威赫战线 MENACE

威赫战线 MENACE

威赫战线 MENACE

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这款游戏的核心并非尽可能快速地消灭敌人。更重要的是你在何处承受伤害、何时承受伤害以及承受多少伤害。游戏中没有治疗系统,战斗持续时间越长,难度就会越高。正因如此,你在游戏初期选择的小队对整个流程的影响比初看时更为显著。本指南并非旨在展示“最佳构筑”,而只是解释我对那些感觉稳定的早期游戏决策的思考方式。核心设定 初始小队数量:4个 可在初始阶段选择小队组成 部分小队包含载具(装甲车) 火焰喷射器为随机获取 无治疗机制 敌人可能保持原位而非前进 掩护、视线和命中率直接影响所受伤害 本游戏核心为伤害管理类游戏。 常见初期错误 依赖单一高伤害小队 当小队成员减少时,其伤害输出会下降。 高伤害小队也容易吸引敌人注意并成为集火目标。 一旦成员开始减少,便无法真正恢复。 单一“主力输出小队”在设计上较为脆弱。 将载具视为完美坦克 载具虽然坚固,但并非用来承受所有伤害。随着更多敌人注意到你,像火焰喷射器这类短程高伤害单位也会成为攻击目标。载具在分担伤害时效果最佳,而不是独自承受所有伤害。 假设“快速击杀=安全” 敌人并非总会前进。过于激进地推进可能会触发额外的敌人队伍。这似乎是有意设计的。 游戏不会提供简单或明显的解决方案。 核心理念:质量胜于数量(不依赖单一小队) 组建强大的小队很重要。但让一个小队包办所有事情是有风险的。高伤害小队决定战斗走向,中低伤害小队维持局势稳定。每个小队都应在某些方面做出贡献。 载具小队的真正作用:载具不是盾牌。它们的实际作用包括: - 稳定开局阶段 - 承受视野压力 - 控制敌方注意力 它们应吸引火力,但并非全部火力。保持这种平衡的重要性超乎初看。 稳定开局结构示例: 3个步兵小队 1个载具小队(装甲车) 该结构有效的原因: - 早期战斗更稳定 - 伤害分布更均匀 - 若敌方出现火焰喷射器,便于调整 - 最重要的是,即使始终未获得火焰喷射器,此配置依然有效 “控制”而非“追击” 追击敌人往往导致不必要的暴露。同时,敌人可能原地固守,拖慢整体节奏。这迫使你决定是推进还是等待。与其寻找完美的招式,不如问问自己即将受到的伤害是否仍在可控范围内。这一点通常就决定了结果。 关于火焰喷射器 火焰喷射器的强度极高: - 无视护甲 - 造成极高伤害 - 射程极短 它们可以成为主要的伤害来源,但单纯依赖它们是有风险的。它们需要支援、走位和意识控制。 最终思考 初始小队的选择决定了早期难度。没有唯一正确的答案,有明确理由的策略本身就很强大。如果你在思考选择某样东西的原因,你就已经理解这款游戏了。本指南基于我自己的游戏体验和观察,仅使用工具来整理和表达观点。

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What SLs are good? How to play them? Tuned for highest difficulty. What Makes S Tier Long story short, an SL is S tier if they do the following: 1. They are highly relevant in all mission types vs all enemy types 2. There are no good alternatives to replace them because they are the best at what they do For A tier: 1. They are highly relevant and there are only a few alternatives of similar ability OR 2. They are somewhat relevant and there are no alternatives For B tier and below, these SLs aren't powerful enough nor do they provide anything that is game changing. They can generally be replaced by other SLs. We can consider B tier as the "useable" tier and C tier as the "miserable" tier. S Tier (The Darby Tier) Jane Darby Jane Darby Jane Darby is the best starting SL that you can pick and fulfills a role no other SL can do. She is the only SL with the concealment skill Covert Ops. Early on, this allows you to safely scout (combined with Scout) and attack enemies if you equip her with a BR3. Later on, once you acquire the armor Jager Fatigues you will be able to reach 4 concealment. Ironically, this doesn't change much because new enemies will gain more detection. However, against most enemy types, she can safely go pew pew. And she really goes pew pew. Against 30-50 armor targets, she can reliably squad wipe in one or two volleys at maximum range. Her range can be further extended with the Match Grade Ammo. She does have a promotion that gives her 20% range but its unnecessary because of damage and accuracy drop offs. You can deploy her on any type of mission against any type of enemy and she will usually kill 7-10 enemy squads (remember to bring extra ammo). There are two exceptions to this. 1. She doesn't do as well in defend location missions. However, these missions are very hard on maximum difficulty because all 20+ enemy units converge on your location at the same time. Darby is all about killing enemies without being seen, so she won't perform as well in these missions. You can position her outside of the death box and get good flanking value, but she will need to be repositioned once she cleans her flank. 2. She cannot deal enough damage against constructs. However, out of all the infantry SLs, she deals the most damage most consistently. Yes you can run CQC heavy armor infantry for a similar amount of supplies as Darby and deal about half as much damage throughout the mission with some casualties (your burst damage would be higher though). She is still extremely useful on construct missions because she is the only unit that can safely solo hunt construct skirmishers (unless you use radar). And skirmishers are absurd units. They're pretty much Darby with an autocannon, so spotting and killing them before they shoot you is very important. While other SL's might achieve similar value as Darby, there are always substitutes for those SLs. Darby is the only SL that has no substitute and is extremely useful in 90% of the situations. *Special weapons aren't super helpful on Darby, esp if you have BR3 suppressed or BR6. You can give her anti material rifle but she is just so good at killing infantry that you really shouldn't waste her actions on anything else aside from scouting. A Tier Edwin Pike Marta Carda Renu Rewa Edwin Pike Pike can transfer AP to other units. That's pretty much it. He is otherwise a meh infantry SL in a world where infantry is meh. You could build him to deal good rifle damage, but why bother when you have Darby. His main purpose is to give turns to Darby or Rewa. He can also make hit and run tactics possible. A vehicle SL with 40 extra AP can take 2 shots and reverse back out of vision range. He is also a good pick out of the starting pool of SLs. Marta Carda Carda is really bad at the beginning and then becomes the best Mobile Infantry SL. This is because she is cheaper than other Mobile Infantry options and can provide value even with no equipment. She has Team Spirit (5% acc for everyone) and Call Out Target. If your base accuracy (adjusted for distance) is 50%, then Carta can pop out bump you up to 75% for 2 targets. That's a 50% dps increase. If you run naked Carta she costs less than 80 supplies. Boosting your 400 supply Achilles for 80 supplies is a pretty good deal. Aside from here no equipment option, she becomes a very effective Mobile Infantry unit because of Share the Load. Since you don't need armor if you can hide in the trunk, you can splurge on squad size and good guns while also getting free RPG ammo. If you pick her at the beginning she will grow to 90AP pretty quickly which is sufficient. She's in A tier because she is the only support SL that has Mobile Infantry. Renu Rewa Rewa is better than Achilles. She is both cheaper and deals more damage. Fury works perfectly with Revel in Slaughter to give +40% damage on all attacks with no downside (once you get the kills). She is also more ammo efficient, achieving more DPS than Achilles by spending 2 bullets instead of 3. 15% acc with +40% damage is more than a 50% increase in DPS, unless you are above 85% ACC. Remember to grab expert pilot on her (and all pilots). It is the best skill for pilots bc they can move forward, shoot, and move back into smoke or concealment (due to vision range). Works best with autocannons or M6 heavy mg. She will often need extra ammo from resupply OCI combined with extra vehicle ammo accessory, since you will be shooting twice with her every turn (3 with pike). B Tier Kody Griefinger Achilleas Kainoo Gabriel Exconde Charles Lim Fedor Yazhov Kody Griefinger (AKA not Darby) Griefinger is not Darby. He is still a very strong infantry SL with a less consistent damage bonus compared to Darby. However, he doesn't have concealment so he is vulnerable like all other infantry units. You can build him as light infantry, heavy infantry, whatever you want. However, he doesn't do Darby's job at all because he doesn't have Covert Ops and also he doesn't get Mobile Infantry. Long story short, if an infantry unit is not Mobile Infantry nor Covert Ops, they need armor or else they will die to mortars/artillery/short barrel tank guns. Even if they have armor (now they cost as much as Darby), they are still vulnerable to suppression. Rogue army conscripts can reliably suppress infantry units, so its not a good investment of 400 supply. Achilleas Kainoo Kainoo is very expensive. Most of the time you can just run Exconde and achieve similar results. The extra AP is nice but you won't deal as much damage as Renu Rewa even if you take 3 shots per turn. If you choose to damage yourself before engaging, then a guaranteed hit ATGM after getting marked will simply end you. On max difficulty, relying on Shield Wall is not a good idea. However, he is a usable pilot and you sometimes want a 3rd pilot on certain missions (vs constructs mostly). Otherwise, he does well in mobile infantry setups too. He's just not exceptional. Gabriel Exconde Exconde is a defensive pilot when defense is bad. Sentry? Use cover get suppressed. Hotwire? Don't get EMP'd (5 range weapon on pirates). Divine Intervention? Actually pretty good (better than Shield Wall). The problem is that pilots are there to deal tons of mobile damage. On max difficulty, its usually safer to chunk enemies at max range than to try and flank. The AI will chase you so if you just reverse and poke, they will leave cover and flank themselves. Exconde's help you when you get shot, but the goal is to kill enemies before they can shoot back. Still, he is one of 3 usable pilots. The other two pilots are extremely disappointing (Ivey is usable but not really). Charles Lim / Fedor Yazhov They have Mobile Infantry and are not Carda. Lim is better in terms of accuracy from Point Fire (relevant for RPG teams). Most of the time you will be giving these guys RPGs or AM rifles because the only threat at long range to vehicles are other vehicles. If its not a vehicle, your vehicle can suppress it. C Tier Garry Boganwright Ivory Isom Sachin Singh Jacques Yves Vamplew Tekko'Beo Phosa Jean Sy Ivory Isom / Garry Boganwright 90 AP on a vehicle is pretty much unplayable. Bog can run a pirate truck + radar when Darby is not available. Ivory can in theory become a good pilot over time, but she doesn't join you at the start like Carda does. Furthermore, she provides no value at extreme cost while Carda provides extreme value at almost no cost. Sachin Singh Remove PIke's best ability and you get Singh. He will do absolutely nothing to constructs. Jacques Yves Vamplew Not mobile infantry. Can get suppressed. Will often get suppressed by pirates that can't even hurt him in his 90 armor. Tekko'Beo Phosa At first it seems like this is a really useful ablity, to fire without deploying. However, once you realize that many good special weapons require double deploying (M6 CMG, Autocannon) or no deploying (RPG1, RPG2), his ability is kind of pointless. You can argue the heavy RPGs (PAL and MAAL) are worth it. However, 60AP to shoot is a lot more expensive than 40AP. You can't double shot and you can move shoot and move back. AM rifle does benefit from his perk and lets you shoot and move. Otherwise, same as Vamplew but more useful early on. Jean Sy Vamplew but you don't have to run heavy armor. Except why deploy an infantry unit without armor and without Mobile Infantry? Her stats are bad and she doesn't do anything well. Pirate's luck is just worse Divine Intervention and allows her to get suppressed. J.G. Wetteroth Aliens are not a particularly challenging enemy type, unless its a defense mission. If it is a defense mission, you can just lose on max difficulty and carry on. He has Carda stats without Carda growths or support. Playstyle This tier list assumes you want to minimize casualties and vehicle losses. The problem with the current balance is how suppression is simply way too effective. Player vehicles can often suppress 2 infantry squads per turn. Enemy vehicles can do the same thing to player infantry squads. However, player infantry squads will have trouble suppressing enemy infantry squads (unless they are Darby). This is because as the game progresses, the enemy discipline and armor improve faster than the player's weapons and accuracy. Some options (eg. 80AP on AR to suppress) are not available to a player's infantry squad (spending whole turn to deny an enemy whole turn is unsustainable because they have 20+ squads). Furthermore, enemy infantry suppression improves faster than player discipline. This means that you will get suppressed by Rogue Army Infantry very consistently. This forces players to use vehicles and Mobile Infantry. Unlike infantry, vehicles can disengage because only a fraction of enemy units can damage vehicles. Because the player and enemy take turns moving, it is more likely the enemy chooses a unit that can suppress than a unit that can damage vehicles. Furthermore, suppression doesn't miss, but RPGs do. Sometimes, you will see RPGs miss your vehicles and suppress your infantry. infantry are also extremely vulnerable to artillery, mortars, snipers, etc. Infantry are also less supply dense, meaning you need to deploy more of them. This means that you will find yourself in a situation where you have to move 2 units out of danger, but only have 1 turn (the other will get suppressed and miss their turn). Mobile infantry allows you to move 2 units in 1 turn, avoiding enemies when necessary.

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我们都知道不同的SL(小队领袖)有不同的补给成本和晋升费用。但你知道吗,他们对每个新增队员也会收取不同的费用,而游戏并没有向玩家清晰地说明这一点? 按星级划分的SL定价示例: 1星SL萨钦的基础配置成本为11。步枪成本为7,补给成本为4,两者相加正好。如果我增加一名额外队员,总成本会增加到20,即步枪+7,额外队员+2。 2星SL万普勒的基础配置成本为27。步枪成本为7,补给成本为20。如果增加一名队员,总成本会上升到39,即总共+12:步枪+7,额外队员+5。 3星SL科迪的基础配置成本为47。步枪成本为7,补给成本为40。如果我额外增加一名士兵,成本就会增加到64,也就是总共增加17:步枪增加7,额外士兵增加10。 现在有一个例外情况,就是拥有15%减免 perk的让。每个新增小队成员由两部分组成:一把步枪7点和一名小队成员2点,总共9点。 应用15%的折扣后,每个新增小队成员在四舍五入前的成本为9×0.85=7.65。 游戏似乎会将总成本向上取整,所以大多数新增成员显示为+8,有时根据小数累计情况也会出现+7。由于游戏的数字取整方式,让的满编小队理论上应该花费70.20,但实际却要71。这简直是光天化日之下的抢劫。 方便查询的表格: 1星:每个小队成员2补给,满编小队16补给。 2星:每个小队成员5补给,满编小队40补给。三星:每位队员10份补给,满编小队80份。 让:每位队员170份补给(计算时需四舍五入),满编小队14份(精确值为13.6)。 本指南内容基于2026年10月2日及v0.6.5.+16107版本,若数据计算方式发生变更,请告知以便更新指南。

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Yes, Major, FUBAR is the nickname that the crew apparently gave you. "Why", you ask? Well, if you don't know "why", I am afraid they were right in the first place... Sir. INTRO First of all, Major, my congratulations on taking your first actual command and let me just say that... Well, yes, it might be that the 85% casualty ratio we have suffered upon our entry into the Wayback system was indeed what prompted the surviving crew to giving you the nickname. Of course, It could also be because of some nameless VR tech who, observing the practical application of your c2 skills, decided to patch the live feed of your training session to the mess hall, during the survivors' post-defrosting lunch. I guess we will never know for sure, Sir. Speaking of training... while I am certain that graduating as the 244th out of a class of 250 from the Auxilliary Navy Officers Academy Online Course has left you as capable a commanding officer as the TCR Marines are used to having, am I right to assume that the Murphy's Laws of Combat Operations were not included in your curriculum? A lucky guess about this quite obvious omission, Sir, as the Laws are indeed quite dated and they never really were a part of formal military knowledge. However, over years of my military service, I have found them still surprisingly applicable and therefore hope that they, with an added ounce or two of my own thought added, could be of use to you as well. Who knows, Major, maybe putting them to use will help you coining that freshly acquired nom de guerre into something different than the... akhem, commonly accepted definition, too. Like what? Oooh, well, how about "First Uniformed Bastard Acting Reasonably"? Don't worry if you don't like it, Sir, I am sure we will think of something better, just later. Now, why don't you grab a chair and a pen? To write, Sir. You do know how to write with a pen, right Major? Just making sure, Sir, I did not mean anything else by it, honeslty. Now, where do I start? How about... Murphy's Laws of Combat Operations, part 1 1. Friendly fire - isn't. Only because you have ordered the team with the minigun to fire on the enemy NEXT to your other unit does NOT mean that they will hit JUST the enemy. The bigger the recoil and the poorer the training is, the more likely friendly casualties are. Survivors are sure to assign blame accordingly to both the ordering officer and the squad leader dumb enough to listen to such orders. If repeated often enough, you may want to look up the "FRAGGING" term in the military dictionary. 2. Recoilless rifles - aren't. Heavy weapons kick back hard. Most need deployment, some need setting up a tripod and assorted munitions and few, like the good old 'coiless, can't fire from bunkers or watchtowers more than once. No, Sir, its because the crew dies the first time it does. ALWAYS check the post-its from our logistics team slapped on the weapons to make sure you do not misuse them. 3. Suppressive fires - won't. Pin, flank and eliminate is indeed the staple of infantry warfare, which you would be wise to adhere to. However, DO NOTE that telling a three-men squad with one pistol and two bullets between them to suppress a squad of pirate boarding commandos is UNLIKELY to end as ordered. ALWAYS make sure that you're actually ABLE to suppress before you call that flanking manouvre. This brings us neatly to law 4. 4. You are not Superman; Marines and fighter pilots take note. Despite numerous requests, our marines were not provided with kevlar underwear. That in turn means that flanking one enemy by walking right into the firing lane of another, yet undiscovered, unit will most likely end poorly for us. Proper RECON, as in knowing where enemies are and are not, is paramount to successful flanking. However, COVER and PROPER PERSONAL ARMOUR can be a mitigating factor. 5. A sucking chest wound is Nature's way of telling you to slow down. If your units get caught in the open without proper and mentioned precautions (like mark V armour), they are prone to catch more than a cold. No, Sir, not a ball, more like a volley of 40mm grenades. 6. If it's stupid but it works, it isn't stupid. Considering all of the above, driving an APC with our unit straight into an enemy position might sound like a strongly discouraged suicide. IT IS. HOWEVER, it is also last thing many enemies expect and the basic tactic utilised by our units with MOBILE INFANTRY training. Just make sure that: - they are armed with weapons appropriate to dispatching targets in close combat, like SMGs and shotguns - they have enough ARMOUR to survive any retaliation OR are able to board the relative safety of an APC BEFORE the enemy reacts. And remember, the ability to ignore contradictions is one of primary requirements for TCR Marines. 7. Try to look unimportant; the enemy may be low on ammo and not want to waste a bullet on you. If the enemy can see your units, he fire on the unit most dangerous to them. Or the closest. Or the one with the most trinkets, in case of pirates. Or the most tasty-looking one, as is the case with local fauna. In fact, it would be best if the enemy CAN'T SEE YOU, so that they are spared the choice dilemma and even if so, that you are in proper armour, in cover, or, preferably, in both. 8. If at first you don't succeed, call in an airstrike. Storming a position held by several enemy units might be a bad idea. It happens so, that it is also a bad idea for them to bunch up if you have artillery. Or an airstrike available. Or a big flamer on a truck. I see you get the drift, Sir, just remeber that the enemy has AREA OF EFFECT weapons as well. 9. If you are forward of your position, your artillery will fall short. Calling in a danger-close orbital missile airstrike may apply all the danger to your unit instead of the enemy. So can mortar strikes. And marines are known to get quite vocal about getting blown up and coming back with less limbs than they had went to combat with, as it may turn them into some useless taxi driver, like Bog or Rewa. Just don't tell any of them I said that though, Sir. And AVOID CLOSE CALLS. 10. Never share a foxhole with anyone braver than yourself. Pretty self-explanatory, Sir. An officer should always direct the battle from far, far away, and not the trenches. To not endanger others, of course. 11. Never forget that your weapon was made by the lowest bidder. While proper weapon maintenance is almost a religion among the TCR Marines, there is not much it can do for a pirate chaingun made out of a 200-year old dishwasher - the thing will jam, sooner rather than later, and get you killed. Our men will use those weapons if ordered to, but they would rather not. 12. If your attack is going really well, it's an ambush. The Impetus sensor package is pretty much fried and will not pick up much, but it can still detect heat signatures and mark them on our tac-table duing mission briefings so we're NOT entirely BLIND - without upgrades though, we likely will not be able to say if that blip is a family taking an afternoon stroll or bug the size of a house. Also, as mentioned before, running through an open field usually gets you killed, so while it might be fine to rely on the briefing map immediately after landing, it might be PRUDENT to MOVE CAREFULLY to avoid getting caught with our pants down. And yes Sir, being in public without pants on is also a violation of the Navy Officer Conduct Regulation 134b, I am glad to hear those seminars at the Academy weren't wasted on you. Murphy's Laws of Combat Operations, part 2 13. The enemy diversion you're ignoring is their main attack. Sir, pay attention please, as I have seen enough reunification after-action reports to know for certain that THIS is the field where the most officers get buried. While the TCR Marine doctrine emphasises aggressive tactics and seizing the initiative, on occasion we will also need to conduct defensive actions. I divide those into two types, A and B: A1) STOP ENEMY BREAKTHROUGH: The enemy, if intelligent enough, WILL PROBE our lines for holes and weaknesses. If they shall suffer vehicle losses or heavy fire at one point, they MIGHT as well PULL BACK and try to FLANK through a different approach to REACH their TARGET. They might also utilize SPEED and STEALTH to that effect. A2) PRIME TACTICAL COUNTER TO A BREAKTHROUGH: In the perfect situation, the manuals advise us to form a BALANCED LINE of 4-5 units with - MAXIMIZED VISION, to detect enemies early and engage them at most EFFECTIVE RANGE and LEAVE NO GAPS for the enemy to slip through unnoticed - BALANCED EQUIPMENT, so that they can ENGAGE LIGHT and HEAVY targets - QUICK REACTION FORCE in the back, to allocate reinforcements/firepower once enemy commits to a breakthrough. B1) DEFENCE IN ENCIRCLEMENT Enemy waves will strike from multiple directions and try and do it simultanously, in order to overrun your positions. BAD NEWS is that they will have more bodies than you, the GOOD NEWS is that you can shoot in any direction and still have a