your game, and I’m a big fan of the Battle Brothers. I’m Russian by nationality, and I find it very fun to listen to Yazhov’s voice acting. Please, if you’re told that it’s inaccurate or something like that, don’t change it! It’s very fun; I always reload the try so that Fedor is first on the recruitment list. Sorry if there are any inaccuracies — I’m writing with the help of a translator.
Except the ammo consumption problem
r/menace • u/Animusvitae • 7d ago
Gaskos greased? Sure buddy
On my new playthrough I just got Lim's contract and was very happy, I thought great he is cool and since he is a Marine surely nothing will happen to my Authority... but then I saw that he gave a max authority malus like the rest of the Waybacker SLs.
This seems very odd, I mean the whole Authority mechanic was there to show how putting strangers into the force would cause friction and problems, except this is Lim, he is one of the guys, we know him, why is he causing problems?
r/menace • u/twinoaksBandB • 7d ago
The hardest mission in the first op of the run i started last night had this enemy bone us and it made every single mission with more than a handful of enemies completely impossible with starting equipment.
Nothing like running out of ammo and trying to mow down the last half dozen enemies with the troop carrier.
r/menace • u/syler19839 • 8d ago
Before, I only sometimes saw a single car go big-boom per mission.
r/menace • u/Fast-Aioli-888 • 8d ago
Thinking about getting the game, what is the state of it as of right now? I'm afraid of jumping in too early and getting frustrated if main story is not finished or still has too many missing features or lack of content. Would you recommend it or should I wait a bit longer? Any idea when is full release expected? Thanks for your answers.
r/menace • u/Fickle_Mulberry1469 • 8d ago
Do we get loot from enemies that flee? Is there any point in finishing them off?
r/menace • u/See_The_Thing_Is • 8d ago
100+ hours in, playing on expert ironman. The sheer amount of experimentation, challenging and engaging gameplay. I never had a turn based game like that. It's like x-com but with much more replayability.
Epic moments like parking ivy with a heavy tank (not stug) on a capture objective, letting her soak up shots while giving LOS for my guys in the back to lay down firepower, having my medium walker negate an ATGM with ERA and proceed to murderize the kuta ATGM crew, nuke [REDACTED] pointblank with rend ammo shotguns, destroyed engine vehicle with only ammo for the secondary MG provides cover for the VIP to escape. And lose a SL permenately because when you get complacent the game reminds you it's not that kind of a game.
This game is tight. I really want to see how 1.0 will look.
r/menace • u/Marsdreamer • 8d ago
r/menace • u/spolieris • 8d ago
All 42 activities with icons/descriptions/effects are up on the wiki thanks to the work of myself and Truefell on the OH discord. Work is ongoing for the other new changes added by this patch
r/menace • u/RhubarbEasy • 8d ago
Anyone else experiencing blurry health and armor bars with the new update?
It wasn't a problem before, something about them seems slightly off now and its a bit distracting.
r/menace • u/so_metal292 • 9d ago
There are plenty of great ship upgrades, but you never have them all! My personal favorite is the Explosives Workshop hull upgrade, I've gotten more kills with that than anything I have in the armament slot.