Designing New Weapons, for New Mechs, in Mech Engineer!
ฝัง
- เผยแพร่เมื่อ 21 ส.ค. 2024
- Welcome to Episode 6 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/
Fielding someone named Phoenix in a mech that can hang out in a volcano shooting lasers and incendiary rockets without overheating feels very appropriate.
I... hadn't thought of that, but yes, now you mention it, that's beyond perfect XD
Keep in mind, that leftover energy makes the energy shield stronger.
At least if I'm remembering right.
It does indeed. But we're far from a position where we can afford to worry about that xD
One for the algorithm.
This game really is a unique little gem. The depth of love poured into this game just oozes from every little detail and system.
Really enjoying the playthrough and don't sweat the time. I think i speak for anyone else enjoying this series that even a little over an hour flys by in a instant watching these videos lol.
The visuals are great, but the sound design is legendary
Ouch, your whole squad is basically 100% kinetic with the sole exception being one laser. Those Ares were taking practically no damage. In a scenario like that, it might honestly be a good idea to field a custom mech that just has two rocket launchers with the sole job of vomiting stupid amounts of explosives at enemies that resist kinetic. It would probably struggle in close quarters, but you might be able to give it a drill arm to smack away anything that’s too close to blow up. Send it out with a team that can cover the midrange and the swarms and it could do a number against Ares and even Brucus.
Honestly, the better approach would have been to have the Firestorm Prioritize shooting at any Ares, (What would be the plural for Ares? Areses? Arae? Maybe just Ares?), The only thing that makes it different in any significant way is its high armor, if the laser weapon had fired at it first it would have been wiped out as quickly as the rest of those basic bugs.
@@FiveDallaHalla I agree, the laser would both crack its armor and bypass the Aries' kinetic resistance
Yeah, seeing him set a kinetic to prioritize the Ares was going to hurt, I get why he wanted his shell with cannon and chain gun since those had been quite reliable for fighting the Oppies so maybe this will be a bit of a wake up for him. Maybe once those lasers get done, along with the prototype rapid laser and the prototype missile?
Yeah, that fight was the first time playing with those aliens, so bit of a learning experience, hence why I eventually opted to only tackle the Ares by itself instead of alongside another specialised enemy. I also wasn't sure how much damage they would dish out (in practice, obvs I could see the stats)
A risky field test, but that's what this mission was, ultimately. Learning where the boundaries sat, and checking if I could afford to continue prioritising resources over eliminating the new enemy.
@@Aavak I saw the 1.0 patch buffed the effect of the slow vs Aeris specifically, so the slow gun definitely seemed worth it, but I think one spawned RIGHT as you were killing the spawner so it got into your ranks. xD
Alternatively, if the evasion isn't working properly for your taunting digrig build maybe that one armor module that boosts impact resistance would resist those rams better. =\
Term "Lance" comes from medieval times when there were small mobile squads, usually centered around a heavily armoured knight (leader), who was accompanied by several man-at-arms, sometimes even one or two archers/crossbowmen/gunners. Such units were usually called "equipped lances" in english speaking world as far as I know. Amount of people in such squad varied, but 5 is considered to be middle ground with Germany having 2-3 and Polish "Kopia" was "a knight with his retinue" which could be anywhere between 3 and 12 men. In Polish medieval military, several "Kopias" (lances) would form a Banner.
Haven't finished the video, but I'd actually really suggest producing another Plate mech instead of a Miner!
I also suggest deconstructing some of those small missile launchers, since you're not going to be using a lot of them and you can get some extra resources from em.
Also regarding the armor on the Storm, you actually picked the worst of the 3 bulk armors, I'd suggest checking that part out next time. :)
I think it was a blunder to set your Firsstorm to focus on the Bruculus instead of the Aries, the Aries is resistent to kinetic weapons so the Firestorm's laser would've been perfect for killing them.
I agree about deconstructing the spare missiles lying in storage but I think he might have to research missiles to build more or salvage them as I don't see them in the Production tab.
As he fights more special enemies like the Aries, I think Aavak should pay a little more attention to resistances and set priority targets accordingly.
How do you deconstruct objects? I'm having trouble finding that button.
Lasers! Got to have that burning light. Yep.
Wow! The new enemy was a bit of a shock. I already felt quite safe for your mech pilots. Yeah I mean meeting one of the giant creatures would probably be very bad. Maybe we should think about a weapon primary built to kill these creatures as quickly as possible? I love the series btw! You have such a nice pace, you explain, but you aren´t just talking without doing anything.
