It's About To Get WAY Hotter, in Mech Engineer!
ฝัง
- เผยแพร่เมื่อ 21 ส.ค. 2024
- Welcome to Episode 8 of my First Taste mini-series for Mech Engineer!
Have you ever wondered what you'd get if you mixed XCOM: Terror From The Deep, Highfleet, and Mortal Engines? Keep watching, and you might find out!
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#LetsPlay #MechEngineer #indie
Mech Engineer playlist: • Let's Play: Mech Engineer
Mech Engineer on Steam: store.steampow...
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3rd party music attribution:
Music from filmmusic.io
By Kevin Macleod (incompetech.com)
License: CC BY (creativecommons...)
End screen background music - "Frost Waltz"
End screen & character art:
Jackie Musto - www.kayandp.com/
Just realised the audio isn't very well balanced in this episode; very sorry for that oversight, probably a side effect of splitting the recording over two days messing with my workflow a bit XD It'll be back to normal in the next episode :D
Rest well and yes, fur child comes first.
I might be in the minority, but I enjoy the longer videos man. Love the series, hope your cat feels better soon.
Absolutely. I like long videos too. If it's too much to handle in one go I just pause and come back later. And YT is pretty good at remembering the time stamp where I stopped watching.
I think ideal length is a direct function of the game. Some games are fine in 30m bites but others to more long form. This one is definitely naturally falling into that realm I think. Time flys with this one lol. Really enjoying it.
Yeah this one works better long form. Remember that you tried doing a mini and it didn’t work for this series because of the game type :)
Add me to the list of people enjoying the 1 hour-ish vids.
Listen it takes time to explain the mechanics and go through all the various parts of this game. Trying to make them short snippets would kill what the people are really here for. This game is complex and the longer videos allow it to be what it is.
These episodes are the highlights of my day, thanks for giving an old man something to look forward to.
You're more then welcome mate :D
Considering the Dig Rig usually operates ahead of everyone else *and* has the potential speed to shield allies from the occasional tree dragon laser, it makes sense for the Dig Rig to keep it's energy shield.
Speaking of the Dig Rig, I feel bad for Encrypt. Dig Rig was their mech, and was flawless in it. But lately others have been piloting it and getting it banged-up in every mission.
Hope those raves soothes the pain.
Edit: nevermind, you had similar reasoning. Great minds.
One thing I found out, finding a lair the "hard way" isn't actually a problem. There's a surface map with the brucus/ovum, and an entrance into the lair proper. You can clear the surface and retreat, no problem. The lair itself is a wholly separate matter, though...
Ah, thanks for the heads up!
@@Aavak If you suspect a nest? Send a single mech with one of your level 0 clone pilots.
@@Mr_LH1980 Imagine the mood if the guy comes back alive.
I personally like Ragnarok for the new name of the Firestorm, it covers the fire and ice theme and has a very war-like, post-apocalypse theming.
I think "Barbeque" or "Brisket" would be a fitting name for the Firestorm, since that stuff that involves Fire and very slow cooking.
45:13 the tornado casually deflecting the 120mm is an interesting feature 😅
Hello this is... amazing i have been watching the 5 or 6 videos of this and i cant get enough 🎉
Really glad you're enjoying the series so much!
adding my voice to the group who likes the longer videos. if i get distracted i pause or i just listen like a podcast (esp when you're engineering) so it works out really well imo
bringing this forward, if anyone is wondering about the coating or irl ablative armor
In real live some tanks use ceramic tiles to trigger the fuse of rocketlauncher shots (for example rpgs) as the tiles are cheaper (and easier) to replace than the actual armor or the crew of a tank
Or a iconic piece of gear would be the "Schürzen" on ww2 german tanks, trying to bleed velocity and make projectiles aout of anti tank rifles tumble, additionally making explosives detonate prematurely
The anti projectile modern counterpart would be reactive armor, which is basically an explosive (the brick looking things on the t72 Tank)
I think era (explosive reactive armor) is probably the most accurate representation as it is best against an explosive attack rather than kinetic, and since the game mentions missiles (very explodey) it’s quite accurate
An alternative selection of names for groupings.
Quarrel, Arrow, Javelin, Spear, Lance, Pike, Ram.
Pebble, Stone, Rock, Boulder.
Chip, Tile, Brick, Block, Cornerstone, Keystone.
Firstly, the colour schemes on the mechs are always so good! Great job!
Secondly, I for one love the long videos a lot, and it seems I'm not alone! Your content is really enjoyable, so as long as you like the game keep it up!
