Mainframe Defenders

Mainframe Defenders

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chand3123k Mar 10, 2021 @ 3:11pm
This game is a lot of fun
I got this game a while back. I don't know how I even came across it. I've been enjoying it a ton.
I will say, I love this genre a lot, but am extremely bad at it. I often rely on the community for people to have figured things out. I never quite git gud at any games.

So I wanted to ask, what are some equipment and skill combos that have worked for you.
What are some tactics that you figured out or some mechanic you didn't understand, but when you did, changed the game?

Also, just curious, when enemies are "asleep" do you know the proximity to alert them? I thought you had to be in the same room. But I hugged against a wall and the enemies were in the other room, this alerted them.
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Showing 1-7 of 7 comments
ZeroTheCat  [developer] Mar 10, 2021 @ 3:35pm 
Thanks for your kind words =) If I recall correctly alert uses a system similar to the sensors. This means each enemy has about 10 tiles detection range, and it can pierce through walls, but at a cost.
Some examples of combos you can make:
For starters, you want to stack armor breach and have burst weapon, like Autocannon. Armor breach increases incoming attack damage per each Autocannon shot, making it a nice starting combo.
I also always stack Corrosion with Internal Damage and Scavenger Nanites. It melts through a lot of enemies, and you'll get Scavenger Nanites maxed out pretty quickly.
Nullifiers are always great with Plasma weapons. You'll get all the benefits and none of the drawbacks.

But the combos are just one of the elements, on higher difficulties you need to position your units very well in order to succeed. Move behind the corner to bait this annoying Acarid. Move wounded units behind the lines to repair and cool down. Bring down the walls to flank an enemy, etc.

Hope that info helps =)
Last edited by ZeroTheCat; Mar 10, 2021 @ 3:36pm
Luckyleol Mar 10, 2021 @ 4:44pm 
one combo i really enjoy atm is with a crit paladin, you just need something that increases your crit like the filters something the one that you do crit chance depending if you have movement left, and a overclock module so i can do around 60 damage in one hit with that build. and right now i am experimenting with heat builds where i just heat up the enemies and make them die from heat.
ZeroTheCat  [developer] Mar 10, 2021 @ 4:50pm 
By the way, we have our first guide: https://steamcommunity.com/sharedfiles/filedetails/?id=2418009108 Hope that helps as well
John Hadley Mar 11, 2021 @ 5:38am 
Brigandine A

Start with autocannon (Damage: 7-9x3, 21 min burst)
Learn his -5 heat per turn skill
Equip boots that give +4 extra moves and cost 5 heat per turn
Add rend cannon or scavenger nanites (Damage up to 17-19x3, 51 min burst)
Learn his +40 max heat skill.
Learn his +2 burst shots when you have moves left skill. (Damage up to 17-19x5, 85 min burst)

From here you have a few options depending upon what you have available. Option 1 is preferred because plasma autocannon uses less heat so you can withstand heat attacks easier and the nullifier provides protection against debuffs, but if you don't get a blue nullifier you probably can't use option 1. You can use one of the other options temporarily until you find both a plasma autocannon and nullifier to change to option 1, or just stick with it for the rest of the game if you don't.

Option 1:
Add a nullifier (to prevent getting debuffed, and make it possible to use a plasma autocannon without plasma residue)
Replace autocannon with blue plasma autocannon (Damage up to 20-25x5, 100 min burst)
Get boosted to 100% crit by another robot with a sensors kit (Damage up to 30-35x5, 150 min burst)
Replace blue plasma autocannon with gold plasma autocannon (Damage up to 35-40x5, 185 min burst)
(Optional) replace scavenger nanites/rend cannon with gyro stabiliser (Damage down to 35-35x5, 185 min burst), but you don't have to power up the nanite/rend damage with internal and corrosion damage at the beginning of the mission anymore.

Option 2:
Add a blue preloader (Damage up to 17-19x7, 119 min burst) - this is a research item
Get boosted to 100% crit by another robot with a sensors kit (Damage up to 22-24x7, 154 min burst)
(Optional) replace blue preloader with gold repeater - same damage but you still get max shots after you have used all moves

Option 3:
Add another rend cannon or scavenger nanites (Damage up to 27-29x5, 135 min burst)
Get boosted to 100% crit by another robot with a sensors kit (Damage up to 32-34x5, 160 min burst)

Option 4:
Add a 100% crit item (gold focal sensor or blue filter module) (Damage up to 22-24x5, 110 min burst)
This version isn't quite as powerful, but it doesn't need plasma or nullifier, doesn't need crit buffs from another robot with a sensors kit and it will start out the mission with more damage than the version that uses two rend/nanites. Its stlill enough to do the job on lower difficulties.
Last edited by John Hadley; Mar 11, 2021 @ 1:56pm
chand3123k Mar 12, 2021 @ 7:49am 
Thank you for all the suggestions. I am realizing that selling gear is a bad idea now. because you never know what combo might come up.

There is one thing I am gunning for. I want to try an oracle module with a gyro stabilizer and put it on a weapon with a huge variation on damage. Because the Gyro Stabilizer adds so much minimum damage. I think it would pair so well with the oracle module. Though I hope I'm not falling into a trap with that one. Thank you all.

@ John, I should have gone for missions with the Blue Nullifier. I didn't realize how powerful that was. Status effects are like the bane of my existence.

What kind of upgrades do you prioritize for your units? Right now, anytime I see extra movement speed, I take it. I almost never consider hull. And heat, I will consider it if that particular unit is suffering from heat stability.

Ill consider crit chance, depending on the items I'm going for. I am on the fence about crit damage. The enemy unit that caps damage at 20 can be so detrimental to heavy damage builds.
Last edited by chand3123k; Mar 12, 2021 @ 7:50am
John Hadley Mar 12, 2021 @ 7:11pm 
Definitely the gyro stabilizer can work well with the oracle module. Together they give a net of +15 min and +15 max damage. If you use the two together with an autocannon you get 22-24x3 damage. Throw in a blue preloader or use Brigandine's skill that does the same thing as the blue preloader and you have 22-24x5 which is a very nice damage amount to have because when you get debuffed by heavy spiders it only prevents you from doing more than 20 damage so you will still end up doing 20-20x5 when debuffed which is only slightly less than 22-24x5 and is still plenty to kill most enemies that are not heavily armored. Dominator armor also prevents more than 20 damage per shot, so that's not a big problem for that burst build either.

Of course if you get debuffed and the enemy also has armor you aren't going to do good burst damage, so a burst guy alone is not all you need to win, but he is the backbone of a powerful offense in the current version of the game. If you combine him with another guy that can do a significant amount of armor breach per turn (probably the best is with phase cannon, cooldown reduction, and 3 or 4 AP) then you can kill almost every type of enemy in one round.

Cid Mar 28, 2021 @ 3:33pm 
I like using items that are strong but apply negative effects to ones own units, in combination with upgrades or items that remove status effects at the end of each turn. For example Unstable Reactor and Plasma Condenser on a unit with the upgrade that clears status effects. The Plasma Residue effect the items apply is cleared before it has any effect.

Kinetic Cannon works well with Gyro Stabilizer because of the wide damage range.
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