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I know that people like to say these mechs aren't very good or other choices are better. Or even attempting to say that other mechs deal more dps than the hazardous mechs. However these are my best mechs and I literally clean house when I play them. Let me offer some advice:
Leap Mech - Pilot Abe
Leap Mech: Infinite mobility. There is absolutely no where on the map that you can't hit with this mech. You want enemies to position themselves like this:
OEOOO
ELeap mech
OE
Get 3 hits in there. Push enemies away that have high HP with the nano mech to apply acid, they are ready to die next turn. When enemies die to acid they leave an acid puddle.
With proper management you can have tons of enemies inflicted with acid half way into a fight and upgraded leap mech damage will one shot multiple enemies simultaneously.
The Unstable Mech (the tank) has some advantages, for example the little blobs that explode, you can kill it with the backfire by bumping tank into it while firing at another enemies killing two birds with one stone. It also comes with a shopping 2 damage from the beginning totalling 4 damage with acid applied meaning you can focus on upgrading leap mech first.
Avoid train maps and save the robots maps minus the one where you can freeze the robots. Look at the map layouts and avoid maps where buildings might pose a problem to where you can leap on the leap mech.
Ask me any questions.
- Science mech doesn't need much upgrades IMHO. The acid shot is pretty awesome as it is, because double damage is *good* when murdering stuff is your main form of crowd-control. And the Nanites upgrade is worth the 3 cores if you can get them. (since with that you can also occasionally block a spawn or a shot.)
- Important bit to know: As long as you score a kill, you will regenerate back into action without losing your pilot when you wreck your mech with self-damage. Or with the Self-destruct weapon, turning that from situational-at-best gimmick into a very desirable tool for this squad.
- On pilots:
-- Abe's a good pilot for the squad as he stops self-damage (until you start upgrading that), but not required.
-- If you want to cheese through, Use Mafan instead. Core = extra damage, shields = no self-damage. (The 3 hidden pilots are all fairly overpowered...)
-- Silica in the Leap Mech is hilarious, but the 2 cores to power the ability remains steep.
- Defense maps suck with this squad. Avoid them if you can.
I once made use of self destruct with a different squad when it showed up in the same reputation buy as medical supplies, so I could safely use it last turn without losing a pilot. I guess you could also use that one weapon (I forget the name) that heals your whole squad when activated.
Don't be afraid to break these units though. So long as you get a kill shot, the unit will come back from death, and so will the pilot. You can have 1 HP, take 2 for the attack, die, then come right back with 1-2 HP because of the system. So long as you get a kill shot, you'll get the heal, which brings the unit back to life. This zombie mode can render the self damage moot.
I'd probably recommend moving the passive to the brute relatively early on, and giving the Nano mech a second weapon. The teleporter is, of course, an instant buy if it shows up. The Leap mech also benefits from a good secondary, especially one like vice fist that's cheap and can help reposition a stubborn enemy.