Lastly, I love this community very much, it's very enjoyable to read the comments my fellow viewers leave, so keep it up guys, let's help Aavak with Saint Algorithmus!
Good morning/night to all
Cheers mate :D
it's Better a video comes a day late, than never, especially given the circumstances
Aavak you have once again made me playlist to have as I do work. Your factory town and captain of industry are staples for getting work done. Now we add Mech Engineers into that hall of fame.
I'm so glad you're enjoying the series so much!
I know it's supposed to be a Reservoir Dogs reference, but without the rest of them, Mr Brown and Mr Pink can be taken as meaning... something else. Even more now that you've coloured their arms. You should colour both of Mr Pinks arms considering how often you're sending them into holes.
And they definitely need to be drilling mechs.
Two in the pink, one in the stink :)
@@Isometrix116 that's like my joke but worse
@@petemartin_net Oops, I thought that was the thing you were referencing
@@petemartin_net That IS your joke, though... lol
If only all of us can make friends with our selves like Minimurgle, the world would be, well, filled with narcissists but happy narcissists and would that be so bad?
Exactly!
I have to say many thanks for playing this series, it’s been super enjoyable to watch you play to the point where I decided to buy and play it and I have been enjoying it a lot without any regrets!~ Thank you so much for playing this game and I don’t mind these longer episodes, I feel they perfectly fit with the game!
I don’t know if you have encountered it in a previous run before but what I accidentally found out with nests because I’m bad at guessing nests, you are safe to deploy mechs on a mission to a nest/enemy base and can clear out the surface and get the resources from brucus as long as you collect them before a retreat. Once you get all the nests on the surface, there isn't a colubra and it’s safe and you don’t need any more firepower than a regular mission. But inside the nest/base is where it’s bad, you can enter and the entrances/exits are safe but moving to different tiles in the labrinth, there's resources and a ton enemies/enemy spawners and also apparently bosses. I've not had a lance I've felt capable or safe for clearing but seemingly it is possible to loot a nest/laybrinth before nukes to get extra resources if you're strong enough and seemingly get rewarded but I don't know as I haven't done so myself, just figured I'd mention. No clue if nukes destroy the resources in there as well.
Very much enjoying these videos and love the hour-long length :)
Regarding the dig rig, I think the biggest problem it had was the shotgun mod on the laser, it didn't have any armor pen, meaning the opararius take 2 or more hits to die with no pen. Fire is almost always the best option for lasers, barring some boss fight mechanics where shotgun or accelerator can be very impactful. Realistically though, the mining mechs just need a little help with their reactors and motors to be able to bear the weight and power requirements of stronger weapon systems.
Now that we have the Large Missile, we have a proper armor destruction weapon for enemies that have annoying kinetic resistance. I'm looking forward to seeing how things shake out.
I'm starting my own head-cannon that minimurgle is the reason this city is in the state it's in. He was a separatist, meaning he fought for deimos independence, yet our space-faring city is marooned here... was it sabotage... I think so. =p
I understand the cat issues completely. My cat is having an uncomfortable medical issue and she was super-demanding yesterday because she couldn't figure out what was going on with herself. (And then avoided all the medicine we tried to give her *sigh*.)
Big fan of the series, after the first episode I just had to immediately download the demo and later on buy the game as well. I am amazed how well you learn and adapt in these types of games, and all of that without the grace of reloading after a mistake.
Don't be too afraid of stumbling into nests, it's a normal map at first just in the place of the usual Colubra there is an entrance into the hive. So you can safely clear the spawners and Bruci for loot, then retreat. Even if you choose enter into the hive, you are not immediatly in danger, you will find the dangerous tiles are marked red / orange and you won't stumble into them unknowingly. But you are right to be afraid of the dangerous tiles.
In relation to the person who was commenting that manufacturing was taking two more days than it should because you hadn't fixed your factory entirely, arguably you shouldn't think about it as "everything is delayed by X number of days because I haven't fixed my factory" because you couldn't have done anything about it's starting state, it's functionally the same as if everything was perfectly intact from the get go and you just had the ability to upgrade it
Fair point.
9:52
i like to imagine since we only see the front. on the painted arm the color is a part of some artwork on the side of the arm
throwing my replacement name in the ring for firestorm. "Napalm Slush"
I know im late to the party but Freezer Burn would be awesome for the slowing/burning mech. Thank you for the great content and keeping this mini..firstlook...extra long series going. 🥰😻
You gotta keep this series rocking. I am really enjoying it.
life happens. and 100% family first.