big chance to hit something worth the bullet! B2) PRIME TACTICAL COUNTER TO ENCIRCLEMENT Again, in the perfect situation, the manuals advise us to form a BALANCED PERIMETER of 2 units on each side with - MAXIMIZED VISION, to detect enemies early and engage them at most EFFECTIVE RANGE - BALANCED EQUIPMENT PER SIDE, so that each can ENGAGE LIGHT and HEAVY targets - COVER FROM ASSIGNED DIRECTION, so that they can stay entrenched and provide more dense and accurate fire while being "covered" by other units doing their jobs. However, with things as they are, we might not have the resources to employ these tested strategies immediately and thus may need to adapt. SECONDARY TACTICAL COUNTERS: A good officer must be able to promptly study and recognize battlefield conditions, then USE AVAILABLE MEANS to achieve his goals. - TERRAIN FAVOURABLE? Tree copses provide excellent concealment. Rock formations give reliable cover. Impassable terrain like big buildings, thick forests and mountains obstruct vision, allow to shorten the lines or even to ignore a direction entirely, thus strenghtening others. - LACK OF SQUADDIES? Understrenght squads can still contribute if they are given SUPPORT WEAPONS (autogun, laser, MGs, RPGs) and ITEMS (grenades, single use rpgs, binocs). - LACK OF SUPPORT WEAPONS? Numbers matter. Eight marines, a determined squad leader and proper BATTLE RIFLES, like Kr-Bar, ARC or KPAC will turn a pirate truck into swiss cheese in a couple of volleys, if at RIGHT RANGE. Two squads will do that three times as fast. Don't ask how, Sir, this is not a physics class. - LACK OF SQUADS? Beef up what you have but diversify*, set up in dense formation, in cover and likely on the objective itself, with overlapping fields of fire to support each other. *REMEMBER - with small number of squads, close quarters battle is INEVITABLE. With three infantry squads and a pilot, the composition suggested would be 1 long range, 1 medium range, 1 cqb and the pilot in QRF role with, preferably, an autocannon, which works great both against hard and soft targets. Also forget about finishing broken enemies off - let them rout and prioritize engaging targets still posing danger, instead. - LACK OF SUPPLY CAPACITY? Sir, a sniper that will sit in the back and MAYBE fire a single shot from the CROCODILE AT RIFLE does not need that PIRATE BOARDING ARMOUR, CQB KPAC with AP ammo and 8 marines "just in case of an enemy ambush". There's only so much stuff we can fit into a dropship and you don't need much armour if the enemy does not get close enough/lives long enough to shoot or stab you. - SUPPLY CAPACITY IS THE ONLY AVAILABLE RESOURCE? That would mean that the Impetus has suffered terminal losses of both personnel and materiel, which would be gross incompetence on your part and, I wager, a rather lethat stain on the TCR Navy Officer honour. Rest assured, Sir, I would never allow for your reputation to remain tarnished by such an occurence and would provide immediate and adequate... relief. In a ballistic manner, likely through the back of your skull, Sir, if you have to ask. Focus, Sir, we're not done yet! 14. The enemy invariably attacks on two occasions: (1) when they're ready, (2) when you're not. One would imagine this truth manifests most strongly on defence missions. One would be wrong. Such attacks mean that we are called in to evacuate friendly personnel from a position being already overrun by a major enemy assault. Speed is of the essence and the success is measured in men saved, not enemies killed. 15. No OPLAN ever survives initial contact AKA There is no such thing as a perfect plan. The maps and intel presented on the tac-table in the briefing room might look like a chess table, but it is not and hostlies are anything but mere pawns. Enemies CAN and WILL MOVE in various patterns and not just towards you. A seemingly clear field of fire may include copses of trees granting enemy excellent concealed firing positions and not flimsy supply boxes offering minimal cover. BE READY TO ADAPT. 16. Five second fuzes always burn three seconds. It's like with chances of one to a million, they work nine times out of ten. No, really. 17. There is no such thing as an atheist in a foxhole. As mentioned before, TCR Marines are strong believers. Mainly in "proper weapon maintenance", but, since we fully embrace religious diversity idea, followers of "peace through superior firepower" are found in the Corps in comparable, if not equal numbers. 18. A retreating enemy is probably just falling back and regrouping. As the famous saying goes, "If you had not seen them scatter to the four winds before your own eyes and heard the wail of their women, they are likely to take a breather and run back at you, so just stay in your bush and make them catch the bullets they have missed previously". Attributed to one Koonan DeDe Stroyer. Yes, Sir, I too believe he must have been Dutch. Murphy's Laws of Combat Operations, part 3 19. The important things are always simple; the simple are always hard. So "shoot them before they shoot and/or eat you". And yes, actually managing to do it is the tricky part. 20. The easy way is always mined. If it isn't, it should be. See to it. 21. Teamwork is essential; it gives the enemy other people to shoot at. Which is precisely why footmen and pilots agree to work with each other at all, Sir. Well, that, and the threat of facing a firing squad for disobeying orders during active hostilities. But mostly that. Oh, did you know that Infantry Fighting Vehicles make for perfect mobile covers and not just combat taxis? Well, now you do. 22. Don't look conspicuous; it draws fire. Snipers love nothing more than soldiers saluting an officer on the battleground, as it gives them a clear priority of targets. Which is one of the main reasons why you are commanding from the Impetus. 23. Never draw fire; it irritates everyone around you. Many a pirate felt impervious in their boarding armour, using the jetpack to engage a single spotted marine squad. Few of them read much about "concealment", "ambush tactics" and "overlapping fields of fire" and fewer still will have a chance to make up on those topics. DON'T BE LIKE THEM. 24. If you are short of everything but the enemy, you are in the combat zone. Which is also why ADDITIONAL MAGAZINES and AMMO POUCHES are so vital. 25. When you have secured the area, make sure the enemy knows it too. If you have moved through an area but NOT KEPT VISION over it, a flanking force or a formerly panicked straggler may reside there and catch a careless unit by surprise. 26. Incoming fire has the right of way. Especially AREA OF EFFECT weapons. Artillery, rocket barrages and even acid vomit of some of the local wildlife cares little about cover - although it seems that being crouched and in higher-grade armour seems to negate the shrapnell effects somewhat. We currently lack sufficient numbers of volounteers and artificial limbs to conduct adequate testing of this theory. 27. No combat ready unit has ever passed inspection. AND 28. No inspection ready unit has ever passed combat. Sir, I can honestly say that I have never seen a unit as combat ready as this one. 29. If the enemy is within range, so are you. This remains true, provided that your name is not DARBY, you have never heard of MATCH AMMO and you have not TRAINED making IMPOSSIBLE SHOTS. It also means that you're screwed, because DARBY has had a much better education in those areas. 30. The only thing more accurate than incoming enemy fire is incoming friendly fire. Be careful what you tell your soldiers to aim and fire at. An itchy trigger finger ruined plenty of friendships. 31. Things which must be shipped together as a set, aren't. Most of our stuff was, in fact, shipped together. It was also spaced together during the accident, along with 85% of the crew. Ironic, isn't it, Major? 32. Things that must work together, can't be carried to the field that way. Normally? No. But with LOAD BEARING RIGS? They can. 33. Radios will fail as soon as you need fire support. That's excellent news, Sir! Since we do not have any fire support available at the moment, our comms should be working perfectly for the foreseeable future! 34. Anything you do can get you killed, including nothing. STUDY your own arsenal and your ENEMIES, pay attention to their EQUIPMENT to make informed choices, Major. Knowing who and when to strike, and when to sit quitely or retreat to better positions is half the battle. 35. Tracers work both ways. They sure do, so if a copse of trees starts behaving aggresively towards your units and you could see which one it was exactly, feel free to return the attention. 36. If you take more than your fair share of objectives, you will get more than your fair share of objectives to hold. Sometimes the mission might require you to capture several objectives and then evacuate. Investing in INTEL OCI MODULES will help you to evaluate if it will be more advantageous to move a single strong task force, clearing and taking the objectives point by point, or maybe to send a small but mobile secondary group to a weakly defended objective and rally at evac or strike the third objective from two sides. 37. When both sides are convinced they're about to lose, they're both right. Nothing can be truer about a war. Fortunately for us, this is a police action. Like the XXth century's Korea conflict. Or Vietnam. Professional soldiers are predictable, but the world is full of dangerous amateurs. Alas hopefully, by now, you're a bit less dangerous, Major. Afterword Sir, that should be enough for now of boots-on-the-ground-knowledge to leave you with plenty to chew through. If needed, let me know in the comments if you want me to expand on or rephrase something. And now, with permission, I'm going to my bunk.

