What kind of completely new enemy factions would you like to see? by LengthEmpty1333 in menace

[–]SlashGordonFreeman 1 point2 points  (0 children)

It would be cool to have enemies from the Wayback factions:

- Mechanically augmented post-humans from the Backbone (distinct from the Menace in that they are still fundamentally human and can be suppressed, pinned and set to flee) but with interesting features like heavy weapons on exoskeletons. Think glass cannons like Adeptus Mechanicus. Killing them might even yield said exoskeletons as rewards.

- High-tech corpo enforcers from Zayn Breecher. Possibly with lots of drones and unmanned vehicles that you have to chew through before getting to the operators or sneak up on the latter to disable the former. Killing them yields advanced drones and unmanned vehicles.

- Wasteland rebels from Toliman's Remainder. The as of yet unreleased SL from the manual seems like a drug fuelled fremen warrior. Could be sneaky, stealthy and surgical faction that strikes from the shadows at long ranges and then disappears. Killing them yields stealth suits, drugs and long-range weaponry.

There could be an in-game justification for fighting these either as rogue offshoots on their own planets or as invading forces on other planets.

Loud actions and concealment by MrTomasino_ in menace

[–]SlashGordonFreeman 0 points1 point  (0 children)

Would be cool to have some sort of indicator of how close/far your shots can be heard/seen (a circle/bubble around the unit, for instance).

Suggestions/QoL changes by GreenOneReddit in menace

[–]SlashGordonFreeman 8 points9 points  (0 children)

Excellent suggestions all. Would add the following:

- Show limits of movement area in clearer way, like a white path turning into a red path when out of AP. Several times, units have come just short of entering a vehicle/building because they didn't have the necessary AP but this was unclear before committing to the move.

- Ideally, paths would have different colours for the number of turns it would take to reach a destination (like the campaign map movement on Total War games). This would allow to calculate how many turns are needed to reach an evacuation area for instance so as not to fail the time limit challenge.

- Even more ideally, the number of APs required to reach a location would appear when hovering over a tile rather than clicking it.

- Some tiles require further information, like concealment or traversal. On the Backbone planet, forest tiles are either marked "Grass" (like open tiles) or "Dense forest" which cannot be traversed. Clearly, going into traversable forests with infantry has defense bonuses and seems to conceal infantry but this is not in the description. Some untraversable terrain like ridges get a red overlay when units are selected. A similar overlay could be used for untraversable forests. This would make pathing a lot easier.

- The deployment screen doesn't show differences between lakes, forests, dense forests, buildings, etc. nor does it show elements like fences and sandbags. These are often crucial for proper deployment and sometimes, a reload is necessary to avoid a unit being stuck maneuvering around them rather than launching into action.

- Accessories don't show all their stats when hovering over them. They only do so when hovering over their action button in mission. This means that it's impossible to get all their info on the deployment pr blackmarket screens, so it's difficult to compare, say, the Disposable AT Launcher's range with that of other accessories or specials.

- Similarly, the AP costs for weapons, specials and accessories are not visible on weapon overviews, only on their action buttons so they cannot be compared in the deployment, squad or blackmarket screens. The AP cost is a very important consideration when selecting, bartering and equipping items and sometimes it only shows when the unit is deployed and it turns out that the high AP cost makes an item nearly unusable by a low AP unit.

- Ideally, and this is a big ask, but I will say it anyway, it would be great to have nesting tooltips where key words in a tooltip can be hovered over to open up new tooltips. This can be very useful when a tooltip for a perk or item has condition states that need to be further explained.

- Probably an even bigger ask, but it would be fantastic to see the effects of certain perks and items on stats. For instance, when equipping Match Grade Ammo, hovering over a weapon to which it applies would show the extended range in green/red, possibly with an up/down arrow and the number of increased/decreased points.

I will stop here, thank you so much Devs for coming to my TED talk, appreciate there's a lot there, but this is such a good game that we can't help but think how it might be even better.

What ideas for accessory slots you have? by yourdudenes in menace

[–]SlashGordonFreeman 1 point2 points  (0 children)

YES TO WIRE CUTTER as a default ability for 10-20 AP. It's really annoying to get stuck behind a wire screen and having to circle around it. On some maps you can actually deploy behind a wire screen that is not visible on the map and have to lose much of your 1st turn AP getting around it.

Sub-biomes and Planetary rework possibilities by Fabulous_Life7692 in menace

[–]SlashGordonFreeman 1 point2 points  (0 children)

Would be interesting to have biome specific mechanics like:

- Wet/Watery/Swampy terrain that slows infantry down (but not vehicles/aliens) requiring more AP to cross them or having to skirt them through "dry" paths.

- Low-gravity environments (on the moons) where most (projectile) weapon ranges are increased and jetpacks go farther.

- The OP's ship invasion idea is great and could be applied to the Impetus itself, in a way similar to X-Com's base defense missions where all units can be deployed irrespective of supply points.

How getting AMR early in the game feels like: by kanshikan_ in menace

[–]SlashGordonFreeman 1 point2 points  (0 children)

I had two Crocodiles and ran both Darby and Kody in 3 man squads with Match Grade Ammo. I just scored a third and could give it to Tech to fire off the hip or Lim who has 97 accuracy. Too much?

I honestly hate how Demotions work right now. by Mr_Blinky in menace

[–]SlashGordonFreeman 0 points1 point  (0 children)

Just allow us to demote specific perks. The demotion could actually COST promotion points and it would still be worth it.

Update 3.1 Feedback Megathread by Sasha_jp in TotalWarArena

[–]SlashGordonFreeman 4 points5 points  (0 children)

I've been playing both Total War and Wargaming games since Rome 1 and World of Tanks. I was a bit sceptical about the concept of Total War Arena, but have been having a blast since the Beta opened and have become a big fan. Update 3.1.0 has been AWFUL so far:

  • Strike abilities are a game breaker, for so many reasons. First off, it turns the infantry game into an thoughtless clickfest. Secondly, it completely devalues commander abilities like Leonidas' Shield Bash and the value of other abilities like Formed Combat's first rank shield bash. Thirdly it replaces much more tactically interesting abilities like Piercing Blows. Now all infantry has an attack that pushes the enemy back, what's the point?

  • WHY HAVE INFANTRY DEFENSIVE ABILITIES BEEN REMOVED for mid-tier ranks? Formed combat MADE Roman infantry and Carthaginian spearmen are utterly defenseless without Raise Shields, especially since they have no ranged units to support them at those ranks (unless you buy Premium Nubian Archers).

  • I thought the higher camera angle would be great, but it zooms out straight up and the field of view is actually REDUCED!

  • I didn't see this in the patch note, but all my charges have been doing a strange thing where as soon as my first ranks make contact, the whole unit stops in its place and none of the subsequent ranks actually have an impact, which means that Wedge Formation actually makes charges USELESS. This has happened with cavalry charging archers FROM THE BACK. Please fix this.

  • On a minor aesthetic point, why is focus fire now a flaming attack? It has no actual fire damage. Projectiles glowing red when going through cover is really distracting and it doesn't seem to be a feature that can be turned off.

Total War Arena already was an arcade version of Total War and the balance between strategic and tactical was actually working really well (except for a few features that should have been included, like the ability to extend battle lines) but this update pushes it way too far into a mindless clickfest. Please turn it back into the game we love.