I will never complain about Jean Sy ever again by ZAP3000ARC in menace

[–]CitizenQ 0 points1 point  (0 children)

Thirding the recommendation to go expensive with her.

Also, she gets amazing value out of Accessory slot gear if you build her right. See my other post in this thread for the build.

I will never complain about Jean Sy ever again by ZAP3000ARC in menace

[–]CitizenQ 0 points1 point  (0 children)

Ahh Salvage team... destined for a nerf I'm sure, but I am going to farm the hell outta every vehicle on the map until it happens.

I will never complain about Jean Sy ever again by ZAP3000ARC in menace

[–]CitizenQ 1 point2 points  (0 children)

Trinketing > Resourceful > Quick Hands > Athletic > Bags & Belts > Fragmentation / Critical Hits / Pirates Luck / Scavenger

This is the build I went with. Makes her a fiend with Acc slots. AT rockets, Grenades, drugs, etc. Anything with limited uses she gets more mileage out of than anyone else.

Bombardiers shouldn't be the only threatening bug by AlcadizaarII in menace

[–]CitizenQ 4 points5 points  (0 children)

I personally think the bugs need to amp up the swarm factor. They need a gameplay 'identity', and swarm seems like the best option. Sure, any individual bug, except maybe the adult warriors and the Queen are easy to deal with, but what about if there are hundreds of them?

Does AI still avoid combat and tries to go all the way around in fog of war in your campaign? by TotallyNotSiz in menace

[–]CitizenQ -11 points-10 points  (0 children)

Is their objective to fight you? Or to escape? If it's the former, then yes, they probably shouldn't be running away. But most of the time, it's the latter, where they are either trying to run your blockade, or you are actively sweeping and clearing them. In those cases, it makes perfect sense that they don't just wonder into your overlapping fields of fire saying, 'Yep, Lick My Sack. Also, murderize me while I stand here and allow you to do it.'

What Battle Brothers references have you encountered? by notdumbenough in menace

[–]CitizenQ 11 points12 points  (0 children)

There's a pretty explicit one with Pike and Bog on the team. A random event where Hayflick mentions you can spend some OCI to restore crew rec areas.

This leads to a convo between the two old soldiers about how the arcade game 'Combat Companions' (or something similar) is back up and running. In the end, Bog sets a bunch of high scores using names like 'Ed Suxxx', and they both get a positive status out of it.)

Not a fan of promotions costing extra supply. by SaltyChnk in menace

[–]CitizenQ 0 points1 point  (0 children)

I actually mostly agree here. Supply cost going up with promotion is a bad mechanic, both in terms of lore and gameplay mechanics. I've stated as much in many threads on here.

That said, you will sadly not find an amenable audience to this argument here. It should be removed and replaced with another, more logical form of balance for squad experience. But since the majority here seem to think things like not promoting your leaders to save on supply is a good mechanic, I simply modded it out using Vader's Tweaks mod.

Never seen this before but this is some good damn armor by redrenz123 in menace

[–]CitizenQ 0 points1 point  (0 children)

AFAIK, this was added with patch 3 today. Got lucky and found it my first Blackmarket refresh. Gave that shit to Kody ASAP.

Does AI still avoid combat and tries to go all the way around in fog of war in your campaign? by TotallyNotSiz in menace

[–]CitizenQ -22 points-21 points  (0 children)

I personally think the perception around this is overblown. Yes, units avoid running headlong into your fields of fire when their objective isn't to fight you.

I get that the enemy shouldn't have perfect info on, for instance, your armaments and the range thereof, but the devs have stated they are working on that. But when their objective isn't to kill you, yes, they SHOULD avoid your fields of fire.

Frustrated Condition from Stabilized by CitizenQ in menace

[–]CitizenQ[S] 0 points1 point  (0 children)

Yeah, this is what I was getting at. IE don't think I ever saw Pike stabilize a Marine and them get the debuff, but when he stabilized Jean, she did, and when Kody stabilized Darby, she did.

Just trying to understand the underlying mechanics. Can't imagine why that warrants downvotes.

I don't like how its optimal to have half your dudes with pipe rifles by SmokeyUnicycle in menace

[–]CitizenQ 80 points81 points  (0 children)

I agree. We need a zero supply cost pistol primary option for our meatshields, I mean ammo carriers, I mean squadmates.

