Category Archives: Indie
Hello everybody, Geek Generation here. Today, i’ll be reviewing the squad Steel Judoka.
– Only 2 damage dealers
– 3 crowd controllers, counting Judo mech’s throw
– Starting damage 2
– High mobility burst via Judo mech throwing other mechs
– Extremely low starting damage
– None of the mechs can reach 4 damage on their own
– Has Judo mech blindspot blocking.
I have difficulty finding advantages for the Steel Judoka. On their own, i feel that Steel Judoka is pretty weak. The extremely low starting damage and the low max damage makes the squad pretty reliant on Vek Hormones and picking up alternative weapons.
As such, whenever i get a full clear on an island (which is not often for Steel Judoka), i tend to go for the equipment rather than pilot as the bonus reward.
Steel Judoka is particularly weak against Hornets and Burrowers. If a Hornet attacks a grid from the sea, Steel Judoka has only 1 mech to deal with it, Siege mech. None of Steel Judoka’s mechs fly. Similarly, Steel Judoka also only have one mech to deal with Burrowers. Judo mech can’t throw Burrowers, Gravity mech can’t pull Burrowers.
Much like Rusting Hulk’s Jet mech, Judo mech’s throwing skill can become blocked if the tile on the other side is blocked. This makes Judo mech somewhat weaker compared to Jet mech as Jet mech has flying, cc via smoke, 2 starting damage via smoke. The only good thing is that Judo Mech can throw allied mechs helping to extend the mobility range of fellow maps to nearly the entire map. Provided there’s no Judo mech blocking 😀
Steel Judoka builds are not so straight forward as i tend to want to stick other weapons into the mechs. As such, Steel Judoka builds tend to vary depending on what you manage to pick up. Quite often, if i picked a Science weapon, i’ll move Vek Hormones onto Siege mech.
My first few reactor cores always go to 2 things, Siege mech’s building immune and Vek Hormones +1 damage. Siege mech’s building immune is really important because of the massive collateral damage in tight places. Vek Hormones +1 damage is also pretty neat, enabling 1 damage Vek to kill of 3 health Veks. Do not underestimate the power of Vek Hormones in Steel Judoka. It’s your staple source of damage in the squad!
Depending on what i picked up, i might put the next reactor core into Siege mech’s +2 hp. The reason being that the squad tend not to kill stuff quickly enough. Which in turn means there’s more Vek running around which in turn means a greater need to block Vek shots with your mechs. After that, go for Siege mech’s +1 damage, which helps with Vek sniping.
You do not need Judo mech’s Ally Immune until you’ve gotten +2 damage for the Judo mech. Getting thrown around by Judo mech for only 1 damage isn’t too bad. Which is why i suggested going to +2 hp for Siege mech. Allows it to be thrown about a couple more times.
However, if you managed to pick up a better damage dealing skill for the Judo mech, feel free to divert all reactor cores to the new skill. The throw skill works just as well as an alternative utility even if it is the skill that defines the Judo mech.
– Unbreakable (absorb 5 damage with mech armor)
This achievement does require some setup. With only 1 mech with armor, you’ll need to block every turn. Attempt this achievement when you have Abe (1 armor) piloting one of your other mechs.
– Unwitting Allies (kill 4 Vek with other Vek)
This achievement does not require special setup. You should get it naturally by playing the squad and utilizing Vek Hormones ability. An additional power to improve the ability (which usually happens with the builds anyway) should be sufficient in get the achievement to happen.
– Mass Displacement (push 3 Vek with a single attack)
This achievment also does not require special setup. You should be able to get it naturally by playing with the squad.
Geek Generation out.
Hello everybody, Geek Generation here.
I was playing with the Steel Judoka trying to reacquaint myself with the squad for a squad review while also completing the 2 and 3 island win for hard mode. I was looking for an equipment that could let the Judo mech do a push cc for the occasions when the Judo mech couldn’t do anything useful. And i chanced upon Wind Torrent from one of the pods. And boy was i blown away : D
I never knew how strong that piece of equipment was and had always traded it away for 1 reputation. So here i am today, instead of talking about Steel Judoka, i’m talking about the best in slot equipment. Also, i feel that i needed 1 more 4 island playthrough to better understand Steel Judoka before doing a squad review on it.
Though i should add, the list i have might not be all of the best equipment. There could be some that i never tried because i evaluated wrongly upon initial reading.
Aside: All images are from Into the Breach gamepedia wiki. I did not make the screenshots myself.
