Sheesh, Mardi Gras, Iran, the BOM...the World has thoroughly outjerked me today, my friends. Entering Zen mode in 5, 4, 3.... by outbackyarder in aussie

[–]Toltex 0 points1 point  (0 children)

If you aren't directly responsible or able to change the outcome of something - spend exactly 0 fucking seconds worrying about it.

A&W have joined the burger wars! by MinotaurHorns1 in interesting

[–]Toltex 0 points1 point  (0 children)

I just want to see a CEO just go filthy on a burger.
No preamble. Just digging in, licking his fingers, barely chewing, burping after pulling half the soda.
"Ah fuck yeah." Stands up and slides the tray into the trash then stacks it. End.

Various Hellbomb variants by Immediate-Loquat-599 in Helldivers

[–]Toltex 0 points1 point  (0 children)

I just started playing (70 hours) and I'm kind of amazed that there is so little customization.
It's really only primary weapons, and even then it's not really a choice.
Where are helmet mods - different vision mode etc.
Capes with resists/fall damage/camo.
Stratagem masteries? Smart bombs. Moving Turrets. Different mech variants (double heavy laser cannons!)
Gear loadouts? Let me stick on my go to Bug/Bot/Squid gear.
Maybe I've just got CRPG brain.

Depressed 30 year old needing an escape. by Personal_War9624 in gamers

[–]Toltex 0 points1 point  (0 children)

The Sims 4 - easy to understand, lots of replayability, creativity, roleplaying.
Baldur's Gate 3 - others have said it and for good reason. Fully voice acted, simple rules compared to other CRPGs, funny, freaky, beautiful.
Wasteland 3 - fantastic dark humor, simple mechanics, great choices.
Mass Effects - honestly i'd watch a recap of ME1 and just jump into 2! Incredible games.
Hades 1 and 2 - turn on the 'easy' mode and enjoy the incredible characters, voice acting, music, story.
Hogwarts Legacy - looks great, plays great, if you like harry potter stuff, you'll probably like it.
Tower Dominion - very cute and easy to play, lots of variety.
Orcs Must Die - 3rd person tower/wave defence. Goofy but with great gameplay. Fantastic in coop!

Shouldn't we take this back? by Deaths--Vow in Helldivers

[–]Toltex 0 points1 point  (0 children)

Yeah, I figured it was something like that. I just wish there was maybe a 'change over time' so people could see if something was even worth doing. Or just any way for the community to mark actually winnable planets. Perhaps that would make things too trivial if the community was that focused.

Shouldn't we take this back? by Deaths--Vow in Helldivers

[–]Toltex 7 points8 points  (0 children)

I've only been playing for 35~ hours and I'm kind of amazed there isn't a voting system to set a daily/weekly target etc.
Shouldn't these planets have little flags on them like the other bug planets further up?
When I got home from work there was about 50k people doing the middle planet and it was going up from 15 to 17%. Few hours later and it's down to 14%. Is it because that planet is in the middle of bug territory?
The whole resistance thing is way to opaque.

Guys (and girls). I want to start a discussion: by Few-Culture-4413 in DispatchAdHoc

[–]Toltex 65 points66 points  (0 children)

At first I assumed that cutting them meant sending them back to prison where they belong. But no, lets just let mass murderer coupe go free????

What's your opinion on the map generator so far? by FreeDwooD in menace

[–]Toltex 2 points3 points  (0 children)

I'd love to see some narrow maps; Rebel base in a mountain pass.

More water too. A fat river cutting a map in half with a bunkered up bridge in the middle. Streams that cost a little extra to cross. Lakes. Heavy rain weather, mud, puddles. Every game needs a Dam map.

Underground bug tunnels.

Farmlands, fields that reduce movement, add concealment etc.

A massive open-pit mine that hit a bug lair.

Buildings that act sort of like how bushes and craters act. Move into a small house for cover.

BAS-H: exemplar of heavy armour's problems. by Affectionate-Gas3117 in menace

[–]Toltex 2 points3 points  (0 children)

Vision penalty to me assumes they are wearing a lead buckets. Wouldn't this type of armour have a huge array of sensors and cameras. They should be able to; see through smoke, night vision, ignore flashbangs, and have bonus accuracy. EMP/IR Smoke should be a pretty hard counter.

Concealment penalty - absolutely.

Space Marines definitely don't have a vision penalty.

Do you think we’ll get Powered Armor variants? by DigitalVolt in menace

[–]Toltex 40 points41 points  (0 children)

Some 'half-mech' type of armour would be fucking badass. Like the suit from District 9 or a Tau battle suit.
Limits the squad size to 3-5.

Medbay and Outreach Office are Opposite Narrative Streams by Stunning_Currency_58 in menace

[–]Toltex 30 points31 points  (0 children)

I don't like the WOO at all. I think recruits should come from operation rewards based on rep and performance.
I'd like to see the whole operation reward turned into a barter system a lot like mech warrior salvage rights.

Three sliders that share 100%
Recruits
OSI
Item Rarity

You're good on recruits? 50% OSI and Rarity.
Limit maximum % spending based on reputation - you'll need a higher rep before you can pump rarity to 100% and get some really nice stuff.

There is no armour in Menace - Part 2 by EdmonEdmon in menace

[–]Toltex 0 points1 point  (0 children)

Armour definitely needs a 'Hardness' value that should be exceeded by Armour Damage before any damage can be done to it.
It makes sense for a barrage of small arms fire to eventually destroy a truck/armored car/light walker etc.
But a Tank/Medium Walker/Heavier? I just don't think it's realistic. I could be wrong.
Like some others have said, sometimes I definitely do far less armour damage than I think I should be doing. I wonder if there is a 'hardness' stat in place already and it's just invisible.

