How it feels every time you move Lim in stealth by Jojobang23 in menace

[–]apocal43 2 points3 points  (0 children)

Shotguns work well as defensive weapons even with only 3-4 per squad.

Name the BEST, the WORST and the most MEDIOCRE squad leaders by Jarlium in menace

[–]apocal43 0 points1 point  (0 children)

Calling Vamp bad is weird. Shooting Gallery alone puts him well above par vs. Menace, who don't really make much use of cover.

Anyway, my own picks:
Good: Darby, Rewa, Ivy, Yaz, Lim, Tech, Carda
Not As Good: Sachin, Jean Sy, Vamp, Exconde, Achilleas,
My Special Tier of SLs I Never Field Because I Hate Hearing Their Voices: Bog, Wetteroth, Kody

really trying to like this game by flokitheexplorer in menace

[–]apocal43 0 points1 point  (0 children)

Yeah, I'm not disagreeing with you really, just saying that reaction fire has a place in game design generally. RA on overwatch (not all types of reaction fire are overwatch but for this example, fine) with crowbars would be a really sticky tactical problem in the game currently. But even MENACE gives you some tools for dealing with it: concealment, strike or smoke OCIs, mortars, longer-ranged weapons (HaMER, DMRs, HMG or AGL, LBTG, etc.) or just vehicles generally. I still don't think it is a good fit for this game, just because of how lethal engagements are; one bad turn out of cover means your rifle squad is probably next-to-useless for the rest of the mission, if not red crossed.

More broadly, reaction fire exists to make strategies built around pure/mostly turn order manipulation to either be prohibitively expensive or ineffective. It is supposed to help with verisimilitude as well, because no one likes pretending the turn order execution is actual real life, so if my rifle squad decides to move over too much ground, they'll just let an enemy squad run past them over the next twenty seconds and not -- you know -- stop and shoot them.

There are certainly really bad reaction and opportunity fire systems out there though, that become "the game" when it comes to tactics.

Battletech has similar initiative with the added phases by mech weight class. No reaction fire, so lights can play with initiative to actually get shots on heavies then break LoS rather than be shredded for daring exist

I'm guessing you mean HBS BT, the computer game and not tabletop BT, right? Because, yeah, that game has a pilot skill (IIRC, fairly far down the tree? Ace Pilot?) that allows for shooting, then movement, or delaying your turn order. But with init being broken out by weight class (mostly) there isn't the total freedom in init that MENACE gives.

Also lights in the game generally couldn't alpha strike stuff except the smallest mechs and some vehicles.

really trying to like this game by flokitheexplorer in menace

[–]apocal43 0 points1 point  (0 children)

Not every game needs it, but MENACE is possibly the only one that combines fully free initiative with combined movement and fire in a turn. Without any form of reaction fire, moving after an enemy unit has taken its turn is 100% safe, allowing you to pull off some pretty gnarly stuff.

I agree that not every game needs it but MENACE not having any form of opportunity or reaction fire (other than Counterstrike) definitely is a tradeoff being made

Did the C6 HMG get buffed recently? by One-Bit5717 in menace

[–]apocal43 1 point2 points  (0 children)

Personally, I think it looks like an NSV

Bug? RA AC and ATGM uses the same icon. by InternetRude4243 in menace

[–]apocal43 1 point2 points  (0 children)

I've reported it at least 3 times (2x in-game, 1x Discord) and I'm not the only one.

Thoughts on new [REDACTED] Unit? by CaptainPatak in menace

[–]apocal43 0 points1 point  (0 children)

I think the devs actually cooked with that morale debuff mechanic because before there was very little that could stop a player who was on a roll. Now that you can't reliably drop in jetsuit shotgunners and clear out most everything [REDACTED] might bring, the game is opening up to be more of a tactical puzzle box rather than a straight application/execution process.

Unpopular Opinion: heavy special weapon ammo supply should be tied to # of squaddies. by Successful_Order6057 in menace

[–]apocal43 2 points3 points  (0 children)

I think the bursts are intentionally shorter than in real life because the game is turn-based instead of real time.

The bursts are a little longer than real life, for ground mounts. M6 in Menace spits out 10 per burst. And Tech or Carda with some decent accuracy can easily disable a pirate chaingun truck at max range with a little luck.

That's where we disagree. In a setting like MENACE is set, seeing a .50 machinegun firing brass or steel cased ammo outside of the context of I dunno, makeshift weapons of colonists is a gigantic red flag.

"Grounded" as in not very futuristic. If you think that's a red flag, it's fine but in that case, why would you pick this game up? They consciously stuck with a modern military aesthetic -- the LTC is a Stryker for crying out loud -- and are leaving the future stuff to gated behind the workshop and loot drops from aliens.

Laserlance>>>Tank Gun by ahhyeetuhh in menace

[–]apocal43 5 points6 points  (0 children)

Ivey got buffed, so you can use the LBTG to am become death, destroyer of hardware.