Wind Torrent is extremely strong not just because it affects all Vek, allowing you to push multiple Vek into water, if they were so positioned. Wind Torrent removes all web effects even if your webbed mech is moving together with the webbing Vek. It’s like the wind is too strong for the flimsy web. Even if reactor core is a premium, Wind Torrent is still strong even without infinite usage. This is a must buy equipment.
Grappling Hook is definitely my favorite equipment. It is versatile, cheap to equip (even for off-class), and has the strongest pull cc in the game. It can pull a Vek across the entire map! I’ll pick up this piece of equipment from the reputation shop even if i don’t have a Brute class mech. This is a must buy equipment.
The Acid Projector is also another must buy equipment. It’s cheap to equip and grants the ability to both push and Acid. Get this even if you don’t have a science mech.
Among the tanks, the Acid tank is my favorite, mostly for the same reasons as Acid Projector. Though it isn’t cheap in terms of reactor core investment. But having an acid tank is like having an additional Science mech. 4 mechs is definitely better than 3. Plus, the tanks can move and fire the turn they are deployed, minimizing the opportunity cost of performing an action that does nothing to the Vek.
While i like the acid tank alot, it is not a must buy equipment. The times when i don’t buy it is when i don’t have enough reactor cores. But if you’re looking for a tank to supplement your Science mech, acid tank is the best. Also, if your Science mech has two equipment and one of them is a passive, just move the passive over to another mech that wouldn’t be using an alternate equipment.
As to why Science mechs are the best mechs to carry the tanks, it’s mainly because the Science mechs don’t normally deal damage. Very often, a Science mech would either have nothing to do or would perform an action that can also be performed by the tanks.
Because of the variable range and acid capabilities, i like the spear alot too. Though it is not a must buy equipment. I usually want it when i have mechs that lack cc (i.e. Lightning mech), or have unwieldy AoE that causes too much collateral damage (i.e. Laser mech), or are prone to encounter positional difficulties (i.e. Judo mech)
Ok so much for now, Geek Generation out.
Hello everybody, Geek Generation here with a squad review of the Rusting Hulks.
– Only 2 damage dealers
– 3 crowd controllers, counting smoke
– Starting damage 4
– 2 of the mechs are able to reach 4 damage in single attacks
– Able to zone off tiles with smoke
– Lack pull crowd control
– Has blindspots
Rusting Hulk’s signature theme is Storm Generator which causes smoke to deal damage to any Vek in it. The good news is that smoke is ally immune and building immune. But that doesn’t mean smoke is all that friendly. If your unit is in a smoke tile, it still can’t attack or repair.
As such, Camila’s immunity to smoke easily makes her the best pilot for Rusting Hulks. Kazaaakpleth and Henry Kwan could complement the Pulse mech, but none of them brings value to the squad like Camila does.
Camila could go into Jet or Rocket mech. Personally, i think putting her to Jet mech is the best as the Jet mech requires alot of positioning to operate well. Very often, the Jet mech will need to jump from a smoke tile.
While i listed being able to reach 4 damage in single attacks with 2 mechs, it takes alot of reactor cores to reach that stage. Reaching 4 damage with 2 mechs is probably only possible for 4 corporate island wins.
There are two style of play for Rusting Hulks, Direct damage style and smoke style. With direct damage style, you aim to get the Rocket mech to reach 4 damage by sinking 4 reactor cores into +1 Damage.
The good thing about direct damage build is that it’s very good for sniping off Alpha Hornets, Alpha Scarabs and Alpha Blobbers. Especially with the Alpha Blobbers, you can sometimes position the Rocket mech to shoot the Blobber and smoke the blob behind. At 3 damage, Rocket mech can snipe Alpha Diggers by pushing them onto their own rocks.
However the direct damage style only benefits the Rocket mech. By upgrading smoke instead, all mechs including Pulse mech (you can push Vek into existing smoke) benefits from the upgrades. With the smoke style, you aim to hit 4 damage with the Jet mech instead. Smoke style is more reactor core intensive than the direct damage style.
The major disadvantage of the Rusting Hulks is that the squad has blindspots as shown in the screenshot. Whenever a Vek sits at the crook of an L shape layout, the Jet mech wouldn’t be able to get to the Vek. Imagine that those mountains were your power grid instead. That makes even the Rocket Mech and Pulse mech unable to do anything to the Vek without pushing it into your grid.
As such, always be very wary of maps that has these nooks and crannies. If opportunity provides, it’s best to smoke it with your Rocket mech. Maps that require extra care include destroy dams and destroy mountains missions. Only the rocket mech can destroy them.
Rusting Hulks start off with pretty good movement and health. Though the Jet mech still has alot of positional requirements, it’s best to have a +1 move to help out. +2 health is also a good suplement for the Jet mech, since it has only 2 health.
