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Shotgun and Flamethrower are required tools to survive any length into a run.
Cosmic sounds good, but without a pile of upgrades I can't yet spare, doesn't do enough to matter.
Missile launcher is so-so, and that's not gonna cut it in this environment.
Pulse lasers are, surprisingly pretty decent secondaries, mostly because of fire rate and bounce.
Siege cannon is trash unless you can evolve it, Widowmaker is legitimately good.
The drones, Tesla Coil and gas canister don't seem to do enough to matter, but I'll give them a shot with significant upgrades.
Machine gun is take it or leave it. I'd never pick it over shotgun or flamer, but it's okay. Seconding Imp0815's suggestion of penetration on the MG, it would significantly improve it's performance.
Pulse doesn't seem to do nearly enough damage or be wide enough to do the 'clear a lane' job it looks like it's meant for. But then, I've not thrown a pile of upgrades at it yet.
Armor internal sounds good, but enemies hit too hard later on for it to matter and I often lack internal slot to fit it.
Reactor is God teir. It's an honest decision to rank flamer up over it or not.
Damage upgrade is... fine, not exactly huge per rank, but definitely worthy of a slot. If it's a better choice than Crit computer? Don't think so. Crits seem to do 2x damage, and at rank 10 Damage would be 70% increase.
Servos are definitely a really competitive option, since speed is life. I am thankful the tank treads mech doesn't need it to survive late in a run, so it's not a must have.
Speaking of mechs, I really like how they mix things up mechanically, but wish their passives were select-able options instead of linked to the play-style. Bit of a balance issue potentially but it's my take on it.
One major thing I noticed is that you absolutely need some kind of weapon with pierce/AOE/bounce, or else when you get encircled by those shield type monsters, there will be too many monsters mobbing you once they despawn. In other similar games, you can usually DPS your way out if you concentrate on a few of them, or there's some other way to escape, like it's not a complete encirclement. But here, you're stuck inside while monsters continue to spawn outside, so you absolutely need some way to thin them out.
Agreed on lasers. They function like MGs but since the shots bounce, they effectively have pierce so are better for large groups, especially when you get them to high level upgrades so they have decent sized magazines.
Pulse rifle is quite strong once fully upgraded and shooting several shots every 0.5 seconds. It can clear whole areas, one-shotting most enemies. I don't think they work that well on their own, though, due to the shot pattern. I have tried running the Titus with 2 of them (it starts with 1), and it worked OK. I was able to complete the run, but it was a lot harder than any other run I completed.
Damage > Crit mod. At level 10, Damage increases DPS by 70%. At level 10, Crit gives 50% crit chance, but since the crit mult is just 2 with no way to increase it, this nets out to a 50% increase in DPS, which is worse than Damage. That said, base damage and crit impact DPS multiplicatively, so it's better to take both (2.55x DPS) than to double up on Damage (2.40x DPS). Fire rate is sadly less useful, since it is 5% per level and doesn't impact reload time as far as I can tell, so the impact to DPS is effectively less than 5% per level and is worse on weapons with long reload times or very short fire times (EX: flamethrower and Pulse Rifle). It would need to be buffed a fair bit to be competitive, either by also giving reload time reduction, or having a significantly higher percentage.
I always run servos, since speed means both safety as well as getting more crystals over time, which means more levels.
Upgraded Pulse rifle is great... until you run into things that laugh off the damage it puts out where as a shotgun or flamer clears a path.
With some more experience:
Attack drones need massive improvement, even their evo form of Specter didn't have much impact. (game claimed it put out insane dps, I'm guessing it was too split up to notice.) Tesla is decent, and Thor is pretty good. Cosmic is not impressive, Anti-matter (the evo) is shockingly good, so I'll eat that crow gladly. Turrets are kind of neat but don't ramp up fast enough. (Though I like the spread fire.) Gas actually puts in some work, but when you don't control when it triggers it loses a lot of utility. I'm trying to figure out if the missiles are worth having or if I should just load up on lasers instead, not sure at the moment.
Orbital ramps up fast and it's Evo (Tactical Nuke) while oddly named, does a LOT of damage essentially all the time so that's nice.
Of all the evo weapons I think Widowmaker is in the lead, though the Thor (Tesla Evo) does a really good job, it doesn't have the 'everything in that area dies' or 'oh look a boss, I'ma eat it!' effect of it.
I would absolutely love to have 2 Widows and 2 Thors on the Lazerus. (With flamer, lasers/missiles. Throw on move speed, damage and fire rate for internals.) I'm pretty sure that has an answer to everything except the encirclement being hidden under all the bodies.
Of course I also kind of want to see the tank with 6 Turrets for sheer lulz I admit, so grain of salt and all that.
Main weapons:
• Machine gun – Starting weapon. Low damage per shot, long range, no piercing, high rate of fire. At max level, it can take out the ‘demon guys’ fast enough to keep you from taking damage. Requires the most precise aim of any main weapon, but it's the best for taking out single targets at range.
• Flamer – Tombstone’s default weapon. High rate of fire, area-of-effect, seems to pierce enemies, has a low cooldown at max level. This weapon causes players to adopt a strategy where you advance while it’s firing, and evade/retreat while it reloads. Using the weapon with a spraying, turning side-to-side will increase the number of enemies hit, and can usually protect against 360 degree assaults, but will limit the effectiveness of other main weapons, which benefit from more careful aim.
• Shotgun – Dozer’s default weapon. Function overlaps with the flamethrower, AOE damage, no piercing, high rate of fire and low reload time at max level. It’s not as strong as the flamethrower, but doesn’t have the flamethrower’s weakness as severely. Closest to a jack-of-all-trades weapon.
