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Zenith Guard is relatively inflexible. The laser mech doesn't push and must go up close for high damage, it also damages buildings easily. It has the notorious Charge Mech which damages itself as it attacks. Two attacks and you're forced into repair unless you have upgrades or other tricks. The Defense Mech (shield and pull) is good. So I guess the squad is good on difficulty levels Normal and Beginner, but Alpha Vek are hard to counter with just raw damage. Hazardous Mechs also do self-damage, but in that case it feels like you're getting a lot in exchange (and you get a healing method).
I had experimented with custom and random squads before the Advanced Edition. The hardest squads were those without artillery. That might explain my difficulty with Bombermechs - in some ways they feel like they lack artillery. In many turns it's hard to get value out of the dispenser, so in future runs I'll try to prioritize blocking emerging Vek with bombs. They get out of hand quickly with this squad (especially flying ones), and +1 early damage from a bomb may not be worth it.
For overall hardest squad (pre-patch on hard) it was clearly blitzkrieg for me, the squad is just so lacking in movement at the start and the damage hard to get on target with very little in terms of enemy manipulation.
Cataclysm seems like the most solid all-rounder squad. Good damage, good displacement, and being able to create chasm tiles is an incredibly powerful ability once you get it rolling. It'll 1-shot all non-flying bosses, for example. The only real flaw is the seismic mech's low starting damage, but you can fix that with a single core and/or running Kai.
Mist Eaters seem really good. I need to play them more to really build an opinion. Control shot is incredible, especially on maps with insta-kill hazards. I wish the Steel Judoka had it (which goes for a ton of the new equipment. God that squad feels obsolete). All the denial you can pump out of the artillery mech is great as well, as is built-in smoke immunity.
Bombermechs are incredibly complicated. Easily the hardest squad in the entire game to play well. Between the bombs and the exchange mech, they have one of the best control kits. The pierce mech is a little hard to use but improves once you realize you can shoot through bombs, buildings, and just about anything else. They're a little lacking in damage, however, which can start to hurt later in the game.
I didnt unlock the mister eaters or fire squad at first because I figured they would be gimmicky too like setting your own units on fire or the mist eaters would have healing because they took damage when they attack or something. Having now unlocked the fire squad their main dmg dealer does 1 damage. So does the artillery. I mean come on. Im not sure I even want to try them. I seriously loved this game in the past, had all achievements but this patch just feels a little too gimmicky and "hard mode". I just want to have a cool flame thrower guy and not some weird gimmick where I've got to setup a shot where the enemy is on a forest tile on a tuesday and has been poisoned first and is facing left.
Arachno-squad also has really powerful enemy manipulation and the spiders are just awesome, as they push and can be used to body-block enemy movement or to block emerging vek.
Favorite: Bombermechs
Least Favorite: Heat Sinker
Power Level: Cataclysm > Heat sinker > Mist eater > Arachnophiles >= Bombermech
Bombermechs took me a few tries to learn, but once I realise how Bombling Mech is the centre of this squad and how the bombs are better used to block vek and setup positions, they become very fun to play. Every turn I have to think hard on how I can get the most out of the exchange mech. Seeing everything playing out like domino at the end of your turn is quite satisfying. By the end of my last perfect run with them, it was hilarious, veks almost cannot spawn because how much I actively block them, It's like you are playing blizkreig Boulder mech but the boulders can also move after being fired, and you can get two of it. I can block 5 spawning a turn and that often leave me with two whole turns doing nothing.
My pilot recommendation is to put Chen Rong or Archimedes on the Bombling Mech. They can setup the bombs then move on to block veks. Then probably Henry or Camilia on the pierce machine since it really needs good movements to setup a shot.
Heat sinker has great damage potential, but the prime weapon is really not fun to use. It's like you are given a machete when situations often require surgical knife. They can output amazing damage once upgraded, but they really struggle with positioning allies safely since most of their push do damage or inflict burn. If Into The Breach is about killing as many veks as possible, then heat sinker will easily be one of the most competitive teams while still above the awkwardness of Zenith and oh lord Blizkrieg. I would recommend not to upgrade the push on quick-fire. I rarely hope to have the push when I don't have it, but almost always regret having it when I do.
