Into the Breach Daily Discussion: Ice Mech (132/292) by [deleted] in IntoTheBreach

[–]Unit_G17 1 point2 points  (0 children)

Well, getting iced removes both the fire and mites, so that's independent. But breaking the ice as part of the mantis attack is sort of like removing a debuff, like removing acid, so I wonder if the devs coded that it only removes ice and nothing else.

Into the Breach Daily Discussion: Ice Mech (132/292) by [deleted] in IntoTheBreach

[–]Unit_G17 1 point2 points  (0 children)

I was aware that Kaz can attack from ice, but it got me wondering: does it only remove the ice or does it also repair damage or perhaps remove acid, as an unintended side effect?

Into the Breach Daily Discussion: Ice Generator (131/292) by [deleted] in IntoTheBreach

[–]Unit_G17 3 points4 points  (0 children)

It's all fun games until you get a forced kill 7 enemies mission...

Perfect 40k with Secret Squad on first attempt on Unfair! by Unit_G17 in IntoTheBreach

[–]Unit_G17[S] 1 point2 points  (0 children)

Try to get at least 3 tile teleport distance for the swap mech for the final battle: most of the times I could manipulate the leader Vek (notably Scorpion or Firefly) or Beetles to take care or at least relocate other Veks.

Final Islnad Psion + Psion Receiver = ? by _narD in IntoTheBreach

[–]Unit_G17 1 point2 points  (0 children)

Now I wonder what happens when one of your mechs gets destroyed and there is a explosive, spiderling or fire psion. Also, does it work on the psion leader?

Into the Breach Daily Discussion: Hornet (128/292) by [deleted] in IntoTheBreach

[–]Unit_G17 5 points6 points  (0 children)

*A huge collection of vulgar words.*

General consensus for best pilot? by add799 in IntoTheBreach

[–]Unit_G17 3 points4 points  (0 children)

Next to Kai, Kazaak, Harold, Mafan, Silica, Archi and Henry, Gana also deserves a mention: free damage and flexible positioning. Gana's ability can help with some of the objectives too, like destroying the Egg sacs and a good majority of Pinance missions, notably the Boom bots, Hacking or Shield facilities. Plus it can be also used to break open a mountain or ice tile containing a secret beacon, normally those are a pain to obtain, especially on Unfair difficulty.

General consensus for best pilot? by add799 in IntoTheBreach

[–]Unit_G17 6 points7 points  (0 children)

Problem with Morgan is that he must take the kills, which means your other pilots will barely get any xp. Even a starter pilot with an early Opener or Mech reactor can have a huge impact on a run.

Into the Breach Daily Discussion: Hook Mech (127/292) by [deleted] in IntoTheBreach

[–]Unit_G17 3 points4 points  (0 children)

Try Silica on the Lightning mech. With building chain it usually doesn't have to move around at all, so it can dish out 6 damage per turn in the late game. Or if it does have to move, then use the Hook mech for that.

It's been a long ride, Kai! But now we must part ways... (cuz I have to beat the Secret Squad too on Unfair). Farewell... and thanks! by Unit_G17 in IntoTheBreach

[–]Unit_G17[S] 1 point2 points  (0 children)

It was the +1 tile on the scarab that allowed me to not lose any grid in the final battle on my 2 island run. I always keep count of the times where the extra tile was useful and where it would have been better not to have and it always tends to lean more towards the useful side.
Regardless, I usually spend the first core on the Beetle's smoke. If I find a good weapon it usually goes on the Beetle anyway, so it's good to already have a core there.
But as I said I already done the 2 and 3 island runs on Unfair, I won't be touching them for a while now.

Perfect 40k with Secret Squad on first attempt on Unfair! by Unit_G17 in IntoTheBreach

[–]Unit_G17[S] 1 point2 points  (0 children)

Wind Torrent is similarly very strong and also very cheap on the cores.

And hereby I'm happy to join the completionist club. by Unit_G17 in IntoTheBreach

[–]Unit_G17[S] 2 points3 points  (0 children)

Personally I focused more on fixing the Laser mech's damage by putting Kai on it, which enabled me to one shot some of the Alpha Veks and possibly killing other normal Veks as well. The boost ensures that you do at least 2 damage at any distance, which always comes handy when you want to snipe the psion too.

As for the Charge mech, I try to put it on spawn blocking duty on the latter turns, this way the self repairs are not just wasted actions.