• Pulse gun – Might be the six-leg mech’s starting weapon, haven’t used that mech yet. Long range, piercing, fires in a narrow arc, moderate reload time at max level. When surrounded, technique involves firing this weapon, then ‘following the shot’ by running into the cone of fallen enemies.
I think the flamer and machine gun are best, specifically because of the demonic end-game enemies. I don't think the pulse gun nor the shotgun have the concentrated DPS to take those enemies down before they hit the player. The flamer is great for crowd control, but less useful against the final boss. If the boss is in flame range, you're almost in fist range.
Shoulder weapons:
One note about these weapons is they are mounted in different orientations depending on the mech. Some units will have shoulder weapons facing forward, others will have shoulder weapons facing the sides. It’s a tradeoff of concentrated forward firepower vs. better 360 degree coverage.
• Laser Blaster – Fires quickly, shots split on impact which causes a pseudo-pierce effect. Aside from splitting, works very similar to the machine gun if facing forward.
• Missile launcher – Fires a salvo of missiles, nominally tracking, but I’ve noticed a very narrow arc of tracking (5-10 degrees), so I treat them more like rockets. I don’t know if these have an area of effect or simply damage one target.
• Chemtank – Drops a cloud/pool of poison that damages enemies, causing damage over time. Don’t know if DoT persists after enemies leave the pool. Higher levels cause more pools to be active at the same time. Conceptually, it fires chronologically behind the player.
• Auto Turret – Deploys a static turret on the ground. Turret fires in a fixed direction, for a fixed duration. There are multiple simultaneous turrets at max level, and they fire in an arc similar to the shotgun.
Of these weapons, the only ones I use right now are the missle turret and laser blaster, preferring the lasers in a forward orientation. The chemtank and auto turrets’ fixed positions limit their usefulness with a mobile playstyle.
Back weapons:
Contrary to shoulder weapons and main/arm weapons, these all have 360 degree coverage. Each of them can ‘evolve’ by purchasing the evolution upgrade on level up, then there will be a map marker on the edge of the screen leading to a circle, standing in the circle for ~10 seconds (cumulatively if running in and out) will complete the evolution. Evolved weapons are much stronger than level 10, maybe equivalent to a theoretical level 15 version of the base weapon.
• Cosmit Guardian – Creates 3 orbiting balls that damage enemies on contact. Orbs get bigger and move faster at higher levels. Notably, multiple instances of this weapon will orbit the player’s mech at increasing distance, if four copies are installed in the same mech, the orbs will cover most of the screen. Functions as a ‘last resort’ against enemies who get too close, usually killing them before they can damage the player’s mech.
• Orbital Striker – This drops objects randomly within a certain radius of the player, AoE, max level/evolution drops a lot of explosives frequently. Explosions do not damage the player.
• Siege Cannon – Fires area of effect shells at enemies periodically. Haven’t gotten evolution. The way the cannon rotates leads me to question how well it targets enemies, I don’t know if it’s any good.
• Tesla Coil – Fires beams at enemies, medium range (nearly the borders of the screen), beams do not have travel time, they hit instantly. Higher levels cause quicker firing, and more beams per salvo.
• Drone Pod – Launches drones that fire green missiles at enemies, longest range weapon, drones will move to follow the player, but tend to follow more slowly when firing on distant enemies, possibly resulting in them fighting completely offscreen. Higher levels increase concurrent active drones, shots per drone salvo, and drone rate of fire.
I’ve had the evolved drones, and was running around during the final boss. It was off screen and I randomly got a victory notification. So, anyone starting out and having a hard go of the final boss, equip some drones and keep to the edge of the map. The boss will eventually fall. Their max level salvos are insane, maybe 100 guided shots in 1 second from all drones combined. That’s like if the machine gun had homing. I think the Tesla Coil is the weakest. It hits an enemy (random?) in range, and doesn’t seem to contribute to any particular playstyle. Orbital striker is random, which might get a better high score, since it can hit enemies if you’re trapped by Final Fantasy X armored dude enemies. I’ve barely used the siege cannon because of questions about tracking, but another player says it’s the best.
well look at the comments, basically players agree that flame is absolutely OP ( I didnt try shotgun yet), in all my games I would never make it past 15 min without flamethrower. The furthest I got was with flame machine gun and pulse lazor, but again flame did like 80% of work.
So what was that thing you were willing to bet on ? =D
I am the dude who is betting that flame thrower isn't best. Don't wanna be rude to the developer and say it's trash
I think it's good playable, but I don't see how you can get highscore with it.
Really? ;-) Check out my guides or look here. That should give you enough ideas for passing until the end:
https://www.youtube.com/watch?v=wGPMmy2bSPE
Pulse cannon, once upgraded, is probably the optimal "main gun" weapon. Secondaries-missile launcher and laser blaster seem alright.
Shoulder-mount weapons-for highscore, orbital guardian/antimatter guardian. Tesla's too uncontrollable for highscore chasing.
Why nobody likes the auto turrets? ;-) I have a lot of good runs with them. I tried out the 250% rate fire turrets and they are impressive:
https://www.youtube.com/watch?v=TLDX49J7suE
but not very fun to play. But also with double reactor you can build up interesting and funny mechs.
Shotguns are better, mostly on a fast moving mech or one like the spider which can combine it with dual machinegun.
Dual shotguns and dual machineguns is crazy good.
I find later in a game, lasers are much better than flamethrowers, unless you play Tombstone (lesser mobility mech) who kind of has no choices, since he is crippled and already start with one.
BUT, I think I'll give a try with Arachmech with dual machineguns, dual flames, dual lasers and dual orbital, will clearly be crazy vs crowd.