The how-to-call-a-lance-with-less-than-four discussion is very interesting and cool. Tbh I have no idea about battle tech. "Lances" do btw have a historical background. A lance was also the name of a historic troop formation, mostly in France. But they were not just four, but more like a whole company.
Btw "lance" is technical the specific term for a pike used by a cavalry man. Obviously some historic cavalry units also used short weapons. Because the main difference between a lance and a spear is not it´s length, but it´s usage. A spear is built so that it can be used as a missile. To call a "lance" a spear is definitely a nice idea. The thing is, dependent if a military unit is understrength, because of supply issues or at will is a different case. In our case it´s not that we don´t have enough mechs. No, we want to cover more ground and therefore split our forces more. So we could either say, they are still lances, because that´s the unit we always try to field but sometime don´t for strategic reasons or we implement a new unit formation which is called a spear. Spear '1 (3 units) -> lance (4 units) -> copia '2 (6 units) -> double lance (8 units). If we field a understrength unit for supply reasons it would still be called by it´s proper name. A division which has lost a quart of it´s men will not be downgraded into a brigade (maybe latter if the supply issues can´t be resolved and it just makes more sense to align the partial reality with administrative naming).
1: We could also called it half lance. Just to keep in line with weapons used by cavalry.
2: A copia was a very long form of lance which was used by the famous polish hussars. A similar very long lance was the contus, which was used by byzantine cavalry. Again to keep the theme of cavalry weapons.
A fantastic comment, really enjoyed reading through it :D
I might have to look out my window, the giant city is passing near my home!
preheat to 281c, cook shell cracker for undefined hours...
It'll be redder than Lobster with a bit of charring when it's done.
I find the repair system esoteric too. Goes totally over my head.
Also just call the squad a Dreadmob, a dreadmob can be any size ya gitz 😂
Absolutely loving watching so far and I'm going to get the game to play along when I finish work tonight! I do also love that with ever "big" advancement in strength or power the game still has ways to remind you to be tactical about it.
Just to correct something, lasers are totally capable of shooting through energy shields! And yeah, energy weapons are amazing. If you want a good pure DPS variant on an energy budget for them I think critical strike mod is a good choice if you can't spare the energy for the EM mod!
i think we should hide the Tea until aavak gives us a double feature
Just like you Don’t Touch America’s Boats, you Don’t Touch Aavak’s Tea!
Ignore him! Hide the tea!
Aavak on coffee can provide you with a double feature...
Aavak on coffee can provide you with a double whooping
Dastardly! Could be effective though.
Loving this series! Now that you're having to look at heat more I'll mention something you may not have noticed. When you have a mech in engineering and click on the energy tab to see energy usage the stats on the right side change from armor/health to telling you how much heat the mech generates from idling, shooting, reloading, and a few other heat-related stats that can balance the heat. Stay frosty!
Aye, I've briefly mentioned the change in info when highlighting the way wiring the reactor changes the cooling/heat values, but it's important enough information that it certainly bears repeating :)
really enjoying this series- this game has a unique charm
No such thing as over long episodes. It's just happy little extras ;)
Have you considered some sort of dedicated missile platform? Something to just rain down an excessive amount of explosives on the enemy (a la scorched earth) whilst covered by fellow mechs protecting the close/mid range. Would the long reload time and potential heat accumulation (close quarter caves too) make it unfeasible/too ineffective?
I really hope you're enjoying yourself with this game; I know I certainly am, and look forward to each one of your uploads.
Dedicated missile platform would be way more viable with the new large missile launcher he'll get from the missile research. It's slower firing but has good ammo efficiency like the tank cannon vs minigun.
Here is a comment, because its fun to watch this game. Thank you for having fullscreen fights. That puts your content in this game to the top. Others play mission in this round bullseye view. So thank you!
You're more than welcome. I like dipping out (when paused) to check damage etc, or pilot stress levels, but by and large the full screen view seems the best)
@@Aavak Comment for youtube algorithm!
I’m running through the playlist and I notice 2 more videos added in this makes me very happy🎉🎉🎉
25:14 "Not super hot about going over here..." (desert enviroment/zone).
That game looks so cool. and a very steep learning curve
Artillery can hastily remove terrain, which might be a useful reason to employ it.
I find it funny that caves are where clearing space is most important but also where artillery is unavailable, so the Dig Rig is still useful
25:09 I screamed at the screen, you had so much weight to spare.
