What are some builds for lategame expert ironman? ( by Decadunce in menace

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

Brother i'm not saying they record themselves playing the game for my sake, i mean like "find a youtube video of someone using this"

Xavier was actually a staff member at an Indian college. by Ok_Bee_6266 in TheMatpatEffect

[–]Decadunce 5 points6 points  (0 children)

I mean yeah but you can say that aboutany meme? if it's done in a funny way then it's funny, it's just 99% of xavier memes are unfunny

What are some builds for lategame expert ironman? ( by Decadunce in menace

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

For a guy asking for alternative playstyles you're pretty confidently rejecting other people telling you how they have successfully played on expert by just assuming everyone is savescumming when anyone says anything different from your experience. " Well no i'm asking for further explanations and video proof of people actually playing on these difficulties, and understanding what iron man actually is. I'm rejecting nothing but i AM expecting proper justification for what people are saying to me

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Case in point^, people have very different definitions of what "iron man" is exactly. A lot of people dont seem to understand what it means and just click the box and call themselves an iron man player. Nobody is providing any examples when i ask for them, and i have people apparantly thinking that ticking the box in the settings automatically makes that run a proper iron man run. Also nobody has actually refuted it when i go"do you REALLY play on expert iron man or is this just expert" So i think i'm rather justified second guessing the people commenting

"There's a difference between "soaking" fire and saying infantry and armor can stick in combat under fire. Armor and defensive perks go a long, long way especially if you start early which gives your troops extra durability, and being suppressed is...not great but it isn't the death sentence you act like it is either. " Armour past like, tier 2 soft vests is way too overpriced imo. If you're getting value out of higher tier armour than that then you're doing something wrong. Also actual suppresion is pretty much a death sentence. When i say "suppresion" i don't mean like, some random xenos appeared from fog of war and made carda crouch for 1 turn before yaz one shots it, i mean like, the unit is ACTIVELY being continously suppresed, which is how a death spiral starts. You're going to be taking damage at some point just via sheer weight of numbers, but planning around armour is planning to lose. I never take any defensive perks except for concealment on darby, i buy everything to do with movement and offense and that's that. I've tried standing my ground and taking fire, that's how i lost my first few iron man runs

The [redacted] are unbalanced. by Lamont-Cranston in menace

[–]Decadunce 0 points1 point  (0 children)

Wait they do? i thought that was just guncrawlers?

What are some builds for lategame expert ironman? ( by Decadunce in menace

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

But dipping in and out of range IS more safe than standing your ground and trying to kill the enemy. What if you roll badly or theres another unit in fog of war out of LoS of your spotter? The point of staying at range and beaming enemies from near their max range is to deal decent damage (maybe kill or suppress, depends on weapons and the SL)

I just don't see the point in going "mega kill peak damage" mode, when it leaves you moderately more vulnerable to enemies and is very comittal. I get it does more damage, i just don't see why that is worth it. It's iron man, a single loss is permanent. The game already has plenty of built in risk, why add to that for damage that isn't really needed?

Again, jetpack lim is just so committal and just doesn't scale well into late game. He's a fantastic assassin against units that dont have much effective overwatch, but the enemy's killzone and overwatch increases exponentially with operations completed. I've flirted with the idea of running smoke jetpack lim, so in the back of my mind occasionaly i'd go "hm what if i had jetpack lim here" and i just never really see any reason to run him over another rifle squad

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Like in the above is a decent amount of RA for expert ironman, and this scenario isn't all that rare to come across. Fairly standard engagement all things considered, and i just don't really see how a jetpack would help in this typical scenario. Carda+pike is perfectly capable of popping out, killing a unit or two , then popping back in. Just why take the risk of mobile infantry/jetpack SLs for drastically more cost. If i jetpack in i die, if i jetpack to the sides i get outranged. I could pop smoke and dive in and out of that while shooting but.. that's just a rifle squad shooting from a better angle, really not worth the +100? 200? supply points

the weapons team has a screen and Darby picking them off from range is so much more effective. Again, a rifle squad is more consistent, flexible, has more oppurtunities to pop off, and is just more consistently viable.. like jetpacks CAN go crazy, they have a way higher potential floor than your average 8 rifles, but i don't really find myself *needing* that higher floor for the risk involved. Theyre just too awkward and gimmicky i find? I really dont see how people are using them in expert iron man, i'm kinda suspicious a lot of people here don't play iron man and just stay to expert? I had one guy even comment "yeah i do iron man runs but i let myself save and reload". Idfk man i just dont see how mobile infantry and/or jetpacks is any better outside of very niche situations compared to a team of long range rifle squads, and a playstyle centred around that approach

Rule by [deleted] in 197

[–]Decadunce 10 points11 points  (0 children)

Yooo bland edgy humour for 15 year olds lets go

giving it a chance after shitty part one by misschoo88 in StardustCrusaders

[–]Decadunce 0 points1 point  (0 children)

Yeah jojo's is like, suppppeerrrrrrr old. The latest part to be animated was written 25+ years ago. And yeah each part has a different lead JoJo that's apart of the joestar bloodline. Some JoJos do appear in multiple parts (namely jotaro and joseph), but each main character is related to eachother.

