I handled Volcano pretty well today in a Honeychurch.
Loadout:
Sniper rifle with Ricochet, or two shotguns, whichever you prefer. Shotguns will kill more dudes, snipers will allow you to pick off Jacobs.
Mines
Machine Gun Turrets
Your choice of Magnets, Healers, or Dampeners
First, your emplacements should include mines, the strongest you have. This is because there are a lot of Burst dudes who will wreck your turrets, but cannot attack minelayers. Save your first scraps for a minelayer, because Breakers spawn on wave 2 (or maybe 3?). I like to go up the leftern lane (if you're looking out from the base) that branches off left one way towards one conduit, and then uphill to the right to another one that spawns Sniper tubes. Put a minelayer at that intersection. Back a bit from there, put two turrets (I used machine guns) and upgrade them. So it's like a triangle with the minelayer at the top and the turrets making the two points on the bottom.
Then, do the same to the Sniper conduit, only place the mines and the guns right outside the thing. Now you've effectively cut off two entire conduits from being able to do anything. A good ricocheted sniper round or shotgun blast will drop crowds of tubes at once after they've been softened up by mines and MG fire. After you get those two lanes secured, put some MGs up to intercept flying tubes, then focus on spawning more MGs to secure the remaining lanes and your base.
Here is a shitty MS paint map I drew that is probably totally incorrect but the basic idea is there:
If you can manage to set this up (I usually only get 12 or 13 turrets built by the final round), you and your teammates should be able to handle it pretty handily.
So that was a very fun time online. I finished the last 5 or so missions with Bill Cosby and some other guys and was pretty useless in my little Engineering chassis, but had a great time!
I agree that a nice randomized challenge mode/random campaign missions/new game + would be really really nice.
But also, I'm just really happy to be playing such a fun mech game.
So that was a very fun time online. I finished the last 5 or so missions with Bill Cosby and some other guys and was pretty useless in my little Engineering chassis, but had a great time!
I agree that a nice randomized challenge mode/random campaign missions/new game + would be really really nice.
But also, I'm just really happy to be playing such a fun mech game.
I wouldn't mind a trench vs. trench mode, either.
It would need to be league of legends style, so you had mobs spawning heading to the other teams base and you needed to help them.
I think the key problem with the engineering class which is immediately obvious is that the heavy chassis never needs your help to win, they bring a huge amount of resources to the field all by themselves, whereas you have to have scrap. And there's not nearly enough of it to let you get down enough turrets.
tbloxham on
"That is cool" - Abraham Lincoln
0
jefe414"My Other Drill Hole is a Teleporter"Mechagodzilla is Best GodzillaRegistered Userregular
edited June 2011
So regarding Flak guns (like the "archie") - are they just lower powered machine guns that do extra damage to air targets?
Does upgrading someone else's emplacement change ownership to you? I would assume so since it will change the color to match your trench. If so, my least favorite thing are players that sit on a mountain of scrap until they see you with a level 2 emplacement whereupon they run over and upgrade it and reap the rewards. It makes playing an engineering chassis even more irritating.
ArcticLancerBest served chilled.Registered Userregular
edited June 2011
While I enjoyed the trial, I had my worries about the game after hearing those early notes of 'only one difficulty'. Upon hearing just how limited the content is, there's no way I can justify this for 1200 points. If there was a summer of arcade deal, or the game goes on sale, I might grab it. For the time being, even if DLC comes along to improve things, it's hard to justify the EXTRA cost to make the game what it probably should have been from day one.
I hope everyone has fun with it. I know I'd enjoy playing it, but I have too many other things to go through that I can easily say, "No thanks."
jefe414"My Other Drill Hole is a Teleporter"Mechagodzilla is Best GodzillaRegistered Userregular
edited June 2011
Man, I'd love a full blown version of this game. mission select like in Command and Conquer (with the map and such). I like it but I know it's a bit limited VS. a full blown $60 game would be. Man though, worth the points.
If you have friends to play this with, and enjoy co-op AT ALL, you can't miss this game.
You can always wish for more, but the final shipped product is worth every penny. My crew is actually finding plenty of replay value from going back and trying to get 'golds' on each level, and we haven't even finished the game yet. Plus there is the element of grinding out some levels and loot if you want to be a little more powerful for later rounds.
I would love to see a weapon list. Anyone know of one, or working on one?
I do think I figured out engineering, though. Engineers need to take the high-cost and support stuff, and then focus on gathering scrap and upgrading standard fare dropped by other players. I got a lot more mileage out of upgrading 3 turrets dropped by.the team than dropping 3 level 1s.
Also a MNC/LoL mode, even if it made no sense, would be great fun.
If you have friends to play this with, and enjoy co-op AT ALL, you can't miss this game.
