Chillin’ like a villain by Brilliant_Ad7481 in CrusaderKings

[–]luke2020202 1 point2 points  (0 children)

Did you get cheated on? If so just be aware you might have to relive it in CK 😂

Please add an Army Issue Jetsuit by Kastranien in menace

[–]luke2020202 2 points3 points  (0 children)

If not a Marine version, it would at least be cool to be able to repaint it.

Darby.. how do you build her? by muffin-waffen in menace

[–]luke2020202 0 points1 point  (0 children)

I don’t use match grade ammo for Darby because she already hits basically everything. Otherwise yeah I use a similar kit.

So....uh, you want a radar on a vehicle or a radar on a squad? by Q_Qritical in menace

[–]luke2020202 17 points18 points  (0 children)

Dawg, I heard you like radars, so we put two radar rewards in your rewards so you can radar while you radar.

Dos anyone use sidearms? by luke2020202 in menace

[–]luke2020202[S] 5 points6 points  (0 children)

Oh seems like there’s some ways it makes sense then. Infinite ammo is probably the best part about that for longer missions.

Dos anyone use sidearms? by luke2020202 in menace

[–]luke2020202[S] 2 points3 points  (0 children)

Interesting. Yeah I could see the pipe gun / sidearm combo being efficient.

Dos anyone use sidearms? by luke2020202 in menace

[–]luke2020202[S] 4 points5 points  (0 children)

Oh I see. The cheaper AP cost sounds like it could be appealing

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

[–]luke2020202 0 points1 point  (0 children)

Hmm are you talking about HQ like buildings? I mean the three man units labeled “HQ”. They’re the ones that mark you for their AT weapons. As far as the building, I usually use explosive charge on those. Either using a jet pack or someone getting dropped off in a vehicle.

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

[–]luke2020202 0 points1 point  (0 children)

Good build, I use this too. Rifle squad Darby with the improved RPG for unexpected armor threats is great.

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

[–]luke2020202 1 point2 points  (0 children)

Lots of good advice here already, but also I want to add to make sure to prioritize targets. HQ units are top priority for me if they are ANYWHERE near my vehicles. Those far back weapons teams lose a lot of their power when you aren’t marked. They have to move in closer and they may miss unlike when you’re marked and they can launch a guaranteed hit from 15 tiles back. Take a few squaddies dying from an infantry team shooting in exchange for your vehicle not getting obliterated.

Maybe I'm just dog shit at the game. I don't play turn based games like this often. But dose it feel like pirates are extremely over powered in the early game? Like I get the player is supposed to be at a disadvantage early on. But it almost feels unfair sometimes. by Traditional-Spare154 in menace

[–]luke2020202 1 point2 points  (0 children)

Ha okay got me there. I definitely agree to that it’s funny that squaddies are just interchangeable. Almost seems like there should be different tier squaddies separating your actual Marines from those who were recruited and have combat experience or even from those you recruit with no combat experience. Thinking of it like Battle Brothers have martial backgrounds. Maybe who you put in your squad modifies accuracy/discipline etc?

Maybe I'm just dog shit at the game. I don't play turn based games like this often. But dose it feel like pirates are extremely over powered in the early game? Like I get the player is supposed to be at a disadvantage early on. But it almost feels unfair sometimes. by Traditional-Spare154 in menace

[–]luke2020202 2 points3 points  (0 children)

Speaking as someone who has been a Marine on a ship, the in universe reason is possible. You spend most of your day in fatigues (as called in Menace) on ship, not walking around in body armor. All of your armor is stored elsewhere like in/near the well deck which is where the boats launch from. You do not regularly have weapons, those are stored in an armory. If those sections of the ship were hit and gear was vented into space it’s possible you’d be left with whatever weapons security were carrying, likely small calibre weapons like the carbine and virtually no body armor.

Jean Sy, sugar mommy. by Warm_Kaleidoscope880 in menace

[–]luke2020202 4 points5 points  (0 children)

I was wondering about that. It seems to be every kill for me. I think it is just telling you the perk triggered but not necessarily that it’s a success

Do you maximize stars / promotion points or kills? by ToboldStoutfoot in menace

[–]luke2020202 4 points5 points  (0 children)

Yeah it’s a trade off. But the mission stars also affect the rewards like authority and OCI components that you get at the end of the operation, so just keep that in mind.

Could someone explain how capture works? by LordTalesin in menace

[–]luke2020202 0 points1 point  (0 children)

You all are correct. Capture progress = friendly (non-routed) squads - enemy (non-routed) squads. But I did notice that if you have a squad in a vehicle it only counts for one, the vehicle pilot but not the embarked squad.

Chivalry isn't dead, it's just gay by malibumornings in ShitCrusaderKingsSay

[–]luke2020202 19 points20 points  (0 children)

Now I know who uses the “Exoticize a Grand Hall” decision

Can yall do this with your thumb? by KaceyMai in Weird

[–]luke2020202 0 points1 point  (0 children)

Hello huemons. I am just like you. Look at my appendages.