you know what time it is
Arcane
Game's alright, feels like it's better suited for mobiles though. Not something I would spend hours on to be honest.
I watched a stream on Twitch for about 20 minutes, all this is a puzzle game disguised as a very very Xcom lite or something.After watching a longer let's play I am already fed up with the game. It just doesn't have the depth to keep me entertained.
chances are there will be a cameo somewhere.
The Archimedes pilot says exactly why the grounded enemies die that easily to drowning but I didn't really catch on it, I'll try screencapping it if I stumble upon it again.Oddly enough most of the monsters can't swim despite the world being covered mostly by water except a bunch of islands. I guess the alien overlord in charge didn't think this thoroughly.
You can adjust the combat (that is, the animation) speed in the options menu.
Use the Hook mech's armor the most you can. To make the most out of the chain lightning you'll be using it a lot as a bridge, added to whatever Vek you can hook to add to the chain. Try spending your upgrades in your Lightning Mech, for the damage increase and the upgrade that makes buildings immune but conducting. Oh, and there's the Boulder mech which is a normal ranged attack that also can block spawns and conduct the lightning chain as well.Anyone have tips for the Blietzkrieg? Opened it because sounded cool but it's hard as fuck.
It mostly seems to be about the "Tier 2" bosses spawning (Goo, Robot Leader), maybe an extra spawn of two per round and more Alphas. The enemy preview you get when scrolling over an island seems to vary with each step, but I wouldn't say there are enemy types that are really harder than others, it just can be more inconvenient for your setup.Has anyone checked how the difficulty scaled depending on the number of island that are completed before trying the final boss?
It mostly seems to be about the "Tier 2" bosses spawning (Goo, Robot Leader), maybe an extra spawn of two per round and more Alphas. The enemy preview you get when scrolling over an island seems to vary with each step, but I wouldn't say there are enemy types that are really harder than others, it just can be more inconvenient for your setup.Has anyone checked how the difficulty scaled depending on the number of island that are completed before trying the final boss?
Oh, did you rather mean the resulting difficulty of the final mission? That seems to always have an Alpha (been the wasp twice, need more evidence to see if it's 100%), and other than that I couldn't tell ya. It seems to quite depend on your squad and its upgraded state, as it felt harder (I had to sacrifice pilots to beat it even) on an attempt after two islands, while the one with four felt more straightforward. The environmental effects added to the alpha and the likely waning power grid are still nothing to fuck around with, though.It mostly seems to be about the "Tier 2" bosses spawning (Goo, Robot Leader), maybe an extra spawn of two per round and more Alphas. The enemy preview you get when scrolling over an island seems to vary with each step, but I wouldn't say there are enemy types that are really harder than others, it just can be more inconvenient for your setup.Has anyone checked how the difficulty scaled depending on the number of island that are completed before trying the final boss?
Thank you. Since I had more problems with the alphas last time, I'll try after two islands next time I think.
Thanks. Now I'm wiping the floor with kaijus. It's a pretty aggressive team when you learn to use them.Use the Hook mech's armor the most you can. To make the most out of the chain lightning you'll be using it a lot as a bridge, added to whatever Vek you can hook to add to the chain. Try spending your upgrades in your Lightning Mech, for the damage increase and the upgrade that makes buildings immune but conducting. Oh, and there's the Boulder mech which is a normal ranged attack that also can block spawns and conduct the lightning chain as well.
The best squads are not the one that kill enemies, but the ones that CC them, move them, and block the spawn points. I like the game more than FTL -FTL was much too random, this is more like a puzzle/chess, and your cognitive abilities are much more valuable.
A great way to have avaleible the Freeze cannon every turn is to use that mech to block spawns. It'll be undamaged, shatter the ice and effectively block the spawn. A bit of a problem is that you need to get to their side of the map to do so and you could waste a turn or even two, but I assume that giving it some extra movement should fix that.Ice team is a lot of fun but it's pretty difficult to use the Janus cannon when friendly buildings and units are everywhere. He can't even reliably break icer out of being frozen. I think Ice team is probably the one squad where you need a brute weapon replacement in the first time pod.
Yeah, unless you get a way to throw shield bubbles it's really bad, especially considering that most objectives have 1-3 HP haha. Especially shit like the Earth Mover or the train.Fake edit: oh, and avoiding defense/escorting missions is also advisable with the Blitz team, as the lightning makes it a pain in the ass.
There definitively are cases of four spawn points, I'm sure. A bit of CC and the rock should do the trick.The other thing I don't really understand about Blitz team is the block 4 veks in a single turn objective. I can't say I've noticed 4 veks spawning in a turn before, how is this supposed to work?