Our reactors great! And I hope kitty gets well soon!
Thanks. She's feeling much better now.
@@Aavak That's a relief to hear.
If you want a name for the Firestorm that incorporates the cold part of slow then maybe Frostburn would be appropriate
Maybe put Mr Brown's weapon in their painted side so it goes full mirror jmage mode.
Totally frivalous use of engineers though.
Really love this LP. Love to watch this game played, would drive me bonkers playing it myself oO
For when you're going to use the nice, big rocket. Make sure to put at least a few points in accuracy. While it's true that the homing will make it go in the right direction soon after launching, you REALLY don't want them to clip a wall that was next to the mech, because it wasn't shoot forward. (In a lesser extend this can also decrease unintended damage from the smaller missiles.)
Otherwise they're pretty usefull. A single rocket can clear walls better than the Digrig ever could. Rocket/missile exposions can also destroy tornados, but you can't target them directly.
Ahh, that's pretty interesting to know!
@@Aavak Tornado destruction isn't permanent by the way. A new one will pop up later allong the edges of the map. Otherwise the weather event would be too easy. And as far as I know the sun laser doesn't actually damage mechs, but their reactor temperatures will shoot up rapidly, but I could have been lucky the few times they pathed through the beam. They will still avoid it if it gets too close.
Bonus cat at the end ❤
Name suggestion for the mech currently known as Firestorm.
The Rimeburn, Cinderime/Cinderrime, something along that line.
This has been your friendly neighborhood cryomancer Jake, Viscount of Falsehoods!
The last nest on the bottom must be where the 4 is (9 south, 16 east).
The 3 sees 3 nests, 2 of which are already marked, the only 2 places left are the south left and right corner. The 2 next to it sees the nest you already marked but it cannot be seeing the one on the left corner of the 3 so it can only be the right corner, the other 2 next to it can also see that corner and you alright marked the other nest on it's top right corner so this is the only place fit for it. Now there is probably another nest in the 8, 9 or 10 south by 19 east but we need more information to uncover that one.
If you already found it by the end of the episode, do feel free to ignore me.
Really enjoying watching you play this @Aavak, hopefully you continue this on :D
In terms of the minesweeper game you have:
22_1!
!3222
?!42?
There is information you have but haven’t seen under the ! next to the three because you found out about the ! before you had the other info.
If it’s a 3 you don’t gain extra information about the nests (I think), if it’s a 2 you gain quite a lot (I think).
I believe it would become
_22_1 !
_!3222
__! !2?
__! _!_
The left hand column you don’t know for sure the bottom few but I was trying to format it sensibly. The logic is:
If the hidden value was a two it has to share both values with the 3 to its right. That forces the one below to be empty. That makes the final nest that the 3 refers to on the 4 below the 2. Then the left hand 4 only needs one more value. The right hand four needs 2 & the 2 next to it can only have one nest. That nest must be shared with the 4. In order for the right hand 4 to have both nests & the ones either side to only increase by one they have to be split as in the diagram.
I’m pretty sure if the value hidden is a 3 you can figure stuff out. But we leave that to the reader 😉
Since you enjoy this little gem as much as I do, here are three important hints on how mech stats work:
1. You can see the dodge chance in the weight view in mechlab (look at the table of values bottom right, after pushing the weight button). It's influenced immensely by the actual mass of the mech (not the maximum capability), because this reduces the mechs base stat (see 2.). Heavier mechs are difficult to accelerate, making quick movements more problematic. The empty starter mech is at 65 tons and 61.54% dodge. Put an engine in and note how dodge is down to 32% due to doubling the mass. Light components, weight-efficient armor setup, and the metal grid auxilliary are relevant here.
The dodge value is in % I think. Haven't tested, because I don't know a good way to test defensive capabilities. It is capped at 75%. Not sure whether the pilot skill comes on top or will be capped by the mech.
2. All modifiers from equipment are applied to the BASE STATS of the mech. A Module that increases dodge by 25% is more effective on mechs with high base dodge. Different mechs bring vastly different base stats, making certain mech chassis more or less effective for certain roles, depending on your setup. You can compare their base values in the center of the production screen when the item is selected. For example Plate's reload time is 3 instead of starter mech's 4, so Plate has only 75% of starter mech's reload time. And it will always be 25% quicker to reload, because its base value modified by the control stat (cabins, ammo auxilliary), and that is a relative/percent modifier.