You can always wish for more, but the final shipped product is worth every penny. My crew is actually finding plenty of replay value from going back and trying to get 'golds' on each level, and we haven't even finished the game yet. Plus there is the element of grinding out some levels and loot if you want to be a little more powerful for later rounds.
I would love to see a weapon list. Anyone know of one, or working on one?
Oh, make no mistake, I think the game is great. Seeing as how fantastic a job they did for a live arcade game, I hope it gets enough traction to make a full blown, involved AAA lister is all.
The amount of stuff that hoses engineers and leaves assaults virtually unaffected is annoying. Turrets are expensive, immobile, easily destroyed, cannot be repaired, and usually have some tubers that they cannot kill.
Dakka dakka is free, mobile, cannot be tampered with, and works on just about everything. Also they have purplies.
Yeah, aside from the games with TOGSolid and vamen last night, I haven't had luck connecting to other people online for some odd reason. Even then, the first time didn't work connecting to TOG, so hopefully thats something that can get ironed out with a patch or two.
This game is too fun not to play though, even solo.
Need more medals....
Yeah, I'm damn sure that was because I had started a game before you could join.
I just hope that people will still be playing this in a week, I'm gonna be gone until then and won't be able to get any stompy stompy mecha action in.
That sucks Spiffy.
If you play any this weekend I'd be glad to try and get a game going.
The amount of stuff that hoses engineers and leaves assaults virtually unaffected is annoying. Turrets are expensive, immobile, easily destroyed, cannot be repaired, and usually have some tubers that they cannot kill.
Dakka dakka is free, mobile, cannot be tampered with, and works on just about everything. Also they have purplies.
Yeah when you start digging into it, the balance doesn't seem quite there between chasis. (especially ultra small versus ultra big).
But from a team-success perspective, having certain turrets is really key on most maps.
The big imbalance seems to be that the turrets cost scrap and get destroyed, while massive guns are "free" and industructible. That, and smaller mechs have way less armor.
Do turrets cost different ammounts based on chasis?
While they do cost less to build and upgrade while using the engineering mech, it's not a huge difference. If they were significantly cheaper or deployed at level 2 instead of 1 it would go a long way towards making them equal to the assult chassis
I think if they made them upgrade at cost, deploy at level 2, it would be perfect.
The tough part about engineers is just dealing with deploying a level 1, and then realizing oh fuck burst transmitters aaah they're dead.
The great part about engineers is deploying mines and just sitting the hell back.
You know, I've been having a lot of success with the Honeychurch, using a magnet+ grenade launcher to murderize both air and ground. I found a purple one (don't remember the name), which does very well in keeping my weaker turrets alive til I can get a full setup going.
I really wish I had a shredding machine gun worth a crap, though, because I really like the extra scrap...
Trying to solo the volcano level is rough. The last wave just overwhelms me every time.
If you're pretty confident in your engineering chassis skillz, try HtR-Laser's advice for that map. I haven't done volcano yet, but the Mine/Machine gun triangle technique he recommends has served me well.
I handled Volcano pretty well today in a Honeychurch.
Loadout:
Sniper rifle with Ricochet, or two shotguns, whichever you prefer. Shotguns will kill more dudes, snipers will allow you to pick off Jacobs.
Mines
Machine Gun Turrets
Your choice of Magnets, Healers, or Dampeners
First, your emplacements should include mines, the strongest you have. This is because there are a lot of Burst dudes who will wreck your turrets, but cannot attack minelayers. Save your first scraps for a minelayer, because Breakers spawn on wave 2 (or maybe 3?). I like to go up the leftern lane (if you're looking out from the base) that branches off left one way towards one conduit, and then uphill to the right to another one that spawns Sniper tubes. Put a minelayer at that intersection. Back a bit from there, put two turrets (I used machine guns) and upgrade them. So it's like a triangle with the minelayer at the top and the turrets making the two points on the bottom.
Then, do the same to the Sniper conduit, only place the mines and the guns right outside the thing. Now you've effectively cut off two entire conduits from being able to do anything. A good ricocheted sniper round or shotgun blast will drop crowds of tubes at once after they've been softened up by mines and MG fire. After you get those two lanes secured, put some MGs up to intercept flying tubes, then focus on spawning more MGs to secure the remaining lanes and your base.
Here is a shitty MS paint map I drew that is probably totally incorrect but the basic idea is there:
If you can manage to set this up (I usually only get 12 or 13 turrets built by the final round), you and your teammates should be able to handle it pretty handily.
While they do cost less to build and upgrade while using the engineering mech, it's not a huge difference. If they were significantly cheaper or deployed at level 2 instead of 1 it would go a long way towards making them equal to the assult chassis
Its kind of a huge difference... Turrets for assault mechs cost 50% more than engineer's. I'd say that is pretty big
Foolish Chaos on
0
joshgotroDeviled EggThe Land of REAL CHILIRegistered Userregular
edited June 2011
Oh man I just watched the intro and played the tutorial.