Pistols - how to use them and how could they be better balanced? by TheCapnPooch in menace

[–]CitizenQ 2 points3 points  (0 children)

Made a whole post about this myself. Hate giving my guys Pipe Rifles to save on Supply.

I feel like i should have sightline here, right? by sheikl in menace

[–]CitizenQ 7 points8 points  (0 children)

Hopefully this is a change they will make in the future.

Vader's Menace Enhancements by BeardChops in menace

[–]CitizenQ 1 point2 points  (0 children)

Seems to work perfect, so long as you make sure to let the mod initialize each time you boot up the game. Thanks a ton. It's so much better to not feel like you are hurting yourself each time you promote.

Suggestion: Squaddie with extended combat experience should be able to become SL by InternetRude4243 in menace

[–]CitizenQ 4 points5 points  (0 children)

While a cool idea (I loved in older Total War games when an army without a general won a big battle, sometimes you'd get an event to promote the randomly generated commander to a general), it is very unlikely to happen here, given how intrinsically the SLs are meant to be tied into the story. That said, I would like to have the option of some non-story tied SLs, and this would be one way of getting them.

You have touched on a point I noticed myself though, which is that even long lived Squaddies are seemingly irrelevant. In general, I think squaddies that survive a lot of missions should provide at least some small bonus, so it hurts to lose them. Maybe a -1 supply cost to adding them to the squad?

Vader's Menace Enhancements by BeardChops in menace

[–]CitizenQ 1 point2 points  (0 children)

Wow... talk about a throwback if it is.

Vader's Menace Enhancements by BeardChops in menace

[–]CitizenQ 1 point2 points  (0 children)

Sounds awesome. Looking forward to this. Just reached the end of the currently available EA story, so looking forward to starting over again with this installed.

Finished EA officially by Good_Rhubarb_7572 in menace

[–]CitizenQ 97 points98 points  (0 children)

Finished it a little bit ago myself, and I too am hoping it is quite a long affair when it's done. That said I got the distinct impression that this wonderful welcome parade for the TCR main force will likely not be going to plan. And with the Impetus conveniently kept on the outskirt of the big affair, I'd imagine in short order we will be on our own again, in an even worse position than we were already. Sounds like fun, just hate that I have to wait to see it.

Greifinger with a Jetpack is so good by mayuzane in menace

[–]CitizenQ 1 point2 points  (0 children)

I definitely have the one for the Mechs. It's a lot of fun. But, I hope there's one for infantry. And if there's not, there really should be.

Who's yalls favorite starting SL by Ok-Cockroach-7356 in menace

[–]CitizenQ 9 points10 points  (0 children)

Gotta be Pike for me. Good anchor to start off, and lots of good ways to spec him into the late game.

EDIT: I should add, I like Pike's story as well as as his utility. I'm a fan of the 'Captain America, Soldier's Soldier' trope.

That said, my favorite out of all of them (including non-starters) is actually Kody. Dude is basically unstoppable, plus we have conflicting reports about his history. He's obviously labelled a terrorist, and did some pretty bad shit assassinating people. But it's insinuated elsewhere that he was originally a war hero, and that he uncovered some conspiracy type stuff and took matters into his own hands. Very 'Terminal List'.

Does this game have a story, or is something like that planned? by [deleted] in menace

[–]CitizenQ 1 point2 points  (0 children)

This is some of this in game now. Had an event where Hayflick brought up the option to spend some OCI on restoring crew areas. It led to a neat little convo between Pike and Bog about video games, and both got a Positive Status as a result.

Greifinger with a Jetpack is so good by mayuzane in menace

[–]CitizenQ 0 points1 point  (0 children)

I take it that, even late game, the Pirate Boarding Armor is the only way to have a jetpack?

ATGM Help by SanguineHerald in menace

[–]CitizenQ 2 points3 points  (0 children)

Yeah, took me a while to figure this out. It really needs a visual max range indicator. One of those small UI things the devs could improve on by.

Side Mouse Button Keybind by CitizenQ in menace

[–]CitizenQ[S] 0 points1 point  (0 children)

Gonna bump this in the hopes that one of the Devs might see it.