Nature is as Dangerous as the Aliens in Mech Engineer!
ฝัง
- เผยแพร่เมื่อ 21 ส.ค. 2024
- Welcome to Episode 12 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/ - เกม
I'm hunting down the issues with audio desynchs in the last two episodes, hopefully going to have them worked out full by the next one!
Aavak - "It's an option for trying times"
The entire earth being taken over by bugs seemingly is pretty standard.
I lived through the 2020's, it takes a lot to ruffle my feathers these days...
I really appreciated the advice about nuking yourself being "Don't maybe."
And I like watching the re-rigging of the mechs and management of the base as much as the combat so the current setup seems good!
Time/Chapter points for everyone:
DAY 19
0:01-0:53 Review of last video
DAY 20
0:53-4:00 City management.
4:00-5:21 Tactical map overview.
5:21-6:10 Lance composition setup.
6:10-12:32 MISSION.
12:32-13:23 Debrief.
13:23-15:01 Pilot training and Recovery.
15:01-16:15 Research and Production.
16:15-17:22 City movement & Tactical map overview.
Things that happened today:
-Upgraded Water Purification district in the city.
-1 Mission.
-Encrypt leveled up. Specialized in Drone Control (DC).
-Began production of 2 Mark-2 Motors.
-City moved south.
DAY 21
17:22-18:52 City management & Calendar.
18:52-20:59 Tactical map overview.
20:59-22:05 Lance composition setup.
22:05-26:16 MISSION 1.
26:16-26:58 Debrief.
26:58-27:40 Lance composition setup.
27:40-37:22 BATTLE 2.
37:22-37:43 Debrief.
37:43-39:23 Pilot training and Recovery.
39:23-42:02 Research and Production.
42:02-42:14 City movement.
42:14-43:06 Closing comments.
43:06-43:36 Outro.
Things that happened today:
-2 Mark-2 motors, and 40 Compressed Armoured Layers (CAL) completed.
-Repair Bay finished researching.
-Upgraded Residential District.
-2 Missions.
-Soundsphere leveled up. Specialized in DC.
-Tesla Weapons under research
-1 Mark-2 Motor, 1 Pulse Laser, 20 MK 4 Strikefaces, and 1 Mark-2 Injector in production.
-City moving southwards.
Dear Magnificent AI who runs our Great City. It appears the footage of todays entertainment system, has one error. The audio is not synced with the footage. It is a small error, which would have not been noticed by anyone, but one the Greats residents of The City. As said before, the error is small. But it is noticeable, and reduces the enjoyment of our entertainment feeds.
Sincerely,
The Watcher.
agree.
Thank you Watcher for your service. _Our mechs great!!_
@@ej7052 Praise be to the Magnificent AI! To our Glorious Specialists! To our Brave Pilots! To The Great City!
Our City Great!
"I have no idea if you can nuke yourself"
Well... There is an achievement for losing the game by nuking the city, so...
LOL, well, that answers that then XD
@@Aavak After trying it on a playthrough I gave up on. (Just to get the achievement) Yes, you will lose. And there is a perma death. The save file is instantly deleted. No do-overs.
You can literally only do it by walking into the tile you're going to nuke (the AI won't allow you to nuke the tile the city is on), so the achievement name of "Why?" with someone facepalming is very accurate.
@@Alikimoko You can have multiple saves. Just load the same game and save it to a different slot. If you lose, only one slot will get deleted.
@@kuliksco coward
Obviously, firing a nuke at a base will obliterate it, but late-game, making a foray into one and killing the Titanus Centipedae inside can lead to a *huge* wealth of resources for you to take home. I remember the first time I did this just after taking the Bunker and making oversized weapons, I had a Plate with a Shard Tesla, a Fire High-Power, and an Acceleration Railgun, all oversized and redlined four times with a Fusion Reactor. To back it up, I had three miner mechs armed with normal-size versions of the first two, likewise 4x redlined with a Fusion. It took a hot minute to kill the centipede, but it was possible to do so with little damage, if indeed any. After clearing the entirety of that base, I think I came out with well over a hundred thousand of each resource. I basically had no need to scavenge for the rest of the game, I was so loaded.
Later on, in another run, I discovered the armor-shredding power of the Shard Missile Pod and took a single Castle armed with 2x Shard Tesla oversized, 2x Fire High-Power oversized, and the rest stuffed to the gills with Shard Missile Pods, and took out my first centipede of the run in less than a minute. Just goes to show that the right build can kill anything you put it up against whether it has support or not.