3 categories of chassis (engineering, standard, heavy), with 3 or 4 different varieties of each.
The chassis is the primary determinate of how your trench will function. It determines how many weapon slots you have (up to 3 on each side of your mobile trench), as well as what layout those slots are in (larger weapons require more slots). Within each size categorty, individual chassis will differ by weapon slot layout, emplacement slots available (see the spoiler for two examples).
3 categories of legs (biped, triped, quad), with a couple different varies of each (including different special abilities).
Legs are mostly defined by their special ability, which may also play a role in your combat style. Bipeds usually have some kind of sprint ability, tripeds 'plant' themselves to increase their reload rate or toughness, and quads usually have some kind of slam attack.
6 categories of weapons (machine guns, shotguns, snipers, grenades, artillery, and broadcasters), with a fuckton of variety within each category.
Seriously, there are way too many weapons for me to try to list, though I'm sure some brave internet soul is working on a comprehensive list as we speak. The categories are misleading, because there are some wacky weapons that end up in a category just because they have a similar range.
3 categories of emplacements (light, heavy, support), with 3 or 4 different kinds of each.
See the icons on the right side of the chassis stats by "D-PAD"? Those indicate how many emplacements that chassis can equip, as well as what types. Blue is a support slot, orange is a heavy turret slot, and green is a light turret slot. As turrets are the engineer chassis' "thing," it's rare to see a heavy turret slot a standard or assault chassis.
Light emplacements include machine gun, shotgun, and anti-air turrets
Heavy emplacements include mine layers, cluster mine layers, sniper, and mortar turrets
Support emplacements include dampener, repair, and scrap magnet emplacements
tl;dr - It's no Armored Core, but there are plenty of customization options to making your own walking death machine.
While they do cost less to build and upgrade while using the engineering mech, it's not a huge difference. If they were significantly cheaper or deployed at level 2 instead of 1 it would go a long way towards making them equal to the assult chassis
Its kind of a huge difference... Turrets for assault mechs cost 50% more than engineer's. I'd say that is pretty big
Really there is no point in taking anything other than an assault mech from what I have been able to tell.
With 4 people you don't get enough scrap to plop down enough turrets, to make up for the far less firepower you are bringing to the table. Yeah you can get like 3 combat turrets, and a support turret in the later levels. It is still less effective damage wise than just bringing 6 slots worth of guns that you can move around the field with. You also never really need a variety of turret types. A single machine gun/flak turret and repair turret will get you through the entire game.
The speed difference is also pretty minuscule between the two since you never really need to move around (Hell the best builds use the fortify/reload legs and sniper rifles or artillery), while the health difference is pretty noticeable.
I just played the Hospital level with pubs. These guys are worse than me! I sent everyone in the OP a friend request so hopefully I can get some good games in.
Hmm...played the demo. It was ok but I dunno, I wasn't really blown away Am I to assume it's a lot better with other people?
I think the problem is that I was expecting more tower defense and less FPS but it's kind of the other way around; at least from the demo. I'm sure some people are fans of this but when I dunno, I kind of like the management aspects of tower defense games; as a fps it wasn't exactly compelling.
Posts
Loadout:
Sniper rifle with Ricochet, or two shotguns, whichever you prefer. Shotguns will kill more dudes, snipers will allow you to pick off Jacobs.
Mines
Machine Gun Turrets
Your choice of Magnets, Healers, or Dampeners
First, your emplacements should include mines, the strongest you have. This is because there are a lot of Burst dudes who will wreck your turrets, but cannot attack minelayers. Save your first scraps for a minelayer, because Breakers spawn on wave 2 (or maybe 3?). I like to go up the leftern lane (if you're looking out from the base) that branches off left one way towards one conduit, and then uphill to the right to another one that spawns Sniper tubes. Put a minelayer at that intersection. Back a bit from there, put two turrets (I used machine guns) and upgrade them. So it's like a triangle with the minelayer at the top and the turrets making the two points on the bottom.
Then, do the same to the Sniper conduit, only place the mines and the guns right outside the thing. Now you've effectively cut off two entire conduits from being able to do anything. A good ricocheted sniper round or shotgun blast will drop crowds of tubes at once after they've been softened up by mines and MG fire. After you get those two lanes secured, put some MGs up to intercept flying tubes, then focus on spawning more MGs to secure the remaining lanes and your base.
Here is a shitty MS paint map I drew that is probably totally incorrect but the basic idea is there:
If you can manage to set this up (I usually only get 12 or 13 turrets built by the final round), you and your teammates should be able to handle it pretty handily.
