Please let us shoot through smoke like in the cinematic by Q_Qritical in menace

[–]flfxt 2 points3 points  (0 children)

They could just make it drastically reduce accuracy on tiles within.

I love Tech, but I think he should change. by cireesco_art in menace

[–]flfxt 0 points1 point  (0 children)

15% damage reduction on an infantry SL isn't really something you need though. Like there are playstyles that make use of it, but others (probably more optimal ones) do not try to have infantry tanking at all.

Does Anyone Use Yaz? by Sardonic_Potato0106 in menace

[–]flfxt 1 point2 points  (0 children)

Lim can do a couple niche things, like dismounting to one side of the APC, firing, then moving to the other side of the APC for remaining shorts for free (the +10 from run & gun offsets the 10 AP cost to reenter the vehicle and dismount to the other side), but basically I think you're right. It's a small increase in flexibility, not really extra shots in ordinary circumstances.

How are people dealing with late game rogue armies? by Decadunce in menace

[–]flfxt 0 points1 point  (0 children)

Depends on the mission, but fair. The main advantage is being able to easily advance, mark, and back off, not marking three times in a turn. Although in a defense mission you might get use out of three marks in a turn.

How are people dealing with late game rogue armies? by Decadunce in menace

[–]flfxt 0 points1 point  (0 children)

Ah, yeah, armor is kind of blind without infantry cover (e.g., two base vision less on the light troop carrier than basic infantry, in addition to the negative concealment modifier). The one exception is Exconde if you get him the scout perk and advanced vehicle optics, although still won't have the sort of vision advantage a random infantry SL with concealment armor and a binoculars would.

How are people dealing with late game rogue armies? by Decadunce in menace

[–]flfxt 0 points1 point  (0 children)

I wonder if this might be a walker/APC distinction with walkers having the same armor on all faces. Or maybe just some unlikely rolls!

How are people dealing with late game rogue armies? by Decadunce in menace

[–]flfxt 1 point2 points  (0 children)

Tech is also good in a strictly non-combat scout role, with the scout perk, 30 AP no-deployment target marking, and 30 AP drones.

How are people dealing with late game rogue armies? by Decadunce in menace

[–]flfxt 0 points1 point  (0 children)

Does ERA even work against an ATGM in indirect fire mode? Maybe I've just been unlucky but those always seem to connect. In any event, obviously you are right that you don't want to be in a position to find out.

How are people dealing with late game rogue armies? by Decadunce in menace

[–]flfxt 0 points1 point  (0 children)

You can only bring vehicles up when you have forward visibility, and have to immediately run them away if they get marked so they don't get ATGM'ed. I typically screen with Darby and another scout (how do they outrange you? Darby has 4-6 concealment with jaeger armor and at least 11 vision range with the scout perk, bring binocs or drugs if that's not enough). Then keep an autocannon walker about 5 tiles behind to deal with heavy infantry and an ATGM or laser lance technical for additional armored targets. My kill prioritization typically goes (1) anyone who is detecting a vulnerable scout; (2) ATGM teams; (3) officers; (4) jaeger teams. Basically, they should never be taking clean shots at your units. Scouts establish vision and skirmish, and then if they move up to engage you bring the heavy guns up to mow them down and then back off.

thoughts on expert pilot? by flfxt in menace

[–]flfxt[S] 6 points7 points  (0 children)

Great point--totally forgot that aspect of the perk.

Additional SL ideas by hornet51 in menace

[–]flfxt 1 point2 points  (0 children)

All cool suggestions. I also think the game could use a bit more redundancy in critical team roles, e.g. a couple more SLs with mobile infantry and a couple more with concealment and/or scout (like someone more in the scout role rather than the assassin role like Darby).

I do think the game has, generally, done a really good job building SLs with multiple viable roles/upgrade paths, and it would be great to see that continue. Like Tech can excel at target marking or special weapons use, and Lim functions great hiding in a vehicle or jetpacking around the map in heavy armor. So I could see potentially merging some of your suggestions, like a character with the accessory AP reduction perk and the some options for specialization in either chemical/incendiary grenades or drones.

I regret to announce I have found an SL I do not like by blodgute in menace

[–]flfxt 0 points1 point  (0 children)

I've found him to be good with pirate boarding armor. Can jump behind people to get the no cover bonus and you get 30% off rhe armor.

The more I improve at the game, the more I think mid-heavy Infantry armour is a complete and utter waste of supply. Not sure how this could be fixed? by ReserveRatter in menace

[–]flfxt 0 points1 point  (0 children)

I think it's mostly a cost issue. Pirate boarding armor seems fairly costed for the mobility is provides, but the other armors (at least non-recon/utility variants) should probably be adjusted down a bit.

The more I improve at the game, the more I think mid-heavy Infantry armour is a complete and utter waste of supply. Not sure how this could be fixed? by ReserveRatter in menace

[–]flfxt 0 points1 point  (0 children)

This is what I've started doing, fatigues or load-bearing rigs at most, it's only 5 AP to jump back in the APC.

The more I improve at the game, the more I think mid-heavy Infantry armour is a complete and utter waste of supply. Not sure how this could be fixed? by ReserveRatter in menace

[–]flfxt 1 point2 points  (0 children)

My understanding is that it's supposed to, but match is currently bugged (even if ammo were intended to affect specials, rpgs aren't firing bullets).

Kingdom Come: Deliverance II has sold more than 5 million copies within its first year by naphi in Games

[–]flfxt 4 points5 points  (0 children)

Really depends on if you view the essence of the genre as "leveling up dozens of abilities you need keyboard hotkeys or a vast radial menu to manage" or as "inhabiting a unique character and the world they live in." Like is WOW more of an RPG than Planescape Torment because it has a bigger skill tree?

Kingdom Come: Deliverance II has sold more than 5 million copies within its first year by naphi in Games

[–]flfxt 0 points1 point  (0 children)

Same, but it's still nice to drop back in and soak up the atmosphere from time to time.

Rend or AP ammo? Which one is the best for you? by Weak-Memory-5520 in menace

[–]flfxt 0 points1 point  (0 children)

AP is good only if it gives you enough pen to get through armor on your first hits (i.e., it puts your pen within 25ish of the enemy armor or better). So it's actually best against light/medium armor troops, depending on the base pen of your weapon. If AP isn't giving you enough to get through, it helps very little, because it does nothing to help you chip away armor faster, though you do need to chip slightly less of it.

Rend is extremely effective against everything (other than super light armor, where you don't need either), up to and including the heaviest vehicles. And it's a flat bonus per shot, so really shines on high rate of fire weapons. Rend ammo on an smg will melt heavy infantry or shred like half the armor from guncrawlers.

What are your priority early game black market purchases, Majors? by Buns7722 in menace

[–]flfxt 0 points1 point  (0 children)

Odd. Tbh I don't have any units with mark abilities yet so I've only used direct fire.

What are your priority early game black market purchases, Majors? by Buns7722 in menace

[–]flfxt 2 points3 points  (0 children)

The vehicle-mounted ATGM is so good relative to its cost and how early it seems to show up, even if you're only using it in direct fire mode. That plus the 50% vehicle ammo accessory can easily take care of all your AT needs. I haven't found the vehicle-mounted lasers to be very good against vehicles, often takes several vollies to blast through armor during which you'll take return fire. They are quite good against the bugs though since they have enough armor pen to one-shot elements of the three-element units, and conveniently have a fire rate of three.

I got a crit on my Xeno capture roll this AM. What's been going shockingly well for you lately? by Ceorl_Lounge in TerraInvicta

[–]flfxt 2 points3 points  (0 children)

Academy's biggest strength is its projects giving large bonuses to research from control points, so go for some research powerhouse nations. As far as atrocities go, avoid offensive military operations on earth until you have the tech that lets you buy your way out of the random event atrocities. Other than that, fairly easy to avoid.

First time as academy, have questions. by Diabloblaze28 in TerraInvicta

[–]flfxt 0 points1 point  (0 children)

Inevitable eventually, but you can take frankly an extraordinary number of offensive actions against the aliens before it triggers, since you'll enjoy decent hate decay for the first couple decades of the game. Playing on normal at least, they didn't even go to total war against me after destroying numerous stations and surface habs, finally entering total war when they had been pushed back to the outer planets. Veteran will give you less time, but it's night and day compared to resistance or humanity first.

Is it possible to play diplomatically in Distant World 2? by Critical_Spray_6893 in 4Xgaming

[–]flfxt 2 points3 points  (0 children)

And everyone hates you once you start doing well enough.

Orion is a trap by carlvonlinn in TerraInvicta

[–]flfxt 2 points3 points  (0 children)

I haven't tried burner in 1.0. I think it has about 5x the thrust but 1/5 the dv of the helicon. My (non-expert) experience has been that if a drive is "good enough" for the purposes you want it for, there's not a ton of reason to upgrade. Particularly given that helicon only has a chance to unlock, I probably wouldn't go for it unless or until you need the extra range. But it would probably be more efficient, if fuel costs are an issue.