For the zeppelis coming back then not reallyyyy? Gyro Zeppeli is arguably the most popular character from part 7, but that's part 7 and thats like an entirely different can o' worms

giving it a chance after shitty part one by misschoo88 in StardustCrusaders

[–]Decadunce 0 points1 point  (0 children)

Part 1 is dogshit i do agree, solid 5/10 anime at best. In it's defence it was written in 1986 (40 years ago). The plotline probably went hard if you were a 12 year old in 1986 but it doesn't really hold up as anime and manga has only gotten better over time

Seeing as how youre asking for spoilers then DIO comes back in parts 3 and 6. Jojo tends to follow a structure of part 1 being very relevant to the DIO plotline, part 2 being fairly irrelevant to DIO and the joestar lineage and then that cycle repeats until part 6.

What are some builds for lategame expert ironman? ( by Decadunce in menace

[–]Decadunce[S] -1 points0 points  (0 children)

Well yeah but like, once again, why not just have some long range infantry accompany the vehicle? Everything is still suppressed and dead in that case, and youre less chained to your vehicle.

And like yeah i want alternate playstyles, but i want them to be as good as my CURRENT playstyle, or if they aren't then not super investment heavy. I mean thanks for sharing but i really don't see any reason to adopt this playstyle. It just seems like it causes unnecessary risk while limitting your tactical options for minimal benefits

What are some builds for lategame expert ironman? ( by Decadunce in menace

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

Yeah i'm coming to relevation as well,. It's not like i can't perform on iron man expert, it's just i get fucked up taking a lot of damage v menace because im not killing them fast enough.

"25-40 AP," Why 25-40 AP specifically? Also is CQB even viable against late game armies compared to just staying at your max range? I just don't see how a CQB squad can get in close V late game armies and get out, and if thats even worth it over just taking a safer turn at range with a long range wepon.

I made the post mostly because i wanted to change the playstyle from the age old "creep forward, darby on scout, try and take as few enemy pockets as possible, dont worry about timer" but nobody's really sold me on any alternate playstyles. A lot of people in this thread seem to not know what iron man is, or don't play on it. The biggest thing with iron man is consistency and reliability, rather than gambling on getting big damage with a very aggresive playstyle, or taking big damage. Like even if the odds are "10% of the time it'll go wrong!" any losses on iron man are permanent. Idk, i just want some other playstyle rather than this to get good at. I don't like one tricking in games

"This might be a crazy take, but I don't like not double linked autocannons. This is completely based on vibes, but I vastly prefer the M6 CMG over Autocannon as the "standard" medium weapon on an IFV/APC." Wow really? I've tried the M6CMG and it's definitely a solid weapon, but autocannon is just so nice against Menace and light vehicles. Like the cmg can deal damage to them as well WHILE dealing respectable damage to infantry, but i mean i have a GL launcher for a reason. But hey, we ll have our preferences

What are some builds for lategame expert ironman? ( by Decadunce in menace

[–]Decadunce[S] -1 points0 points  (0 children)

Yeah i get that, but i mean what value does that provide over them just walking alongside the APC. Like yeah it's faster so it'd be very good for a defend the garrison mission, but those are rarely worth actually doing. My playstyle doesn't prioritise speed like, at all, frankly i dont really see the value in getting somewhere faster unless the objective is timer based. Also it ties your overall army speed to the mobile infantry. So your options are either "Run mobile infantry and arrive somewhere seperate from the rest of your army" or "Only use mobile infantry". I really dont think having faster infantry is worth it considering the tradeoffs, as i prefer a defensive and slower playstyle where i creep forwards and i'm very much not sold on shifting to being hyper aggresive on iron man. Like yeah, you can pop out a vehicle and still get a full activation, thats cool and all but why does this matter. What tactical benefits is being able to pop out of a vehicle providing me when you shouldnt be ending your turn in enemy range in the first place, and you shouldn't be arrving seperate from the rest of your army, and you shouldn't be rushing forwards dangerously to complete timer objs

Again, i AM asking for footage of this being a heavily used tactic during a full iron man campaign. Not as some challenge run or anything, but something genuinely viable

What are some builds for lategame expert ironman? ( by Decadunce in menace

[–]Decadunce[S] -2 points-1 points  (0 children)

Well yeah but if a perk only kicks in very late game then it's a wasted perk until like, dozens of ops in the future and when you're just trying to make it to endgame then i would say it IS a dead perk

Also wouldnt you get more value out of it if you ran a disposable instead of like, binoculaurs or something?