Regardless of the style you choose, the first 2 reactor core should probably go into Jet mech’s +1 range. That upgrade lets you do 3 things.
1) Hit 2 Veks
2) Jump over a Vek that you couldn’t have because of blocking on the other side
3) Enhanced mobility in the form of jumping
After that, depending on which style your prefer and depending on your needs, the next reactor cores will go into any of the following
– Extra damage from smoke (3 cores)
– +1 Damage x2 for Rocket mech (2 cores x2)
– +1 move for Jet mech
– +2 health for Jet mech
With this build however, i find that the Pulse mech tend to have nothing to do. As the starting damage of Rusting Hulk is not too bad (starting damage: 4), you can alternatively begin the build with upgrades to Pulse Mech’s shield self and shield allies. This makes protect and escort missions safer. Starting this way, it’s best to transition to some other equipment upon completion of the first corporate island. Get any Ranged weapon and stick it into the Pulse mech. Or anything with the pull capability or any tanks.
After that it’s best to skip the Jet Mech’s range and go for +1 damage for the Rocket mech. You’ll need the 3 damage to start sniping off 3 to 4 (with push) health Veks.
Although the Grappling Hook is a Brute class weapon, i find that it’s better to use 1 reactor core to equip it onto the Pulse mech to supplement complement its crowd control capabilities rather than fitting it onto the Jet mech.. Though Grappling Hook can still go onto the Jet mech if reactor cores are a premium. However, every turn that the Jet mech is pulling is every turn that it is not smoking the map. Which might be a good thing, but more often than not, it’s best to have lots of tiles with smoke when playing Rusting Hulks.
Smoke Drop (drops smoke on 5 tiles)
Smoke Drop is pretty useful. Not just because of its synergy with Storm Generator, but also because it helps out against Vek that attacks the squad’s blindspot. Alot of times, the Jet mech wouldn’t be able to do anything if a Vek is in the blindspot. That’s the best turn to launch the Smoke Drop with the Jet mech.
Overpowered (Overpower grid twice) – Easily completed just by playing the game
Stormy Weather (Deal 12 damage with smoke in a battle) – Requires playing the smoke style
Perfect Battle (take no damage in a battle) – This achievement is not too difficult. It should happen some times during the course of playing. However, if you’re in a rush to complete the achievement, just play an Easy difficulty game with Rusting Hulks and you’ll get the achievement.
Geek Generation out.
Hello everybody, Geek Generation here. My last squad review, Blitzkrieg listed 2 damage dealers and 2 crowd controllers as a con. I’m thinking that it’s not so much of a con but something to consider when choosing the squad, since most squads only have 2 damage dealers. I’ve edited both Riftwalkers post and Blitzkrieg post for a better presentation.
– Only 2 damage dealers
– Only 2 crowd controllers
– Starting damage 5+
– Laser beam that can potentially hit multiple enemies
– Able to reach 4 damage in a single attack
– Laser beam causes alot of collateral damage
– Depending on starting pilot, build order can be very different from what you’re used to with other squads
Personally, i feel that Zenith Guard doesn’t really have a theme. It’s a mish mash of random stuff glued together. It’s like they were made by post apocalyptic mechanics with a budget constraint and a “sounds cool” philosophy.
“Hey dude, the science dept just make a f-ing huge laser gun, we should mount it on a mech.”
“Hey dude, you think we can do anything with this tank?”
“We’re out of guns though.”
“Oh.. it’s such a waste though.”
“Hmm.. maybe we could upgrade it’s engine and use it like a battering ram.”
“Hey dude, we need a third mech to complete the squad we’re building.”
“But we’re out of mechs.”
“How about that coffee serving bot from the cafeteria? We could mount a tractor beam onto it.”
“What the hell was that?”
“The laser we mounted on the mech just blew up the science department.”
“Better mount the shields gun onto the mech to complement the laser mech then.”
Like the Blitzkrieg, Zenith Guard took me many tries to complete hard mode for both 3 and 4 island wins. Like the Blitzkrieg, the prime mech has an aoe that causes collateral damage and lacks a crowd control skill. The main difference is in the collateral damage. Blitzkrieg’s lightning damages friendly units while Zenith Guard’s laser damages only buildings (there’s an upgrade for unit immune).
If you unlocked the squads based on price, the Charge mech would be the first time you’ve encountered a self-damage mech. At 3 health, it is impossbile to attack every turn. So the first order of things for Zenith Guard is to enable the Charge mech to attack atleast once every turn.
