You are almost better protecting buildings over pilots in the first few battles. After a few timelines you will be guaranteed one good pilot to start with anyway.
Finally beat this with the Blitzkrieg team on normal. T turns out that upgrading your ships (perfect islands really help) and pilots is really a good way to make the final level a bit of doddle.
In the end I had one ship that could jump basically anywhere and squash our units on all four sides (this guy also had armour), a guy who could do three electric damages through buildings and units (great for the armour guy acting as a link) and a stone chucker.
Add to that an awesome passive ability to take zero damage from blocking and two guys who could move after shooting it felt almost too cakewalked.
I should play again!
There are few games that give me the right level of stress (it’s doable but not trivially so) and for that I think they did a great job.
When I was listening to waypoint chat about the game I was expecting some deep deep revelation or something but it wasn’t the case. I guess I don’t put myself so much into my games as they do.
I just beat the game (normal) with the flaming behemoths team.
My feelings of this game are starting to turn for the worse a bit. The reason for this is that it feels like each level and turn is parsably optimisable (for me) and I can sort of see the seams. The problem is that now that I’ve beaten it a couple of times I can sort of see the game engineering it’s choices to make sure I don’t get completely mullered (eg you have two VEK attacking you which cancels attacks on buildings and you can therefore basically let them damage air or each other) or cancelling out my excellent turns by overspawning.
In creating a game that emphasises the micro it sort of ruins the illusion of the campaign into something a bit more hollow.
Having said that I’m a little bit excited to try the other teams and see if I can get victories with them (I have ones with Blitzkrieg, Fire and Lightning teams)
Yeah. But does it make it better or just a longer time to go through every permutation? Maybe also I’m kind of enjoying the fact I can do it fairly easily in the way that people like doing sodoku every day but always expect to complete it.
I picked this up for Chrimbo and it's really good. Took a few beatings before putting it down to easy and winning after a few more attempts. I've unlocked the Rusting Hulks and the Zenith Guard, both of which area really fun to play.
The approach is so different between mechs and I'd imagine a hard run needs perfect islands all the way.
I've played a few hours so far and am on my third attempt on Normal. First one ended quickly and I wasn't sure why at the time (probably ran out of power). Second one I got to the 3rd island. And now I've just finished the 2nd island with a different squad, and am in much better condition this time.
It's absolutely my kind of thing though. A bit like Invisible Inc in its clear rules and lack of percentages, but broken down into bite-sized chunks.