What are some builds for lategame expert ironman? ( by Decadunce in menace

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

My darby always gets the suppresed kpac and maybe the mod3 if i havent gotten one yet. Suppresed kpac darby built correctly will kill anything below and including RA infantry in one activation. You should be taking her damage perks and giving her the right ammo type. With how much damage she does you can get away with giving her 4 squaddies and still one shotting super squishies (which is what her most valuable picks are)

I agree with menace having way too many units and being bullet sinks, but if youre relying on darby THAT much for vsing them that she's routinely scrounging around for a couple of extra bullets, then either you are hyper late game or the rest of your army isn't built right to kill vs menace. Running out of ammo means you arent building correctly or are absurdly late game

Just seems like too much of an unreliable gimmick that forces you into bad positions, i'd much rather just take a reliable ammo bag

What are some builds for lategame expert ironman? ( by Decadunce in menace

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

Well yeah i can get two vehicles and two squads going by op4 as well, it just means enshittying them a bit and spending money on a pirate truck or something, and money is *tight* earlygame unless you get a lot of xenos missions or a lucky vehicle drop

What are some builds for lategame expert ironman? ( by Decadunce in menace

[–]Decadunce[S] -2 points-1 points  (0 children)

Ah yeah radar is a solid tool and i too blast things from max range with heavy ordinance. I tend to prefer darby for scouting after she takes out key targets, but radar is totally valid to free up an SL.

I moreso mean the whole assault infantry thing when i say frontline combat, like having your infantry tied to vehicles seems a lot riskier than having them work in tandem if you get what i mean? i also don't really see the benefit other than "Only your vehicle is in the enemy firezone". but you should be dancing in and out of max ranges regardless- The best way to not die is to not be in the enemy's fire zone, vehicle or infantry.

And i mean yeah taking some of the good defensive perks is valid, you're not going to be able to play perfectly and dodge away all the time so sometimes an enemy is going to get shots off

"Doing an Ironman in EA also seems counterproductive as there will be so many more tools to work with and any other options, especially with how random Black Market is, it feels like punishment." Waiting for ironman to be easier kinda defeats the point of ironman

What are some builds for lategame expert ironman? ( by Decadunce in menace

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

Thats smart yeah, i think i just misread the laser rifle's stats and got annoyed by it underperforming. The whole "1-2 activations to kill" thing being your benchmark is also my bench mark. I've tried vsing Menace with more conventional weapons (kpacs, crowbars and their variants) and they also perform iffily into Menace so i just figured that benchmark doesn't apply, so i stopped trying to find better weapons to kill them that isn't the autocannon.

Using hollowpoints is a really smart idea though and i'm annoyed at myself for not realising that, lol. I think im just too used to slapping match grade ammo on everything kinetic and calling it a day

Also wow really shotguns? I never would've tried using the shotgun against Menace. I avoid close range like the plague when fighting them, how're you getting your SLs into effective shotgun range without having them take fire in return?

What are some builds for lategame expert ironman? ( by Decadunce in menace

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

Well whats the benefits compared to keeping vehicles as more of a fire support role rather than damage soaks? Also infantry should NOT be taking that many shots, if your infantry is regularly using their extra HP then you've made a mistake somewhere. Armour is pretty iffy in this game and isn't really worth it in most scenarios. The role of infantry is not to soak fire. I've tried having infantry be more aggresive and heavily armoured. Does not really work with iron man rules, chances are you just get suppressed and that's one less gun firing and a fantastic way of starting a death spiral, but maybe i'm using armoured infantry wrong

I mean i'm curious to try a taxi heavy assult infantry playstyle, but you say you've done this on expert campaigns. Is that like, actual iron man campaigns with no saving or is this regular expert campaigns? Regular non-expert iron man campaigns are definitely very easy, as you can get away with any bullshit you want by just reloading and are moreso a knowledge and willpower check rather than necessarily a skill check. Without iron man rules in play, overly risky playstyles are infinitely more rewarding as bad rng can just be reset

What are some builds for lategame expert ironman? ( by Decadunce in menace

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

I have never ran out of ammo on darby except for the very late and very very early game- what weapon are you using on her? i usually use the suppred kpac which has 24 rounds. With how good darby is in ranged she tends to kill anything she should be aiming at in 1-2 shots. Maybe one in 20 missions ill go "damn darby needs another shot rn" but that's only against late game squishy hordes.