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A beginner's guide to the Menace that is filled while I'm exploring the game. Starting a new game and initial squad leaders You have the options for Ironman, a seed, and difficulty. If you are new to these games, or Battle Brothers, or if you don't want brain hemorrhage in the first game, don't do Ironman, and start in Normal. If you are experienced, go as you wish. Normal difficulty gives you a few starter items, and it allows for a better supply point rate, i.e. less stringy unit deployment. The next thing is to select your starters. You have a couple of options here: 5 infantry 3 pilots It is usually recommended to start with 3 infantry and 1 pilot, as you only have one vehicle at start. For the first try selecting the characters is a bit overwhelming. The game tries to help you with a star rating about the squad leaders, but that is a bit tricky, as it doesn't always translate to real combat capability, especially after late game. Infantry: All starting infantry has the perks Scout, Athletic, Solid Grouping, Buff, Bags & Belts, and New Tricks available to them. Darby: Darby is very decent. She is the sniper squad leader. She is a vanguard/commando unit, good for stealth. Covert ops, Ambush and Sharpshooter are a very nice combo on her. Standby can be strong. Darby also has exceptional accuracy out of the box, and good growth potential. Her special is good against weapons teams or taking out an annoying RPG launcher before it accidentally breaks your tank in two with a lucky shot. Lim: Lim is also a very strong option. He has even more growth potential, and he is a mobility gunner and CQC. One of the squad leaders to have the Mobile Infantry perk for quick entering or exiting the APC, which makes him fairly mobile and tanky while travelling, though it is a bit more wasted on him in a gunner/CQC role. Blaze of Glory, Berserk, Counterstrike, Pointfire, Grenadier, Return of Serve, Stubborn and Run and Gun all point towards CQC role; returning fire and grenades to suddenly incoming enemies around the corner, and managing suppression and mobility. Pike: Pike is a support/gunnery option. His special can be very strong and outright life saving depending on the other team members, or it can be a bane of your action economy (as much as Mobile Infantry can). Pike has good stats but low growth potential. Pike is always a welcome option, especially later. As far as my investigation goes, Pike's ability to mark doesn't help with indirect targeting. Carda: Carda starts with abysmal stats, but the best out of the box growth potential. Her special cripples her even more for the first 3 rounds, after it it is a net gain. She is the real peekaboo-style Mobile Infantry, a passenger princess by heart, at least while she is greenhorn and doesn't have the staying power or usefulness. It also helps to mitigate the malus in the first 3 rounds. Other than that, Carda is amazing for a special weapons team, jumping out the vehicle, shooting 2 RPGs, then moving back. If you are using her as a more stationary weapons platform, for instance for defense missions, Steady Gun is amazing and can get her in the shooting game. First Aid and Call Out Target is useful while Carda isn't, in the early game, or in the first few rounds, but apparently it doesn't serve as a Target Designator for indirect fire. Tech: Tech has a foul mouth, great HP and tanking, and the ability to use bigger guns without deployment (though he still benefits from the accuracy and defense bonus, but it is partially mitigated by the Pointfire perk). While there are some that can be used by anyone on the run (sniper rifles, RPGs, light machineguns, EMP gun), and some that even Tech can't use without setting up (tripod weapons), he can use a couple more, including PAL and the Crocodile Antimatter Rifle. He is also the best starting grenadier, having access to Quick Hands, Fragmentation, and Long Bomb. Tech is a very good option for a tanky CQC character that can bring the bigger guns into a knife fight. Pilots: All pilots start with the Expert Pilot, Solid Grouping, Tankbuster, and New Tricks perk options. Bog: Bog starts with bad stats, and he has the lowest growth potential along with Pike. However, he is very cheap to field, even more so with Recycled Parts, which makes him a glass cannon. He is fairly tanky with Zig-zag, Minimize Silhouette, Fortify and Hotwire, but better used as a ranged platform because of low HP if you select Recycled Parts. He has Steady Gun for that purpose. He is also the crit shooter with Critical Hits and Lucky Shot, but his base stats and slow growth won't take him anywhere for a while. Steady Gun helps if he is a long-range indirect fire guy. Bog is the only starting pilot that has Standby. Rewa: Rewa is the Vanguard Commando pilot, and an offensive damaging one. She has a very good special to chain kills, has Berserk, Finisher, Fury, Grind Down, Tankbuster, and To Shreds to make short of any vehicle she founds (and basically everything else). She also has good growth potential for a pilot. She is the recommended pick. Achilleas: Achiilleas is the Vanguard Walker spec, and the most CQC of the pilots. Fairly tanky with Shieldwall, Zig-Zag, Fortify, and Disruptive Fire, and a fairly heavy hitter with Lancer, Critical Hits, Full Send, and Tankbuster. Keep in mind, that Lancer is only in CQC range, so you might not want it first (and later on it is also situational). Other squad leaders These are the ones I got crossed with so far: Greifinger: The other vanguard sniper. Less stealthy than Darby, but more damaging - Guerilla, Assassin, Tankbuster are the perks he needs to damage like hell. Sharpshooter helps to deliver the message. He is very good with anti-tank weapons that give you a big bang, or even with the Crocodile. Jean Sy: She is very cheap with low starting AP and skills, and a not-too-good growth potential. She is the accessories gal - Resourceful, Quick Hands, and Scavenger can make her a beast with disposable launchers and the like. Trinketing increases drop rate for items, so this makes her the one you would like to use for high value targets, or to luck out a few more jaeger armors or something. Steady Gun, Pirate's Luck, and Disruptive Fire makes her a kinda sniper/countersniper. The Yaz: He is a terror trooper. Gives out more morale damage and shoots better against feared enemies. He is a CQC with Mobile Infantry, or Commando, depending on which one do you want. Good stats and good growth potential, though low starting accuracy, it gets fixed in close range with Close And Personal. Very strong against aliens, weaker against morale immune enemies. Sachin: Another 1 star candidate like Jean Sy and Carda. Has okay stats for a guy this cheap and better than average growth potential. He is actually fairly accurate if his squad is full. His quirk is to fire cheaper squad weapons, fire them more often, and do great suppression. That also means that his main quirk is wasted on aliens and vehicles, but is very decent against any infantry from rogue army or pirates. He prefers to not have special weapons but gets no bonuses to accessories either. Vamplew: a kinda masochist squad leader that gets AP back if he is shot at. Shooting Gallery has an interesting damage synergy with vehicles and enemies in the open, though usually those are not the enemies you have trouble to hunt down. Has Critical Hits and Full Send. Okay stats but no too high growth potential. Has an unique taunt ability. Wetteroth: the big alien hunter. Has a melee attack, a bleed, Critical Hits, and Finishing shots stacks up with how much wounded the enemy is. He has good accuracy but low discipline and action points, however, he is dirt cheap. His growth potential ain't too high either. Exconde: a pilot that gets bonuses from adjacent infantry and gives better cover to them. It is a support/scout/sniper that tanks well. Ivey: she is the Carda of the pilots. Goof growth potential with starting stats that are worse than Bog. She is amazing with heavy weapons, ultimately shooting them by -10 AP for the first shot and -20 starting from the second shot. If you get her early, like Carda and Lim, she can become a beast. Very decent and very cheap pilot. Weapons Weapons are divided into categories: Squad Weapons: they are carried by squaddies (and the leader if it doesn't have a special weapon). Basically there are a couple of different weapon classes, and a few modified versions. BR3A3 Kr-BAR "Crowbar" - big hits, good armor pen, but low rate of fire. Greatest range (9). R14A2 ARC - best damage, good armor damage, low armor pen, good rate of fire. Smallest range (7). R10A6 K-PAC - middle range (8), middle armor pen, smallest damage, but good rate of fire. MP3A9 PPP - very high rate of fire, low armor pen and armor damage, very low range (5). MK46MOD2 SPC - longer range (6) SMG that has double the penetration of the PPP, but lower damage. Comparable to the pirate SMG. Stoneclad CS185 - shotgun. Very high armor damage, very low armor penetration. Lowest range (4).. Shreds armor like there is no tomorrow, especially with Rend Ammo. CQB variants: So far, I've met these: "CSP" ARC: +2 hit point and armor damage, lower optimal range and higher falloff, but +10 base accuracy. "CQB" K-PAC: -1 range and +1 ROF, and a sharp descent of accuracy over the board. MOD2 Carbine: this is a modified crowbar with +10 accuracy and a shorter optimal range. Silenced variants: These are very good for stealth sqads, but are beneficial to everyone in long range. MOD3 Suppressed - a crowbar that is a squad level silent sniper rifle. Also has +10 accuracy over the regular gun. "SOCC" ARC - +10 accuracy and a slightly better accuracy profile over the regular gun. "SOF" K-PAC - +10 accuracy and +1 hp damage over the regular K-PAC Other: "Range" ARC: +1 range, +5 armor pen, and a better accuracy profile at range. Pirate looted PDW: SMG that has way less damage and less suppression but double the armor penetration of the PPP. Special Weapons: SR31-HM SPR: poor man's Crocodile, it is a sniper with very nice infantry armor penetration, but only one shot, compared to the normal sniper rifle's 2 shots. Very decent on larger bugs or smaller pirate trucks. Has 75 armor penetration, 40 armor damage and 30 hp damage. Anti-Materiel Rifle "Crocodile": The big brother, with 110 pen, 70 armor damage, and 80 hp damage. K-SAS Designated Marksman Rifle: True sniper rifle, shots twice, so 2 shots from it can kill any weapons team in extreme ranges. 45 armor penetration, 25 armor and hp damage. I was lucky to get a T2 version of it (only has placeholder name for now), and it is even better. That one is good against light vehicles too. Vehicle weapons: Light walkers can equip one medium weapon, as do pirate trucks. I've seen a medium mech in the store, but as it was priced at 6000 trade value, I had no chance to try it out. I never had the luck for a tank either. The Light Troop Carrier can accept a medium or a heavy weapon. It usually can have a light one too, except in case of the Twin M6 Heavy Machine Gun, which doesn't allow for that. Heavy weapons disable troop carrying capacity, making the IFV a small tank instead. By the time you get to the bigger weapons you will have a good understanding of the game, but a few to remark: Long barreled tank gun is good against tanks. Autocannon is good against normal vehicles. Minigun or Twin M6 is good against soft targets as they shoot _a lot_. ATGM is a very strong weapon especially if you have some way to indirect fire. Laser lance seems good on paper, but it is 60 AP (like the tank gun and the ATGM), but it shoots twice and you often have to purge the heat for another 60, so it is basically 90 AP if you are using it as sustained fire. Vehicles After meeting the Menace, a few new options come in, like the IFV and the Medium Walker. The IFV is similar to the troop transport you get, with similar slots, but it gets 150 armor (+25 from LTC) and 400 hp (+150 from LTC). It also have 8 vision (+1 over LTC). It is also 380 supply points (160 more than the LTC). It costs 880 trade value. The Medium Walker gets 140 armor (+30 over the light), 250 hp (+90 over the light), and plus one medium weapon. It also 400 supply point (220 more than the light). It costs 1000 trade value. While the Medium Walker sounds prohibitly expensive, it is a very good upgrade, because it can get both AT and anti-infantry weapons. Or it can use 2 laser lances and fire every round. Team composition examples Girls und Panzer: Get Carda, Darby and Rewa at the start. Get also Tech because she is Disney Princess Terry Crews now, and because you can't get a 4th girl otherwise at the start. Luck in Ivey as your second tanker. Also luck in Jean Sy. The team is: Carda: infantry special weapon platform Rewa: attack girl with any wehicle or walker that you come across. Ivey: your heavy weapon platform LTC, and later IFV (or tank if you have one). Depending on the enemy, long barrel tank gun or twin heavy machine gun is her toy. Darby: your stealth sniper Jean Sy: your loot sniper Princess Tech: CQB fighter (if needed), One or two other squad leader if the girls get tired. Lim, Greifinger, and Achilleas are good candidates.