Additionally, you can unlock a customization mechanic in the tech tree, that can drastically change the way a mech works (you'll see it next episode).
3. EVERY chassis is valid. It's not just a starter mech - it can do things that the others can't do. Plate is a better weapon platform - literally. It can field more weapons, has MUCH better base firing and reload values, but as you noticed it's alot less mobile, and also can't be moved easily by external forces. Plate will always behave like that, because it is designed as a weapon platform. For skirmishing, the base mech is your "go to chassis" (what is the chassis name, I wonder?). Each mech has such a "profile", like different characters in a moba.
Truth be told, my hardest hitting mech on turn 49 was a starter mech that always wants to operate near overheating temperature. It's really not "just a weak starter mech" at all.
So having more of them is never a bad thing. It will always be useful, provided your setup is aiming for a specific role and is optimized for the tasks it needs to do.
Love the series! Love the paintjobs!
Two more things for you to play around with: In the battlescape there is a slider in the bottom left to allow pilots to "act more freely". Refer to manual p. 32, very end of that page.
And then for the special mission: I personally wouldn't mind if you savescum to have a peak at missions like that. Mech Engineer is unforgiving enough as is and you really don't get a meaningful difficulty rating from the geoscape. So first time engaging a mission you know nothing about I think it is fair to save, look and reload in case of disaster.
For the algorithm!
Poor Tilly! Hope they had a speedy recovery since. Didn't even notice the cut :D
Hey Aavak, signal boosting @loejshep 's amazing comment that when you place a ! Over a tile it obstructs the number underneath it and we lose information that may be usefull in finding more nests.
He also goes in to detail on how depending on the number under the ! (2 down 2 left) of the city may affect the city's future path. As always amazing video and hope the little fluffer gets better.
Minimurgle looks like Parker from the original Alien.
"Can we talk about the bonus situation?"
Video length is good. You show what you're doing and why, and making progress every video. This game is more about the engineering than the fighting and engineering takes time
Really stoked to see what lies in wait for us in the alien infested jungles of the Central Africa! That close call with Shepherd was nerve racking and a stark reminder of how dangerous the enemy can actually be. Thanks for another great video, hope Tilly feels better soon!
I've watched a video where someone managed to stockpile over 300 artillery ammo, so don't worry about hitting the cap :)
40:00 That was a very nice and thorough explanation for why I was seeing that spreading damage always increased the total cost of repairs. Thank you!
You're more than welcome :)
The max range on the Lazer is lower than it's target allowed range. Meaning it will shute down int to thin air. And if there are priority target just out of range he will ignore the other targets in range to shute at thin air
Really enjoying this series!
I heard that Supreme Commander reference. Oh, yes.
It warms my heart that at least one person got it ^^
@@Aavak Doctor Brackman was a very interesting character, oh yes. Very interesting.
32:20 oof, that lesson right there feels really familiar... Every run I do I always underestimate the fragellums and it typically costs me a lance. It's always the same problem though, whenever I split my sweep and midranger to focus on operarius and fragellum respectively, and subsequently get overwhelmed by operarius because they nab my midranger and/or sweep. Then I solemnly swear to never go on a mission without either 2 sweeps or 2 midrangers solely focused on fragellums. Only to forget this lesson the next run I do :P
Haha, it's like you're describing me XD
hi, thanks for the serie and make me discover the game.
I buy it today and just realized that you can set, for a weapon, the maximum distance for each type of ennemy.
can be usefull for brucus, so they do not fire on them for far away and make it run.
on the right of the stat of the gun, when you modify it, you have up/down arrow to select the enemy type.
I'm really glad you're enjoying the game, you may have missed it (as I only did it for the initial set up of guns early in the series) but I actually showcase setting individual attack ranges for weapons :)
Our Mechs Great!
Aavak move over, there will be more of us who will die on that hill so you better leave room for all of us
I might be slightly late to the party this time, but a name for the Firestorm came to me like a bolt from the blue, and I'm surprised I haven't seen it while scrolling through other comments (although who knows, maybe i just didn't scroll far enough): the Firewall! Stops enemies in their tracks, both with its slowing shots rooting them in place as if they'd hit a brick wall, and with literal walls of fire! Far better than the ones i'd come up with before, at least by my own opinion.
In any case, I'm sure you'll find an apt name for it! I've seen an absolute ton of amazing suggestions so far!
If you have spare mechs and pilots by the end of your day you can send solo mechs to where you think nests/labyrinths are, just retreat asap.