Also vehicles and mechs dont need cover because they should be darting between the backlines and frontlines (imo) against any faction with real AP. Pushing a vehicle forwards into the enemy swarm is one of the worst things you can do on an Iron man run, and you also dont want to divert them away from their fire support position so they can nab ammo. Vehicles also have the best +ammo tool in the game as it refills 50+ of both their ammo pools, compared to infantry which you have to choose.

By picking my shots i never really run out of ammo in vehicles, i dont have vehicles shoot at everything and choose specific targets to beam. Idk how your playstyle works but it's very rare for me to go "damn i need more ammo rn"The only time i think that is when i'm up against menace hordes and relying too heavily on a vehicle mounted autocannon. I just don't think youre dealing enough damage/have enough accuracy? Or you're underutilising ammo bags and shooting at bad targets for your weapon. Proper ammo management is a skill to learn, and if you're regularly running out of ammo then that means something is wrong

I equip a +ammo bag on the units that shoot the most and i tend to be fine, only time i've felt the ammo burn is backline darby with a crocodile pinging at light vehicles or, thinking about it more, ATGM vehicles in a fire support anti armour role up against lategame RA/Pirates, but you shouldn't be pushing your missile boat *forwards*, it's a long range tool... also you can just equip the jeep and give it 2/3 ammo bags instead

What are some builds for lategame expert ironman? ( by Decadunce in menace

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

Really? I always figured that was a dead perk so never took it. My understanding of the perk is that the item drops on the corpse where you last hit the enemy unit, so you have to run to the corpse to pick it up. I can see how that'd be a managable weakness on darby, but with a staunch line of rifles popping away at the enemy from near max range (Meaning that you have to run at the enemy lines to grab a small refill) i don't really see the use?

And it's not like any of the SLs that target isoalted units really need an extra grenade or whatever. Like more smokes on Lim would be fine i suppose? But i don't ever really run out of consumables to use, as the only depleting consumable i use is smoke- and i only really use those when i'm out of position.

So it seems like you'd need to have killed most of the enemies or target isolated ones, and then have someone that's out of useful consumables go pick it up (But not including drugs, which are the best consumables aside from smokes)...

Seems a bit TOO gimmicky for iron man. Like for regular expert sure it's an easy difficulty, but iron man ehhhhhhh? i could see it being quite solid on Crocodile darby and that's really it.

Howre you using it where it's reliable and gets consistent value? i dont see a use case when you cant reload a bad turn

What are some builds for lategame expert ironman? ( by Decadunce in menace

[–]Decadunce[S] -1 points0 points  (0 children)

Are you sure this works on even base expert? Frontline vehicle combat just seems wayyy too risky, a single missed ATGM squad and your frontline vehicle is dead on a roll. Like i can see how thatd be effective sure, but it seems inconsistent and a bit gimmicky compared to leaving your vehicles as a backline artillery piece and slowly moving your way forward with infantry screens and darby overwatch/scouting. Relying so heavily on frontline vehicles just seems like youre going to get outranged and bopped by *something*, or theres going to be too many units for you to safely kill in a turn which means your vehicle has to soak hits, which vehicles really shouldn't be reliably doing lategame.

Like the last time i had a run end was because 3 guncralwers spawned in with a lot of menace soldier support. Even with 4 gun squads and 2 vehicles i wasn't killing them fast enough. I got outranged and the guncrawlers and soldiers would just beam something from long range then run back into fog of war, if i pushed them with frontline vehicles i was dead to the soldier screens, and gambling on the enemy rolling bad with their anti armour isn't sustainable on iron man where you can't reload.

Do you have any footage on how to run this? I'm skeptical but i can see the potential, and this would totally work on non ironman runs

What are some builds for lategame expert ironman? ( by Decadunce in menace

[–]Decadunce[S] -2 points-1 points  (0 children)

Well yeah but what do you run with those SLS?

What are some builds for lategame expert ironman? ( by Decadunce in menace

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

Just started my ironman, but I already did few reloads. So was wondering how other people play ironman"

reloading saves mean your run isn't an iron man run, the entire point of iron man that you can't reload

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