-- num_<x> values are "out of 5 spawns"
-- weak = weak pawns (off the weak pawns list)
-- upgrades = tier 2 versions
-- upgrade_max = maximum # of upgrades on the map at once -- NOT "out of 5 spawns"
SectorSpawners = {
------------------------
-- EASY MODE SPAWNERS --
------------------------
[DIFF_EASY] = {
[1] = Spawner:new{
num_weak = 4,
num_upgrades = 0,
upgrade_max = 0,
},
[2] = Spawner:new{
num_weak = 4,
num_upgrades = 0,
upgrade_max = 0,
},
[3] = Spawner:new{
num_weak = 4,
num_upgrades = 1,
upgrade_max = 2,
},
[4] = Spawner:new{
num_weak = 4,
num_upgrades = 2,
upgrade_max = 4,
},
},
------------------------
-- NORMAL MODE SPAWNERS --
------------------------
[DIFF_NORMAL] = {
[1] = Spawner:new{
num_weak = 4,
num_upgrades = 0,
upgrade_max = 0,
},
[2] = Spawner:new{
num_weak = 4,
num_upgrades = 1,
upgrade_max = 2,
},
[3] = Spawner:new{
num_weak = 4, --WAS 3
num_upgrades = 2, --WAS 3
upgrade_max = 3, -- WAS 4
},
[4] = Spawner:new{
num_weak = 3,
num_upgrades = 4, --WAS 5
upgrade_max = 5, -- WAS 6
},
},
------------------------
-- HARD MODE SPAWNERS --
------------------------
[DIFF_HARD] = {
[1] = Spawner:new{
num_weak = 4,
num_upgrades = 1,
upgrade_max = 1,
},
[2] = Spawner:new{
num_weak = 4,
num_upgrades = 2,
upgrade_max = 3,
},
[3] = Spawner:new{
num_weak = 3,
num_upgrades = 3,
upgrade_max = 5,
},
[4] = Spawner:new{
num_weak = 3,
num_upgrades = 5,
upgrade_max = 6,
},
},
}
if self.DiffMod == DIFF_MOD_EASY then
--shield some buildings
elseif self.DiffMod == DIFF_MOD_HARD then
--force a purple unit onto the board now
--this is an attempt to normalize 'streaks' to make sure it's a more consistent distribution of upgraded enemies
--if non-upgraded choices are available, and you've had a streak of "num_upgrades-1" then break it up.
any1 = {["version"] = 7, ["dimensions"] = Point( 8, 8 ),
["map"] = {{["loc"] = Point( 0, 0 ), ["terrain"] = 3, },
{["loc"] = Point( 0, 1 ), ["terrain"] = 3, },
{["loc"] = Point( 0, 2 ), ["terrain"] = 1, ["populated"] = 1, ["health_max"] = 4, },
{["loc"] = Point( 0, 3 ), ["terrain"] = 1, ["populated"] = 1, ["health_max"] = 4, },
{["loc"] = Point( 0, 4 ), ["terrain"] = 1, ["populated"] = 1, ["health_max"] = 4, },
{["loc"] = Point( 0, 5 ), ["terrain"] = 1, ["populated"] = 1, ["health_max"] = 4, },
{["loc"] = Point( 0, 6 ), ["terrain"] = 3, },
{["loc"] = Point( 0, 7 ), ["terrain"] = 3, },
{["loc"] = Point( 3, 1 ), ["terrain"] = 1, ["populated"] = 1, ["health_max"] = 4, },
{["loc"] = Point( 3, 6 ), ["terrain"] = 1, ["populated"] = 1, ["health_max"] = 4, },
{["loc"] = Point( 4, 0 ), ["terrain"] = 3, },
{["loc"] = Point( 4, 1 ), ["terrain"] = 3, },
{["loc"] = Point( 4, 6 ), ["terrain"] = 3, },
{["loc"] = Point( 4, 7 ), ["terrain"] = 3, },
{["loc"] = Point( 5, 0 ), ["terrain"] = 3, },
{["loc"] = Point( 5, 1 ), ["terrain"] = 3, },
{["loc"] = Point( 5, 6 ), ["terrain"] = 3, },
{["loc"] = Point( 5, 7 ), ["terrain"] = 3, },
{["loc"] = Point( 7, 3 ), ["terrain"] = 3, },
{["loc"] = Point( 7, 4 ), ["terrain"] = 3, },
},
["spawns"] = {},
["spawn_ids"] = {},
["spawn_points"] = {},
["zones"] = {["satellite"] = {Point( 2, 4 ), Point( 2, 3 ), Point( 3, 3 ), Point( 3, 4 ), Point( 4, 4 ), Point( 4, 3 ), Point( 5, 2 ), Point( 5, 3 ), Point( 5, 4 ), Point( 5, 5 ), },
},
["tags"] = {"generic", "any_sector", "satellite", },
}