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购买物品 1. MVP:载具雷达 这绝对是最有用的物品。它让其他侦察信息来源(侦察兵技能、情报、无人机等)变得不再重要,能让你攻击战争迷雾中的敌人,从而实现火炮和远程武器的常规作战。只需把它安装在海盗卡车或装甲运兵车顶部,虽然需要花费点数,但完全值得。我觉得它可能会被削弱。 2. 对于小队武器,其有效性可以用“每轮造成的伤害与受到的伤害之比”来解释。因此,战斗步枪(撬棍到锤子的武器系列)似乎比其他所有武器都表现更好,因为它们能让你在敌人无法真正击中你的最大射程外造成大量伤害;这也能让你通过不穿戴重型装甲来节省点数。突击步枪和轻机枪的压制效果更强,但射程较短,而且通常情况下,与其压制敌人,不如直接消灭他们更有意义。 同样的逻辑也适用于载具武器和机动步兵的下车作战:虽然你可以通过近距离移动并压制所有反坦克武器来进行激进作战,但没有理由这样做,因为保持远距离不仅风险低得多,效果也一样好。长管坦克炮和【轻型武器】槽位的榴弹发射器是非常有效的载具组合。 远距离作战还能更容易利用掩体方向和装甲朝向的优势。 狙击步枪、迫击炮和三脚架武器也因其射程优势而表现出色,但它们的使用更具情境性(分别是:只能攻击单个目标、对装甲敌人效果差、部署时间长)。烟雾迫击炮若能在你的部队陷入不利位置时使用,基本上能完全保护它们免受伤害。 如果你还没达到能用大量战斗步枪火力直接摧毁载具的阶段(这种情况在游戏后期更常见),那么反坦克武器会很有用。 3. 冲锋枪(尤其是高容量弹匣冲锋枪和成本480的那款)是个例外。当与海盗连身裤以及拥有大量额外行动点的小队领袖(狂怒、海盗速度药物、荣耀之火 perk 以及反击技能)配合使用时,它们非常强大。你可以跳到近距离进行屠杀。然而……通过远距离射击也能获得大致相同的效果,而且近距离冲锋枪对载具效果也不太好,因为载具有时会剧烈爆炸并对2范围内造成伤害。 4.对于消耗品栏位,匹配弹药是通用的好选择,许多类型的药物也是如此(关键是,部分药物和所有弹药的使用消耗0行动点)。无人机同样非常出色,因为它们可以在无风险的情况下造成伤害或获取情报。其他消耗品的作用相当明显:大多数情况下,只需补充你可能会耗尽的弹药类型即可。 5. 关于OCI升级,那些能在每次任务中增加额外小队成员的升级(WOO/ExWOO)以及具有治疗功能的升级(医疗舱/高级医疗舱)是最有价值的,因为损失过多小队成员是主要的失败条件。提升补给上限的升级也很不错。地图外能力,如无制导导弹,可以与载具雷达物品配合使用,打击战争迷雾深处的敌人集群(你也可以尝试在打击到来时用迫击炮持续轰击来将敌人固定在原地)。“打捞小队”是海盗任务中一个有趣的战利品升级选项,你可以引爆所有空载具并获得大量战利品。这就是我在游玩过程中学到的全部内容,希望能帮到其他人!

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A guide to Mobile Infantry, a perk that enables an entire playstyle focused around swiftly mobilizing infantry through vehicles. Introduction This guide was originally a guide written during the beta test on the MENACE Discord. Mobile Infantry is one of the most playstyle altering perks in the game. It allows the Squad Leader to enter & exit a vehicle - henceforth referred to as the 'battle taxi' or 'taxi' - for the low cost of 5AP. As vehicles are generally less fragile and more mobile than infantry (more on this later), this allows your infantry to use the taxi both for mobility as for armor. At the time of the writing of this guide, infantry inside of a taxi is completely safe until the taxi is completely destroyed. We might be able to snipe pirates out of trucks, but they can't do the same to us. There are exceptions to this. The "Passenger Hit" defect, construct Floater explosions and mines can take out squaddies inside a taxi. That being said, regular gunfire never does! As Mobile Infantry tactics allow you to combine mobility with firepower, there will obviously be a lot of overlap with CQB tactics. I will try not to go into the specifics of CQB, but for more information on this concept you should take a look at the CQB section in the excellent Gate Rippers' War Manual. It's important to note that the Mobile Infantry perk is crucial in order to be as AP efficient as possible. There's nothing stopping you from using a taxi to drop a unit off in an advantageous position, and I highly recommend anyone uses vehicles for this. This guide is specifically about using an infantry unit in conjunction with a vehicle to be more than the sum of their parts. Other Guides To Check Outhttps://steamcommunity.com/sharedfiles/filedetails/?id=3660218753 https://steamcommunity.com/sharedfiles/filedetails/?id=3660188726 https://steamcommunity.com/sharedfiles/filedetails/?id=3659937275 What do you need for Mobile Infantry? A taxi. That is to say, a vehicle with a Heavy/Medium flex slot that forgoes a Heavy weapon in order to unlock its transport compartment. You can still use a Medium weapon, such as an Autocannon, however! At the time of writing, the only two vehicle eligible for this are the Light Troop Carrier and the Infantry Fighting Vehicle. The latter is a straight upgrade to the former especially in terms of durability. If supplies allow, I strongly recommend upgrading whenever possible. An infantry SL with MI. There are some edge cases where you can use an SL without this perk, and simply eat the 60AP cost to enter/exit the vehicle, but I don't recommend doing this often. I'll get more into loadouts later, but in order to maximize firepower, this SL should be given 8 squaddies and good guns. Optionally, a recon element. As your taxi is vulnerable to a few specific types of units (namely those that can kill hardware) it's extremely important to know where these units are at all times. While you can drive in blind, I recommend against making this a habit. Ideally this recon element has Vanguard Deployment and tons of Concealment in order to give information as deep and early as possible. Optionally, the AI Logistics OCI. While early in the game you'll only have the vehicles and supply to field a single taxi-MI team, as you progress through operations your supply will eventually let you field more units. AI Logistics reduces the supply your vehicles cost by 15% (at time of writing) and can stack. This is obviously really helpful, and even just a single one can let you field two MI teams or even a supporting combat vehicle. By midgame, it's not impossible to field an almost fully mechanized team with Vanguard scouts, that will let you really accelerate the opfor to death! Why Mobile Infantry? AP efficiency: By using the taxi for movement and the infantry for firepower, you get to cheat the AP system a little bit. Most of your units will have to choose between movement OR actions OR a little bit of both. A taxi-MI team can do both for the same amount of combined AP. Essentially the taxi is gifting its AP to the MI for the purpose of movement. Outside of Pike, no other SLs can gift each other AP with that level of efficiency. Supply usage: While a taxi-MI team costs a chunk of supply up-front, it can shave off a lot of supply costs particularly when it comes to armor. As the MI unit will almost never be exposed, you can afford to keep them in their regular pajamas or load-bearing pajamas for an entire campaign. Speed & Mobility: Even the slowest pilot is still quite fast relative to most infantry squads, especially when they can afford to sink most of their AP into movement. This lets you close in on objectives quicker, get into flanking positions that infantry simply couldn't reach, and draw attention from units that can't meaningfully harm your taxi. It lets you pick your engagements, and alpha strike high-value targets before the enemy has had the activations to get into cover. Suppression (or the lack thereof): Your MI squad simply does not interact with the suppression mechanic until things have gone so FUBAR that being pinned is the last of your concerns. Space: Taxis tend to eat up a ton of the AI's attention, allowing your other squads to move up in relative safety or pick off stragglers that tried to run away. Why not Mobile Infantry? Zone control: By having two units (one of which a supply-hungry vehicle) occupy essentially the same tile, you limit your ability to project firepower over an area. For a similar amount of supply, you could field 2-3 rifle units or even more weapons teams that can threaten a substantially larger area. This is especially important on Stop Migration-type missions where you need to cover as much area with vision and firepower as possible. Static missions: This one should be obvious, any mission type where you have to sit around an objective zone does not really benefit from additional mobility. Vehicles are still extremely worthwhile on those types of mission for raw firepower and I highly recommend bringing at least one mobile SL in order to hunt for indirect fire units (Bug Bombardiers, Mortar teams, etc), but a taxi-MI team can often feel like a waste of supply on these missions. Death spirals: Let me be blunt, while your taxi offers a ton of safety to your MI, when things go bad they go really bad. Vehicles are very tough, until suddenly they're not. Rockets, AT grenades, Anti-material rifles, ATGM teams, there's a lot the AI has at their disposal to destroy your taxi. Even if one of these things doesn't one-shot your taxi, a wrong defect (engines especially) can lead to a death spiral. Once your taxi blows up, your squishy MI will be left in the open, with nothing but a smoking wreckage to protect them (which doesn't even benefit from the MI perk's increase in cover!). A single mistake can lead to the deaths of two SLs and an expensive vehicle. Iron Man safety: Most of the time when a death spiral happens you can simply reload and play things smarter, but on Iron Man that's obviously not an option. That isn't to say you can't use MI on Iron Man, just that it's recommended to overinvest in defensive options, recon, and to play things a little slower. Loadouts & Gameplan The gameplan is really quite simple: Drive your taxi up to a good position, use up your remaining AP (if any), end turn. At any later point (often the next activation) pop your MI out of the trunk, use all but 5AP to do whatever you want (usually shooting at things), then pop back into the taxi. In a pinch, you can leave the MI just outside the vehicle as the perk upgrades cover from vehicles, but I'd recommend only doing this when absolutely necessary. The most important thing to keep in mind is that some unit types becomes top priority to disable/kill. Anything with rockets (Pirate Scavengers, Heavy RA Infantry, Construct Soldiers), Autocannon/ATGM teams and most hardware. As such, it's highly recommended to give your MI unit something to deal with hardware, because your taxi often can't. Be especially careful about being marked. If you can't flush out any ATGM units, just retreat. It's not worth the risk. Typically your infantry will spend their AP on firing a rifle twice, but you have options. It's often worthwhile bringing an Infantry Special that can deal with hardware as your taxi often can't. RPGs are a stand-out because they allow you to fire them without deploying. For anything that needs to be deployed, I recommend taking up the Athletics perk for AP efficiency. For example, if your MI has 80AP after enter/exit costs are factored in, you could deploy, fire a 60AP special (such as the MAAL or the Minigun strafing attack), undeploy and enter the taxi. With 90AP, you can do something similar with a 40AP special, firing it twice. I don't have any specific recommendation for gun types. SMGs and Shotguns can be devastating if your taxi can afford to drive close (and often it can), but you can just as well use Crowbars or KPACs to deal with things at a reasonable distance. I recommend experimenting, see what fits you and the specific SL. As for armor: Once you have some spare supply I highly recommend Load-bearing Rigs to give your MI 3 accessory slots to work with. Accessories offer a ton of utility, as well as AT options. Special ammo, smoke grenades for emergencies, AT grenades/Disposable AT Launchers to deal with hardware, Smart-links, or even ammo bags. When it comes to the taxi, I recommend prioritizing safety in the form of Advanced Sensors, Smoke Launchers, or Exploding Reactive Armor. The VMAT can come in extremely clutch as well. The taxi's weapon slots are largely open to personal preferences and supply needs. While your taxi won't spend nearly as many turns firing its weapons as a regular pilot, the right weapon can still be effective. Just remembering your taxi's job isn't to kill things the same way a combat vehicle might, its weapons serve purely to support the gameplan. So