Huntdown glaze

Game is just straight gas. I'm still new to run n guns, picked up on autumn sale my god. Movement crispy as hell. Great gunplay, cover system, sound art all chefs kiss. Early bosses are very easy i guess if i had to criticize something. I don't play early access titles but has anyone tried overtime? If it's cooking up well that is easily my most anticipated aside from assetta corsa rally, alabaster (crosscode devs) and iunno.. a random m2 release or something.

A few other notable bangers I picked up was iron meat, magenta horizon and brigador up armored.

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u/JackFrostz — 10 days ago

Bta aoe

Playing bta not sure how aoe works.

From my understanding and ac5 does about 50dmg. Aoe ammo does -12 on direct hit +12 aoe. So it effectively does the same damage on direct hit but spread out and a little damage on close whiff. Is that correct? Or does it not apply splash damage on direct hit at all?

If it does work that way is it the same for artillery cannons? Example thumper cannon says 40dmg, thumper ammo says 55 splash to primary and secondary target. So I'm assuming direct hit for 40, +55 splash (primary target) and 55 to anyone nearby (secondary target?).

I've found conflicting info so I'm unsure.

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u/JackFrostz — 3 months ago

Invading vs draft

Hey all, new to the game that's taken over my life recently. I feel good everywhere but here.. just how overwhelming do you need to be to actually finish a colony?

To be more specific

* How much cp and how many troops before you get the blitz option? I see it seemingly randomly sometimes, most the the time just preemptive and raid? I think the other option.

* Is it better to invade, retreat invade again or continue ground invasion after minor victories?

* Is there anything more you can do prior to invading after reducing their forces to 0?

The particular situation I'm in now for example

I have 2.2k troops, 24cp fleet invading with lvl3 invading forces (mostly tanks), 3-4 coordinators all with at least 3 manpower modules attacking a colony with 0manpower. And its looking like this will go on forever, feel like I'm going insane. Do I really need 20coordinators with 5+manpower modules each to finish off a 0pop colony?

I even have +invasion force laws active now that I think about it lol. I am playing with esg mod. Any help at all would be much appreciated I'm losing my mind over this.

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u/JackFrostz — 3 months ago