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So Hard hasn't kicked my rear end just yet. I jumped on a couple of buildings to save that stupid train, but otherwise things went swimmingly. Even on Hard the Hazardous Mechs are super good at removing threats from the board (it helps to have an Abe with +1 reactor). I wonder what my reward is?
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# ? Mar 5, 2018 02:01 |
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# ? Jun 2, 2024 14:13 |
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Gundam Wing time.
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# ? Mar 5, 2018 02:14 |
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As hazardous mechs, if you are on 1 hp and do an attack that does 2 self damage, and proc 1 hp of healing, do you end up on 1 hp, or zero?
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# ? Mar 5, 2018 02:16 |
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Fangz posted:As hazardous mechs, if you are on 1 hp and do an attack that does 2 self damage, and proc 1 hp of healing, do you end up on 1 hp, or zero? I don't believe you can go into negatives.
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# ? Mar 5, 2018 02:17 |
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You end up with 1, and your pilot stays alive. It's great.
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# ? Mar 5, 2018 02:17 |
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Dang, this means I have been playing them entirely wrong.
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# ? Mar 5, 2018 02:19 |
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Fangz posted:Dang, this means I have been playing them entirely wrong. yeah the vampire mechs own
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# ? Mar 5, 2018 02:22 |
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What's the best team to train up a pilot to max? Blitz?
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# ? Mar 5, 2018 04:49 |
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Argue posted:What's the best team to train up a pilot to max? Blitz? The Hazardous Mechs' leap mech will level a man insanely fast, especially if it's Silica doing two death jumps every round. Does anyone have any good tips for the Unwitting Allies achievement? I'm sure I'm missing something but the Steel Judoka seem...not very good at precise positioning, compared to Flame Behemoths or even Rift Walkers.
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# ? Mar 5, 2018 04:52 |
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Argue posted:What's the best team to train up a pilot to max? Blitz? XP comes from kills basically, so whatever is getting last hits for you. Often I find that to be artillery, and I'll sometimes put new pilots in them to level and then move them to a more specialty synergizing mech when they've learned a skill or two.
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# ? Mar 5, 2018 04:56 |
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Argue posted:What's the best team to train up a pilot to max? Blitz? Really Pants posted:Does anyone have any good tips for the Unwitting Allies achievement? I'm sure I'm missing something but the Steel Judoka seem...not very good at precise positioning, compared to Flame Behemoths or even Rift Walkers.
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# ? Mar 5, 2018 05:00 |
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I've been playing on Normal since release and have a few wins. I bumped it down to Easy to try for a few achievements, and wow, it's... really easy. I breezed through a four-island Rift Walkers victory with full grid and three perfect islands (missed on one because I mis-read the requirements). I think I might even do the rest of the achievement unlocks on Normal.
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# ? Mar 5, 2018 05:07 |
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Really Pants posted:The Hazardous Mechs' leap mech will level a man insanely fast, especially if it's Silica doing two death jumps every round. The gravity tractor is good and does work but the rest... The judo bot has issues with damage output and attack pattern. Being able to move an alien 2 tiles in one turn is technically powerful, and armor is nice, but being unable to drop an enemy on top of another really seems to cripple it AND seem a betrayal to the player of what it can really do because I'm convinced that's the first thing everyone thinks. I understand why it's not (what do you do if there's not enough room? What's the error handling for that) but it's underwhelming, especially with only 1 damage out of the gate compared to most Prime-class weapons. And the artillery...the base and flame artillery have the same push pattern but the Joduko artillery is a lot more hazardous to your cities which means it can be hard to use.
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# ? Mar 5, 2018 05:21 |
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I can at least win with them on Easy, although it costs me more grid than it should. I just can't get all those ducks in a row so the Vek have just the right health, damage, and positions for me to shuffle them in place to kill each other without me blocking their shots, or killing them myself.
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# ? Mar 5, 2018 05:24 |
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Unwitting Allies is probably one of the few achievements that's harder to get on easy, since there are fewer Vek. It's probably easiest on normal?
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# ? Mar 5, 2018 05:30 |
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You know, between the concept and the music, sometimes this game feels like I'm playing a Netflix Original Series.
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# ? Mar 5, 2018 07:24 |
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My 2 star+core mission on ice island involves having to protect two friendly braindead minelayers. One of the first things that spawns is an explosion psion and it walks immediately into a mine - which is a freeze mine. With the flame boys. Swapmech has +2 range on teleporter and a rock thrower - throws 2 damage rock in straight line. Rock remains as obstacle. Firebot has 1+ range on the flames and a passive that lets people heal on kill. Can walk through enemies. Arti bot has +2 damage on shot. I'm not quite sure what I can do here to fully prevent damage. I think I need to sacrifice something.