I agree that a nice randomized challenge mode/random campaign missions/new game + would be really really nice.
But also, I'm just really happy to be playing such a fun mech game.
I wouldn't mind a trench vs. trench mode, either.
It would need to be league of legends style, so you had mobs spawning heading to the other teams base and you needed to help them.
I think the key problem with the engineering class which is immediately obvious is that the heavy chassis never needs your help to win, they bring a huge amount of resources to the field all by themselves, whereas you have to have scrap. And there's not nearly enough of it to let you get down enough turrets.
Yup.
I am 30% happy but 70% disappointed. If people want to add me before it arrives my GT is Ink Pouch.
Nope. Or harder diffculty.
I hope everyone has fun with it. I know I'd enjoy playing it, but I have too many other things to go through that I can easily say, "No thanks."
Perhaps I can interest you in my meager selection of pins?
You can always wish for more, but the final shipped product is worth every penny. My crew is actually finding plenty of replay value from going back and trying to get 'golds' on each level, and we haven't even finished the game yet. Plus there is the element of grinding out some levels and loot if you want to be a little more powerful for later rounds.
I would love to see a weapon list. Anyone know of one, or working on one?
Ophidian Wars: Opac's Journey
GT: Tanith6227
The Division, Warframe (XB1)
GT: Tanith 6227
Also a MNC/LoL mode, even if it made no sense, would be great fun.
Oh, make no mistake, I think the game is great. Seeing as how fantastic a job they did for a live arcade game, I hope it gets enough traction to make a full blown, involved AAA lister is all.
GT: Mailman12089
Dakka dakka is free, mobile, cannot be tampered with, and works on just about everything. Also they have purplies.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
That sucks Spiffy.
If you play any this weekend I'd be glad to try and get a game going.
TOS - Sorry I missed your invite yesterday!
Yeah when you start digging into it, the balance doesn't seem quite there between chasis. (especially ultra small versus ultra big).
But from a team-success perspective, having certain turrets is really key on most maps.
The big imbalance seems to be that the turrets cost scrap and get destroyed, while massive guns are "free" and industructible. That, and smaller mechs have way less armor.
Do turrets cost different ammounts based on chasis?
Ophidian Wars: Opac's Journey
The tough part about engineers is just dealing with deploying a level 1, and then realizing oh fuck burst transmitters aaah they're dead.
The great part about engineers is deploying mines and just sitting the hell back.
You know, I've been having a lot of success with the Honeychurch, using a magnet+ grenade launcher to murderize both air and ground. I found a purple one (don't remember the name), which does very well in keeping my weaker turrets alive til I can get a full setup going.
I really wish I had a shredding machine gun worth a crap, though, because I really like the extra scrap...
If you're pretty confident in your engineering chassis skillz, try HtR-Laser's advice for that map. I haven't done volcano yet, but the Mine/Machine gun triangle technique he recommends has served me well.
GT j0shg0tr0
Its kind of a huge difference... Turrets for assault mechs cost 50% more than engineer's. I'd say that is pretty big
Tried to add you, but your friends list is full!
Shitty Tumblr:lighthouse1138.tumblr.com
because man
PS - Local_H_Jay
Sub me on Youtube
And Twitch
3 categories of chassis (engineering, standard, heavy), with 3 or 4 different varieties of each.
3 categories of legs (biped, triped, quad), with a couple different varies of each (including different special abilities).
6 categories of weapons (machine guns, shotguns, snipers, grenades, artillery, and broadcasters), with a fuckton of variety within each category.
3 categories of emplacements (light, heavy, support), with 3 or 4 different kinds of each.
Light emplacements include machine gun, shotgun, and anti-air turrets
Heavy emplacements include mine layers, cluster mine layers, sniper, and mortar turrets
Support emplacements include dampener, repair, and scrap magnet emplacements
tl;dr - It's no Armored Core, but there are plenty of customization options to making your own walking death machine.
Really there is no point in taking anything other than an assault mech from what I have been able to tell.
With 4 people you don't get enough scrap to plop down enough turrets, to make up for the far less firepower you are bringing to the table. Yeah you can get like 3 combat turrets, and a support turret in the later levels. It is still less effective damage wise than just bringing 6 slots worth of guns that you can move around the field with. You also never really need a variety of turret types. A single machine gun/flak turret and repair turret will get you through the entire game.
The speed difference is also pretty minuscule between the two since you never really need to move around (Hell the best builds use the fortify/reload legs and sniper rifles or artillery), while the health difference is pretty noticeable.
I think the problem is that I was expecting more tower defense and less FPS but it's kind of the other way around; at least from the demo. I'm sure some people are fans of this but when I dunno, I kind of like the management aspects of tower defense games; as a fps it wasn't exactly compelling.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand