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We need to talk about Into the Breach
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- Matt Thrower
- Offline
- Shiny Balls
- Number Of Fence
One thing about it that does irk me is not being able to test the squads before unlocking them. Some I really just don't get on with - Blitzkrieg and Flame Behemoths so far - and that makes it harder to unlock more achievements to get more entertaining squads to play.
The Behemoths sound more fun than they proved - the lack of direct damage is really frustrating.
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MattDP wrote: One thing about it that does irk me is not being able to test the squads before unlocking them. Some I really just don't get on with - Blitzkrieg and Flame Behemoths so far - and that makes it harder to unlock more achievements to get more entertaining squads to play.
Random and Custom are your friends during this dark time.
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Next onto the Steel Judoka - any suggestions as to how to play them? They seem a bit low on the damage potential.
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Gary Sax wrote: The Judo dude has armor and plenty of health iirc. So it needs to keep in there, take damage and flip your opponents to shoot at each other.
Yeah, sometimes, the answer with them isn't to kill stuff or even move stuff. Just stick the armor guy in the path of the speeding firefly spit. The siege mech is pretty great though (damages and pushes in 4 directions), especially if you upgrade it so it does more damage and/or doesn't damage your own buildings. You can also take a look at levels in advance to see if there are gonna be good spots to pull guys into water. The sandworm enemies are the absolute worst though... man that made one of those islands rough! They cannot be judo'd or grav'd.
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One weird rule quirk that makes the Ice team way better- Ice will not overwrite a shield, so if you pick the pilot who starts with a shield, she can get that one achievement super easily. I didn't actually know this in my win with them, I got used to putting the ice mech on spawns or in the line of enemy fire. They have trouble with the "kill 7 enemies" missions, but I do like the control that this squad offers.
Some pilots really do make teams better. Like I said, the rust team is way better with Camila, and Abe helps a bunch of squads. Any squads that don't need that armor though... I have a hard time arguing against Camila or some of the other movement oriented pilots. A lot of the time, the unwinnable looking situations seem to stem from just feeling stuck.
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Yeah, the pilot-team synergy is super important. I think they should say something about it generally, tbh, so that you don't get too discouraged on some of the squads.
My favorite is the AI dude who gives you an extra move, though it requires a reactor.
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I would 1000% buy a into the breach model/toy.
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Blitzkrieg is probably my new favorite just for the fun factor and "ah fuck it" sort of attitude. I've gotten better at not blowing up my own stuff too. Yet another squad where I like using Abe (armor guy) on the ranged mech in this case. The hook mech already has armor. I usually don't upgrade lightning guy's damage at all just so I can set up crazy chains with my own guys.
When it came to doing the all of one type run for the custom squad, I had a ton of fun with Lightning Mech, Judo Mech, and that punching guy from the Rift Walkers (first squad).
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Except I didn't sell it. I somehow mis-clicked, and sold the fist weapon from my main mech. That's when I found out there's no undo or buyback option in the store. So, with a mech with no actual weapon he could use, I had to bail on the most successful run I've had so far because of the stupid store.
I'm sure I'll get back to it at some point, but even two days later, I'm still too annoyed at it to start it up again.
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Jexik wrote: The other thing that I've started doing is spending a little more time contemplating my initial placement. That first turn is often where you'll establish control or start watching things slide away from you. You can see how far enemies can go, so sometimes you can bait them into attempting to web Camila or take a ranged attack at a guy who does not have a building behind him, etc. Especially with guys that are a little more tricky to use, like the Mirror Mech (brute that shoots both ways), or the Judo guy (leave all 4 spaces next to him open, preferably with one or more water spaces among them), putting them somewhere where they can act safely even if they can get webbed or jammed up really helps.
My moment with this game was realizing just this... I started looking at how far the enemy could move and placing accordingly, especially on that first turn. It super helped, especially with any entangling or grabbing enemies.
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Chaz wrote: I had a passive that put up a shield after a building is hit, and wasn't really using it, so I sold it to get the last star I needed.
Yeah, that's one of the worst passives.
Except I didn't sell it. I somehow mis-clicked, and sold the fist weapon from my main mech. That's when I found out there's no undo or buyback option in the store. So, with a mech with no actual weapon he could use, I had to bail on the most successful run I've had so far because of the stupid store.
I'm sure I'll get back to it at some point, but even two days later, I'm still too annoyed at it to start it up again.
That really sucks. That's like when you die in Phantasy Star IV and realize you haven't saved for 6 hours. Yeah, aside from the 1 reset per mission and being able to undo moves if you haven't taken an action since the move, there isn't a whole lot of forgiveness in this game.
As far as general advice goes... sometimes it's better to push guys than to kill them, and pushing them into each other does damage to both. So if that punching mech pushes a 3 HP guy into another, he'll kill it. The cannon mech can kill a 2 hp guy in a similar way, etc. And blocking spawns is good too. Think about your mech's health as being one of the first resources that you're willing to use up. It can be painful if they die since you'll lose the XP for that pilot, but otherwise the guys in the mechs are pretty expendable early on.
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