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
Also it does high damage AND has huge knock back, so even if it doesn't kill mobs, it pushes them away from you.
It also breaks containers outside of your field of view.
It's far from pointless, it's very strong and more than makes up for lack of arm slots on Striker.
With the reactor modul you can decrease this time. But I think there should be a visual countdown on the weapon that you when it will shoot again.
I used auto turrets from that. They can keep a small area "free" when u can turn around and they do enough damage that the end fight is fast over.
However, in current build if you want to really go end-game then you need Lazarus cuz of 4 back slots that can be evolved.
Arachmech is the only viable endgame mech. The increased crystal income gives you ~5-10 more levels, equivalent of 1100-2200 extra points. No other mech can compensate for that advantage, even with a very similar build.
I am betting against ;-)
Look here:
https://www.youtube.com/watch?v=wGPMmy2bSPE
How you calculate this? You get 120 caverium each level when caverium processor is max.
The starter mech actually has the longest legs, because of its 4 back weapon slots and those being the only ones with an evolution form.
The tank's plethora of shoulder mounts is neat, but because it's so slow and has almost no internal slots it falls off for me. Worst is the single back weapon mount, which basically cripples it's top end firepower for lack of EVO's.
Spider mech does have 2 back slots and 2 shoulder, but we can't run 4 of any given weapon on it. (Which is too bad, because 4 maxed out pulse might actually punch holes like one would expect it to.) If we get the ability to replace our starter weapon or pick one to start with, that could change.
There is something to be said for the sheer mobility of the 'speed on level up' mech, with or without servos as an internal. Optimal is likely not taking servos and relying on the built in speed to compensate for it to take more firepower. But the falloff of it's starter pulse weapon (and it's disgustingly poor unleveled preformance) is a serius drawback.
Still, if I just want to farm Caverium, going to desert with it is my go to option.
The Titus (they of the court martial) has serius issues with hole punching ability since you are stuck with machinegun as your only arm weapon and only 2 shoulder mounts. I do love having all the internals to work with, but again the limited back weapon mounts hurt.
There's a lot of room for expansion of mechanics to change this, if all weapon types had an EVO form to potentially get, the starter Lazarus wouldn't be the logical best option by default. Any mech with limited internals space leads to this rough situation where I don't feel like I have the space for a magnet, but the magnet is a gigantic help.
For what it's worth, I like that some mechs have built in critical chance, being able to reach 80% critical chance on the Titus at the cost of 1 slot is sweet.
Right now, any build I favor is going to be for the lazarus, because 4 back mounts is just too great a top end to ignore. I've tried several things and for my money, right now, the highest power possible is 4x Widowmakers, since they have solid overall damage and can punch holes some of the time. (They just suffer horribly from obsessively targeting waller mobs and wasting fire on them.) Thor isn't bad at general clean up, but I really wish the drones were more capable, sure specters read as doing tons of damage on the end game screen, but it sure doesn't feel like it.
Biggest two things that would change all this and improve the game would be EVO forms for shoulder and arm weapons, and letting us at least replace if not outright pick our starter gun. Being able to take 4 pulse's on Spider or shotgun to start with the speed mech would open up more options I would enjoy.
Why do you, umm, bet against my claim? I've given the level difference as an example. What does the Titus have to compete with that level difference? I don't think it's possible to hit my Grasslands score with the Titus, in any configuration, in the current build of the game.
Second: 5 levels = 500 points (for the levels) + 600 points (for the Caverium) = 1100 points. Similar math for 10 levels => 2200 points.
Haven't tried orbital bombardment yet.
So how does the EVO weapons compares?
Cosmic guardian seems like the most boasted about. Siege cannons, not bad but not greatest.
I forgot the name, but the green toxic sludge seems mostly good with the Doser and Tombstone.
Edit: I seem to understand that if solely for farming, Arachmech in the desert would be best.
'cause I like the competition ;-)
I gave your idea a deeper look and you are right. Also without completely finishing and optimizing the mech seems Arachmech since alpha 13.1 be the state of the art
https://www.youtube.com/watch?v=0VKO9ZEyMuo
Any improvements suggestions?