My pilot recommendation is to put Kai Miller on the prime and Morgan Lejeune on the quick fire, Kai will really improve your experience early game with the prime. Morgan can almost stay boosted from get go with careful setup from the napalm machine.
Mist eater is just another fog team. Fog teams to me are some of the easiest to use. Their damage is not as high as it seems for most of the game, but they have great enemy manipulation through fog and the control mech. Overall not bad.
My pilot recommendation is to put Abe on the brute. Early game without fog upgrade and HP upgrade, the thruster mech can be a bit inconsistent, Abe helps make that a no issue. But his usefulness will wear off in mid to late game.
Cataclysm is pretty OP, it is the only new squad that can potentially kill a boss level vek on the first turn regardless of pilot choice assuming it's not a hornet. The key piece is the Drill mech. To use this team to its full potential you need to create tons of pitfalls. All three mechs deal great damage.
My pilot recommendation is to put Kai Miller on the ranged at the start but move her to the Drill mech later on. Early on you somewhat needs the ranged a bit more, but once higher tier veks start to show up you really need the drill mech to create pits for instakills.
Arachnophiles is....weird. Especially how the science machine cannot fly is really really awkward. This squad's damage output, even fully upgraded is not that amazing. The Bulk Mech is a bit awkward to use in tight spots, the slide mech is kinda meh before the shield upgrade. The spiders are OK I guess. Instead of inflict ACID I would rather we just have enough fire power to kill a vek. They really start to struggle once you get a lot of high tier vek all spawning at once since your ranged cannot kill them fast enough. It's definitely important to reserve spiders for later use instead of just immediately sacrificing them.
My pilot recommendation is to put Kai Miller on the Arachnoid Mech. You really need the Arachnoid Mech to consistently create spiders or else the firepower of this squad really start to suffer. Also Prospero on the science mech because the fact it cannot fly severely limit what it could do.
It does mean you're able to deal quite a lot of damage if you can kill it on the first turn while also preventing other Veks from dealing damage (or got very lucky with Vek placement). It is not that much of a deal, though, I think most squads can do it with the right pilots.
Arachnophiles' gimmick requires a lot of kills and this squad has absolutely low, restrictive damage and a terrible science mech. I'd say they're extremely weak on island 1 and 2 and very reliant on good equipment additions. weak squad with poor scaling using the weapons they start with.
Mist Eaters are extremely powerful. CC and damage and vek move all from the start, with good damage upgrades and a flying science mech with an excellent weapon. Probably the strongest new squad. I'd almost say they're stronger than Rusting Hulks but idk, they both are strong for similar reasons.
Heat Sinkers start off pretty mediocre but they scale really well and Boost is completely broken. The brute mech is restrictive at first but most of the brute class weapons are very strong and made busted by Boost, and the napalm mech can eventually get a way to deal direct damage to leverage Boost too.
Cataclysm is a difficult squad to play, but they are very strong. It's just one of those squads where playing turn 1 or 2 wrong can have massive repercussions for the last 2 turns
1- Mist Eaters is like easy mode. You can spawn smoke all over the place and it heals instead of blocking your mechs. Upgrading the smoke artillery to 4 squares makes this team nearly invincible.
Good
2- Cataclysm. Great all around.
3- Bombermech. Exchange mech is a lot of fun and like the Arachnophiles, spawning units always help.
Bad:
4- Arachnophiles. Spawning extra units that can deal one damage and push is awesome, but the low initial damage without a boosted pilot or early upgrade hurts. The slide mech should also have been a flying unit.
5- Heat Seekers. I hate the dispersal mech. This squad has no range or mobility. I feel like the Napalm or Quick Fire mech should have floating ability to fix this.
*edit: After several more games as Arachnophiles, I knocked them down to bad. My initial positive impression was due to having the perfect pilot. On a fresh start, they are lacking.
Bethany (Shield) in the Dispersal mech is good, because if you face enemies head on you may be unable to avoid damage and with 3 walking speed it's hard to go around. But Henry Kwan (go through enemies) or Prospero (flying) may be even better. Or Camilla Vera, because it's a Prime mech that can't deal with scorpions webbing it (!!). It can only defeat Leapers and dies to Alpha Leapers.