Running so many combat ready mech definitely has its cost in engineers.
I've seen some good use out of the laser with incendiary mod, the thermal damage can do lots vs the oppies.
Scattershot on missiles is nasty, havn't tried it with the bigger missile though. xD
I've also heard flamethrower is quite good, works underwater too.
There is a city upgrade that when maxed apparently lets you research any tech regardless of prerequisites.
Hear me out.
One mech, two rapid fire high penetration slowing 20m, two rapid fire high damage fire lasers.
IMO the best way to handle the larger missiles is to keep your finger on enabling/disabling the missile depending on whether you need it or not. Along with minimum engagement distance it's the best way of minimizing FF.
I'm very much enjoying this series while resisting the urge to go and buy it
Waiting for Aavak to Call it Scallynit.
You don't really have to clear a nest if you encounter one, you can simply clear the surface then retreat. You still get the resources you pick up and it still reveals the neighboring tiles. The only thing you miss out on is moving your city into that tile until you clear it later.
That's the issue, if there is a nest infront of us, we're surrounded and would either need to go through the gold ping, or waaaaay out of our way to go around XD
@@Aavak well especially if red monster coming after you and city get surround by lair. It became do or die mission🤣🤣🤣🤣🤣🤣
Hello Aavak! I recently picked up the game and was poking around and noticed something very useful about district 15.
I'll look into it, thanks for the tip.
9:49 LMAO
Thx for the video!
Got to keep moving. :D
11:54 Imagining Digrig in a similar image of Doom. On top of pile of bodies and shotguning.
Praise be to the AI. And our specialists and pilots for their sacrifices to The City. Our City great!
P.S: Research better reactors. Who knows whats locked behind it :).
You could name it Frostburn, which is cold and fire and makes you slow too
I hope your cat gets well soon!
Take care of yourself and tilly!
Another reason you had issues in the first mission wasn't necessary the lasers while yes the damage is a lot better then the 20mm cannons you also made the damage even less in the first spear by making the dig rig also have the slow mod so two of the four weapons in the spear had less damage and needed two shots to kill the small creatures. Because the dig rig and Shepherd have slow mods and the overall damage was less making kill time on larger enemies longer I think the shotgun mod or shard mod make more sense on the dig rig to me. Thank you for making these videos this series is really fun to watch and learn about this game
You can have a LOT more artillery, Bloodbane has some videos where he'll use 20+ strikes in a mission.
Ouuuuuuw your cat is sick? Poor little fluff! I hope they will feel better soon!
Just so everyone knows, the entire game is free as a demo, it’s just in Beta form rather than the released 1.0 version. Pretty cool.
@Aavak, you are NOT "telling a lie". A lie is a DELIBERATE falsehood with the INTENT to deceive. Mispeaking, misunderstanding, and other accidents are NOT lies.
Conflating deliberate lies and accidents is one of the many symptoms & causes of moral decay in our society, and offends me far more than swear words.
You're playthrough convinced me to try the demo.
Hope you enjoy it!
Wow, mech engineer. Now this is required programming.
I'll be on that hill right with you!
i caught up with the series in 1 day and before i hit the10 minute mark i would comment about the laser on dig rig being a rly bad choice which thankfully u noticed and took out BUT i would also say and i kid u not to take out the shotgun mod and replace it with the slow mod. Low and behold the madman did both..u have delightfully suprised me sir.
Although i will add on that, u should lower the armor penetration on dig rigs machine gun and maybe increase the fire rate instead ( by taking out the accuracy off completely and lowering the engaging distance to 200-300 meters). The reason for that is that having watched ur playstyle the truth is u do not really realise the actual speed and distance dig rig has from the others. Dig rig is a frontliner but hes NOT a vanguard. Ur orders on dig rig is to make evasive maneuvers digging chunks of earth on literally almost every mission quickly and then return to the squad as fast as possible. Granted the setup he has now is balanced and can take operarius easilly ( and thats his purpose) but if we observe the sequence of events on dig rig you will notice that although he takes down operarius following his movements orders its actually the other mechs that do most of the damage and clean up on operarius. Thats because dig rig cannot shoot at operarius while he digs ( not 100% sure on that ) and he only shoots in between when he runs to the point or back on the squad. If you go back to ur previous missions u will notice that it was actually the other squad members covering dig rig with fire or shrapnel that did damage while dig rig was digging. So since hes full utility as u said urself why not elevate the utility? give him from a machine gun to a gatling gun with 1 ammo module with full slow on small range and the moment he stops digging or go back he will take down normal operarius but he will also slow down the rest, slow down brucus and shut down colubra. In fact he could even dig terrain rush in colubra stop them from moving while ur team secures the zone and then take out the colubra. Thats all but a suggestion ofc u dont need to do that
HOWEVER taking ur reference at 28:12 oh yes i petition for clone 1 to be called Dostya my child oh yes, strategy my boy oh yes.
