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They get quite powerful with their base abilities, but it takes a bit of effort getting through the first island (and sometimes the second).
I wish there was some way to "pocket" a pilot when using them, so a built-up pilot isn't lost just because this squad is chosen. I dumped a Mafan who had saved 18 timelines in 20ish attempts, RIP.
That said, do you really think the Cyborg Squad is intended to be harder than other squads? Because that's not very interesting. You can get a more interesting challenge just accepting a random squad and running with it, even if it's a bunch of mis-matched mechs.
For the initial island, they're like a slightly gimped version of the Rift Walkers. They play virtually the same way. Beetle = Cannon Mech (because dash ends up being a lot like a ranged attack), Hornet = weaker combat mech that flies, Scarab = artillery.
They evolve pretty siimilarly, too. Though to get a close approximation you have to pick up a Prime Spear at some point to duplicate the area attack of the Scarab, and maybe a Cluster Artillery to replace the basic gun on the artillery.
I'm disappointed because the base 8 squads are all interesting in some way, and tend to play quite differently. The Cyborgs play too much like the Rift Walkers.
They're also just less interesting because you can't use pilots and weapon upgrades have a substantial penalty. They're the least flexible squad in the game.
But that's just, like, my opinion, man.
I was thinking about how the Cyborg Squad plays very, very much like the Rift Walkers, and how all the regular squads are quite different in some way, and I realized it was largely the choice of bugs they gave us.
Leapers, scorpions, and spiders have webbing. Cyborgs with webbing would have been quite different. It'd wouldn't play exactly like the ice mech, either, since webbing doesn't cancel actions, and the webbing unit isn't incapacitated by its own attack like the ice mech.
Spiders throw out spiderlings. While you can get tank deployment devices (push, pull, and acid) on regular mechs, none of the regular squads start with those.
Blobbers... probably not. The delayed nature of the explosive goo is what makes blobbers different, but a similarly delayed player goo ball would be extremely unpredictable and probably unusable as a result.
A Psion might be too similar to the science mechs. A passive ability on a flyer with no direct damage attack would be a lot like the grav mech or the nano mech.
Blobbers would essentially just be bad Siege Mechs at best, as well, not particularly interesting, pass.
Maybe, instead, the Beetle could have taken inspiration from the Digger mush as the Scarab did from the Crab? Placing rocks actually would have had its uses.
A spider could have been interesting - though perhaps modified to directly summon its spiderling instead of waiting for an egg to hatch. It likely would have needed a somewhat more useful form of disabling than the egg's webs, anyway.
The hornet is okay enough - it does have an unusual maximum range, and one can't really use a melee attack while flying without Prospero otherwise. It's no lightning whip, but it's also, well, reliable and effective, something a player might come to miss after the gimmicky squads they've had to play. It's not like anyone starts with the Prime Spear, either.
Psions would require both the ability to change their passive somehow, and likely some sort of active ability, so they're probably less than desirable for a hypothetical new attempt at a secret squad. Perhaps the ability to rig a specific enemy to explode on death could have been interesting?
Another consideration could have been the Centipede - AoE A.C.I.D. is an argument of its own, really.
It’s just a bit unsatisfying that the Cyborg squad, which requires that you complete all achievements to obtain, ends up feeling so thoroughly vanilla. At the very least I would have liked to have seen special abilities on the pilots.
I don't mean to just say "you don't like them because you're playing them wrong", but just that you should take a different perspective in analyzing their utility because they are so radically different from the other squads.
You have to be a in a spot where you can body block an attack (i.e. not a melee attack), and you can't get rid of the attacker either by bumping then or killing them. That tends to be an early mission situation rather than late, where you've got 4-5 Vek. Ideally you want to get things under control, killing off Vek and blocking entrances (with Vek if possible) so you've only got 2-3 by the end of the mission.
Sometimes it does spiral out of control, of course.
Bringing something the Combat Mech can't really do without requiring the rest of the squad to bend over backward to accomodate it is actually pretty much unique in the category, with only the Laser mech arguably coming close.
The problem is that it's pretty much the most interesting Cyborg by a long shot.
I agree that Beetle and Scarab are just boring, given they don't actually bring anything special at all. Remaining in the same effective categories, a centipede and some attempt at making the spider or the blobber function as a player unit respectively would have had much more potential. Any of these would have, at the very least, brought unique ranges and considerations compared to what we got.
Though the blobber would have required being practically unrecognizable from its enemy form, at risk of otherwise just being a Siege Mech that can't fire on a unit's tile and always damages cities... Which we already have the Leap Mech for at that. A delay on the explosion would just make it darn near unplayable - there's a reason Vek blobbers actually fire the blob out without the squad getting to stop it, and the entire point of the game is that players get to react to what the Vek do, rather than needing to predict them the turn prior.
But it did erase my time traveler that I kept from my very first run. So that's upsetting. Stupid.