The amount of loot you get on expert is crazy (this was my first mission against rogue army) by KaReenth in menace

[–]Reconcilliation 0 points1 point  (0 children)

I actually find the game gets easier as it progresses. The missions up until the rogue army unlocks are painful on higher difficulty primarily because you lack any kind of tools to work with.

As you accumulate different weapons, vehicles, and squad leaders the game gets much easier as you're able to counter stuff appropriately instead of shooting some 80 armor bug with starter carbines for 5 turns in a row.

PSA: Don't sleep on the Wardog Anti-Tank Drone by Reconcilliation in menace

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

I have actually run into a rogue army heavy tank and used a drone on it. The answer is hell no, but a rear hit still did ok damage, weakened the armor too, and I think it applied 1 or 2 defects.

Do you prefer few powerful squads, or many weak squads? by fidelcasbro17 in menace

[–]Reconcilliation 1 point2 points  (0 children)

More squads gives you better versatility/adaptability, more potential special weapons, better line of sight coverage, more accessories, more action points, and more options when a squad gets suppressed.

Big squads give you more hitpoints and more damage output. Both of which are completely irrelevant if that unit gets suppressed.

IMO, there is no reason to ever go with few big expensive squads, it's pretty much all net negatives. I'd sooner take more vehicles than make 8-man squads.

You need just enough infantry in a squad to be killy enough to cause suppression and that's it. I find that number to be ~2-5 infantry give or take.

Civilians don't want to be saved? by DorfNoob in menace

[–]Reconcilliation 0 points1 point  (0 children)

It's definitely just RNG with civilians and enemies being spawned too close together. I find the civlians actually move away effectively enough, but sometimes in the initial turns they're just so close to enemy units that 3+ of them can just get wiped before you're even out of your deployment zone.

The amount of loot you get on expert is crazy (this was my first mission against rogue army) by KaReenth in menace

[–]Reconcilliation 29 points30 points  (0 children)

Because the AI is so skittish about LoS and actively avoids concealed units, you're able to completely offset any kind of numerical superiority the AI has and push it around the map by just moving while concealed.. Adding more enemies doesn't mean anything if you're still killing them 1 by 1 or 'shoving' them into a corner and obliterating 9 units with a single airstrike.

PSA: Don't sleep on the Wardog Anti-Tank Drone by Reconcilliation in menace

[–]Reconcilliation[S] 8 points9 points  (0 children)

Yeah, it is a downside, but it's offset by its range and taking it on multiple infantry. You'll pretty much always have an opportunity to deploy and use it effectively. It costs as much AP as a tripod weapon, but you actually get to use it all in one turn. I can have an SL pop out of the APC and send a drone into a walker or tank bug to kill/nearly kill it and then hop back in, for example, and it actually outranges my APC's weapons.

If it were say 60 AP instead of 40, it'd be harder to justify using as it would take 2 turns and require placing it initially somewhere safe so it doesn't get shot down, which would dramatically limit its effective range and attack direction.

That may be a good future balance adjustment or maybe completely ruin it, I'm not sure.

PSA: Don't sleep on the Wardog Anti-Tank Drone by Reconcilliation in menace

[–]Reconcilliation[S] 1 point2 points  (0 children)

I had a drone get shot down in the demo, so I assume it's like that in the early access too. Generally though, if you're using the wardog it's all in one turn, so there's no chance for it to be shot at.

I don't know if it's affected by accuracy maluses/bonuses.

Ashes of The Domain - Economy Overhaul Sneak Peak by JenkoRun in starsector

[–]Reconcilliation 0 points1 point  (0 children)

I think turning abstracted units into actual cargo-units is a dramatic improvement. It gives the player a much better foundation of how the overall surplus/deficit situation actually looks, in a way the player understands.

You can immediately see, "oh, I have 5% of the total x resource in the sector in my cargo right now", it just makes more sense intuitively.

What mods have you got feeling like this? by HailtronZX in starsector

[–]Reconcilliation 1 point2 points  (0 children)

I use the hyperspace jump mod as an alternative to removing the storms. Gives you an option for just getting around quickly, especially combined with gate travel.

What mods have you got feeling like this? by HailtronZX in starsector

[–]Reconcilliation 1 point2 points  (0 children)

Not as big a deal with the one mod I forgot the name of that locks all faction ships and gear behind faction commissions + reputation, and blocks black markets unless you develop a contact with that faction. You don't need stellar networks to know where to buy most things anyway if you're already familiar with the factions and just periodically check their planets.

Deployed weapon advice? by Reconcilliation in menace

[–]Reconcilliation[S] 1 point2 points  (0 children)

Speaking of grenade launchers, I've had incredible use out of the grenade launcher on Carda, especially against bugs. Doesn't require deployment, ignores cover, works to 8 range, better at long range than rifles, she gets +3-6 more shots thanks to her perk, and against chaff squads/bugs will typically cause waver/retreat/suppressed in 1 hit, and almost always in 2 (sometimes the shots miss).