consider picking something that patches up a weakness (such as an ATGM or Autocannon to deal with hardware, or a Grenade Launcher to suppress infantry). The Infantry At time of writing, there are three SLs with the Mobile Infantry perk: Carda, Lim and The Yaz. I'll try not to get too much into the weeds about their characteristics, there will be dedicated SL guides for that, but I still want to give an overview of their various strengths as well as give some perk recommendations. Lim stands out an incredible SL for any kind of assault or CQB gameplay, and he's no different as an MI. Amusingly Run & Gun actually triggers from exiting a vehicle, though I don't think this hits any meaningful AP breakpoint. Berserk allows him to shoot a third time if either one of his shots kills something (and with his taxi giving him a flanking shot, this will be often). Grenadier allows him to use AT grenades very effectively. Blaze of Glory, Counterstrike, Zig-zag, Return of Serve and Stubborn are sadly wasted picks on a dedicated MI Lim. Yaz is basically Lim but more aggressive. He has Berserk as well, and Close & Personal makes him a good candidate to be teamed up with the fastest taxi you have. Finisher is an interesting perk. It's a lot of damage, but sadly none of the good taxi pilots have Disruptive Fire to enable the perk. Tankbuster lets him deal with threatening hardware that much more effectively. Carda is kind of a weird pick for one simple reason: She starts with only 85 AP. This means that she cannot enter and exit and shoot twice. She has to either commit to a single shot, or stagger entering/exiting the vehicle over different turns. This makes her very awkward to use initially. Thankfully her god-like Growth Rate means she'll only need 10 or so missions to build up her Agility and hit the 90 AP power spike. Using her as an MI is also a good way to train Agility and Weapon Skill (as she'll often be firing at least once). Furthermore, she has the fantastic Share The Load perk, which lets her leverage her squaddie count as extra special ammo (10 RPG shots or 6 MAAL shots!) as well as Tankbuster. Team Spirit functions just as well when Carda is inside the taxi, and is a fantastic teamwide buff. While she'll never have the same raw offensive potential as Lim or Yaz, she has unrivaled utility and flexibility. The Pilots Exconde stands out as the premier, best in class taxi pilot by a mile for two reasons: Fervor and Divine Intervention. While Fervor means giving up a medium weapon (which includes the Radar), it also allows Exconde to reach frankly ludicrous levels of mobility. On straights along reasonable terrain (grass, sand) you'll be shaving around 33-50% off of your movement cost. Ironically this means that Exconde often has the AP left to fire his light weapon, when without it he'd have to spend all his AP just for movement. Fervor also combos wonderfully with Zig-Zag for obvious reasons. Divine Intervention is an incredible perk for survival. It can feel a little random at times, but I've noticed that the AI has a habit of immediately activating a anti-hardware unit after a taxi moves up. He pairs especially well with a CQB focused Lim or Yaz, letting them easily get into Shotgun or SMG range. Bog is cheap. That's pretty much all there is to him as a taxi. Recycled Parts allows you to minimize the supply cost you have to spend on your taxi. Juryrigged can come in clutch when you're hit by a debilitating defect, but I wouldn't recommend relying on it. Fortify is nice just to be hit a little less often and take a little bit less damage. Overdrive can compensate for Bog's poor AP by allowing one explosive turn. Rewa is usually better used as a combat pilot, but she does have one advantage. The Roadkill perk greatly increases the effective of the Run Over ability. While not as mobile as Exconde, this lets Rewa ram into an enemy unit, strip them over armor and morale, and puts her infantry into a great position to pop out and clean things up. Achilleas and Ivey are all better suited as combat pilots. They can be a taxi pilot in a pinch, but they lack useful perks. Achilleas is far too expensive on supply even if he has good defensive perks, whilst Ivey's just a worse Bog when it comes to being a taxi. The Support Darby is a little pricy, but she's by and far the best forward recon SL in the game through a combination of Covert Ops for extra concealment and Vanguard. She's also fantastic at preemptively hunting down threats to the taxi, such as marking HQ units or ATGM teams. Kody and Wett also have Vanguard but the former is better used as a killer, and the latter has painfully low base AP. Tech can serve as a discount MI unit by using his innate perk either fire a special weapon he has no business firing, or using a Target Designator to mark something that your pilot can then fire on. It's more fun than it is powerful, but the option is there. If by some ungodly method you managed to get Pike's AP up to 120 (by Growth or by drugs), you can use him as a permanent 60 AP accessory for a combat pilot. Pop him out, use Taking Command, pop back in. Once again, this is more funny than actually useful, but I thought I'd point it out. Outro And that's it, that's all I had to say on the subject of Mobile Infantry! I'd like to emphasize that due to how flexible this playstyle is, you should experiment with loadouts and taxi-SL combos I haven't mentioned, and I'm sure people in the community will have some ideas I never even considered (and I'll be happy to add them to the guide). I hope you were able to get something out of this guide. Good hunting and go fast!

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OCI upgrade what to pick Electronics Sensorsthis is simple. the more sensors you have, you can detect who and where before each mission start. Knowing where and what types of enemies will allows you to plan your deployment more effectively. 2 intel only reveals the enemy type, but 3 intel allows you to discover the enemy's weaponry. But a large number of sensors are not required. It's optional. Even zero sensors, you can see not only mission objective location but also enemy presence. if you accept save scam, this upgrade will be completely unnecessary. Just start mission, and go scout around, then load save. Coordination Relay Center The mission turn limit is secondary-objective, and failure to achieve it does not lead mission failing. Since the success rate of sub-objectives contributes to the overall star rating of the entire operation, this may be a useful option for players who are struggling to achieve a 4-star rating. Conversely, it may be unnecessary for players who can already consistently achieve 4 or more stars. HackerOnce per mission, immediately disables enemy mechanical units for one turn. When engaging multiple vehicles at once, this can create a temporary numerical advantage, allowing you to destroy them one by one, reducing casualties and saving turns. Even if enemy vehicles are hidden by the fog of war, you can still target them for hacking. Not only that, but when you hover over a targetable vehicle, your mouse cursor will change to a 🎯, allowing you to find out the coordinates and number of enemy vehicles. It's almost useless as a way to recover from failure. Because It only delays the death of allies by one turn, which can easily be replaced with Smoke. DecoyCan be used 6 times per mission. This is a tool that helps with stealth play. If used while engaging, the situation remains almost unchanged. Its true value lies in temporarily changing the rules of turns, making your turns consecutive rather than alternating between you and hostile. But if your goal is to skip Hostile turns for continuous action purposes, Suppressive Fire is much much better. EW-System-bugged?Once per mission, multiple squads gain 4 stack of concealment(=enemies can find you 4tiles less) until the end of this round. I'm not sure this is a bug or intended, but a few squads didn't gain concealment buff. Vehicle passenger squads are unaffected? Concealment buff last only current round but not next turn. So you want to use it first action of the round. Clicking a command icon in the UI will executes this action immediately, so be careful not to accidentally click it. If you have ever played XCOM2, you know how it works. You can use concealment before break into hot zone then open fire like guerrilla, or temporarily hide your squads from enemies that come from unexpected locations if this OCI works properly ¯ (ツ)/¯. ConsulateI haven't tested it yet. Trust level seems to related to only unlocking OCI upgrades. Or there may be some hidden mechanics, currently I can't confirm it yet. Unless you choose what to unlock carefully, you don't need much trust points. By the way after unlocking OCI, if you lose your trust level, it will not be locked again. Armament MinigunOnce per mission, designate 5 tiles and fire a suppressive machine gun on the next turn. It has high penetration and can deal 80-90 damage to enemies with 90 armor. If you're familiar with turn-based strategy games, you know how ineffective "attacks that land next turn" can be. Enemy infantry will try to escape the range of the Minigun, so use it on slow, heavily armored enemies, fixed targets like watchtowers, or to flush out enemy infantry who are laying suppressive fire on you. Still, at a cheap 65 points, it's a solid investment that will pay off until you can buy decent assault rifles for your whole team. Unguided missileOnce per mission. Next turn, 9 tiles of AoE missiles will land somewhere in a 9-tile square area centered on the tile you selected. This AoE destroys cover and structures, leaving enemies completely exposed. Instead of dealing damage, use them to open paths and lines of sight, or to destroy defenses like watchtowers. Only install this if you urgently need a way to destroy cover, as more powerful OCI upgrades for the same purpose will be unlocked later. Rocket RunOnce per mission. A variant of the unguided missile that fires eight missiles but deals less damage. Its basic characteristics are the same as the single unguided missile, and it is used for suppression and destroying cover. When used, a 9-tile AoE area is displayed, but it is important to note that, like the single-fire version, it actually blows up a 25-tile square area. Supply DropCan be used 2 times per mission. A single-use resupply box is dropped onto a tile, and any squad or a vehicle that steps on it will have their ammo and accessory uses replenished to their maximum. The rating will vary depending on the difficulty level. I've read multiple comments about how extra ammo helps them win on higher difficulties. Sometimes it's more effective to simply fire twice as many bullets at your enemy than to use some genius strategy like Alexander the Great. Note that stepping on a tile automatically uses a box and you cannot save it for later. AP MinesCan be used 3 times per mission. On the next turn, randomly scatter 6 tiles of anti-personnel mines within a 9-tile square area centered on the tile you selected. Once placed, the mines are invisible to the enemy and are effective against soft targets. It prevents the