The ares really did some work but they are resistant to kinetic and that's the majority of the weapons being used with a single laser as the exception so that's one of the struggles that will eventually be taken care of when the damage types are better spread out. As for the damage the dig rig took it was basically 2 moments of unattentiveness. The first when you were marching the lance north after killing the ovum, the dig rig was in the read of the lance and when the ares charged only the dig rig could sot at it and very innefectively given it's weapon due to them mech being in a perfect line. Once you managed to spread out you tokk it out just fine. The second case was when you sent out the dig rig to mine without noticing the nearby ares which would beeline for the closest mech which would be the dig rig digging the path forwards.
A couple more lasers and a bit better situational awareness will see to it that this doesn't happens agains.
Very well broken down. Having a better understanding of how the Ares seems to prioritise its targets will be a huge help in dealing with them in the future.
Looking forward to the next episode!
Those ares most certainly do pack a punch, good call on taking on one new enemy at a time!
1 Mech = Point
2 Mech = Spear
3 Mech = Short Lance
4 Mech = (Full) Lance
5 Mech = Long Lance
6 Mech = Short Double Lance
7 Mech = Long Double Lance
8 Mech = Full Double Lance
Alternatively,
1 Mech = Point (ie, digger point marches ahead of it's lance)
2 Mech = Pair
3 Mech = Short Lance
4 Mech = Lance
5 Mech = Long Lance
5-7 Mech = Reinforced Lance (1 lance + part of a different lance)
6-8 Mech = Double Lance (2 lances)
9+ Mech = Company (3+ lances)
There is a Definite nest north of Greenland.
Ok, so I had an Idea and I need to share it in the vague hope that you at least consider trying it, refit the Dig Rig with better motors and replace all the utility slots with Evasion modules for stability, then give it two shotgun tank cannons with maxed out rate of fire and the rest in damage/penetration, the ammo efficiency means it will likely never have to reload, the extra stability will Massively improve it's digging ability and perhaps most importantly it just seems like it would be really fun, even if you end up changing the loadout later, either way thank you for all the awesome videos and I can't wait to see the next one
A great suggestion :)
Loving the series and the videos. Eagerly looking forward to more!
Honestly I just want a mech with nothing but lasers. Call it the Cadian Special 😂
I can tell you from personal experience that the heavy rocket launcher is hilariously effective. At lowering the HP of all your pilots that is :P
To be fair they can output extreme amounts of long range damage but its just not worth the risk of losing 10 hp on your whole squad when they hit a tornado or orbital laser lol.
Haha, duly noted XD
Great series! You're putting in the work
Thank you for the video and for reading my comment. I'm so happy! I really love this series and the long episodes, I wish you continue having fun with this game!
Much love and hugs to everyone
Loving the series. It definitely helped piece together some of the more difficult gameplay elements I was having trouble understanding.
You're more than welcome :)
I'm really enjoying this series. 😁
More mechs. More power.
freaking laser beams!
Active armour is those weird boxes on the side of tank turrets. They're small directional explosive charges that 'slap' an anti-tank missile's blast, or other ordnance away, at the cost of being destroyed in the process.
Imagine sextuple wielding the 20mm machine guns, it would be glorious.
Maybe even have each one be speced for something different, a fire, shotgun, hyper velocity, slow, rocket amped, and something else, each spraying an unedning cloud, a hailstorm of death.
After binging this series, i would love to see a "missile barge" mech
So basically a platform on legs with whatever biggest missile rack you can find and an cwis strapped to it
Our Mech Engineer Great.
Our Mechs Great!
Speaking of rockets. Frag rockets absolutely annihilate armor. One launcher strips like 40ish per volley or something.
I’m having a blast, please continue with the series
On ablative armor in real live some tanks use ceramic tiles to trigger the fuse of (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 tumble sdditionally making explosives detonate prematurely
The anti projectile modern ciunteroart would be reactive armor, which is basically an esplosive (the brick looking things on the t72 Tank)
If 4 is a lance, and 3 is a spear, 2 could be a javelin.
Going the opposite direction, 5 could be a pike. 6 and up... eh, not sure. Single-bladed thrusting polearms don't get much longer than pikes (which are absolutely ridiculous).
Perhaps instead, advancing from lance could be extending into other kinds of polearms. 5 is a hammer, 6 a glaive, 7 a poleaxe, and a full double-lance a halberd.
And if you split a halberd into lances and send one of them for a flanking maneuver, you're pulling a Welsh hook (which is an absolutely terrifying looking weapon).
