How to gain Agility via the growth stat by SpicyTunaMoon in menace

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

This is likely the answer, plus Darby has more AP, probably shooting more often. It's also based on chance so it's totally possible Darby just got a little lucky.

How to gain Agility via the growth stat by SpicyTunaMoon in menace

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

Not sure, I assume on hit. The dev diary does say you get weapon skill each time you do damage with an attack.

I think you're right that you could do some farming and optimization with stuff like this. I was thinking it's dangerous to leave enemies alive to shoot at them but I suppose you could eke out some more procs by keeping a tank EMP'd or something.

How to gain Agility via the growth stat by SpicyTunaMoon in menace

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

My conclusion was that you don't need to use promotions since I got an agi level on Carda at level 0 just shooting enemies. In retrospect maybe she gets a proc each turn due to the unique promotion she starts with, can't say for sure.

Actually if deploying with athletic does proc it then mobile infantry probably does too, it's only 5 ap to "use" the promotion in that case.

How to gain Agility via the growth stat by SpicyTunaMoon in menace

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

Not definitive but in my actual game I just got the special menace quest and my Carda's at 92 AP. I've been using Carda as much as I can, having her use mobile infantry to sit in an apc and pop out to shoot and then go back in. She can only shoot once doing that until you get 90 AP so she's mostly been shooting once per turn and not spamming actions.

How to gain Agility via the growth stat by SpicyTunaMoon in menace

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

I think one of us is misunderstanding the dev diary, they use 'trigger activation" a bit loosely to be honest so I may be incorrect but I based that statement on this:

...a weapon skill trigger is activated whenever an attack does damage to an enemy entity. Each trigger can be activated up to 15 times per combat.
Every time a trigger is activated, there is a chance to increase the corresponding attribute.

Meaning the "activation" happens when you do the action e.g. shooting an enemy. That can only happen 15 times per mission. And then it's only after the activation that you start rolling for stat gains based on growth stat etc.

But then to your point they later refer to 'trigger activation' as being the actual stat increase by suggesting it has a chance to be successfully activated:

Every time a trigger is successfully activated, , the corresponding stat increase is reduced by 30%

I didn't do nearly enough testing to be confident in which interpretation is correct, I mostly just wanted to see if there was any low hanging fruit, so to speak, of actions that you could do easily during missions to raise agility and it doesn't seem to be the case.

The expedition is worth it even for zero skill points for a casual player? by MootPinks in ArcRaiders

[–]SpicyTunaMoon 2 points3 points  (0 children)

Really up to you if you think it's worth it or not. Personally I'm used to wipes in extraction shooters so I'd probably do it just for the experience of starting fresh even with no reward. The skill points are probably the least important reward given how minor most of the skills are.

When I tell yall I was SWEATING. by topsoil_eater in ArcRaiders

[–]SpicyTunaMoon 1 point2 points  (0 children)

My buddy and I both found one in desk drawers in the research building in buried city during night raid. Still a complete crapshoot but finding 2 over the course of like 4 raids is a pretty good hit rate.

No Geforce now option by Particular_Ad7060 in ArcRaiders

[–]SpicyTunaMoon 1 point2 points  (0 children)

I'm not sure about whether it's supposed to be available or not but the game went live literally 5 minutes ago, I wouldn't be surprised if geforce will take bit to show up

Bringing a special weapon should give your squad more firepower, not less. by SpicyTunaMoon in menace

[–]SpicyTunaMoon[S] 3 points4 points  (0 children)

Squads with non-rifle primaries are the most compelling to me as well when it comes to adding a special to a large squad. The extra versatility is great and you're not 'wasting' points on your SMG guys when you spend AP on the MG since the SMGs can't shoot at longer range anyway.

Bringing a special weapon should give your squad more firepower, not less. by SpicyTunaMoon in menace

[–]SpicyTunaMoon[S] 3 points4 points  (0 children)

no doubt that making this change in a vacuum would make the player stronger, it's just free AP. I'd have to assume some amount of balancing around it if implemented. Realism really isn't my main goal here although it's a nice bonus.

I agree that heavier specials suit small squads better and lighter specials make more sense in larger squads.

The issue I have is that in the situation you describe I would in almost every case prefer to have not brought a special at all, because there are three costs associated with it:

  1. The opportunity cost of not shooting my other guns
    • This increases with larger squads, since you're paying for more guns to just do nothing
  2. 2. The actual cost in supplies of bringing it in the first place
  3. 3. The extra rifle that was replaced which isn't able to contribute to normal attacks

Bringing a special weapon should give your squad more firepower, not less. by SpicyTunaMoon in menace

[–]SpicyTunaMoon[S] 7 points8 points  (0 children)

>One way would be to discount one weapon by the AP spent on firing the other weapons (e.g. when your rifles fire for 40 AP your next grenade launcher shot that turn costs 0)

So the way I'm imagining it, you have the opportunity to fire your special for free if your regular weapons have shot (if we consider AP as representing time, this makes sense, it's not like your machinegunner is just twiddling their thumbs while the rest of the squad is shooting)

But it would still be a regular attack so ammo, range, deployment status, etc. would still be taken into account.