Because of the collateral damage caused by Laser mech, positioning is top priority for the Laser mech. Which means the second thing to do is to improve Laser mech’s +1 move.
There are basically 2 ways to build Zenith Guard.
Charge Mech Start
You can start with Abe, Mafan or Ariadne (or any experienced pilot with +2 hp) on the Charge mech. Abe and Mafan ensures that you can charge every turn. The main difference armor catches on fire if you end up in a forest tile even when there is no damage.
Using the Charge Mech Start strategy, The first reactor core would go to +1 move on the Laser mech. I cannot stress enough the importance of +move for the Laser mech. Subsequent reactor cores should go to any mechs that did not get a +move from their pilots.
With a starting damage of 5+, Zenith Guard does not need to worry much about damage for the first 2 islands. There is a temptation to pick up Ally Immune as early as possible for Laser mech. But it’s not really a priority until you’ve upgraded your Laser mech’s damage. Pick it up after you’ve ensured the +moves on your mechs (either pilots or core), before you pick up the +1 damage on the Laser mech. After that, go for +1 damage on the Charge mech and you’re pretty much done with th build. Extra cores go into +hp.
Henry Kwan Start
After starting with Abe without success for many times, i felt that mobility for Laser Mech is really important. So i changed to this build order instead, starting with Henry Kwan on Laser mech. The first thing to note with this build order is that your Charge Mech is very likely to die. So pull the pilot out when using the Henry Kwan Start.
The first reactor core is to give the Charge mech +2 hp. This lets you put the pilot back into the mech and also the ability to attack every turn. After the first core, the rest of the build is the same as Charge Mech Start.
As with all squads, always pick up Grappling Hook if you see it. Tanks might seem nice for Defense mech, but that means the shields have to go somewhere else. With Laser mech’s collateral damage, it’s probably a bad idea to simply ditch the shields. Putting the shields abiility onto Laser or Charge mech is probably a bad idea, since they’re your damage dealers.
You can throw shields onto Charge mech to keep it from burning the forest tile it lands on. You can thrown shields onto buildings that would otherwise suffer Laser mech’s collateral damage. Unless you upgraded the shields for more charges (which i personally never do), treat it as a precious resource. Don’t throw it around just because your defense mech has nothing to do. The only time you might want to do something like that is to throw it onto the train in train escort missions.
Last but not least, don’t forget the Defense mech can kill off 1 health Vek by pulling them in for a bump.
In most squads, i usually get as many cores as i can from the first island’s reputation shop. With Zenith Guard however, since they already have such high damage output, i think it’s better to just buy 1 core and sink the rest into the power grid. This lets you shoot into your own buildings with greater peace of mind (but rest assured, collateral damage still happens more often you’ll like it to). It is risky though, because if the second island turns out to be a disaster and you can’t get the 3 cores for the +1 damage on the Laser mech, it’s pretty much gg from that point onward.
Be wary of missions that require mechs to have less than 4 damage. It’s a hard mission with the Charge mech around.
Get Over Here
Zenith Guard acheivements are not too hard to complete. You’ll be killing off 1 health Vek with the Defense mech very often.
Hitting 4 enemies with Laser mech is also not too difficult in the spider or Jelly boss missions where there are higher quantities of Vek.
Blocking damage with shields 4 times is not too hard either. If need be, put in Mafan and Bethany for 1 star missions, where the grid already begins with some shields.
Geek Generation out.
Hello everybody, Geek Generation here for a review on Into the Breach’s Blitzkrieg squad.
– Only 2 damage dealers
– Only 2 crowd controllers
– Starting damage: 3
– Chain attack letting you hit multiple enemies.
– Hook Mech begins with the Grappling Hook, which in my opinion is the best equipment in the game.
– Chain attack causes alot of collateral damage. Things like trains, terraformer, robots that you need to protect, your own Ranged unit, can become problematic.
– Does not reach 4 damage in a single attack
The defining theme of Blitzkrieg squad is the Lightning mech’s chain attack. When you play with it, you’ll quickly realize that the Lightning mech’s chain attack is not all sunshine and flowers. Without modifications, Boulder mech dies to the Lightning Mech’s rampage. So while it is tempting to give Lightning Mech Building Chain with the first reactor core, it is best to hold off until your Boulder mech can survive atleast 1 hit from Lightning mech.
The best pilot for Blitzkrieg is probably Mafan. Let Mafan drive the Hook mech and you can use the Brute to link up the Vek, while pulling an additional Vek, for Lightning mech to blitz. Every turn. If you do not have Mafan yet, the next best would probably be, Bethany or Ariadne.
