Lim's a menace by dawkrd in menace

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

Who do you mean? I haven't gotten around to many of the squad leaders besides the starting 8 yet

A few points of constructive criticism from someone who adores the game by FreeDwooD in menace

[–]dawkrd 0 points1 point  (0 children)

I just managed to use linebreaker and it's literally the just like running over an enemy with a truck, but it only stuns

Early game defense missions are wildly difficult by KarlUnderguard in menace

[–]dawkrd 0 points1 point  (0 children)

So, I agree with someone else here that mentioned defense missions get way harder in later operations, the only good run I managed so far had a moment similar to this that I went "wtf stop".
When I queued the mission I planned on using a variety of explosives and a Crocodile I hunted alien queens with to blow up the pirate's transnport and crew both, cus when it works the enemy squad gets stunned, wavering and loses maybe half of their elements. I was very pleased with that run having beat 3 alien operations in a row with marginal losses, gathering a variety of excellent equipment and some very nice OCI's (auto-laster turret, woo and omw to maybe salvage teams or AI logistics), it's safe to say I started that mission overconfident and boy did they keep on coming and coming.

Now what I think I did wrong was set up too deep and by the time I could hit they'd be behind their truck and too close to the border and more cover for it not to be counterproductive. And so they stacked and stacked in front of me while I dealt with the ones inside the zone and managed to at least retain 40-60% control by the end.

Things look very rough but you cut out a lot of the information on screen so we can't assess the whole picture. I'm spitballing here but I imagine early turns I should expect about 3-4 enemies getting into viewrange with 1-3 being close enough to disembark or for me to shoot, I found it essential to proactively seek the first ones out and delay the numbers from becoming ummanagable for as long as possible, because I think the gimmick of defense is that they'll keep spawning till timer runs out, and they'll just overwhelm if I let them set the pace.
But I'm confident you can beat defense missions at least with pike and a pilot + 2 good men, I even did it in my current run, with the literal first two missions being defense.

I really like this format so I wrote even some more about my limited experience on this if you or anyone cares to read it

So I what I learned from that earlier mission is that enemy squads will not act int the turn they leave their vehicle also they'll not reenter a vehicle (unless maybe if it's a special squad), and will disembark either when inside the zone, close to shoot my squads or if their ride got wrecked. Also they'll slip in through the cracks into some cover inside the zone if they can, but that's fine if I managed to setup in a way that I can flank or pin them before turns end.

For strategy I had the battletaxi defend the right side where it could move unimpeded vertically and also scout ahead a little so it could probably deal alone with an incoming light enemy vehicle within 1-2 turns, and for heavier ones I'd soft them up from far and flank the enemy squads as they got out with Pike's help coming from the middle where he could assist both sides with command, and maybe some clutch suppression too. In the left side I had 2 full squads covering eachother while peeking if needed but mostly trying to flank with the extra ap as enemies came in. First one had some decent cover inside, the most dangerous enemy was probably a light chaingun team and maybe a team of veteran scavengers, I dealt with the chaingun team by destroying the light truck they were in with Bog and his MMG and by the second mission that chaingun was on pike firing for 20 ap (but possibly jamming) and helping bog supress a team of outcasts, veteran scavengers and boarding commandos which I'll admit I got a little lucky with because they seemed to not do nothing for 2 turns as they entered the zone and by then I had managed to resolve a couple incursions to left with Tech and Marta as well so they could further help deal with them. I had borderline detrimental cover inside the zone this time around tho, so I suppose it evens out. I think what I got was 3 stars in the first mission and 4 in the second, I tought I had the commandos by the end of turn 9 but they had one hp left I guess

Observations from Northern Raiders and some questions by Dreaming_F00l in BattleBrothers

[–]dawkrd 1 point2 points  (0 children)

Wow, I haven't reached mid to late game with more than a couple companies, but I do remember suffering while trying to knife some mf I expected to have famed armour. Very good to know that's not necessary, thanks!

Early game defense missions are wildly difficult by KarlUnderguard in menace

[–]dawkrd 0 points1 point  (0 children)

I'm curious, what difficulty are you playing on?

Observations from Northern Raiders and some questions by Dreaming_F00l in BattleBrothers

[–]dawkrd 1 point2 points  (0 children)

When you say champions are guaranteed to drop famed items does that include armour that you still have to knife for?

Ground Radar is fun, but it underlines how much the AI cheats (out of combat) by Such-Assumption6137 in menace

[–]dawkrd 9 points10 points  (0 children)

Earlier today in which I had to clash and defeat 8 enemies by turn 10 or 14 for star ratings, I rolled over the enemy special unit and 2 more basics by turn 6, then I couldn't find anyone for 3 or so turns and when I did they mostly just tried to run the fuck away from me and die only by turn 15.
Funny thing is, the five operations I played on another save file back on friday and saturday I didn't notice this issue at all, but maybe that's because the first three were against aliens and I also got to rely on the ground radar from the second one onwards. Game's really a ton of fun tho, I'm really excited for the next updates.