And since there's an achievement literally for successfully completing a solo mech mission, it means that minmaxxing like that is encouraged.
Woo, thanks for the tip :D
Nearby nests do boost the available "biomass" of adjecent tiles (i dont remember if it had further range, but i do believe they may stack?) , so yeah, thats why you're seeing 20 Nests on a location.
Also you really wanna do the missions with the glowing pulses in Africa if possible, they are unique maps with special rewards.
does the number of Ovums change if enemy nests are cleared?
@@ham_the_spam4423 not really. But destroying nest reduce number of mysterious enemy that suddenly show up in late game. Example in mission briefing only show small enemy but when in field suddenly shooting worm and Eater mec monster and etc can show up in map if nest not clear in mid to late game
Remember to use artillery. It could have saved you a lot of headache in mission 2.
Also, I would probably reconsider if Shell Cracker is even worth it. It rarely contributes in missions, being disabled a lot and doing friendly fire damage. It could have been contributing all the time if it were equipped with a weapon that didn't have to be disabled for 80% of the time.
I have not scienced whether you need to pick up the brucus drops when clearing a lair's surface, but I've always assumed you need to. What's interesting is that, while there's a different fanfare, it still says Mission Completed, but it also labels your mechs as Returned. I'll probably science it and report back, using one of those pre-cleared single brucus surface maps.
I try not to pick loot when inside lair surface. You indeed need to collect loot or if evact without pick loot after mission resource is 0
I've been playing this game since your first episode appeared in my recommended, it's fantastic to see some of the thought process you're using. Also I never realised you could bring more than 4 mechs, for that help, I want to mention that if you're able to command focus fire with the middle mouse button (pressing the scroll wheel), and also if you give commands to fewer mechs the command recharge is faster than blanket commands. It makes chasing the loot bugs easier, hope this helps
That is super useful info, thanks!
Hey Aavak, todays missions have revieled the location of two new nests on the strategic map.
Nest 1: x:20 y:10. The 2 at x:19 y:9 needs one more nest to be complete, the two to it's middle left sees two nests and clears out the left and middle columns and the 1 on the nest above the 2 clears the top and middle rows leaving a nest at x:20 y:10.
Nest 2: x:17 y:11. The 2 at x:18 y:10 needs to see one more nest. The 2 above it is completed and blocks the top and middle rows. The 1 at x:19 y:10 sees the first nest we discovered and blocks the right and middle columns leaving a nest at x17 y11
Also cool fact when you cleanse a nest with atomic fire (drop a nuke on it) all of the numbers on the tiles surrounding the nest change to accommodate the loss of the nest.
Excellent work again!
Dismantling costs no engineers and no time. It also gives 100% of the resource price back.
i asked in a much earlier episodes if you could recycle stuff as you get better stuff. completely missed the dismantle option in production.
@@shadeling6717 What it doesn't do, though, is give you the time spent building it back. ICE motors 2 & 3, and all of the electric motors, have their place even in late-game builds.
@@asureaskie what about those OG rocket pods that you start with?
@@kahlzun YMMV. He's not hard up for resources, so no need to break them down, and I've found occasional use for them.
Hello Aavak, thank you for always being so nice! Also thank you for the video, it's helping me a lot today.
Hope everyone enjoys their day/night and are happy!
I'm glad you enjoy the videos, and I'm happy they're helping you today. Hope tomorrow's a bit better for you though, best of luck mate.
@@Aavak Again, I cannot thank you enough mate. Please do have a great day.
Man, your series of videos became an important part of my day. I always check the channel to see if there is new content.
When you still need a ton or two, even after overcharging the motors etc., you can still make the weapons lighter by putting a pip or two into weight reduction. With heavy weapons like missiles especially, since one pip can reduce the weight by two tons. That way you can stay in the weight limit without changing the overall setup too much.
Been enjoying your videos silently for a while now, Aavak. This series made me go out of my way and enticed me to join the church of St. Algorithmus. Not sure if that's a good thing, but either way, thank you for the time you've put into the videos all those years :)
And thank you for the lovely comment. Praised be St Algorithmus xD
"Don't aim where it's at, aim where it's going to be when the bullet gets there" best advice I had when I learned how to shoot
With how much downtime Shellcracker has, I'm not sure it makes sense to have that weapon. A weapon that isn't firing is doing zero DPS, so your average DPS per mission for that mech is probably terrible. It might be a DPS improvement to have a less dangerous, smaller weapon. Yes, you lose the burst damage from it but it can constantly fire so that you have constant pressure from it. Its like the difference in mechs with Longtom artillery vs ordinary LRM's. The Longtom makes a big splash when it hits, but the LRM's are your real workhorse.