Abe doesn’t do anything for the Hook mech as Armor does not stack. But you could put him onto Boulder mech though. That lets it survive 1 lightning strike and your first reactor core can go into Building Chain.
Kazaaakpleth makes an interesting choice, letting your Hook mech start dealing damage and giving the option of a push cc instead of a pull cc. Kazaaakelpth on Lightning mech also helps shore up the problem of the squad’s lack of good crowd control. Boulder mech’s crowd control pushes sideways, which tend to make it harder to push stuff if it is sitting in the artillery lane.
Prospero is also a possiblity as it lets Hook mech fly over water to pull Veks to meet their drowned god. But Mafan is still the best pilot for this squad.
For the first reactor core
– If Abe (Boulder), Building Chain
– If Mafan (Hook), +1 hp for Boulder
After that, work towards getting Boulder mech to 3 damage so that it can snipe off those annoying Scorpions and Fireflies. After this, i like to hold back from assigning reactor cores and see what equipment is available from the reputation store.
The first thing to get is an alternate skill for lightning mech which makes the mech useful when everything is already connected to priority targets that you need to protect. Preferably something with cc. The best would be Titan Fust fir that sweet spot of 4 damage or Prime Spear which is just all round awesome.
Although Acid Projector is a science class weapon, you can still fit it onto Hook mech for just 1 reactor core and it becomes a really good crowd controller. The overall reactor core cost for a Hook Mech with Acid Projector is still pretty low. Brute class has a Phase Cannon (push cc), which i don’t see very often, which is also a good fit on the Hook mech.
Acid Tanks are, as usual, always good.
At first glance, Blitzkrieg seems pretty good at blocking Vek. But this is not the case. If you block a Vek with the Boulder, you only have 1 other mech dealing damage. Which sometimes commit you to blocking every turn for the rest of the mission.
I try to avoid defend robots and train missions for Blitzkrieg.
Chaining through 10 tiles is not difficult to achieve once you get the building chain. You’ll get the achievement through normal game play.
Personally, it usually takes 1/2 hour per corporate island for the best playthrough. For this achievement, you’ll need to really rush. Don’t bother thinking about best play to reach the volcano with best results. Just rush through the islands and abandon the timeline after getting the achievement. Also, don’t forget that you can set the timer ui to show in the settings. It helps for you to determine if you’re in time for the achievement.
Hold the Line
Blocking 4 merging Veks does require some setup. You’ll likely need to set it up over a turn or two. Blocking one or two Vek spawning tiles so that you have more Vek spawning tiles to block the next turn. You might have to throw a game to complete this achievement.
Ok so much for now, Geek Generation out.
Hello everybody, Geek Generation here. Today, i’ll be reviewing the Rift Walker squad from Into the Breach.
– 3 damage dealing mechs
– 3 crowd control mechs
– Starting damage: 4
– Able to reach 4 damage
– All mechs able to damage and cc
– No flying mechs, have to worry about getting hemmed in.
Rift Walkers is the first squad you get to use. My initial impression was that the Rift Walkers wasn’t a strong squad. But as i returned to playing the squad to complete the hard mode for the various island numbers, i realized that my perception of the Rift Walkers was coloured by my initial inexperience with the game.
In my opinion, Rift Walkers is a pretty strong squad. All Rift Walkers mech are capable of dealing damage. This means that there is less reliance on Kazaaakpleth allowing you to experiment more with other pilots. All three mechs are capable of crowd control. Though Artillery mech’s attack does not damage on cc.
Because all three mechs are capable of push cc, Force Amp (Vek takes +1 damage from bumps) passive could work well with Rift Walkers.
The main disadvantage of Riftwalkers is that they require alot of reactor cores to work well. The lack of aoe also means spawners like Spiders and Diggers (the ones that surround themselves with rocks) can become very troublesome.
To make full use of Rift Walkers’ pushing ability, use mobility pilots like Henry Kwan and Prospero so that Combat mech and Cannon mech can get to their positions. Camila Vera is also good since the mechs can’t get to a superior position if they can’t move. Archimedes helps the Combat mech to stay in the center positions and not become to far away to hit the next turn.
The first few reactor cores should go to Cannon mech to increase it’s damage letting it kill of small hornets and small crabs. The next few cores should go into +1 move for Combat and Cannon mech if their pilot did not reveal a +1 move. After that, upgrade Artillery’s damage. 3 damage lets you snipe off scorpions and fireflies with it. Buildings immune is a nice to have quality of life, but not an absolute must.
Next upgrade is combat mech’s damage to the sweet 4 damage to kill off Alpha hornets and spawners with a single hit.
As with all other squads, pick up the Grappling Hook if it is available.
