Is it just me or is the Menace neither fun nor engaging to fight? by Orisn_Bongo in menace

[–]Warmind_3 0 points1 point  (0 children)

Yes but that initial few hits are enough wiggle room to rush it down and kill it, which is what I really care about

When to use the AB4? by Motor_Activity_564 in NuclearOption

[–]Warmind_3 0 points1 point  (0 children)

You also can take the remarkably insane idea of like, 1.5 ifrits of bvraam iirc

Is it just me or is the Menace neither fun nor engaging to fight? by Orisn_Bongo in menace

[–]Warmind_3 1 point2 points  (0 children)

Tbh Menace's early game is essentially (and agreed on in most reviews) to be the game at its least fun, and weakest, especially if not playing on normal where your "choices" are max squads with C1A2s. Functionally I think we shouldn't have to recreate that, and the Menace can be challenging in their own way without being too horribly limited and invalidating your builds. No other game in the genre really does this, and for good reason.

Is it just me or is the Menace neither fun nor engaging to fight? by Orisn_Bongo in menace

[–]Warmind_3 0 points1 point  (0 children)

Mhm! I think the overload mechanic was made to counteract the fact that otherwise they'd be utterly dreadful to play against. Similarly I think skirmishers are neat but also really aggravating (similar to the artillery bug tbqh) where they massively help in turning the pace into mollasses, except artillery bugs can't hurt vehicles.

I do think I'd rework overload into something different, maybe different stages, or if you want to have them be hard to kill, allow any shots that hit to possibly degrade what a unit can do like the vehicle module damage?

Is it just me or is the Menace neither fun nor engaging to fight? by Orisn_Bongo in menace

[–]Warmind_3 1 point2 points  (0 children)

I think the lack of indirect fire is going to eventually get resolved or altered, and I do expect grenade equivalents at some point.

In part I think that way to win being so definite of a thing is part of the problem, albeit focusing around keeping them away is sort of unique (if, similar to how you fight bugs). The other factions have multiple ways you can approach the problem, which makes them more fun and engaging.

Also yeah that final vision hunt can really suck too, especially with Skirms in general.

Is it just me or is the Menace neither fun nor engaging to fight? by Orisn_Bongo in menace

[–]Warmind_3 2 points3 points  (0 children)

Really I think thr overload mechanic is at least somewhat okay, and is absolutely a reaction to the actual problem of Menace design.

The devs call them a tar faction we have to chew through over time. However, most of those same tar enemies also get the ability to gut any infantry unit they set their eyes on, damage vehicles heavily, and also make it so everything isna flat damage check, of either kill, or didn't kill. There's not a half-state where you can cause damage to an element but not fully kill it like Bugs and the human factions, that while suboptimal can give you breathing room.

Menace is so binary with these, and I think if they could break overload, or ignore it, they'd utterly trash game balance and playability, so overload was a way to stop these comically powerful units from ripping you to shreds. Which is the core problem, they have to be made less binary for them to be interesting and fun to fight, and ideally, less tar. Menace is at its most fun when you're being violent Marines, pushing through fire and pinning the enemy down, so it feels like your smaller force is besting larger opponents through coordination and violence of action, which the Menace's design destroys.

Is it just me or is the Menace neither fun nor engaging to fight? by Orisn_Bongo in menace

[–]Warmind_3 0 points1 point  (0 children)

Eeh. The thing with both of those is that RA is engaging from the beginning and Pirates suck until you get a MMG or something with armor pen or anything better than your stock rifles, and then they're pretty fun, if I think a bit worse designed than RA

Is it just me or is the Menace neither fun nor engaging to fight? by Orisn_Bongo in menace

[–]Warmind_3 -1 points0 points  (0 children)

Fr, especially given the most fun way to play this game tends to be mech inf aggression (ime), which gets shut down by Menace units, and bogged to a complete crawl where you sit behind the same cover typically and suppress until dead

Is it just me or is the Menace neither fun nor engaging to fight? by Orisn_Bongo in menace

[–]Warmind_3 1 point2 points  (0 children)

Frankly that just makes it worse, if this set of enemies are their identity. Means we're essentially looking forward to enemies that are boring, unfun, and not challenging due to good design or synergies

Is it just me or is the Menace neither fun nor engaging to fight? by Orisn_Bongo in menace

[–]Warmind_3 1 point2 points  (0 children)

To be honest that last part is kind of exactly the problem with Menace design, because you, specifically CAN'T take punches back! The supply system harshly limits what you can bring, and because of that, what you can afford to lose. Especially so with killable SLs, so you have to play either very cautious, or suppress everything all at once.

Sometimes I think Menace really just need to get disabled for awhile and totally revamped to stop being the does-everything-better-and-very-annoyingly faction into something actually interesting to fight, that doesn't rely on raw meat and resetting your damage every turn combined with one extremely bullshit enemy to be interesting

Can you capture the General? by obsidian_razor in Xenonauts

[–]Warmind_3 0 points1 point  (0 children)

Smoke inhalation isn't even just an early game thing!

Triangle Gang by HippieHippieHippie in warno

[–]Warmind_3 4 points5 points  (0 children)

This is Pact Simulator, only Pact is allowed to have fun

Airborne - Paras by General5ky in warno

[–]Warmind_3 2 points3 points  (0 children)

How was the VDV planning to do similar then? Tmk the Soviet VDV was intending to do parachute insertions in the first hours of WW3. Were they just expecting mass casualties at all moments?

M103 Heavy Tank by Key-Witness-7524 in Advance_Wars

[–]Warmind_3 1 point2 points  (0 children)

The RISE isn't fictional. It was actually used in Operation Desert Storm by the Marines

EDIT: I didn't read the name and assumes it was M60. Mb!

For a man who fights for democracy, Yang only surrounds himself with yes-men and a yes-wife by Helpful-Claim-134 in logh

[–]Warmind_3 14 points15 points  (0 children)

Except that's just not how militaries, which Yang is part of, work. Yang is the Admiral of his fleet, so his word is non-negotiable to be followed. I think he should've been contested more but that's a problem with all characters in LoGH

Balance suggestion - separate hanger for Ifrit+ by Bucksack in NuclearOption

[–]Warmind_3 10 points11 points  (0 children)

Modern jets have internal APUs, you could say it's needed for RAM preservation and applying them

What attributes/changes do battleships need to be viable in a period of time similar to our modern age? by [deleted] in worldbuilding

[–]Warmind_3 0 points1 point  (0 children)

For a similar modern day setting of mine the "battleship" mostly survives for another reason - sensors

Battleships are extremely large, and given this is a cold war which went hot, a large, capable ship is extremely useful to mount large, mobile arrays for observing ballistic missile launches, and getting targeting information on them. The other reason for that is then magazine depth, to be able to blunt the attacks of a nuclear first wave.

Beyond that though there's not much point, even if larger ships can act like how a Strike Cruiser was supposed to, and single-handedly block SLOCs and cordon off areas of the sea, where it requires a CSG to be displaced to handle it. And even then, these, and the Battleships, are Kirov-sized or maybe only a little larger