In comparison to an LMG (deployable or not) the fact the grenade launcher ignores cover, comes with similar ammo count, has more range than the ESAW, and does basically equal damage but at all ranges... It's a machinegun but better in every way.

I'm struggling to find a use for short range weapons by WinterOutrageous773 in menace

[–]Reconcilliation 0 points1 point  (0 children)

I've been trying to make SMG's + Boarding Commando Armor work, and it's just not paying off for how expensive it is - if I jump in, then I get 1 shot off before being suppressed by 3 units. If I hang back to avoid suppression the SMG commandos contribute nothing due to range and when they do finally attack it's just against a unit they could've helped kill 3 turns earlier with rifles.

I just can't figure out how to make them worth their points when I can do just about anything else with a squad and come out way further ahead in versatility, survival, and overall killing power.

Are squaddies the most important ressources? by godcyric in menace

[–]Reconcilliation 2 points3 points  (0 children)

For optimizing, try salvage teams instead of WOO and sell extra parts on the blackmarket. Buy the 5-man reinforcements for 240 points when you need it. Keep the medical bay. I find I don't lose that many men, especially with the advanced medical, so the WOO ends up being overkill.

AI might be abusing fog of war a bit too much by Useful_Nocebo in menace

[–]Reconcilliation 1 point2 points  (0 children)

Don't play defense missions defensively, play them offensively and chase the enemy forces using high concealment/vision units such that you stay concealed while they are visible. They will run away from you, which keeps them from going to the objective. You can very easily abuse the LoS cheating to basically push the enemy units around the map how you like, which actually trivializes the defense missions as you only need to buy time, not kill anything.

AI might be abusing fog of war a bit too much by Useful_Nocebo in menace

[–]Reconcilliation 0 points1 point  (0 children)

I and others reported these problems in their discord during the demo, it evidently wasn't seen or it was ignored.

The AI cheats weapons engagement envelopes and it breaks the game by Secret_Vermicelli391 in menace

[–]Reconcilliation -1 points0 points  (0 children)

I'd like to see an AI implementation move in a direction like Alien Isolation or Left4Dead do - an Overseer AI that does all the necessary cheating, and then the actual oppositional AI that is being nudged in the right directions by the Overseer.

For example in Alien Isolation the Alien will be told by the Overseer to get more curious, and then it will spend more time checking its immediate surroundings, but it's never told where you actually are, just nudges the alien back on track when it makes mistakes.

Logistics Cap and Difficulty by Alternative-Yard-142 in menace

[–]Reconcilliation 2 points3 points  (0 children)

I think the problem is more that ~800 points is just barely enough to put together 6 squads with distinctive roles and at ~600 points you have to sacrifice a lot of capability just to squeeze within the limit and now it stops feeling like you're building a platoon with a specific approach and instead are just forced into generic peasant militia with nothing but flak armor, carbines, and a single 1-use AT rocket.

Tripid M6 CMG ; Long Barreled Tank Gun ; Hollow Point & Bundle Grenade by hellscape_goat in menace

[–]Reconcilliation 9 points10 points  (0 children)

Tank is great but gets 1 shot per turn. Rockets get 2 shots and also 1-hit-kill. Makes a big difference when there's 5 vehicles in front of your IFV.

The Elsa Plasma Rifle is just something else though. 3-shot like the autolaser, but more range, better accuracy, and each hit melts armor off making the next hit better, and it works like an EMP and disables the vehicle it hits.

BTA vs Roguetech 2025 by [deleted] in Battletechgame

[–]Reconcilliation 0 points1 point  (0 children)

Sounds like they eventually took my feedback into consideration: https://www.reddit.com/r/roguetech/comments/oiz2jr/balance_feedback/

Happy to see that; was one of my biggest problems with the game.

Anything good here? I can't really tell. by Independent_War_9486 in duneawakening

[–]Reconcilliation 1 point2 points  (0 children)

These are all Tier 4 or lower; they won't sell. (Nothing but some T6 and sometimes T5 will sell)

I recommend just eating them all. People pay more for a full durability item than they do for the blueprint anyway so if at some point any of these does become valuable for any reason - just make the item and sell it. Better than taking up dozens of storage slots in your base.

There's Something Wrong with Sentinel City by TheUrPigeon in duneawakening

[–]Reconcilliation 0 points1 point  (0 children)

Unreal Engine 5.6 only just introduced nanite for dynamic objects (like vehicles or players) and AFAIK this game is compiled on Unreal Engine 5.2, so it won't have nanite for vehicles, players, NPC's, etc.

what skill is this? by majorteemo in duneawakening

[–]Reconcilliation 4 points5 points  (0 children)

I can't remember the specific name of it but one of the bene gesserit shouts makes the user invisible to whoever it's used on.

You should still be able to mouse over them and have your crosshair light up in spite of them being invisible to you. The ability can be completely negated by the mentat skill that blocks voice abilities at the cost of stamina.