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Yes mate; Mafan + Charge Mech = So f--king good
You have got to be joking.
The mod that does 1 extra bump damage is already the absolutely best mod...and up there with best weapons, in the game. It doesn't need combined with anything.. its already god tier level good. Hell, finding that mod early is like... guarenteed I'm gonna win the run.
While I agree the extra damage mod is terrible, I think the other terrible mod is the one that shares psion's powers... so if you are going to combine two, that's the two to combine. It's also got a thematic link, using the bugs' power against themselves.
Coincidentally, I recently pulled off my best-scoring run (hard mode) with Judoka. But it was only because I used the Mantis pilot AND got an early teleporter from a time pod.
Also, I'm starting to wonder if the hazard squad is even worse than Judoka. They've got a nice damage output (and using a zoltan pilot for the unstable mech is fantastic), but managing friendly fire on buildings / objectives becomes a ridiculous nightmare.
The easiest squads for to use so far from me are the Flame Behemots and the Rusting Hulks, which with both I completed a 4 island victory on my first attempt. The swap mech is SOOOO GOOD! Haven't tried to play on hard yet though.
The issue with the unstable mechs is that there's too much that can go wrong - fire, buildings, etc - that you can't cover with just one pilot/strategy.
Swap can kill 1 Vek or block 1 attack. The prime can (and has on one of my runs) kill 5+ enemies at the same time and effectively attack everything that's touched a 3-tile line, every turn, for the rest of the mission.
You know, the worst themed squad is the Flames Behemoths. They kill bugsies kinda slow usually, and when you find a "good" weapon, you kinda ... dont use it with them, cause it will not be fire based.
On the opposite hand, the steel judokas are juste the PERFECT avatar of the game. This game itself is the bastard child of a judoka and a chess board, yes ? The range thingy deals lots of dmgs on a lot of tiles, you "just" have to arrange your ennemies before firing, for them to bump into each others.
Are you just aware that you can use the second or third mech before the first, in a turn ? :) It opens so much possibilities ! Its not the raw dmgs that counts with that squad, its parrying and countering the most efficiently. You dont "have" to kill everything in one round, like the zeniths :p
Talking about countering = The prime should toss an ennemy into the firing range of another each turn, but need a second weapon asap - just as the ThunderMech that harms yours friends and objectives. Thats because you can't always toss ennemies 'cause positions - and yeah, its just a ease for life to got a direct dmgs that hurts the burrowers.
The science vessel is the weak link in the group, cause he needs a lot of movements and flying ... he cant kill things by himself and just helps to position a bug ... only one bug. Strange and good thing its artillery based/themed cause if he got the gun-thing from the defense mech from zenith squad he would just be unplayable in this squad. The theme of the judokas is "neutralise two bugs with one mech", he could diplace one ... eventually. Thats my opinion on him after playing, at any rate.
Just a side note : the burrowers are SUCH a pain for this squad for ONE simple little thing : the attack order is based on the on-map-apparition order, and those burrowers stay a while on the map while others die fast. So the act first quite a lot in the later turns ... would be a lot easier for them to get hit by other bugs if they act last; like explosives blobs and spiders eggies.
Yeah I'd have to second this that Hazard Squad is probably the worst in the game. If you don't get decent reactor cores to upgrade your weapons and 1-shot Vek, especially in the first 2 islands, you'll have to restart the run because you won't survive islands 4 and 5.
I also have some of the worst win percentages with Zenith. The laser is neat, but it doesn't displace or block Vek, meaning you're stuck early on with only 2 mechs that can protect buildings from 4 HP vek. Until you get a second weapon to go with the laser that offers crowd control, Zenith quickly gets overwhelmed.
I don't know what OP is talking about. Judoka isn't god-tier like Rusting Hulks, but it's far from being the worst.
I can't really take anyone who says the Ice mech is useless seriously. It means they haven't unlocked Beth or Mafan.
One with
If I had to tweak them, there are two things I would do
A) Have the Siege Mech's building immune upgrade cost only one reactor. This upgrade is mandatory, and it just negates a drawback, it doesn't make you that much stronger at dealing with Veks. 2 reactors is really steep, especially since it blocks other mechs' upgrades at least for an entire island.
B) change the upgrades for the vice fist with one of the two following options :
- Remove the ally immune upgrade (I almost never use that weapon on allies anyway, and on rare occasions I do, I can afford one damage), then split the damage boost upgrade into +1 dmg for 1 reactor and another +1 damage for 2 reactors. Beating the enemy with its own strength is a neat concept, but on a full run of the game, sometimes you just need the raw damage, especially early on.
- Change the ally immune upgrade for more flexibility in positioning the target (examples : grab enemies at 2 range, or place them on any adjacent tile, not just the opposite one).
The latter option would fit the theme of the judokas better than the former, but i'd be happy with either one.
Steel Judoka is tough, but it is quite the beast when using its synergies effectively (and remarkably satisfying). If anyone is interested, I have some videos of the squad tackling a 4-Island Hard Mode run. The intent here is to show how I go about utilizing the squad's strengths/weaknesses.
Here are each island broken apart into separate videos:
https://www.youtube.com/watch?v=vzlLVQPdx0c
https://www.youtube.com/watch?v=XKuzsHG-YbI
https://www.youtube.com/watch?v=PHptnSU44LE
https://www.youtube.com/watch?v=k8skT_5-2Lk
https://www.youtube.com/watch?v=v_Jr-dcF7_o
If that doesn't strike your fancy, I also live streamed the game earlier today. Here's the full run, which played a bit differently than the YouTube series. Heck, I even made a critical error one point in the run, and we still bounced back from it due to the squad's functionality.
https://www.twitch.tv/videos/312508465
I'm going through all the squads again because I love this game so much. I'm happy to have a further discussion about Steel Judoka, how you're playing the squad, and discuss positioning and strategies!
Choice, man. I think this game deserves a lot more attention, especially when compared to FTL; both are about equally good, give or take. Nice to see someone trying to make a bit of buzz
There are plenty of situations where certain mechs struggle with certain obstacles because of how the Vek position themselves, how the player has allocated their pilots/power, and what decisions the player has made to compensate for their specific mech's weaknesses.
The challenge of Vek Burrowers is that they are immovable. So, yes, Steel Judoka needs to find unique opportunities to work around this enemy, much like any squadron (or more specifically, any mech) that utilizes repositioning Vek. And aside from using Camila Vera, webbing almost always complicates the player's turn by hindering mobility.
Steel Judoka certainly has its flaws and struggles, absolutely. But it comes down on us, the player, to respond to our situation with correct positioning and risk management. Or as SquashBacher so elegantly puts it, choice.
The videos I posted above show two very different ways of diving into Steel Judoka. The YouTube video series skims around the weaknesses of the squadron and opts for something else entirely, whereas the Twitch run plays more true to their strengths. I think this can be accomplished with any chosen squadron, but it comes down to how the player reacts and adjusts.