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The armor up every turn lets me steamroll and amass resources easily until the late game, at which point I have 90pt mechs that take 3-5 hits from the finale to actually die.
- The engineer body doubles energy gained from energy tiles. Other tiles can be placed on them to gain extra effect.
- The Buggy and Trike have an upgrade at lvl 2 that increases speed by 1 if below a certain hp threshold. This is current hp, not max hp, and can save credits. It is especially helpful with certain bodies.
- Certain bosses have lower damaging attacks than others and should be considered if running a defensive build.
- Because weapons are limited, aura bodies are made to support and increase the strength of your core mechs. Both of the damage aura bodies can even increase the damage of nearby mines!
- The tank leg series can use the push ability after being upgraded. This may not seem useful, but it can be used on allies as well as enemies. This can be used to move enemies or allies out of attack range or even give extra movement to allies and itself.
- AoE is for bosses on lower challenge levels, but higher challenge levels have more enemies and are a LOT more useful.
- The Neutralizer, Smoke Grenade, and Claw all work on hoppers at range.
- Air Strike has a pseudo range modifier of enemy movement. If you can predict enemy movement, it has more range than a sniper.
- The Cannon's debuff stacks and works well with multi-hit weapons.
- The level 3 enemies and bosses have armor, so make sure you have some way of dealing with it. Don't go in with only multi-hit weapons and no damage modifiers or you're gonna have a bad time.
- When you first start, check the parts on the campaign map. You might see something you like and can build towards before you spend your credits on engineering.
- AoE, especially the missile weapons, shred bosses as someone pointed out.
- Armor is great to stack. Mega-tank base and impervious body might be the best path to getting the "one man army" achievement, you can get up to 9 armor just with those two items and completely ignore half the enemies in the game.
- Calculating value by energy cost only seems relevant in early-game. Later on I have been mostly limited by slots.
- The teleporter transport seems strong, it can piggy-back off fast-moving mechs, or jump back and forth between two lanes.
- Land mines can collect meta-energy (and there's an achievement for it).
- Drones are great for controlling energy pods. Drop one on each pod as you run through long maps.
- Avoiding damage doesn't seem as crucial as in other roguelikes. Damage mitigation and healing are plentiful and cheap.
@alkjash They seem promising, and that build sounds great. Will give it a try ASAP!
@Fringehunter7719 I'll add those things in, thank you!
Wanted it to throw it out there that if anyone's interested in contributing to this guide, I'm happy to share edit access, just send me a friend request! Would be great to have a collaborative community document going.
And I found a interesting build for those rollers, have a check of my guide
Between runs if you go to the Parts List you can see what the upgrades for the parts do. This will reveal little nuggets like walkers and spiders being the only transportation modes that allow you to move after you fire as well as giving bonus movement points when you take your first action. This gels super well with your kiting tactic. For example combining a 3.0 of any walker type with a shield allows you to always move 2 tiles, act, then move 2 more tiles.
Double double is indeed great damage per energy. But it doesn't work so well against armoured enemies. Cannons or the humble mini missile works really well against those and it makes sense to mix those hard single hitters with your damage efficient double double or similar weapon.
All the drones are great for sacrificial spawning too. Even cheaper than the Cheap Mech for Spawning!