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Bugs: Recent Topics Paging, Uploading Images & Preview (11 Dec 2020)
Recent Topics paging, uploading images and preview bugs require a patch which has not yet been released.
We need to talk about Into the Breach
Also, FUCK this electric smoke shit in Into the Breach. I am just not a very good subtle turn based strategy player! I bought the second bot squad and I am finding it very difficult to clear large numbers of dudes with just the smoke---I think I am really underusing the smoke fired out the butt of the missile launcher with that group, I think the missile launcher is the hammer of the group. I'm only really using its missile to any good effect though. Any tips?
How are the other squads? Favorites? I'm not far, I've beaten the game and the first two islands but that is it. I think I'm going to go back in with the basic squad and try to beat the game after the third island. I love the way they do progression in these games, unlocking the new squads and pilots. Instead of like unlocking more of the same, FTL and this game are like "here, now try the playing the game a *completely* different way!
One thing I love about this game over FTL is that the final boss/map is not complete fucking horseshit. That was my only real complaint about FTL but it's a big one---the final boss is complete bullshit that is not beaten by many of the strategies you developed during the game. I *hated* that. I used to have to play easy on FTL and I still usually wouldn't beat the boss.
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I was watching this streamer Sleepcycles on Twitch (recommended, by the way) play the Toxic squad and they looked interesting. A strange combination of self-harm and healing.
I totally agree about the boss for FTL. I really loved the game, but felt like the best determiner of success against the boss is whether or not I had managed to find stealth. Not the most fun.
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- Matt Thrower
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- Shiny Balls
- Number Of Fence
I don't much like puzzle games, but I do like this one. The key ingredients are variety and speed. There are many ways to approach that optimal solution, and you can try out a level (i.e. a single puzzle) in five minutes. Great bite-sized play, with that try-learn-try again cycle that makes for an addictive experience.
My biggest worry with it is long-term replay value. The puzzles are fun for a while, but ultimately what motivates you to play it over (you can finish the game in a half hour) is the pleasure of ticking off achievements and trying the puzzle again with a bunch of different tools. That'll keep most players going for a little while, but it won't work for a few, and for a lot of players - me included - I'm not sure it translates into massive value. I played FTL for over 20 hours, and after 4 hours with ITB, I can't see it reaching anything like that before I'm done with it.
Writing a review for strategy gamer, so watch out for that for more detailed thoughts.
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- Disgustipater
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- D8
- Dapper Deep One
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I have a 2 island and 3 island victory. I found the 3 island victory harder, so I'm probably going to go for a 4 island victory with the opening squad before I move on and dabble in more subtle stuff. I'm using the japanese pilot who has armor and I drop him in the mech. Get him up to 4 move ASAP and you can just tank damage, esp emergence damage. The best upgrade that I personally have gotten is the one that ups push damage and emergence damage on enemies to 2 damage. It shreds them if you're careful.
I have this... sneaking suspicion that at least on normal the AI is very careful to always put itself in positions where if you think long and hard enough you can put together a clever combo to prevent city damage. Or maybe it just seems that way since the game is *so* tightly designed puzzle-wise.
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A significant critique I have of the game is that rules can be a little opaque on the field of battle. A game that requires this level of precision requires a reference for the ruleset because one mistake means failure. Things like how fire interacts with other elements or how sand clouds work are a bit tricky and it isn't documented well. I get you can do a try and see but one try and see can end your whole run.
Basically, this game needs downloadable rules like a boardgame.
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MattDP wrote: I played FTL for over 20 hours, and after 4 hours with ITB, I can't see it reaching anything like that before I'm done with it.
Those are rookie numbers.
ITB has me too. It's great. As I mentioned elsewhere, I love the Rust squad. I got the pilot who herself is immune to smoke and webs, and played the first couple islands with her in the jet, and just used it up close and personal, but once she maxed out in levels, I pushed her into the repulsor, with self-shielding and let her just get up front and personal and tanking, keeping the others back. Extra move on the jet is SUPER helpful for just giving it those lanes of attack to find a good spot to jump and land. Getting it a second ability is nice too for when the jump won't work. I won after 4 islands with them. Getting an alternate ability on the repulsor is very handy too. She had this missile salvo that is a once per mission, but hits EVERYTHING. If you upgrade it to 2 damage and use it in the first round to deal with Psions and everything, and the rest of the mission is cake.
Before I had a means to play it, I watched some streams (yeah, I know... but I was doing chores while I did it... so it's okay, right?) And that helped me learn some of the nuances of the rules and quirks. For example, killing stuff that is spawned BY enemies, like spider eggs and bombs, DOES NOT trigger the special ability that heals you for killing stuff.
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That said, this is my kind of game. I've gotten to the point where I have no patience for game writing or dialogue, world building, or any of that nonsense, and just laser focus in on the gameplay. So far the squads are providing a nice variety, but I'm not sure how much replayability there will be in the end. However, it's an inexpensive indy game, so I've already gotten my money's worth.
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- Cranberries
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- Don't give up.
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cranberries wrote: I want something like this for my Android phone.
Neuroshima Hex.
Or XCOM Enemy Within I think is on there.
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I love Archimedes, one of the named pilots. He gets to move an entire move after he fires, it's amazing.
Protip: the setup is actually kind of important. Specifically, you need to check to see how far the webbing units can move (e.g. Scorpions, Leapers) and set up outside their range.
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- Matt Thrower
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- Number Of Fence
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- Black Barney
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- SuperflyPete
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- Salty AF
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