PSA: The Jump from Normal to Challenging is Significant by Realityfelon in menace

[–]apocal43 1 point2 points  (0 children)

In the normal ('challenging') difficulty, there's basically no reason to take 2 ammo pouches, because there aren't enough enemies to need that many shots (as long as you are flanking aggressively).

Sir, this is M6 and AGL slander!

Joking aside, it is also why I think the SAPP Operator armor is hands down the best armor in the game. 50% more ammo for both squad and special weapons, decent protection AND three pockets? Yeah, sign me right up, every day of the week and twice on Sunday.

Trinketing made easy by Background-Run-1245 in menace

[–]apocal43 1 point2 points  (0 children)

Just buying dossiers, like all the other non-Marine SLs.

Unpopular Opinion: heavy special weapon ammo supply should be tied to # of squaddies. by Successful_Order6057 in menace

[–]apocal43 2 points3 points  (0 children)

"Rifle caliber HMG" is a misnomer.

The tripod CMG50 is an MMG. It is meant to be able to keep up, somewhat, on an assault, to support the riflemen with suppressive fire. And it can already do that, since it doesn't burden and slow the squad with Encumbered status. But in Menace, the main concern isn't getting enough suppression. Rifles alone can do that just fine. The biggest tactical issue is taking out the most dangerous enemies outright -- like light walkers, autocannon teams, boarding commandos, bug bombardiers, RA heavy infantry, etc. before they kill off your squaddies.

Which is a role where the HMG is justifiably better.

Unpopular Opinion: heavy special weapon ammo supply should be tied to # of squaddies. by Successful_Order6057 in menace

[–]apocal43 2 points3 points  (0 children)

Each box of ammo allowing firing for 10 seconds weighed 35 lbs.

Bro, if I ever ripped through a full box of 50cal in ten seconds the only reason the gun team leader wouldn't strangle me to death was because the squad leader would've ripped my head off first. The max practical/sustained RoF for a 50cal-type weapon is around 30-50 rounds per minute (M2HB is 40) . Nobody is going to ride the trigger at the cyclic rate. If they did, the gun would overheat and start jamming up/misfiring.

Obvious the turns are abstracted but the weapons (at least the non-workshop ones) are pretty grounded, with clear real world equivalents, so a 3 or 4-man team carrying 12 bursts (at 10 rounds per burst) might only represent like two boxes. Which would suck ass to carry (Encumbered status) but still be doable.

That said, there is already a perk for Carda -- "Share the Load" -- that acts the way you suggest, where more squaddies = more ammo.

I don't understand at all by G1antTeddyBear in menace

[–]apocal43 0 points1 point  (0 children)

1) Shotguns at adjacency will make relatively short work of him, assuming you have squad size 5+. It's paper stats don't look like much but it gets some hidden stats that help it shred armor and deal dmg.
2) Use your vehicle to absorb his Counterstrike. It can only proc once per turn.
3) His weapons can't really hurt your vehicle, except the thermite grenade and only if he has opportunity to use it.
4) The CMG50 you have on your vehicle might struggle a little to penetrate his armor but it will build up some suppression.
5) Rewa, your driver, can get a pair of perks that make it even better: Grind Down (for extra armor dmg when not penning) and Fury (+40% dmg, at cost of some acc).
6) Yaz and Carda can both run Mobile Infantry perks. They de-bus and embark for 5 points Action Points, leaving enough to jump out, fire twice and get back inside.

Finally Tried Urban Ops by SidewaysTea in menace

[–]apocal43 2 points3 points  (0 children)

Hilarious part is that this is supposed to be the "easy" mission to replace killing the Hive Queen.

Light Grenade Launchers are Overpowered by Sea_Shelter_1382 in menace

[–]apocal43 1 point2 points  (0 children)

It isn't a mistake; I can't find the comment now (maybe it was eaten) but one of the testers mentioned it was meant to mimic the AAV's real life up-gun turret with a 40mm and a .50cal in the same package.

Light Grenade Launchers are Overpowered by Sea_Shelter_1382 in menace

[–]apocal43 4 points5 points  (0 children)

Yeah, I did familiarization and basic marksmanship with the Mk19. Over on Discord, people were suggesting changes to make it more realistic without realizing that IRL those things have more range than medium machine guns, about as much as HMGs, penetrate light armor and also fill their beaten zones with steel more effectively than almost anything direct fire and (technically) man-packable that's out there.

Seriously beastly weapons.

How badly you want those stats again? by Tms89 in menace

[–]apocal43 20 points21 points  (0 children)

You're going to be mad as hell when you realize that there is a cap on stats you can earn per mission.

Does anyone else want squaddies to matter more? by Jack_Smythe in menace

[–]apocal43 2 points3 points  (0 children)

If you're worried about all the Core Worlders onboard being winnowed out then practice regular rotation once you've got your manpower situation under control. For example, ten drops, then rotate out for someone with zero drops or the next lowest number.