This is a very valid concern.
> A weapon that isn't firing is doing zero DPS, so your average DPS per mission for that mech is probably terrible.
It's even worse than that. More important than average DPS, is getting the burst DPS needed when special enemies and waves show up. It's the clumps of special enemies that break through to deal damage, not the onesies and twosies that steadily trickle in.
maybe have a really light and crappy 20mm just to give it some ability to contribute?
Our Drones Great!
shellcracker should have a melee weapon... so its able to defend itself, even if you deactivate the missile launcher
Hm, I'm really doubting the strategy of telling your mechs to march next to the stuff you want them to kill instead of using the focus target command. I feel like you're incurring too much risk doing that for something they might not even do. Especially when they're liable to panic when enemies get right up in their grill or when they get attacked.
Also yeah, once you get repair drones up and running your pilots are more likely to die before your mechs get destroyed. Also it doesn't require engineers to dismantle things! Only creating them.
Also also once you get that free tesla from research, try putting the shard mod on and moving the target outside of its range (it's got a max range like lasers). It's funny. :)
Still loving the series, very good to watch and listen to. :)
Woot! Woot!
New Plate Mech.
Right on time :P
REally like your series. I do prefer those builds and investigations regarding loadouts. But must also admit that the sorties' are the cream on the cake. TY ty :)
Yeeeeaah pathing right in front of that tornado was a bit questionable haha. Hope those cockpits have barf bags. Tip! You can destroy those tornadoes with your city artillery fire! Would be useful to prevent situations like what happened in the video IMO.
That's a really useful tip, thanks :D
@@Aavak Another city artillery tip is you can use 2-3 salvos to guarantee a kill on a Bruculus. Maybe not worth it all the time, but once you've got a good bank/production on artillery salvos I think it'd be useful for nabbing an extra Bruculus or 2.
going back and making comments on these last few cause i forgot. i wonder at what point will you just call this a full playthrough :p loving it
How did you not take dmg in the spinny winds? My pilots got splattered so hard I had to evacuate them with spoons afterwards ....
Tornado itself deals no damage. Usually what deals damage is enemies who got caught inside it.
I know many enjoy the mech setup, but I will chime on the side of those that find it a bit too technical and longwinded.
And if editing it out or shortening it means two missions and/or days pass in one episode, Im all for it.
Just want to say, I've loved your playthrough, and learned a lot from you and the community!
What a great performance! Regardless of the barf pool in the mechs.
tough engagement, but fought valiantly all the same!
I just noticed that you can actually see the pilots saying things to each other when the map isn't in full screen mode. That's a nice touch. I wonder if they say anything particularly interesting in certain situations. Like when they disobey orders, can you see why? Do they argue if their relationships are low?
Disobeying orders is usually something like "I'm outta here!" or similar
Completed the yellow ping mission yesterday. It was hilariously dangerous. 3 shells and 5 miners with a full arsenal and full drone complement. They came back with 0 hp damage due to that, but their armor was absolutely shreaded to pieces. 10+ full rows of damage pips on armor, resulting in a passive armor value of -25 and a total repair cost of over 3k metal you can't ever reduce. All for what at first seems more like a meme reward. (Yet to fully test it in a mission.) The best kind of reward.
It's a shame your red ping is pretty much next to the giants. That one is very easy in comparison and has a great reward. Especially early on.
Edit: After doing the blue ping. Don't even think about trying this one until you have multiple mechs with high powered shields (nuclear reactors). Honestly, why is the red ping so easy compared to these two?
If i am not wrong is it the yellow one give best weapon in game where you have to pick and defend big turret against unkillable bos except big turret
@@star0794 Well, the boss destroyed the big turret within a minute of it being activated. The turret just turned way too slowly to target it, so I had to spend three or so more minutes chasing after it and avoiding as much of its shots as possible, so it's not unkillable, just really, really tough.
The weapon it gives is... interesting. The weapon designer definitely doesn't show you its capabilities and I haven't been able to field it just yet. The designer only shows single target damage and this thing clearly is a multi target weapon with the single target damage being pretty low. An explosive plasma globe basically.
When the monster manual says that the monster takes considerably less damage from weapons of certain types, what does it mean really? Is damage halved, or is it 75 or maybe 99% reduction?
You instantly feel it - it is a drastic reduction, to a degree that you really want to avoid. The longer it takes to kill a specific bug, the longer your mech warriors are not shooting the other 67123417 bugs, and then you get overwhelmed.