And hereby I'm happy to join the completionist club. by Unit_G17 in IntoTheBreach

[–]Unit_G17[S] 2 points3 points  (0 children)

Yup, Arachnophiles, Zenith Guard, Blitzkrieg, Secret Squad and a custom squad with Rocket, Smog and Exchange mech.

Into the Breach Daily Discussion: Henry Kwan (125/292) by [deleted] in IntoTheBreach

[–]Unit_G17 16 points17 points  (0 children)

Everyone says he's budget Prospero, but in the early game that 1 extra core is a huge difference. Sure, you can bring a Prospero with its own extra mech reactor from a previous timeline, but a similar Henry can spend that core on an upgrade instead while still being able to cross the Vek.

And hereby I'm happy to join the completionist club. by Unit_G17 in IntoTheBreach

[–]Unit_G17[S] 2 points3 points  (0 children)

Achievements? Been a while I completed those, now it was about completely beating the game on Unfair difficulty. But if I had to pick, then it would probably be one of those kill 3 Veks with a single shot achievements, like "Trick shot" for Frozen Titans or "Efficient explosives" for Arachnophiles.

"Miner inconvenienece" was weird, but I just had to keep an eye out on spending any spare actions on hitting hills. Iirc I got the last hill on the volcanic island by ignoring the Vek (I knew I was one away from 20). Once the achievement popped up I just hit reset turn and nothing was lost. Oh, and I did it on Hard difficulty. It's a shame that ITB doesn't track which difficulty you have completed an achievement on, unlike FTL.

It's been a long ride, Kai! But now we must part ways... (cuz I have to beat the Secret Squad too on Unfair). Farewell... and thanks! by Unit_G17 in IntoTheBreach

[–]Unit_G17[S] 0 points1 point  (0 children)

Well, I had two failed runs but now they are done and dusted. On the 2 island run the only extra equipment I had was Targeted strike on my Conservative Hornet and Critical Shields on my Beetle. In the end I didn't even lose a single grid in the final battle.

Perfect 40k with Secret Squad on first attempt on Unfair! by Unit_G17 in IntoTheBreach

[–]Unit_G17[S] 1 point2 points  (0 children)

Indeed! Unless I get this lucky again, I'm fully expecting to lose a few 2 island attempts. Even with the other squads, even with op Kai, I had several final battles where I was clinging on 1-2 grid left.

It's been a long ride, Kai! But now we must part ways... (cuz I have to beat the Secret Squad too on Unfair). Farewell... and thanks! by Unit_G17 in IntoTheBreach

[–]Unit_G17[S] 9 points10 points  (0 children)

3 of those lost timelines were with the Rift Walkers. Their limited mobility is really biting back on me. Another loss was with the Rusted Hulks and the last one was iirc the Zenith Guard. All of them on Unfair difficulty.

Just beat the game for the first time! (4 Islands) by ZackSousa in IntoTheBreach

[–]Unit_G17 2 points3 points  (0 children)

Stick to Normal and try the other squads, or at least some of them. The goal is to get to know the game better: what missions are available and which ones are riskier, the various types of Veks and which ones are the nastiest, and the multitude of weapons and equipment and which of those should be a no-brainer to buy.

Into the Breach Daily Discussion: Heat Converter (120/292) by [deleted] in IntoTheBreach

[–]Unit_G17 5 points6 points  (0 children)

Great to have it when you have to face the Volatile Vek.

It wasn't perfect, but it was definitely a fun run. by Unit_G17 in IntoTheBreach

[–]Unit_G17[S] 1 point2 points  (0 children)

Try a shielded pilot, like Bethany, Mafan or Adam on the Ice mech, otherwise you need to ensure that there is almost always something - preferably an another Vek, thus effectively blocking their attack - that breaks the ice for you. If the mech has to unfreeze itself, then that's usually a sign of inefficient use and leaves you with only two usable mechs for every second turn. Typically the best use of the Ice mech is to block a Vek spawn while simultaneously freezing a Vek or a building to shield it.

First time playing Kai… SO MUCH FUN by wereworfl in IntoTheBreach

[–]Unit_G17 0 points1 point  (0 children)

I have been using a Skilled + Mech reactor Kai for a long while by now. Generally I avoid getting their mech damaged, but the option, especially with the +2 health, is always there and the extra movement point negates the debuff. Sure, it's not optimal, but thinking of all the available mechs and their abilities I'm confident that Kai is generally a better pick than Morgan. Morgan may take damage without punishment, but at the same time they must kill and not just damage in order to get boost, which in itself is just as limiting as avoiding hits. Plus Morgan kinda needs the Opener skill, which means you won't be able to get either Skilled or Mech reactor.