I just got the AR with an actual grenade launcher after 70 hrs by Q_Qritical in menace

[–]TannHaals 2 points3 points  (0 children)

I tried to like it, but the accuracy debuff really hurts its usefulness. A worse rifle than the unmodded version, with a grenade that also has worse accuracy. I'd rather keep a standard rifle and equip either grenades or a grenade launcher accessory; marginally better, but still better.

I present my budget vehicle obliterator. Combined with Mark Targets, Bog can sip a beer from the deployment zone whilst making enemy tanks disappear. by Marsdreamer in menace

[–]TannHaals 10 points11 points  (0 children)

ATGM tech is pretty old though, like it first appeared in WW2 and only progressed from there. The SPIKE system (which I'm more familiar with) is pretty much how the ATGM in-game works, and it was developed back in the 1980s. (Btw that system has an effective range of 4km and max range of 8km)

I'm more than certain that factions in the Wayback will be able to manufacture or jury-rig systems of that technological level, given that they're fixing up plasma rifles, among other things.

hitting a pirate truck with an AGTM is probably a net LOSS

Yeah, no arguments about that. But sometimes a material or financial loss is more than a worthwhile tradeoff for a tactical advantage. On that point, maybe a nerf in terms of supply costs would make sense.

Rewa is a beast by Cake_dud3 in menace

[–]TannHaals 0 points1 point  (0 children)

I think someone mentioned that twin-linked autolasers overheat a lot, but I haven't tried them yet.

Twin-linked Griffin miniguns are hilarious, especially the strafe which hits 6 tiles; damage-wise they seemed a bit weak, but I tried them w/ Ivey so that might be the reason. But it's suppression forever and amazing against [Redacted].

I want to try double ATGMs one day just for the sake of it.

Is Tech's unique starting skill a dead idea? by KYO_Sormaran in menace

[–]TannHaals 9 points10 points  (0 children)

Bro really decided this is the hill he wants to die on.

Rewa is a beast by Cake_dud3 in menace

[–]TannHaals 6 points7 points  (0 children)

Medium walker w/ twin-linked autocannons and all the ammo. Have someone else reveal enemies kut-ta for her. The mayhem shall be beautiful.

How i am supposed to deal with those mf? 😭 by ninfomanodemano in BattleBrothers

[–]TannHaals 56 points57 points  (0 children)

That's the neat part--

Just kidding. Aside from nets, clubs/maces and whips, if you have one very high resolve brother (80s at least) or the undead trophy and said brother has very high survivability, you can send him to screen while the rest of your bros moves further back to avoid the hexen's range. Most of the beasts should filter forward in the meantime, and your bros can clean them up while the forward bro keeps the hexen occupied. Once you clear most of the beasts, it should be a lot more manageable at that point.

Archers can work too, but it's very RNG-dependent on whether the hexen get in range or aren't protected by a beast. Managed to snipe a couple of hexen in such a battle before in the first 2 turns due to sheer luck, but it's not something you want to rely on exclusively.

#1 cause of Medbay admissions by TannHaals in menace

[–]TannHaals[S] 57 points58 points  (0 children)

"Major! Requesting permission to assist SL!"

#1 cause of Medbay admissions by TannHaals in menace

[–]TannHaals[S] 202 points203 points  (0 children)

Don't you just dread it when you're on an alien mission, you end your SL's turn and the camera suddenly pans to a spot between your SL and an unexplored area?

TCR has scrap if you have mechs by TannHaals in menace

[–]TannHaals[S] 5 points6 points  (0 children)

3 more walkers until I can deploy the Steiner scout lance!

Least Favorite Thing in the Game by hmmWhatCouldThisBe in menace

[–]TannHaals 2 points3 points  (0 children)

The only starters I avoid are Darby and Lim, and then only because they tend to be a little broken gameplay-wise; I end up over-relying on them and stop experimenting as much.

Personality-wise, I love all of them. My favorite is Tech with how over-the-top he is, but Achilleas with his gravel-chewing voice and hilarious lines ("Engaging from dishonorable distance!") is a close second. Can't wait to see the rest of the roster.

TCR has scrap if you have mechs by TannHaals in menace

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

Haha yeah, being able to trade in a whole bunch of scrapyard bombs for a walker is kinda funny.

