Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Ignoring enemies and focusing on the objective is very possible in this game when your average move reduces all incoming damage by 3/4
Shot Gun being 1 range - being counter hit by big sword guys.
Not being able to target enemies above or below you.
straight line firing arcs.
defensive cover...... I ran one of my guys around a wall the enemy was hiding behind. So it was now Me, Dude, Wall.... and the guy got the defensive bonus of the wall.
In some of the more complicated missions (Convoy; reach the exit) at times there are like 20-30 enemy units across the map, and eventully it's just a complete log jam.
+1
It's weird, but it's more of an "action" tactics, than a standard one. Also, syncing is a huge part of succeeding.
Yes; when you are flanking an enemy and he still get cover bonus anyway is melting my brain every time.
Into the Breach has infinite enemies and it works, focus on the objectives
The MST demo at least doesn't model really any of that stuff, aside from blowing up some boxes and cover, which I don't know really qualifies as terraforming per se.
As I babbled in another thread, if the point of all the promised missions variety is just to make us Rush/Kite entire maps (which did work for me on the Reach the Exit mission, but I can't say it was much fun) to reach the objective point and do as little combat as possible, what's the fun in that? I love the combat in this, I really don't want the SP campaign to be something that's making me rush past combat to just reach objective tiles because the maps enemy-flooded constantly.
And I'm saying this as someone who thoroughly enjoys the demo and plans to get this game on day 1. :)
Hmm.. no?
ITB has a specific limit to how many enemy units can exist on the board at any given time. It's one of the reasons why fire damage and ice is so powerful. Enemies encased in ice count towards the unit limit (partially) and flaming enemies that have 1 HP remaining are essentially dead but still count towards the limit, thereby preventing new Vek from spawning.
Also there's an entire mechanic dedicated to preventing new enemies from spawning,
Yeah, I was trying out the demo for Tactical Breaching Wizards, and in that game you can instantly defeat enemy units by making them fall off the play area, regardless of HP.
It created a very ITB feel where you would use one unit to move the enemy around and set them up to have another unit to push them out a window.
I do feel like outside of the sync mechanic, the game does not provide much in the ways of opportunities to take advantage of the environment to defeat powerful foes, which is one of the most fun aspects of games like ITB.
Best I was able to do was use Fio's grappling drone to place an enemy on the platform that was gonna sink during the boss fight, but that's about it.
Haven't tried pushing enemies into the path of the convoy yet though.
Where ITB is largely about enemy displacement tactics, Metal Slug Tactics is more about exploiting the synergies between your characters.
This extends beyond synchronised attacks, but also ability use - for example, Fio's teleport ability can be used not only on enemies, but on allies as well. You can use this to, say, extend Eri's range to get a good angle on some mooks - and if Eri's also been buffed by Marco's ability, that's a lot of firepower. When you level up, put a bit of thought into how the new abilities interact not only with what that unit is capable of, but also how that could be used to benefit another unit.
As far as respawning enemies go, they're not on every mission type - sometimes you just gotta play the objective, which I think is a good reflection of certain (but not all) segments of the run 'n' gun Metal Slugs.