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# ? Mar 5, 2018 07:31 |
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Mindblast posted:My 2 star+core mission on ice island involves having to protect two friendly braindead minelayers. One of the first things that spawns is an explosion psion and it walks immediately into a mine - which is a freeze mine. With the flame boys. edit didn't register the artillery +damage, never mind, ugh but i think this solution is superior in the short run Okay: - punch the top scorpion back onto the spawn - move the artillery NW two squares, fire on the spot between robot-squid-scarab - move the swapper onto the farther of the elite flyer's target squares, swap with the elite flyer one fewer enemy spawn next turn, damage consists of almost certainly two grid damage one dead scorpion walking, one at 1hp this is assuming that i'm remembering correctly and the scarab has 4hp, if it has 3hp just shoot it directly and laugh Goatse James Bond fucked around with this message at 08:04 on Mar 5, 2018 |
# ? Mar 5, 2018 07:48 |
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I feel like I don't really have a grasp on how to use the smoky boys. making GBS threads electric smoke all over the map is cool and good right up to the point where you need an enemy dead and there's smoke everywhere you could conceivably attack from. Still managed a 2-island win, but I'm guessing more will be rough. I do have to say though, this game feels a lot more "solvable" than FTL. Part of that is deliberate design I guess, but I still haven't lost a game on Normal. Is Hard a big jump in difficulty?
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# ? Mar 5, 2018 08:15 |
TheOneAndOnlyT posted:I feel like I don't really have a grasp on how to use the smoky boys. making GBS threads electric smoke all over the map is cool and good right up to the point where you need an enemy dead and there's smoke everywhere you could conceivably attack from. Still managed a 2-island win, but I'm guessing more will be rough. Basically Hard is just more alpha vek. Hard is much more difficult if you're trying to kill things and very slightly more difficult if you're trying to freeze everything or otherwise use control effects to win.
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# ? Mar 5, 2018 08:23 |
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TheOneAndOnlyT posted:I feel like I don't really have a grasp on how to use the smoky boys. making GBS threads electric smoke all over the map is cool and good right up to the point where you need an enemy dead and there's smoke everywhere you could conceivably attack from. Still managed a 2-island win, but I'm guessing more will be rough. Don't forget to position your Mortar guy up closer so that you can use him to fart in the enemys face in a pinch where you can't kill something outright by firing in the opposite direction. Stalling (and +1 dmg) is helpful. Sometimes dropping a fat cloud was the masterstroke move I eneded to pull x off and avoid damage. Enemies will also avoid moving into a Smoke Spot so you can use it to also deny enemies moving infront of X building. Also try to maximize bump damage with Mortar. Upgrade Path should be getting the Double Jump on Jet ASAP and +1 Dmg on Storm Generator. Shield on Pulse Mech is a close second as you can park him infront of shots, or block spawning, etc. the hardest part smokeys have is with dealing lots of enemies early so avoid any Island with Beetle Lord or the spider-nests until your third island. It's best to start with Desert Island for obvious reasons in addition to easier boss. This lets you power-up easier than other islands. Xaris fucked around with this message at 08:26 on Mar 5, 2018 |
# ? Mar 5, 2018 08:23 |
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Seems like you'd want to leave sand for a later area when you get more value from your innate bonus, compared to doing a late island without any synergy, that is. No?
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# ? Mar 5, 2018 08:35 |
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GreyjoyBastard posted:edit didn't register the artillery +damage, never mind, ugh Hey thanks for this. Another perspective is great. Will give this a go when I get back from work. I think it might be an idea to fire the arti first. That way the scorpions bump into each other for one damage. Then the flamebot can push the rightmost back onto the spawnpoint. Both should now die. Since two grid damage can't be avoided might as well get rid of them both. Can you set a tile on fire if there's a frozen unit on it? Or does it just unfreeze? E: smoke boy chat. Getting +1 damage on arti should be one of the first goals. Early game, 3 damage is a breakpoint. Many Vek at this stage have 2-3 hp. Deleting them in a single hit really helps keep the board clean. Besides that, keep eyes open for an extra weapon or utility. Both the jet and pusher are prime candidates for getting their toolkit expanded imo. Mindblast fucked around with this message at 08:46 on Mar 5, 2018 |
# ? Mar 5, 2018 08:36 |
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I love this game, every mechanic feels tight as gently caress and well tested. Except one, OVERPOWERING the grid is useless and having achievements tied to it is annoying. I get that they wanted to throw something when you go over the grid limit, but it has to be something else. I especially hate that your pilots can get the +3 grid defense, completely useless. They should just get rid of grid defense system and find an alternate reward for going over the grid limit. Any suggestions? First one that comes to mind is giving a one time deployable shield for every 2 times you go over the grid limit.
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# ? Mar 5, 2018 08:39 |
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Grimwall posted:I love this game, every mechanic feels tight as gently caress and well tested. I pumped many points into grid defense and it did proc once on the very last map. It didn't help anything, but it was nice. Mechanic is perfect.