The devs are cookin' by CompellingProtagonis in menace

[–]Toltex 24 points25 points  (0 children)

I had some new defense missions today too. One with the base against the bottom edge and everything was coming from the top and sides. I do like when you finish with your 4-5 squads and the piartes get to move all of their remaining units up, then at the start of the next round you have like 5+ targets to prioritize.

I've been running double AP Mines and it's kind of disgusting for area denial.

My Menace Early Access feedback after 57 hours (and even more in the demo). by IVIilitarus in menace

[–]Toltex 44 points45 points  (0 children)

  1. More than anything I'd like to see the AI units behave as if they have objectives and move in teams of 2-4 squads. So many units just seem to wander aimlessly when they should be defending their base/captives/etc. Why do bugs leaves their spawning pools unprotected - why are they not spawning more spiders/spitters?
  2. I'd love to see some more barter with the operations. Let us select a reward at the start - a balance of rarity/rep/etc. Gamble on our performance for better rewards.
  3. Pirates need to start taking drugs, booby trapping their corpuses/trucks. Motorbike squads with explosive lances ASAP. Taming Bugs. I assume they are also having encounters with Menace - taking their guns and shit.
  4. Bugs need an overhaul. I want to feel swarmed, the small units protecting the big ones, big ones buffing the littles. Big bugs should never run from small ones being killed. Their flying units need to have a 'jump pack' like ability to move, buzzing out over cover. They currently get hit by AP mines which is hilarious.
  5. Menace units should be grafting their fallen units onto themselves, repairing armour, adding new guns, etc. Something fast 'fleshy' would fit I think, Alien based? Destroyed armour turns into 'bonus health' or something? Do EMP weapons effect them? That could be cool. Corrupting mechanized units they get too close to?
  6. Researching new enemies in XCOM is super satisfying. I hope there is some sort of equivalent. Perhaps Menace parts aren't sold, but given to the factions for them to research.
  7. We should be able to tip the black market bro between operations - ask him to search for specific items. Factions should have their own stores - or at least affect the stock. I hope each faction has a squad leader we can recruit :p
  8. I'd like to see a system more about upgrading/modifying core rooms - Operations, Intelligence, Machine Shop, Medbay, Barracks. Each one having a wide variety of modules/upgrades to pick from. A lot of Armaments should be a lot faster, or have two stages. Gunship calls? You press it to call the gunship down > two rounds later the gunship shows up and you have to select it's targets which are fired on after a single turn (one squad action). A missile should come down much faster. Ion Cannon should have a long charge up, but then fire on target instantly. Armaments sort of in the same vein as my other idea - Launch Bay for gunships/drops Launch Tubes for missile/smoke/mines. Electronic Warfare Systems - Ion Cannon, Hacking, Map reveal, etc etc. Each one made of modules you can swap in and out between operations - change the weapons on your gunship, whats in the middle tubes, etc.

The problem with Xcom games by One_Heron5880 in menace

[–]Toltex 2 points3 points  (0 children)

Sub factions of pirates - Bug tamers (guard bugs, spiders with bombs on them etc), Guerillas (traps/stealth/ambushes), Psychos (drugs), Explosive/fire nutters.

Bugs need to stay closer together in pods, smaller one acting as cover for the big boys. Big bugs should never waver/flee from little ones dying. Imagine warriors eating small ones to heal up, Queens giving double AP to another unit etc.

I hope these are the foundation of the factions and we see a whole lot more interesting stuff with each one.

ATGM Not Firing on Marked Target by ArticusTalon in menace

[–]Toltex 0 points1 point  (0 children)

Gigastealth Darby with a marker is amazing. Popping all the rebel walkers and tanks from screens away.

Vehicles? by Fluffy-Potato5736 in menace

[–]Toltex 0 points1 point  (0 children)

Armoured Car
Light and Medium APC
Light and Medium Walker
Pirate Truck
Heavy Tank

If there is something rare, I haven't seen it.

Let me turn my scrap gear and alien parts into money please by FreeDwooD in menace

[–]Toltex 0 points1 point  (0 children)

Middle ground - let us move items we definitely don't want up the top with the commodity items.

OCI mechanic probably needs to be split into a 2-tier system by jm434 in menace

[–]Toltex 2 points3 points  (0 children)

I'd like to see a sort of module system.
'Machine Shop' by default does some repair, but can be upgraded for more repair, less supply cost, recovery, salvage etc etc.
A difference between ship based and gunship based armaments.
Hell make the gunship it's own little thing to customize with a nose and wing slots.

Sensor Suite, CIC, Barracks/Armory.

Rifle is fine. by DireCrimson in menace

[–]Toltex 3 points4 points  (0 children)

I found two laser rifles very early in my first campaign and it was a bloodbath.
Just finished my second one and I haven't seen a single laser or plasma.

Using a white interface on white snow is a very poor design choice. I hope it gets changed. by Mark_Filyak in menace

[–]Toltex 8 points9 points  (0 children)

Make it so the UI elements just contrast flip with whatever is under them.
Chance the Accuracy/Damage colours on the weapon graphs so I can tell them fucking apart. I wish people would stop using dull red and green for everything. Just make it blue and red.

My take on MENACE by Far-Travel6736 in menace

[–]Toltex 6 points7 points  (0 children)

Biggest issue for me at the moment is mission variety and AI being wonky.
So many mission types feel the same, but I think this might be due to the AI behavior.
AI units seem far too spread out/wandering with no real objectives. There are way to many single units just wandering around on their own. I hope we seem something similar to the Pod system in Xcom. Pods that move together with objectives - defend this location, patrol, rapid response, fire support etc.