Drowning 3 Veks in a battle is easily done with the Break Dam missions.
5 tiles away is more than 1/2 the map’s dimensions. The achievement is unlikely to come from regular play. Easier to setup if you have a Grappling Hook.
Achievement that comes with playing the game.
Ok so much for now, Geek Generation out.
Hello everybody, Geek Generation here with more stuff on Into the Breach.
As you play the game, whether you win or lose, you get to choose to send one surviving pilot through time, into your next game. When starting a new game, remember not to feel too obligated to use this pilot that has come from some other timeline. It’s better to choose a fresh pilot if there’s another with a better fit to your game plan.
For pilots, i’ll classify them as top tier which you’ll usually play them as starter pilot or as non-top tier which you’ll prefer to pick up along the way.
Ralph Karlsson: Gain +2 bonus XP per kill
Ralph’s Karlsson’s ability is not very useful. It’s not hard to reach max level especially if you manage your pilots by swapping them around i.e. swapping a pilots from non-damaging mechs with pilots from high damage mechs. Even if you pilot swapping is not your playstyle, you should be able to max level all your pilots by simply carefully leaving higher xp kills to your lower level pilots.
You’ll stop using him once you get any other pilot.
Camila Vera: Mech unaffected by Webbing and Smoke
Camila Vera is a top tier pilot. She’s useful even when you’re not using the Rusting Hulks squad, which prodces lots of smoke. When playing with Camila, place her closer to the Veks that can web to use her ability to the fullest.
I didn’t think Camila was very good at first, thinking the ability was mediocre at best. It turns out to be a real gem after i used her a couple of times. Web immunity doesn’t just mean your Camila is free to do whatever she wants, it also means that your other mechs, instead of having to cc to free your webbed mech, can cc the other vek.
Lily Reed: Gain +3 Move on first turn of every mission
I don’t find Lily Reed to be very useful. She probably shines in maps where the center is occupied by a huge block of mountains. Those maps tend to be a killer for slow and non-flying, non-range squads.
Personally, i don’t like doing block Vek missions, which also probably reduces my need for Lily.
Kazaaakpleth: 2 damage melee attack replaces Repair
Kazaaakpleth is a top tier pilot. I tend to pick it for squads with Science mechs. Plop it into any non-damaging mechs and your dps increases by alot. The melee attack also pushes, which also helps to complement some mechs that need a push cc.
The only time Kazaaakpleth would require careful consideration is when you want to equip it into a self damaging mech. Not that it’s not possible, but you’ll have to know what you’re doing if your doing that.
Gana: Deploy anywhere on the map, damaging adjacent enemies (1 power)
The damage is of minimal consequence. It’s helpful if you can kill of a 1 health mantis. But its effect is cancelled by a healing Psion. The ability shines when you’re playing the Block Vek missions.
Gana also helps a little with the train escort missions as you can get to the other side of the train right at the beginning, and hopefully blocking off some Vek from getting to bad positions for the train. Not a pilot i would pick as a starter, but i don’t mind picking him up along the way.
Archimedes: Move again after shooting (1 power)
Chen Rong: After attacking, gain 1 free tile movement
I don’t value these two pilots very highly. Archimedes is very useful for maintaining the center position after an attack. But i don’t usually pick him as a starter. Chen Rong, because his ability does not require power, can be used early in the game for some Science mechs where they need to get out of the line of fire after doing their science thing. That said, i think Kazaaakpleth’s ability outshine these two pilots as a starter. These are pilots i would rather pick up along the way. If i really have to pick one of this mobility pilots, i’ll go with Chen Rong because you can use the ability much earlier, which is when it tends to matter more.
Issac Jones: Gain 1 extra ‘Reset Turn’ every battle
Issac Jones ability does not really give any in-game edge, but it’s really helpful to have one more ‘Reset Turn’. Even the best players in the world makes mistakes every now and then. And when you catch yourself making a mistake during the first turn, having Issac Jones makes the game a more comfortable experience. Issac Jones is a nice pick up along the way.
Henry Kwan: Mech can move through enemy units
Prospero: Mech gains Flying (1 power)
Henry Kwan is a top tier pilot. The ability to reposition your mechs without getting blocked by annoying Veks (Psions of all things -_-) is truly a gem.
At the cost of 1 power, Prospero can fly over chasms and also attack while in water.
Unless all your non-ranged mechs are flying, Henry Kwan is a good choice. I only pick Prospero as starter if he comes with a reactor core.
Bethany Jones: Mech starts every mission with a Shield
Abe Isamu: Mech gains Armored
I feel that these pilots are outclassed by the top tier pilots. Definitely don’t mind picking them up along the way as their defensive abilities gives you more options. But i don’t usually start with them.