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# ? Mar 5, 2018 09:36 |
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Well, this was a fun run. Custom squad of combat, laser and aegis - this gave me some decent control, and heavy damage in the laser. Isaac with +2 HP/+1 Reactor to start. First island was a perfect, with a pod with +1 core and jumpjet, +1 core mission, and hornet boss. Mostly bought reactor upgrades, acid tank, and got a super-repair from the perfect. Jumpjet went to laser for additional control. 2nd island was rougher - took some grid damage, and had to miss an objective, so no perfect. Pod gave me Harold (went into laser, +1 move) and +1, got a rocket barrage, sold the acid tanks, and patched up grid. Put rocket barrage and a reactor on the acid one for the +2/all. Went for the finale on two islands - wasn't too bad due to all the control, and the barrage saved my rear end from nasty blobber lobs both times. Really enjoyed playing it like this. Now to grind out the rest of the achievements on easy just because, then get back to normal.
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# ? Mar 5, 2018 09:52 |
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Grimwall posted:I love this game, every mechanic feels tight as gently caress and well tested.
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# ? Mar 5, 2018 09:54 |
On my first playthrough all three starting pilots had +3 grid defense as their first skill, so I thought that one was non-random and they got something unique as the second skill.
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# ? Mar 5, 2018 10:13 |
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(thread too) https://twitter.com/NotDracon/status/970434153048100870
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# ? Mar 5, 2018 10:14 |
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the random skills aren't a great system. there's grid defense, which sucks, and then there is everything else, which are good.
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# ? Mar 5, 2018 10:17 |
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Anyone know what Lily Reed is good with? +3 move on the first turn doesn't seem that useful especially since half the vek has massive move range to rush you anyways. I think her skill would be more interesting if it let her move at turn 0 (before any vek gets to go) or something.
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# ? Mar 5, 2018 11:19 |
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pedro0930 posted:Anyone know what Lily Reed is good with? +3 move on the first turn doesn't seem that useful especially since half the vek has massive move range to rush you anyways. I think her skill would be more interesting if it let her move at turn 0 (before any vek gets to go) or something. I can see her having some use if she's using the ice thrower.
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# ? Mar 5, 2018 11:42 |
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pedro0930 posted:Anyone know what Lily Reed is good with? +3 move on the first turn doesn't seem that useful especially since half the vek has massive move range to rush you anyways. I think her skill would be more interesting if it let her move at turn 0 (before any vek gets to go) or something. She's not that great, but you get the advantage of starting her mech in a worse spot yet sending her anywhere you want without issue. Your other two mechs can take better starting spots while she does this, so essentially Lily improves your turn 1 positioning of every mech. If you're asking what mech she compliments best, I have no idea.
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# ? Mar 5, 2018 11:46 |
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pedro0930 posted:Anyone know what Lily Reed is good with? +3 move on the first turn doesn't seem that useful especially since half the vek has massive move range to rush you anyways. I think her skill would be more interesting if it let her move at turn 0 (before any vek gets to go) or something. She's okay for a time pod drop, though I probably wouldn't pick her as my initial traveller choice. She's nice to stick on a more positional mech, for example the science ones with pull cannons, as it's often difficult to get a decent use of them turn 1. Probably could work nice with the freeze cannon too, as it'd enable rushing into some nice position to get hit.
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# ? Mar 5, 2018 11:48 |
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Grimwall posted:Except one, OVERPOWERING the grid is useless and having achievements tied to it is annoying. gimme the GOD drat candy posted:the random skills aren't a great system. there's grid defense, which sucks, and then there is everything else, which are good. play HazMechs with Silica in the leap mech it takes a tiny amount of cores to max out all their starting stuff and then you can pump grid def to like 40% Hwurmp fucked around with this message at 12:17 on Mar 5, 2018 |
# ? Mar 5, 2018 12:03 |
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pedro0930 posted:Anyone know what Lily Reed is good with? +3 move on the first turn doesn't seem that useful especially since half the vek has massive move range to rush you anyways. I think her skill would be more interesting if it let her move at turn 0 (before any vek gets to go) or something. Anything that flies. Start her safely in the backline, she'll be able to get anywhere you need no problem. E: nthing the grid defense perk gripe. It's not something I'd have on a pilog if I could help it. I wouldnt mind seeing this removed from the skill pool. Maybe it's easy to mod? Mindblast fucked around with this message at 12:31 on Mar 5, 2018 |
# ? Mar 5, 2018 12:12 |
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https://twitter.com/Martintoney2012/status/970487513944031232 https://twitter.com/NotDracon/status/970493768943235073
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# ? Mar 5, 2018 12:14 |
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It's okay having bad perks in the random level up so that it sets up interesting decisions and tradeoffs with 'this guy has a really cool special ability'. It means sometimes you might use a character with a weaker special (or none) just because they got a better levelup than your special dude. I think the only real imbalance is the presence of the +2 grid reward in the Perfect Island options list. It's never worthwhile to pick that, because you can always get the pilot and sell them for 2 rep.
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# ? Mar 5, 2018 13:06 |
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Any tips on steel judo mech absorbing 5 damage achievement?
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# ? Mar 5, 2018 13:08 |
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# ? Jun 2, 2024 14:13 |
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I don't know who mentioned putting the shield on start lady in the cryo artillery, but goddamn that's stupidly effective. Also let me play around enough with the twin shot tank to finish the achievement row as well.
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# ? Mar 5, 2018 13:19 |