enemy from using advantageous cover or blocks their route. Squads transported by vehicles also takes damage for some reason. Naturally, it also affects your allies, so if you don't use it wisely, it could choke you. If an enemy steps on it, you will hear an explosion, so you can also use it as a sensor to detect enemies in the fog of war. When you try to select a tile with an enemy squad, the mouse cursor will show an X and you can't select that tile, but you will find out where the enemy is even in the fog of war. SmokeOnce per mission, it can spread smoke over distances that hand grenades cannot. It can be used to protect isolated allies, approach stealthily, or even when a squad with smoke grenades is suppressed. Auto Laser TurretOnce per mission, it drops an immovable turret that automatically attack enemies and can also be targeted by enemies. They can be dropped to flank the enemy and used as crossfire, or used as cover in open fields. Although it is very localized, it can overcome numerical disadvantages and disrupt enemy plans. Its durability is comparable to that of a light vehicle, so it cannot act as a hate tank. One alone doesn't provide much firepower, but two provide more than double the combat performance. So if you like it, you should install it 2. Gravity ManipulatorOnce per mission, deal heavy damage to cover and structures in a 3-radius octagonal area on the next turn. Infantry take no damage, but are immediately suppressed and forced prone. It's a non-lethal but powerful support weapon, able to neutralize and expose enemy infantry, making it ideal for attacking heavily fortified areas that even tanks can't access. Ion CanonOnce per mission, it selects five tiles, similar to the Minigun. After 2 turns, fire laser that penetrates almost all armor. It's useful to destroy enemies in cover or the cover itself, or if the main objective of the mission is to destroy stationary structures such as dropships, you can remotely destroy them. In fort breakthrough missions, it can melt walls to make entry easier, or if you detect location of howitzer, you can destroy it before you get shot. Since it takes a loooong time (2 turns) to hit, it's not suitable for attacking vehicles or alien bugs unless you can immobilize them. Hull MED BayIt saves squaddies who were supposed to be lost. You cannot retroactively revive those who have completely died, and the number of people you can save varies depending on the grade of the facility. Until you get used to the game, it's natural to take casualties during missions and lose squaddies. So keep it till you feels it unnecessary. You'll start the game with a weaker variant. Wayback Outreach OfficeAfter each mission you gain squaddies. The word manpower is a typo. It should be set up as soon as possible. Lack of squaddies means that squads cannot be staffed with the full eight soldiers, which not only leaves squad leaders with less rifle firepower but also makes them more susceptible to being killed. Unless you're an experienced player who doesn't take casualties, a Med Bay alone will gradually reduce your squaddies, so you'll need to restore the population. Repair BayIf you like using your vehicle as a shield, this upgrade is a must. However, this is not an upgrade that will make your tank invincible. Enemies have anti-tank weapons that will turn your tank into scrap if you advance blindly towards them. Digital Combat Recording and Analysis CenterI have tested it. Still I think it's unnecessary. Missions with a 1-skull difficulty offer fewer promotion points, so if you avoid them and choose 2-skull or 3-skull missions, you'll still be able to earn enough points. Also, if you promote too many times too early, your supply costs will increase and you'll struggle with deployment cost restrictions. Automated Supply CompartmentIn most cases, if you want to reduce deployment costs, AI-Logistics is a much better option. Who want this rather than AI-Logistics is... For example, a team of a pirates truck with a sensor and infantries that using stealth, mortar, tripod heavy weaponry. Drug LabCombat Drugs can be used twice without AP cost, so if used consecutively you can grant the effect for four turns. But those drugs are rarely appear in black market barter and be easily missed. You can sell them if you don't need them, but as a facility for making money they are inferior to other facilities with similar effects. Fixerit can be considered as a discount of about 20% off the purchase price. 1/1.3=0.769 Since it takes effect immediately after installation, it is best to install it after securing a large amount of barter goods. AI LogisticsAs stated in the Hooded Horse guide, this will significantly reduce the deployment costs of vehicles, allowing you to deploy armored divisions earlier. Most of OCI's Hull upgrades focus on resource management, so an upgrade that directly manipulates mission difficulty like this is quite unique. Salvage TeamWhenever you destroy enemy vehicles, you get a "salvaged parts" that values 20 for barter. This high-risk, high-reward upgrade transforms enemy vehicles into prey rather than obstacles to be avoided. Wreckage Recovery TeamThis will allow you to sacrifice vehicle for tactics if necessary. In Iron Man mode, losing a vehicle is an accident that must be avoided as it will make subsequent operations difficult. However, if you have the power to turn back time, this upgrade may not be necessary. MED EVACOnce per mission, you can call a single use evac helicopter when your squad downed. Rescuing a downed squad is a very risky move unless you have cleared the area. However, if left unattended, the squad leader will die permanently, so in most situations you have no option. I highly recommend this for ironman players.

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欢迎阅读这份“最佳”《Menace》指南,本指南主要面向新手玩家,但老玩家或许也能从中获得一些惊喜。 本指南包含10多个实用技巧,能帮助你快速上手《Menace》,避免一些常见错误(这些错误都是我通过惨痛教训学到的),还能让你学到新的小窍门。 如果你有其他任何问题,欢迎在评论区提出。

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simple math and rant Basic info Well-known info: Cost for 1*/2*/3* leaders 4/20/40 (pilots 10/40/80), skills 5/10/15, squaddies 2/5/10 Primary weapon: pipe gun 4, local defense basic weapon 9, local defense modded weapon 13 Special weapon: 25-50 Trinkets: 5-25 Armor: 3-25 (mostly it 5 for camo and 20 for 4 class) Vehicles: light carrier 220 and atv 160. Light machinegun 35, laser 45, autocannon/atgm 65. Rogue army shown after 5 mission, when player have 1063 supply limit ("normal" diff players will have more but they shouldn't care about supply limit economy). Typically vs RA player need vision range (and detection if possible) to deal with snipers, high concealment for kill officers, anti-tank weapon for kill light walkers, and smokes/aoe attacks/high dps/meatshields for not get wiped. RA have kpacs and kbars, so it mean up to 35 armor pen. My squad My regular starting squad is Darby, Lim, Rewa (i love her for ramming), Carda. Carda get mobile infantry with scout and do clowncar stuff, Rewa tanking+shooting+ramming, Lim assault with counterattack, Darby. Minimal supply cost for this leaders: Darby: 40 base + 0 skills + 8x10 squaddie + 9x9 weapon + 0 special weapon + 0 armor + 5 ammo pouch trinkets = 206 Lim: 20 + 30 (no berserk rn since promo cost probably too much, add it later) + 40 + 81 + 0 + 0 + 5 = 186 Carda: 4 + 10 + 4 + 8 + (up to 50) + 0 + 10 = up to 100 Rewa: 40 base + 10 impoved ram + 220 carrier + 35 machinegun + 15 ammo pouch = 320 Depend on Carda's special weapon, it's up to 815 supply cost. That left me 245 points for 5th squad and armor for Lim. Since RA have armor pen up to 35, need at least 3 class, that cost 12x9 = 108 supply. So i have 135 points for 5th squad. It should be Sachin since Sachin: 4 + 10 + 16 + 41 + 0 + 0 + 5 = 76 So i have like 60 points or less, and should somehow shove in armor+chameleon+camo for Darby (27+15+10 = 42), anti-tank weapon for Rewa (laser 45), and smokes and/or AT for infantry depend on what have support. Well, i can't. So i need to swap Rewa to Bog: he reduce cost of carrier's chassi to 160, so it's 60 more supplies - hooray, Darby can have her stealth! And Lim his AT. Also Darby need silenced gun so 4x9 = 36 more points, but it's pure rng if i can have it. Now i have bare minimum, with naked Sachin who probably will bleed out my manpower. And there was no new tricks taken, that cripple training curve. Simply not enough supply limit. PS didn't roll Sachin? Time to start new campaign on another seed! Since no other frontline leader can be that cheap, except maybe Tech will not much more but he need t4 skill and good armor, so easy double price. Future steps I believe now i enough stronk to beat first RA operation. 6th operation supply limit increase taken by Sachin, he need armor for prevent lose manpowers. 7th supply limit increase split between Sachin to get him better armor, and trinkets. 8th reserved for situation with replacing Sachin, just improve gear. 9th the same, or strip gear back and get second vehicle. And only after 10th operation there come time for pick skills and finally use all that 999 promotion points. Or, you know, just get better gear or second vehicle, depend on what you pick for 9th limit increase. So maybe time for skills will come afterg 11th operation...? Nah. Better to full kit vehicles with plasma and autocannons and squads with lasers, if not done already. So, 12th operation it's time where you actually can pick some skills. Maybe. If you don't want to have med mech with double autocannons ofc. Also on this moment probably can place ai logistic, so vehicles become a lot cheaper and cost effeciency, 45% discount for 3 ai logistic modules is just crazy. Rant Yeah, that whole "guide" was written with one goal - minmax silly supply limit system. Need to roll Sachin or Tech as first leaders, good luck with random seed. Leaders can be shifted a little, like naked Pike can be picked instead of Carda. Frontline squads can be not full, for having room for new tricks if accept chances for losses since not max sized squad. But in the end, it change nothing: math wise time to spend hard won promotion points come after like 40 battles. If have some free space, can't take skills since one battle later there may be need to change something in loadout, or swap leader, and demotion is just wasting promo points. Like, Pike's -50% primary weapon cost. it's great skill for full squad. It's dead weight for naked support or special weapon support. It stupid. Whole supply limit system is stupid logic wise: modded weapon cost almost 50% more, 9 vs 13. Imagine having x1.44 supply cost since weapon have extended clip or frontal grip. Or mens suddenly start to eat 5 times more since they change squad. Okay, balance issues, but with that narrow frames there no place for improvements! Literally aside silenced gun for Darby and hi-cap with cqb there no reasons to use modded guns until really late, when you got lasers and hammers! The same with skills, aside bare functional minimum there no room for skills! Need to play dozens of hours before finally fill all most important alternatives for using supply limit! Where is progression? Gone. Thanks for reading that complaints.