Love that you got the reference :D
I picked up some Assam tea after you talked about it a few streams ago. Tasty!
Glad you enjoyed!
a tiberian sun enjoyer such as i can't possibly make any argument against Firestorm as the plate's name
why not call the firestorm "Freezerburn" -> that would also answer the question who gets to pilot it... for the colour sheme you could go with the one you got but change the colors from dark puple to ice blue to teal and light blue up to white on top :) that would look awesome i think :)
Anyone else noticed those weird extra islands between the 11th and 12th columns, west of the US?
I'm excited to see you play with the missile launcher soon. It is "fun!" Especially if you use the crit mod and accidently bring it on a tunnel mission like I did.
Yikes, I can only imagine how bad that went XD
Would it be worth it to start disassembling some of the 'basic' engines for components? I noted you have 17 (!) of them laying around and recycling/upcycling them sounds like a great idea.
I prefer, FrostBurn
Would it make sense to make one super impact resistant mech that would act as an anchor for the rest of the lance? If so, it would solve the need to constantly adjust all the mechs to withstand the weather and pulling attacks from the monsters.
Think of the node numbers like you're playing minesweeper, should probably get the new reactor tech.
So Aavak have just crapped the idea of ever building a mech. He just keeps one bay empty for the giggles...
Honestly, I do missions with just two of the miner mechs often; you don't need many mechs as long as you optimise
On smaller mechs you need about 50 resistance in order to make wind less painfull.
I kind of want to download the demo for this game and just make group of mechs that are pure 40k orks. Just full dakka and have a little laugh. i doubt it would be anywhere near effective past like a mission or 2, but could be entertaining.
on the hour long episodes i'm mixed on that. while i do like the a day or 2 per episode long episode does make it a bit rough sometimes. Just not a lot of time in the day sometimes and i get behind on vids. When you have several hour long episodes to catch up like i'm doing now it is rather daunting.
the biggest question... why don't you restrict the max target range of the laser weapon, to the max range it can actually shoot?
Would be nice to have a showcase of the missile launcher, if possible, even if you're not going to use it.
At the end of the previous video you said you would show it and then forgot about it.
It bothers me that with this map projection, the actual distance that a city-step covers on the east-west axis gets smaller as you approach the poles. (That is, it takes the same number of steps to walk around the equator as it takes to walk around the 80⁰ latitude lines, even though the higher latitude lines describe smaller circles on the sphere.)
Lol, I hadn't considered that but good point.
Hey man about that artillery, i think u can press E and Q to cycle between commands and artillery to shoot it i dont know if that was pointed out by someone.
I've pointed it out myself, so yes, it's been pointed out, but it's such an important lesson that I think it can bare repeating a few times anyway ^^
I have been curious about energy shields. Do they only effect the mech being targeted or is it an AoE bubble where anything within it gets the shield benefit? Honestly either way I think it is worthwhile giving every mech a shield if possible. The idea of every mech contributing to a "group hit point pool" against energy weapons if they all stick together is very appealing, kind of like stacking shields behind each other in Cosmoteer.
Also, the idea that these mechs are still using internal combustion engines is kind of crazy to me. I imagine any kind of underwater combat is effectively a non-starter since you almost certainly don't want to carry massive tanks of liquid oxygen to run your engine.
The AOE bubble of the shield protects anyone under it, and allows me to make some decisions to maximise a mech's role (a pure DPS boat might have better use for the aux slot, and energy, for weapons rather than a shield, for example.
In my opinion, other than short range laser weapons you rarely fight at the gatling guns max range, might it be worth lowering their max range? you can then maintain their accuracy level with less upgrade pips
That's certainly an option!
TEEEN-HUT, boyz n' girlz!
I am only mildly ashamed to say that I may infact be my best friend. I at least like my cat more but not sure it goes both ways. Also wow I got messed up in this one. Probably got some cool scars from it at least
* Doesnt like dig rig using lasers.. Rips everything out. Continues to remake dig rig with lasers in the marshmallow.
*Forgets to add any ammo packs to the dig rig so it has 9 second reloads.