You see how drastic the change is when you bring a very effective weapon instead of an OKish weapon (like fire laser against Brucus). You save many seconds. Same goes when using an ineffective weapon - you go from a couple seconds to way too many seconds. So all the tinkering and testing really pays out.
@@Denolven Yes, of course I understand that. But I'm curious about the actual mechanic.
Afraid I don't have specific info on that, only what you see in the manual :(
@@Aavak Yeah, that's why I asked. I really hate when games do that. You'd think a game with such an intricate weapon tuning system would be super clear about the mechanics, so you can make informed choices.
Spoiler Alert for when you clear the Gold Circle!!!:::
Take control of the big Turret only, and let it kill the Boss. This will unlock access to the most powerful weapon in the game.
Our Mech Great!
Has anyone else noticed that evasion modules increase your move speed? what is happening?
In the mech lab, I started standardizing my mechs, and I immediately noticed that for some reason, some of my mechs were WAY faster than others. Then I noticed while refitting a starting mech from 6 ammo, to 4 ammo and 2 evasion, that putting an evasion module on a mech increases the speed. not taking off the ammo, not replacing the ammo with another module, like batteries. it's specifically putting on specificially the evasion module.
What is happening? does the module have a hidden ability? does stability increase move speed? is it something to do with evasion?
Our nukes great! ...so please be careful with them!
Just a quick comment, as it seemed that you tried to cram as many 'quick' in 20 seconds as you sensibly could, at the 5:05 mark. Had to rewatch that part a few times, as I couldn't count quickly enough to properly catch them on the first try. :)
Watching the winds buffet the mechs around is frustrating me, I can't imagine how much worse it is for you! I try to imagine what winds like that would feel like outside of a multi-ton mech and my thought is...not great :p
Especially in a desert or something similar
All the sand and other fine particles spinning along with it. It would be like walking through an industrial sander XD
@@Aavak makes me wonder Aavak how often your engineers have to repaint the Mechs. Because I could see them in that instance having to redo the whole thing. All the paint having gotten scoured from them
cool
Now I could be wrong, but it appears that the city damage with down from 81.20 (at 17:25) to 81.19 (at 42:16) over the course of the second day. Sure the city damage over the full course of the video raised from 80.80 to 81.19, but at some point between starting the second day and finishing the second mission the city appears to somehow have recovered some damage.
All that being said I may or may not have a bit of trouble taking this game seriously. I mean the game has some seriously worldbuilding to do to be able to explain why it has it's days of the week incorrect. July 10th 2199 is supposed to be a Wednesday, not a Monday and that completely ruins the immersion for me. :D
I think while The Great City was being harassed by aliens. Crashing into the ocean at Mach-Fuckyou. And barely being able to crawl out of the ocean, while everthing is on fire, exploding, melting, or some mix of those 3. A few datekeeping computers were broken, and people understandably, decided to ignore keeping accurate dates, to focus on putting out the other 300 fires in The Great City.
Plausible Deniability. When the bugs come, he will be able to say "no look, I had nothing to do with it, it was clearly fictional and I didn't have any involvement in creating space portals"
Seems the audio and video desynced a little after second mission...
Hi Aavak love to video I have a bit of a suggestion so I have seen the Canon kill lines of small aliens and make all the way to the nest and kill it. This is vary helpful because the small aliens b line for your group and often shield the nest with the changes you made to the Canon I no longer see that on the lasts episode. Would critical help to solve both problems.
It's more that I've switched the cannon from a swarm killing role (it did very little damage to the nest, despite killing large swaths of Oppies) to a single target killer (it now does hundreds, to thousands of damage, quickly)
Ideally, having a spread of weapons will help, one for clearing, one for sniping.
Hm, the audio seems desynced?
so it wasn't just me :D
Hey Aavak, quick question. I was trying to find out if you showed off the full painting process anywhere, but I can't seem to find it anywhere. Using the in game editor for the paint, it seems like I cant access different values (like white/gray/black). This issue persists when I use both the palette color picker and the RGB mixer (which does not seem to work for value either). How did you paint your mechs like the shephard and the storm?
I don't actually paint within the game itself, I find that pretty restrictive. But when you paint a mech, it stores the painted version as an image file in the game data folder. I simply load that file (as the game doesn't have an image for a mech until you edit its paint work) and paint it in photoshop, then save it again over the original :)
algorithm
I nuke myself today to see if I still feel...
why you still use small mechs?