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It's random chance whether you get webbed. If you think it's more than that, you're overrating your tactics and the tactics of the game.
I say this because the Vek spawning are random and they move about all over the place to threaten all kinds of areas - so you have to move around a lot to counter that as well.
That means your position is dictated by the Vek, not by yourself, about 80% of the time.
You might get 3 Scorpions, and be totally unable to avoid a bunch of grid or mech damage because you HAD to move a mech close to the eruption holes last turn to stop yourself from taking 6 grid damage from 2 Alpha Hornets.
You might get a Scarab threatening the objective so you have to move your arty closer to kill it...then next turn a spawned Leaper webs it.
If the Vek could only move 1 square a turn and you could move wherever you liked, the argument that it's all down to skilled self-positioning would make sense, but it's not like that.
Obviously you just need to git gud and always have archimedes
Seriously though this is a great point that people seem to neglect or just be ignorant of when talking about the tactics/strategy in this game.
Scorpions
Leapers
Diggers
Tunnelers
Spiders
Blobbers
Cenitpedes
Blast Psions
The Goo Leader
I would like to add that Alpha Hornets have caused far and away the most grid damage in my own games, and that I hate them so, so much.
That leaves only a few left. Anyone mad about beetles?
That's quite the list.
I'm still sticking with just spiders and those bloody rock things (they alter the freaking terrain as part of their move phase!) as being the broken ones. I dont really have any issues with the others. Well, I hate the bloody Psions (any type) but I dont think they're broken.
The Goo boss can also be kinda nasty, but there are certain types of weapons that wreck it without much trouble.
Literally I think only the blobbers and spiders fit an unfair list. They are living enemy spawns that don't go away until killed. On the first turn they immediately up the strain on your action economy by one. That alpha blobber is gonna lob that 3 damage blob in between that corner of pylons every single turn till it dies. At the best if you had 2 enemies plus blobber you kill the 2 and blobber and take the 4 grid damage on the chin. kill the two and the blob and next turn three enemies spawn in with a new fresh blob. It gets worse if you started with 3 plus a blobber.
Oddly, I don't hate spider leader. creates multiple units that come online a turn later but don't immediately drain your actions by requiring you to free one of your mechs. is a bit scarier if a blast psion is present as all spiderlings are much more dangerous but that's why they show us which island has what psion.
Technically that's the same for the spiders (the collision damage bit), but since those involve webs, they often force you to go about the task in a way that works out badly for your strategy because suddenly a key mech is forced to alter it's tactics. You dont get as many options with spiders if they web you.
They basically IGNORE the ruleset around which the whole game is about and ontop of it just ruin a perfect run cause RNG when playing like chess you should have a degree of control over what goes where.
Some squads don't feel too much the webs (Flames,Rust come to mind) but others are utterly ♥♥♥♥♥♥ by this.
I was doing kinda good with the Frozen even though i really don't like them until a Spider decides to spawn and lob a nest across the map which causes this situation:
Arty is stuck but can't fire at anything since there's no enemy in the line (cause spider attacks during the movement phase) while the tank is sitting webbed next at it's SW,unable to shoot cause it will yes destroy the nest but also do 3 grid damage in a single shot. And last i have the shield guy webbed by a leaper with other 2 Veks targeting my grid.
All of this after completing 2 islands flawlessly while in this a RNG spider decided to web 66% of my team in 1 shot while also spawning additional enemies with me incapacitated in any way to even free the mechs.
Imo the game needs some tweaking to fall in line with it's core concept,as others have posted images to prove it some maps are impossible to complete/gain something from when you have 1 enemy each webbing your mech and a fourth one attacking the grid,while also hoping you are not running one of those 1 gimmick mech+2 sidedish pushovers.
This might come as a surprise, but that is the ENTIRE point of this game.
The game mechanics are designed around knowing what the enemy is capable of and what its going to do in advance. You know spiders can spawn? Avoid putting units in positions where they can web multiple targets. Its your own damn fault if you had the opportunity to split them and you walked right into it.
I've done it far too many times, you learn to stop doing stupid things like that eventually
You can try and avoid all the cases of unfair rng but you still must work within your own capacity. If the only way you prevent grid damage leaves your units vulnerable to webs and the like do you still prevent the grid damage? Or do you allow grid damage due to the risk of making the next turn just as bad or maybe even worse than the current one? can take that gamble six time tops without earning more grid power in between. Not to mention some conveyor maps I seen split the ground up like swiss cheese with the few buildings in spawn area as well. When the battle starts the conveyors will see use. Enemies can stand on them and web can be shot on them but the player had limited placement. Sure, the very first thing those conveyors will do at the end of the player turn will destroy the webbing but it'd be too late by that point. Maybe sometimes you just need a postion on the map to ensure coverage to a building in the far corner. If you move your units to be away from risk but can't reach a place on the board then you may still be hosed to grid damage.
What does "OP" means here? Sure, these enemies will sometimes ruins a "perfect" run, or a mission or two, more rarely the entire run. Or have I been really lucky so far ?