If we're going with naming a 3-mech battlegroup a "spear," then might I suggest for a 5+ mech battlegroup the term "pike"? I say 5+ because historically the length of what were called pikes had been continuously increasing for centuries before they were rendered largely impractical toward the end of the Napoleonics, as high-RPM weaponry started to become more common. Turns out, shredding a bunch of terrified horses from a few hundred meters out with lead and noise is a much more effective method of stopping a cavalry charge than "poke em with the long stick."
I swear the first noise on this series opening videos is the opening to Rammstein - Sehnsucht
Seeing as the Shellcracker is basically an empty chassis now, I propose it as a second miner.
AC/10 and a Medium Laser on the Shell Cracker? You my friend have made a Wolverine
Haha, now you mention it, yes, yes I have, especially considering it's intended as a command mech of sorts. Though we're lacking the SRM (and, sadly, I really don't think I'll add one, due to splitting the ammo types causing such a hassle)
But still, well spotted! :D
Really enjoying this series, hoping to see more
i think naming the new mech should take into account the slowing effect on the rotary cannon, so something like Freezerburn would be really fun!
Woo, amazing idea!
Petition to build a pure energy weapon mech now and name it Shark.
It looks like the repair system works like this. When repairing Non-hitpoint damage, it gets halved and 22 damage is applied to hitpoints. When repairing hitpoint damage it gets halved and 22 damage is applied to all other systems. Im not sure what happens when a system is at max damage tho.
That certainly seems to be the case!
Ablative armor is blow off armor designed to absorb or spread damage and fall off
Based on the numbers given I believe you need an additional 4.4% for food supplies and14.4% for life systems, to satisfy a full 100% rating, at the current population.
Well if understreght Lance is Spear, overstrenght Lance surely must be a Pike!
Coating is damge paint. Getting hit gets rid of t he paint but you take less damage while you have it. A stack of damage resist buff that goes donw on hit
Might want to look at building more armour plates etc
I've accidentally put 25 hours into the demo of this game
i have no constructive feedback at this moment, I'm here merely to give my offering to saint algorithms since i really like this series
It is deeply appreciated!
I enjoy using the term spear for a team less than 4.
An offering for St. Algorithmus
Gratefully received and appreciated ^^
So I was curious as to why your putting the commanders in the better mechs, with their squad boosting abilities, as opposed to the people taking accuracy and crit upgrades, not so relevant this early on with only 0-1 perks on the grunts but likely worth getting used to before it starts causing more inefficiencies!
A fair question, and I'll consider it more as we continue through the series.
For colour schemes:, will you use the same red Y stripe markings for all the command mechs? and will you be painting the Mr. Brown and Mr. Pink mechs their respective colours?
(or every colour except their respective colours XD)
I was already wondering at the start if you really wanted to build another mining mech when you were about to unlock the plate.
Laser and melee weapon feels strong
Should I be concerned with the continued damage still being taken by the city? We started at 69%, we're up to 76.35%, so that's 7.35%. The last day change increased it by .58%. I believe we've had 9 day updates, so average damage per day is .81666%.
We're trending down, and the lower we get damage per day the longer the rest of the percentage will last, but I cant help but worry that if ANYTHING causes that rate to suddenly increase, we're in MAJOR trouble. Apart from the first mission that happens at the feet of the base, is there anything that can cause damage to the city? are there random events, or if we stumble on a nest can we leave more damaged then we went in? Is the city damage pulling down our other stats, or is it one of those situations where "only the last hit point matters"?
the Bestiary says the Titanus Araneus(the red monster on the map that got eaten by the yellow) is "Dangerous to the city" and the Titanus Centipeda(the yellow monsters on the map) are simply "Extremely dangerous" which I'm sure means even more dangerous to the city considering they eat the reds, but they're far away and won't be a threat for a long time.
As far as I can tell, only the giants will actively engage the city, but I've not played the game beyond the point we're now at in the series, so I don't know if there's any special events, or even more dangerous beasties to be aware of. But the city cannot move into a tile with aliens on it, so it seems unless something can move into the city, we're safe.
I wonder how dark Aavak would build a mech
Plenty of ablative armour. Made of meat. And Bone. And Blood... people, he would coat the mech in people.
All hail Al Go Rhythm
If a 4 man team is a Lance and a 3 man one a spear, would a 2 man team be a javelin and a 1 man team be a dart?
Though I feel like a 1 man team should be called a prayer or a desperate move instead.
If a lance that's short by one is a spear, what would an even shorter lance be? Maybe a stake if you only sent out two mechs for some reason?