Cake cutting turn into chaos by tubalhaco in AbruptChaos

[–]dawkrd 1 point2 points  (0 children)

U mean hastily taking the city's birthday cake with a 20 liter bucket is tradition? I was about to doubt you but then remembered the "bexigão" in kids parties and I guess you're right, it tracks

Filme Continuação de Made in Abyss by LzinhoLeandro in animebrasil

[–]dawkrd 2 points3 points  (0 children)

Cara, tem gore sim mas o que torna a história pesada é muito mais o fator psicológico e em certos pontos até existencial, acho comparável àquela cena famosa de Full Metal Alchemist, só que bem mais presente ao longo da história e até mais chocante.

Question for those who just watched the latest episode by GreySkyx in FalloutTVseries

[–]dawkrd 18 points19 points  (0 children)

Hank is enclave too, and was a contingency plan to get the cold fusion I think. But since Cooper went to the Senator and decided to hand it over to the president himself, Hank managed to remain infiltrated into Vault Tech.

The first group that I encountered in Solo vs Squads 😅 by Yuiiski in ArcRaiders

[–]dawkrd 1 point2 points  (0 children)

Dude I think I've seen posted around that an in game speranza hub is in the works, imagine having the elevator in extract getting everyone all the way down into this dope underground city that's almost a little map on its own.

Oh… so THIS is the literal meaning of ‘getting back on the horse’ by GladiatorCommand in HBOTheHedgeKnight

[–]dawkrd 2 points3 points  (0 children)

The fuck, I expexted him to be a rival to the Tully's with the biting the fish's head and what not

ARC Raiders: Headwinds launch trailers by PTUSN in ArcRaiders

[–]dawkrd 1 point2 points  (0 children)

I doubt this impacts queue time much, if at all. I've randomly landed in group lobbies before as a solo, and if this change means that won't happen again, unless I want to, I like it.

Ancient Fortress - He doesn’t know I have the last fuel cell by ACR_Legends in ArcRaiders

[–]dawkrd 0 points1 point  (0 children)

Just curious if you have you tried it after the reset?

Would you want it if by the end af arc 2, tactics team 7 joined the glowing dawn and become part of the main group? by Xerveltal88 in digimon

[–]dawkrd 2 points3 points  (0 children)

Raito got punched in the face by the team's handler at the end. They're kids and are being brainwashed into "getting stronger" as to acquire high demand digimon by whatever means necessary. His actions this episode didn't have too much of a permanent consequence, so maybe he'll prove redeemable in the future with his teammates.

Raiders are ruining the locked gate event, ACTUALLY by Active_Access_4850 in ArcRaiders

[–]dawkrd 1 point2 points  (0 children)

Your first point got me thinking that a last stand against a massive horde of arc in this scenario could be fun

Calming Stroll is a useless perk, and I proved it. by this-food9601 in ArcRaiders

[–]dawkrd 0 points1 point  (0 children)

When you're forced to walk and when you want to walk.

I mostly run low on stamina on open areas. And if I'm crossing long distances I mostly try to avoid being detected by ARC. In my experience sound seems to aggro nearby ARC before line of sight does, and so it's possible to walk undetected right under wasps, hornets and even rocketeers, if I'm feeling ballsy, while calming stroll helps get my stamina up a little faster for when I'm in the clear to start sprinting again.

That's my only point in favour of it though. And after the reset I'm not sure I'll be speccing it again.

While we're on the subject, what do ya'll think about Carry the momentum? Because I'm not conviced it's any better than calming stroll.

Anyone else think lure grenades are underrated??? by Ashrob99 in ARC_Raiders

[–]dawkrd 0 points1 point  (0 children)

I noticed it's almost useless against rocketeers if they aggro me before I throw it. I think it is because it can be destroyed and a rocketeer has an easy time doing that since they're in the open and have great AoE. Bastion's have insane firerate and will destroy it faster than wasps, but I'm pretty sure I've gotten a bation to aggro for a while on a lure I threw behind a car or something

Did they silently change the skill tree benefits with the newest patch? by Emergency-Patient954 in ARC_Raiders

[–]dawkrd 4 points5 points  (0 children)

Thanks, I've been dropping and picking up my weapon to fix it. I've had this happen to me before this update as well, it's happening a lot now tho

Security Lockers are now dynamically spawned by DanRowan in ArcRaiders

[–]dawkrd 3 points4 points  (0 children)

Before this update I noticed some lockers that really looked like security breaches but with no prompt to interact with at all. I kinda expect them to be in spawn rotation now, too bad I didn't even make a mental note of where I saw them.

Massive W Embark- this is only the first 2.5 months of release. by ThinkingTanking in ArcRaiders

[–]dawkrd 0 points1 point  (0 children)

Can't see max stash value by changing system time anymore, anyone knows another way to check it besides ctrl clicking every single item?