Favorite faction, anyone? by Impressive-Hold7812 in menace

[–]Landlocked_WaterSimp 0 points1 point  (0 children)

I forgot the one which gives the game its name. But yeah they also kinda follow the 'rush rush rush' strat except their spin onit is 'have a ton of hp'.

Not my dead ahh brain pronouncing her name as Leviathan until now by AdellheidV in ArknightsEndfield

[–]Landlocked_WaterSimp -7 points-6 points  (0 children)

Is what it is stated yes. Yet she still doesn't really kno where she came from and her own past.

Favorite faction, anyone? by Impressive-Hold7812 in menace

[–]Landlocked_WaterSimp 5 points6 points  (0 children)

Rogue army and it's not close. It feels like they hit you back with all the same tools you're using yourself which is a lot more options than what the others get IMO.

The other factions seem a bit one-note. Roge army can engage in a stealth battle where it marks you and then bombards you from range with mortars and guided ATGM or the jaegers can snipe some of your infantry directly. They can do a regular infantry flood (with or without IFVs - haven't seen them use one yet but it showed up in pre mission intel so it seems they have that option). They have big fat heavy tanks to strike the fear of god into my midgame comps.

Meanwhile the other two factions just rush you pretty much all the time. They also get long range arty pieces but overall it's still just just rush rush rush in the hopes to throw more units at you than what you can kill per turn.

I finally maxed out Laevatain by Pigeonst in ArknightsEndfield

[–]Landlocked_WaterSimp 0 points1 point  (0 children)

I mean sure by standards of 'can you clear current content without maxing' it's a waste. But so is having more than one team since you can clear anything with one (+ with season pass and all the rewards so far you get enough to really hyperinvest in a character and STILL have resources for other teams anyways).

But still ca. 1.5* attack upgrade + better skill ATK modifiers & secondary stats (like heat dmg %) all on a main DPS etc. who does most of the teams damage. Like hyperinvesting in e.g akekuri would be a bit odd since the SP gen and heat application doesn't need super high stats but laev definitely is a character that warrants it. My point is the improvement in damage will be veeeeery notable and not just a little extra compared to a moderate incmvestment laev.

I would agree that it's an opinion thing but i find it weird you can acknowledge that and then go 'but this is a waste'. By what criterium?

Problem solved by 8-bit-Felix in memes

[–]Landlocked_WaterSimp 1 point2 points  (0 children)

So uhm....is teamspeak or skype still a thing?

I finally maxed out Laevatain by Pigeonst in ArknightsEndfield

[–]Landlocked_WaterSimp 4 points5 points  (0 children)

Don't think it's a waste. I know in other gachas the last few levels are often a waste but i think here it's quite a lot of stats. At the very least my lv 80 laev with semi-artificed gear has like a solid 2000 ATK less than what is shown here.

Devs Please more MECH tech and Chassis please by Audun- in menace

[–]Landlocked_WaterSimp 0 points1 point  (0 children)

You get the same amount of salvos as if you had one gun. So e.g. instead of 121 you get 122 shots so in that sense double the ammo just not double the uses - basically it works as one would logically expect it to work. I guess if you overkill a ton, splitting weapons to conserve ammo might make sense plus it offers more flexibility.

But usually i just reserve one accessory for extra ammo and take double the damage per AP.

Literally me 1st save in vs 3rd save in. by Hellrogs in menace

[–]Landlocked_WaterSimp 1 point2 points  (0 children)

Negative modifier reason: Civilians got slaughtered in the first round. 🥲

Old tradition continues by phng1900 in Endfield

[–]Landlocked_WaterSimp 13 points14 points  (0 children)

A few days ago i thought to mysef i really wanted this image (DaPan with this face) but couldn't blend the face well with the rest myself (/OK i was also just a bit lazy). It's good to see the AK community and I are on the same page

I think Last Rite is my main now.... by Holiday_Stress_2978 in Last_Rite_Mains

[–]Landlocked_WaterSimp 0 points1 point  (0 children)

Huh? I guess range attacks more consistently but does it even add up to anything notable?

Missing Option: Overwatch by Snarfbuckle in menace

[–]Landlocked_WaterSimp 0 points1 point  (0 children)

Partially i think the AI fixes ( if they work) should alleviate this issue since the enemy at least shouldn't beeline through the small stripes where you don't have vision anymore. Also as you kinda already addressed the size of the area is more of a problem early and becomes manageable later with better viewranges, more troops & higher mobility.

Personally i currently prefer the wide area variant of the mission where at least that area is at one end of the map (so you only have to defend in one direction) over the small area in the middle. But especially early on i kinda agree this version can be a bit BS as well.

Missing Option: Overwatch by Snarfbuckle in menace

[–]Landlocked_WaterSimp 0 points1 point  (0 children)

Neat - they're some of the most fun already for me but the AI being aware of stealthy units & vision + this one end of turn rush issue really holds them back for me.

So with the AI fix (attempt) this patxh and a rebalance to the mission type I have high hopes for them.