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对MENACE的OCI设施插件的评测与个人建议。 前言 O.C.I-武器库/作战能力升级相当于这个游戏的基础建设升级,组件的获得也是非常有限的,平均要2-3个星球任务才能升级一个,所以OCI的升级是需要讲究性价比的。 同时插件的升级是不会有任何组件的退还的,所以升级要优先升级最高级最好的组件,但这并不意味着你可以一直憋着完全不升级,这可能会导致你根本活不到未来。 武装 所有的武装都是有延迟的!所以你基本不要指望能打中移动靶!因此,武装的升级是非常低优先级的,所有武装只有3个是有价值的。但其中有一个值得提前拥有。 米尼冈机枪扫射 初期自带插件,虽然便宜只要65,你前期根本没有多余的升级组件给他,等你有多余的组件可以安装时你早就解锁更强大的武装了。 非制导导弹 初期自带插件,是第三昂贵的武装,同时是三个具有价值的武装之一。该武装的正确用法是用来打击固定靶,例如各种任务的建筑物,以及那些在堡垒,塔楼驻守的眼哨使你无法安全前进时。 火箭弹出击 中枢插件,一个范围打击士气的武装,基本无杀伤力,只能打压制,但范围太小且不可控,延时一回合我为什么不去用迫击炮? 补给空投 中枢插件,唯一真神!你没发现这游戏的弹药很少么? 尤其当你到后期打MENACE时,你会发现敌人实在太多即使你带满弹药包也根本没有足够的弹药去应付,这时候,一个空投补给就将你从弹药焦虑中彻底解放,你甚至可以将格子空出来去尝试更多搭配。 仅仅只需要80,如此的便宜,而且装一个插件就能召唤两次空投,一次空投吃掉可以补满你的弹药和配件,这是一个值得专门优先获得中枢信任值以解锁的插件。 不够注意这个空投的箱子敌人路过也会捡走,所以释放的时候选安全一点的位置。 医疗后送 中枢插件,能够远程救援被击杀的小队指挥官。非铁人档被击杀就该读档了,也许铁人档能用得上,甚至排到高优先级。 反步兵地雷 神骰之境插件,召唤一片6个地雷,但是地雷也会被你自己的单位触发,有时候会坑到自己,虽然防守关可用,但130的价格,以及其普适性不够,仅整活可用。 烟幕 神骰之境插件,召唤一片3格烟雾弹,能够救命以及施展战术,但是延迟仍然是避不开的硬伤。如果你想装这个时,先看看你其余的,包括电子器件和舰体都装满了么? 自动激光炮塔 赞-比彻公司插件,是第二昂贵的武装,这个激光炮台最重要的功能其实是开视野,不要指望他的杀伤力,他的防御力低到能被敌军步枪2-3轮射爆。 重力操控器 赞-比彻公司插件,是三个具有价值的武装之一。最大范围的武装,其引发的地震能摧毁范围内的建筑和一些小杂物,同时让范围内受影响的敌军步兵受到压制。和导弹一样,用以摧毁建筑物,并且由于范围大,也可指望压制成片敌军。 离子炮 赞-比彻公司插件,最昂贵的武装。但也正因为如此是最大的骗子,选择连续的5格,从天而降释放死亡激光,但和其他的延迟1回合不一样,是延迟2回合! 所以你还指望这么小范围的打击真能打中什么么?唯一值得称道的也许是打击范围可选且精准,一旦击中威力强大。 综上,武装的可选的其实也就非制导导弹,重力操控器,以及空投补给3个。实际上,鉴于本游戏的武装延迟1-2回合实在是太难用了,你甚至可以考虑插满3个空投补给。 电子器件 电子器件的一大主要功能能增加情报值。 0情报值:地图上只会显示大致的位置,但不会显示具体内容。 1-2情报值:地图上会显示部分单位的种类。 3情报值:地图上几乎会显示全部敌军单位的种类。3以上的情报值是否有用我尚不清楚,我的目前的配置是6情报值,能显示全图的所有敌人,尚不明确每个级别的差距。 传感及II级传感 初期自带插件,分别提供1,2情报值,鉴于1-2情报并不能显示所有单位的详情,而情报枢纽能直接提供3的情报值,建议初期忍一忍,剩下钱去做更关键的东西,或者直接升级情报枢纽。 领事馆 中枢插件,增加20%信任度,但是价值160,因此不建议使用,省下钱去升级更关键的吧。 协调中继中心 中枢插件,行动时限+1。这个游戏目前的限时任务都是陷阱,在专家难度,一旦你妄想完成限时任务,那么队伍的步坦就会脱节,即使是后期的全机械化队伍也不可能视野面面俱到,你一定会被海量敌人阴死。即使你成功完成,战损也会很高,而且不要忘了,掉落物的前提是击杀敌人,你赶时间哪有机会清图杀敌获得更多战利品呢?因此这个插件也是根本没有实际用处的。 电子作战系统 神骰之境插件,单体的隐蔽值+4。临时需要隐蔽值的单位一回合+4救不了命,达比(黑妹)侦察兵常态至少4的隐蔽值也根本不需要这个。 黑客 神骰之境插件,对单体载具/机械单位进行一回合的控制,救命技能,可以选用。 情报枢纽 神骰之境插件,电子器件的唯一真神。+3情报,遇到了优先点出来。并且在费用足够时点出,未来的游戏部署就有的放矢了。 诱饵 神骰之境插件,理论上提前让敌方单位移动6次而不需要你的单位去交替行动,但本游戏的AI会躲开你的视野,所以不能指望他们走到你的射界范围内打靶,鸡肋。 综上,电子器件在神骰之境信任升级时优先找出情报枢纽,其次是黑客。3个槽位这两个里面你任选一个装2遍就行。 舰体 最多最关键的槽位,发育的关键。 受损医疗仓 初期自带插件,开局唯一安装好的插件,虽然只能救活1人,幸存率15%聊胜于无。 医疗仓 初期自带插件,能救活2人,幸存率30%。但费用100你为什么不去选择价格更便宜的倒流星系外联拓展处?如果你无伤那么医疗仓相当于没有效果,而外联处还能给你赚2个人呢。纯粹的废物,医疗仓只有受损和高端两个选择。不要在这个上面浪费钱。 倒流星系外联拓展处 初期自带插件,有两个版本!每次任务结束人力+2,仅仅只要70,虽然有更高级的+3版本,但那个要160,初期装备不好战损偏大,尽最快速度最优先点出这个是保障续航的关键。能够一直用到未来你装备成型几乎无伤,并且有高端医疗仓兜底时就可以替换掉了。也因此价值160的+3人力的版本实际上是鸡肋,当你需要的时候你没有多余的组件分配给他,当你有足够的组件时没有多余的槽位给他。 维修仓 初期自带插件,任务间隙能回复载具30%的血量并移除一个故障。你的车受损了?换一辆不就得了?初期敌人比较弱,你的车基本不会受伤,中后期你有很多车可以换着用,为什么要浪费槽位在这个上? 数字作战记录与分析中心 中枢插件,晋升点数+20%,很美丽吧?拜托,专家难度真正卡你的是补给上限!很多时候你有很多晋升点数但由于晋升税你会选择不升级。所以你明白了么?又是一个鸡肋。 高端医疗仓 中枢插件,能救活3人,幸存率50%。是中枢的第二优选(第一是补给)。当你选到这个之后,就可以尽快安排上了。当你安排上后朴实无华的全期有用。也许只有到你有足够多的补给可以实现全体机械化部队后才会被淘汰。 自动补给 中枢插件,+5%补给,很不错,可选。但是和另外一个同生态位的人工智能后勤比起来只能说既生瑜何生亮。以下插入人工智能后勤一起说。 人工智能后勤 赞-比彻公司插件,载具消耗-15%补给。只要你能同时上两个以上的车辆时就直接反超自动补给,并且该插件可以叠加,叠加3个(甚至4个)时能实现游戏的5个驾驶员全体上阵。 譬如你有2000的补给点,一个自动补给插件能给你提供100补给点。而人工智能后勤-15%载具消耗,后期一个标准的中型机甲带俩自动炮就530补给,能够省下79.5补给。什么?自动补给提供100更多?拜托,你不会多带些车和机甲么?两台机甲那么这个数值直接翻倍为159,你可以同时使用多辆车。 以2000补给点为基准,只要你同时上的车辆补给消耗达到666,那么数值就已经反超自动补给了,而这个数字可以说只要你上两辆车就会轻易达到。上的车越多差距拉的越大。 药剂实验室 神骰之境插件,每次行动结束后获得一份”药物“类物资。三大发育插件之末。药物虽然好,但是槽位有限只有后期才轮得到药物。因此该插件基本是你财富自由后刷药物玩才用得上。而作为发育赚物资的插件,他的效率太低不够格。 修复间 神骰之境插件,黑市交易时,你的物品全部溢价30%。发育插件,通往财富自由的一环。但是三大发育插件中另外一个回收小组更便宜,且回收小组更适合”发育“,该插件更适合发育成熟后进行资产增值的收割。 回收小组 赞-比彻公司插件,每摧毁一辆敌方载具,获得一个价值20的交易品物资。真正的发育之王。和修复间比起来他才是真正的发育王,尤其前期海盗有大量小车,每摧毁一个就+20难道不美丽么?当你中后期有足够多的交易品时如果你还想要更多替换为修复间,就能享受组合拳资产增值的快感了。可以认为这个插件是最优先的,初期的任务应该优先选提高赞-比彻公司信任度的去找这个插件。 回收小组(同名的另一个) 赞-比彻公司插件,在战斗中损坏的车辆不会损坏。非铁人档车辆被摧毁了那就该读档了,但是铁人档这个插件也许能救命救档。因此铁人档也许能排到高优先级。 II级维修仓 赞-比彻公司插件,任务间隙能回复载具60%的血量并移除两个个故障。和维修仓一样,你没有资源和槽位浪费在这个上面。 尾声 综上所述,发育顺序: 先做赞-比彻公司任务,寻找回收小组尽快安装提高发育速度。在这个期间只要有足够的升级组件就立刻点出外联拓展处保证人力。 得到回收小组后,下一个优先做中枢任务寻找补给空投。神骰之境的信任奖励则优先寻找情报枢纽即可。 最优先达成 受损医疗仓 外联拓展处 然后往这个方向发展 情报枢纽(可选) 非制导导弹(可选) 补给空投(可选) 受损医疗仓 外联拓展处 回收小组 我的终极配置参考: 黑客 情报枢纽 情报枢纽 非制导导弹 重力操控器 补给空投 高端医疗仓 人工智能后勤 人工智能后勤 人工智能后勤 那个高端医疗仓,视你自己的情况可考虑换成人工智能后勤,那么你将真正的组出黄金大队横扫千军。

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