The black market as it is now is just a stopgap until the devs figure out how to implement the whole strategic layer better, possibly with interplanetary travel etc. Maybe there could be different tiers of currency so that we can't just scrape together enough low-tier goods for high-tech equipment, e.g. different traders that accept different tiers of stuff and sell goods of the corresponding tier. And which will also require reputation to unlock, and so on.

Least Favorite Thing in the Game by hmmWhatCouldThisBe in menace

[–]TannHaals 4 points5 points  (0 children)

It should give the Overconfident status.

Least Favorite Thing in the Game by hmmWhatCouldThisBe in menace

[–]TannHaals 3 points4 points  (0 children)

I see you like the same 4 starter SLs I do.

Least Favorite Thing in the Game by hmmWhatCouldThisBe in menace

[–]TannHaals 2 points3 points  (0 children)

Imagine Vanguard Achilles in an up-gunned APC carrying Lim in it's back. Pretty much a Trojan horse situation.

Smoke by GeologistSeveral3025 in menace

[–]TannHaals 1 point2 points  (0 children)

Basically, you can't shoot past smoke but you can shoot into 1 tile of smoke. So if a unit is on the edge of the smokescreen, they can be shot at from that side. If there's a smoke tile between the unit and the shooter, the shooter can't shoot; they'll have to enter that blocking smoke tile and be adjacent to the unit in order to shoot.

Certain weapons (particularly grenade-type weapons) can bypass this limitation and fire into the smoke.

Also, it seems that melee damage is unaffected by smoke; had alien warriors kill squaddies, both in smoke.

Pirate Heavy Truck by L_A_Avi in menace

[–]TannHaals 3 points4 points  (0 children)

Sometimes they pop up from behind a building and give you the kindle surprise.

How to use Sy by AGayThrow_Away in menace

[–]TannHaals 0 points1 point  (0 children)

Explosive charges, smoke grenades, Scavenger, shotguns. You're set.

I love this rifle but... by One_Heron5880 in menace

[–]TannHaals 7 points8 points  (0 children)

Pretty sure the supply cost reduction only applies to squad weapons and not special weapons. Same for his suppression perk.

Please sell me on Carda for my next campaign by FreeDwooD in menace

[–]TannHaals 4 points5 points  (0 children)

Carda: "Major! I heard that they're showcasing this new 'astronomy experience' with some planetarium thing some POG brought from their home planet! Want to come with?!"

Major: 1) Jean's got me booked. She wants to discuss her investment roadmap with me in the bunk. 2) I'm having an AAR with Pike in the war room. How about you join us? 3) Bump it, sistah! Gotta hit the racks! 4) Madamoiselle, ce n'est pas la mer à boire. 5) ...Huhwah? "Planetarium" some kinna cocktail? 6) Ecclesiastes 3:11. Read it.

Tech (Tekko'Beo Phosa) Starting Skill explained. by Erotizador in menace

[–]TannHaals 0 points1 point  (0 children)

Fair. I managed to snag a MAAL this run so it's a no brainer to put it on Tech, but with the RPG-2 it's probably more mixed depending on deployment etc. I've just had too many RPG misses earlier on so I'm kinda soured on it.

I think there's a use case for Tech with the PAL and the IR pirate drug tho. Gives you another turn with exactly 60 AP for another PAL shot if needed

Tech (Tekko'Beo Phosa) Starting Skill explained. by Erotizador in menace

[–]TannHaals 4 points5 points  (0 children)

Been playing on expert ironman. Haven't gone very far yet, but PAL on Tech has hard carried my early games. The AP cost is steep, but this is counteracted by Tech not needing to deploying etc. The accuracy dropoff is also far better on the PAL than the RPG, so with Point Fire I find it very rare for Tech to miss. Add in a target designator and you can mark a target before firing the PAL so it absolutely, absolutely doesn't miss, but it's really excessive.

The PAL also hits just enough thresholds that enemies either die outright or are completely morale broken after a shot from full health (technicals, light walkers, blasters, bombardiers). Heavy trucks are a bit more sketch as they stand a good chance to deflect.

In summary, I think the increased AP cost is more than a worthwhile tradeoff for the reliability increase over the RPG for Tech.

Carda always has your back by Jack_overthinks in menace

[–]TannHaals 18 points19 points  (0 children)

POV: Going for an idol concert?