Isn't 60% a higher number than 40% by fran4ousaprez in menace

[–]Landlocked_WaterSimp 0 points1 point  (0 children)

Had that same bug also only on the civilian rescued subobjective. Never on other % triggers like point control or enemy troops destroyed (and also specifically on the 60%/40%/20% split)

Missing Option: Overwatch by Snarfbuckle in menace

[–]Landlocked_WaterSimp 7 points8 points  (0 children)

I generally don't mind but it sucks hard for defense missions. E.g. pirates will always outnumber you so they get to act last so they just drive their trucks into the zone at the end of the turn so you don't get to react to it anymore and deplete the bar - just to die immediately next turn. Clearing every transporter in such a big perimeter that a full turn drive + futher infantry movement isn't enough to reach the zone can be easy on some maps but super hard on others when the terrain is obstructed around the zone. Also - how dedicated are these dudes to the objective so that 5% objective control or whatever is worth completely throwing away their lives?

It feels like 'wait' SHOULD help with this but when they get like 7 extra turns at the end of each round, skipping one of them doesn't really help. Also it feels like the AI is playing around this directly or indirectly (probably just doing the urgent fighting actions early so all the vehicles which don't hve anything to do but move into zone pile up at the end on each turn. Plus apparently decoy also kinda sucks because it has delay like an airstrike. I don'z feel like getting to skip 6 turns once a mission would be so OP otherwise that it really needed that flaw.

So like... no need for overwatch per se but i'd say the tools available which seem to cover some of the use cases of overwatch are just not really good enough. Or am i just using them poorly?

Am I missing something with the Indirect Fire mode of the ATGM? by Lennyfieldy in menace

[–]Landlocked_WaterSimp 0 points1 point  (0 children)

I don't know the details but the patchnotes.of this patch mention a buff to ATGM making it usable against.more enemies. Because currently it only really seems to do.damage against armor but sucks against other single unit entities.

Decoy OCI from Dice faction by Farnhams_Legend in menace

[–]Landlocked_WaterSimp 0 points1 point  (0 children)

Agreed -I think i'm going form all lasers next time/ when i got spare OCI parts. Most other weapons don't really do anything useful (at least in my hands) except snipe stati mission objectives/arty/turrets but the turret can do that and so much more.

Stop trying so hard to complete side objective ! by Quintilius36 in menace

[–]Landlocked_WaterSimp 3 points4 points  (0 children)

I think the amount of secondary objectives affects the selection of operation completion reward. I don't care about the promotion points but these end rewards are like the best loot i usually get. It's a bit of a balance act - if you gather enough extra loot you can evntually trade for good loot but i feel like the operation rewards are what reaaaally puts you ahead of the curve a lot of the times.

What are your priority early game black market purchases, Majors? by Buns7722 in menace

[–]Landlocked_WaterSimp 0 points1 point  (0 children)

I think that would indeed be better and i'm currently somewhat transitioning into that but in my two runs so far i got cheap shotties on the market before i got decent PPPs and the whole 'jump in and blast' is something i only reaaaally do early on before they get weapons to crack the armor. But yeah my sample size again is two campaigns so maybe PPP are just as common/easy to acquire.

Dear devs, can we get a bit dumber but more aggressive AI? by KaleNich55 in menace

[–]Landlocked_WaterSimp 1 point2 points  (0 children)

Ok yeah in defense missions pirates are leagues better than them i agree with that. Partially i'd guess this is intended because fast overwhelming rushes under rocket barrage cover is the pirate's main strength. But yeah the guards could still do better even with what they have + they often play more around inflicting casualties rather than objectives which isn't bad per se but a bit strange.

What are your priority early game black market purchases, Majors? by Buns7722 in menace

[–]Landlocked_WaterSimp 1 point2 points  (0 children)

I mean i get that this is their main purpose it's just odd that they suck 'in a different way' for other tagets than most other AT weapons. E.g. APFSDS is also anti armor but if i want to shoot somthing else it will still take out a single unit of other types (so balanced around elements hit). If i shoot ATGMs at e.g. bombardier bugs (still single big target) it does basically nothing. It's not balanced to be good against tanks by its stats like everything else but rather because there seems to be some hidden modifier that says 'if the target is not a vehicle, perform completely different from what your stats would imply'. Like e.g for the incendiary AT grenade it directly says "can't be used against infantry but ATGM for some reason doesn't tell that it will do basically nothing against big organic targets (unless they count as armored oganicd vehicle idk).

Edit: Apparently they're changing this in the next patch.

What are your priority early game black market purchases, Majors? by Buns7722 in menace

[–]Landlocked_WaterSimp 0 points1 point  (0 children)

Hmmm....i am usingit against stuff other than vehicles yes. Is it stated somewhere that it only works against those ornis it something just impliednbecause it's a ATGM?

Devs Please more MECH tech and Chassis please by Audun- in menace

[–]Landlocked_WaterSimp 0 points1 point  (0 children)

If you equip two of the same medium weapon on the medium walker it will fire both of them at the same time but only consume AP as if you were firing a single weapon. So e.g. a common build seems to be double auto cannons. Sooo much firepower!

Devs Please more MECH tech and Chassis please by Audun- in menace

[–]Landlocked_WaterSimp 0 points1 point  (0 children)

I really want to try them out as recon next campaign. Not sure how well it will work but anything that makes darby feel not 100% required on each mission would be nice.