sser
Arcane
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- Mar 10, 2011
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sser said:Yup. Though I found the fire guys to be extremely good at simply outright exterminating the bugs just as well as shoving them around.
How so? I find fire squad to be the most unwieldy considering its all damage over time. They get two forward-pushes and the single-target teleporter.
Because they have some of the best CC combinations available layered with perpetual first initiative damage:
Utility mech can swap places which can have a nominal exchange of up to SIX squares of movement AND displace the enemy to where you want AND put you where you want. Disgustingly powerful.
Their Prime Mech does damage and he pushes and he sets locations on fire.
Then their basic Long-Range mech does what most do, which is push enemies around perpendicularly with the additive effect of setting the ground on fire. He's one of the mechs that you can put on top of a burrow and firebomb another burrow. This is only bested by the rockthrower from Blitz who can stand on a burrow and simultaneously bury another burrow with his rock.
And then there's setting everything on fire. Vek don't extinguish themselves & Fire damage sequences first, meaning if a Vek is 1hp and on fire you can stop giving a shit about them. Setting everything on fire quickly adds up: all those little notches of damage, all those times where a Vek has 1hp and you can't find a way to stop them, all of that is instantly solved. Once the Vek is on fire, they have a few turns of life left at best. This let's you rearrange your focus onto future threats. If you have a good opening turn, you can quickly clear the board and take it easy. This is how I steamrolled a Normal run with the fire team. This is also the run where I accidentally ended a turn on the last map but it didn't even matter.