My ideas tell me that if 3 is a spear, then 2 would be a sword or a hatchet, and then 1 would be a dagger.
@@FiveDallaHalla Most swords aren't dedicated thrusting weapons the way lances and spears are, though, and hatchet just feels way off. Maybe rapier and dagger for two and 1?
@@bow-tiedengineer4453maybe a javelin?
@@jacthing1 maybe.
for the algorithm
Oh yeah baby
1:11:30 you had 124 scientists and spend that 50 on a tech (for a very good reason), but i wonder if it's not a good idea to (almost) always reason a tech that uses a large amount scientists at once, because you can always research a 50 one if you have some left over, but can't do a 100 one if you have 50 left over 2 days in a row.
I wonder if it even might be beneficial to not research a new tech for 1 day, to save up a bit of a bigger number of researchers. So you have more option in the future.
1:09:34 ??? >_<
Thx for the video!
You keep mentioning not seeing evades, but you didn’t take the evade option for the Dig Rig pilots. You took the taunt option for both of them.
I was under the impression that the evade option simply added to their evasion chance, not that it was required to have the chance activate at all; the mech itself has two mods that add evasion, and I figured that was all that was required.
Is there a way to recycle or scrap old equipment? Not quite sure what life systems mean in this game, but found it funny our life systems are so low so assuming water/oxygen/maybe heat so we are barely surviving. However we can sure get plenty of those 72 inch 4k TVs and other consumer goods and plenty of buffets with food. Capitalism galore!
I put it to a vote, as the benevolent AI I am, and the people voted overwhelmingly in favour of bread and circuses. I can't say it surprised me.
Any special reason why you ignore the evasion module? Stability seems to be somewhat of an issue.
what are the two blue columns moving to the right on the world map? I don't think they were mentioned but it's entirely possible that I'm just a Dumb*ss and forgot
That is a super storm.
@@Aavak Thank you
@@Aavak Thank you
offering a humble suggestion for future paintjobs; pride flags in honor of pride month :^D wether that be using a flag as a color palette or just putting a small flag on a pauldron or similarly, it would bring me immeasurable ammounts of joy 😅
absolutely loving this series so far! its a game i would never have the spoons to play myself even though i want to, so watching you play it is really scratching that itch 😁
This is like youtube drugs
You have to wonder what counts as "71.5" humans. How do you get half a healthy human?
Lose several limbs and be in the process of getting cybernetics i guess.
Do you know what the average amount of legs per person is? I'll give you a hint: It's not 2.
lol it reminds me of Terminator 2 where Arnold scared the cops with gunfire then his HUD said HUMAN CASUALTIES: 0.0
.
This game is terrible on that, "just one more turn" factor. I nearly lost my Sunday to it XD
The first time you did manual repairs you did it correctly and saved resources, this time you did it wrong. Saying you have not found a time where repairing this way was beneficial is BS since you gained a benefit with it a few episodes ago. You just did it incorrectly.
You have mistaken my meaning; I have not found a way that repairing chassis hit points has been beneficial, I've never had enough chassis damage that spreading 22 damage to every other component in exchange for halving the damage on the chassis, to be a net reduction in repair costs. Since armour typically takes a lot more damage, and repairing armour only sends 22 damage to the chassis, it's very easy to find times when manually repairing the armour is cost-effective, but chassis repairs are a different beast!
First
Gratz, no contest this time
I'll probably get shouted down for daring to have a dissenting opinion, but I think this series would benefit greatly from a much more brutal editing process. This is hands down the most interesting game I've seen on this channel since From the Depths, but I simply can not dedicate over an hour of time *every day* to watch episodes. And if I click away from the video it hurts the algorithm more than if I just didn't click it at all.
I am of the opinion that we don't need to see every post mission checklist, every pilot in the hospital, every step in the process of engineering a mech. I think it's okay to show the final product of these things. Cut away the humming and hawing over whether to overclock this component and that component and cut it back to 30 seconds of "this is what I did and why." Cut away from the minesweeper minigame and just show where you're moving the city. Cut away from the management of the production queues and just show the results. Cut cut cut cut.
Please, I want to watch and enjoy, but an hour every day is simply too much.
IDK I put videos like this as background noise while I work. I like having an hour to file away for that. I understand wanting a more concise video but I'm happy with how nitty gritty he gets into.
Appreciate the feedback :)
@@Aavak Thank you for your consideration.
could chapter/timestamp the video for a similar experience
Timestamps are a good choice, I agree.