To be fair, i do believe that Abe Isamu has more value than i give it credit for.
Ariadne: +3 Health and Immune to Fire
Like Bethany and Abe, Ariadne is a defensive pilot. Ariadne’s immunity to fire is what makes it a top tier pilot. The best use of Ariadne is in self damaging mechs. Ariadne’s high health pool lets you go through the mission with minimal repairs. Fire immunity lets these self damaging mechs go onto forest tiles, increasing your options by alot.
Silica: Mech can act twice if it does not move (2 power)
Personally, i don’t like Silica. The ability requires 2 power, a premium price for situations that do not occur very often. It’s not very often that you can afford to not move your mechs.
Harold Schmidt: Push adjacent tiles when repairing
I’ll say Harold Schmidt is a top tier pilot even though i don’t start with him very often. I tend to use Kazaakpleth over Harold if i need the push cc. It really comes down to your playstyle. Do you want a 2 damage melee attack or do you want the ability to heal.
Mafan: +1 Reactor Core. Reduce Mech HP to 1. Gain Shield every turn.
Mafan is a top tier pilot. It’s the only pilot that let’s you start the game with 2 reactor cores. But i prefer to have +1 Move on Mafan coz the mechs i put Mafan in tend not to need that many cores.
Gaining a Shield every turn offers a gameplay that’s usually not available to other mechs. Except maybe Abe. I tend to put Mafan in bruts, so they can block a firefly’s attack while shooting something else far away. That lets you solve 2 Vek problems with 1 mech.
Also, with a shield, your mech is immune to fire as long as it doesn’t lose the shield.
Ok, so much for now on pilots, Geek Generation out.
Hello everybody, Geek Generation here with more on Into the Breach.
The best advice i can give anyone is to immediately re-map the “End Turn” key away from space bar. If you’ve been playing the game for awhile, chances are you would have turned off the need for confirmation for end of turn. The results is usually disastrous if the turn is accidentally ended prematurely.
The first time it happened, my nephew was playing with a ball and it landed on the keyboard. With the space key being such a huge target, it was easily an hour of gameplay wasted. It usually takes me half an hour for a corporate island.
After that, i re-mapped it to the enter key on the numpad. I thought it made sense to put it there, it’s out of the way from stray nephew hands and accessible to my thumb should i want to press it. Until i had fat thumbs.. Now i’ve re-mapped it the forawrd slash at the numpad hoping that i will never again lose all my power through events other than gameplay.
One of the important things to realize about the game is that the pilots are expendable. Sometimes, it’s better to sacrifice your pilot by using him/her/it to block lethal damage that would have damaged your grid. Especially if your pilot is a generic pilot that doesn’t provide any reactor cores and it’s the last few turns of the mission.
Speaking of dying, dying in phase 1 of Volcano Island is not a game ending consequence. All your mechs are revived to full health in phase 2. Even the “Reset Turn”(s) are refreshed. However, you do not get any opportunity to rearrange your reactor cores. So prior to entering the volcano island, make sure the reactor cores granted by the pilot is used to power something that you can do without. Reactor cores granted by the pilot are green in color.
Also, bear in mind that lava (not tentacles) is not instantaneous death for your mechs. Lava is like water, it prevents your non-flying mechs from using skills. The only difference is that lava sets your mech on fire.
Can i destroy the giant volcano in phase 1 to take the treasures hidden underneath it?
Unfortunately, the giant volcano in phase 1 is undamageable. The elusive treasures will never be ours : (
Center is King
When moving your mechs into engagement, always keep in mind that the tiles closer to the center are the best tiles tactically. Being near the center means your mechs can reach more tiles during the next turn. Always keep this in mind when there are multiple positions that you can attack a Vek from. Ranged class mechs usually stay at artillery range though.
AoE is Collateral Damage
When upgrading mechs, do keep in mind that bigger AoE isn’t always a good thing. The possibility of collateral damage might restrict your mech’s options.
+1 Move is Valuable
Do not underestimate the value of using reactor cores to upgrade your mech’s hp and move. +1 move might not seem alot, but it could be all the difference needed to reach an enemy or even flank an enemy and push it into the water.
Vek Spawning Tiles
Vek spawning tiles do not go away after it has been blocked. They are delayed to the next turn adding more to the spawn next turn. Ergo, sometimes it’s better to reconsider the style points of killing off Vek via making them block. Sometimes it’s better to let everything spawn so that you can kill them off so that the Vek numbers wouldn’t stack up.
That said, sometimes you might have to block so you have more mech to Vek ratio the next turn to grant you time to kill off particularly troublesome Veks.
Last but not least, don’t forget that your mechs can repair even when they’re frozen. Repairing removes all status effects, including acid and ice.
Ok so much for now, Geek Generation out.
Hello everybody, Geek Generation here. I’ve been playing lots of Into the Breach and i thought i’ll post some stuff on the game. Gauging by Steam’s records, i’ve played Into the Breach for 131 hours already even though i’ve only gotten the game for slightly more than a month. I think the game is really engaging.
The developers of Into the Breach are the same ones that made FTL. If you liked FTL, you’ll probably like Into the Breach even though they are not the same type of games. I find Into the Breach much more enjoyable. I feel that there’s less deadly rng involved in Into the Breach, and it is turn based. FTL requires alot more apm (actions per minute) than Into the Breach.
In a sentence, the game is an open information, turn based, grid based, roguelike, tactical game. The game begins by sending in your squad of mechs into the battlefield. Once your mechs are deployed, you need to survive for 5 turns while attempting to fulfill the mission objectives.
Then the Vek would spawn, and more would spawn every turn. The Vek moves first, telegraphing their attacks for the next turn. The Vek might attack your mechs or any of the buildings on the map (or stuff encased in ice). Once the Vek finishes moving and telegraphing, the turn ends. The new turn begins with environment effects followed by your turn. During your turn, you do your best to kill Vek, complete objectives, and minimize damage to your buildings.
Whenever you lose a building, you lose one power from your power grid (some tiles have 2 buildings). You lose the game when you run out of power.
Friendly fire exists in the game. Vek can shoot Vek, you can shoot your own mechs (sometimes you’ll want to (for the crowd control), you can shoot your own buildings too.
Mechs can be upgraded with reactor cores that you find from pods that have a chance of dropping from the sky every mission. Some mission objectives give you a reactor core. Pilots in a mech can gain experience whenever a Vek dies. Leveling a Pilot can grant stats (hp/move) or more power grid defence or even a reactor core.
You proceed through the game via protecting 2 to 4 corporate islands by doing missions in that islands. Once you’ve “protected” (you can fail badly) atleast 2 corporate islands, you can proceed to the volcano island for the final mission.
Ok, that’s about all i can think of to briefly describe the game. Next post i’ll talk about some tips and tricks followed by analysis of the different squads, pilots, equipment and maybe even Veks. Geek Generation out.
Hello everybody, Geek Generation here.
I stayed up way late last night to finish up a game of Beyond Earth, Rising Tide. Ended up waking way late today. There’s no time savings for staying up late, lol.
I have a strong headache now, but have been playing Invisible Inc for most part of the day. I failed the expert difficulty many times before today. Failed once today, and managed to win it the second time (today) i tried.
I think the previous 2 difficulties doesn’t really prepare you for expert difficulty. In the previous 2 difficulties, i tended to simply hit the rewind button whenever i messed up. With the expert difficulty, there’s only 1 rewind. The rewind became so precious that i tend to look for ways out of a sticky mess instead of simply hitting the rewind.
Here’s a couple of general tips for playing Invisible Inc.
– Always check the Hacking Interface for rebooting cameras. Usually this isn’t a problem, since the game would verbally tell you that cameras are rebooting. Problem’s when you use a rewind. More than once, a rebooted camera, which i hacked away before the rewind, would get me in trouble. Getting in a mess after a rewind is nasty business.
– Always persevere. Remember that this is a stealth game, not a tactical assault. Sometimes, it’s ok to stay put in hiding to wait out the guards. Eventually they’ll spread out a little and you can move again.
– Central or Monst3r is added to your team in the Omni Corp run (last mission). If you used Central or Monst3r in your starting line up, you get less agents in the mission.
– Manage your power. Don’t hack everything for the sake of hacking. Cameras are often good, but sometimes, some cameras are in areas you’ll leave behind and never return after security level 1.
The same goes for power grids. If a power gird isn’t going to hinder you, leave it alone. But if you see a power grid without seeing what it powers, it’s a good idea to hack it. The deactivated stuff pings onto the grid, letting you get an idea of the layout of the map.
Turrets are made up of 2 components, power grid and the gun turret. You only need to hack one part. Hack both parts only when you really intend to kill something with it. Once you got a turret going, you can carried KOed guards to the killing machine, or hack a camera drone to move to it. If a guard starts shooting your captured turret from outside its line of sight, you can toggle the power off. I’m not sure whether the guard leaves it along after that, i lost sight of the room once the turret was toggled off.
Ok, so much for not, Geek Generation out.