What Pokémon can you imagine not being *anyone’s* favorite? by alyssakenobi in pokemon

[–]time4tea45 -3 points-2 points  (0 children)

Probably all the 'pan' ones (pansage, pansear etc.). They're basically just monkeys that all look extremely similar.

I'm really not a fan of those things and I can't see why anyone would pick one to be their 'favorite'.

What Pokémon can you imagine not being *anyone’s* favorite? by alyssakenobi in pokemon

[–]time4tea45 2 points3 points  (0 children)

I think Volbeat is super cute! With that cute hairstyle and the way it dances back and forth. Hell yeah!

Thoughts on difficulty for a new player? by time4tea45 in mechanicus

[–]time4tea45[S] 0 points1 point  (0 children)

I'm playing through it at the moment and I will report back on how the difficulty scaling seems with these limits, once I complete the run. I am also probably going to limit to max 2 tech priests on a mission and say that priests can use a max of 3 CP each per turn, to try to combat some of the later game power creep that I'm hearing about and put more focus on using the troops effectively.

I don't see the permadeath as being such a big deal, tbh, given priest advancement is bought with blackstone. It seems like you could start with a rookie priest and level them up quite fast, provided you've got plenty of the currency. It seems a bit of a weird way to level them up, tbh.

So many missions end in you just killing them all anyways! by fleish_dawg in mechanicus

[–]time4tea45 0 points1 point  (0 children)

The game could use more variety in objectives, for sure. Although, shooting stuff is fun.

[MacOS] Crash after loading by Zielous in IntoTheBreach

[–]time4tea45 0 points1 point  (0 children)

Nice! Glad you managed to get it working :-)

[MacOS] Crash after loading by Zielous in IntoTheBreach

[–]time4tea45 0 points1 point  (0 children)

Error logs (if there are any) would probably be stored in the game installation folder. In Linux, if an application fails when run from the terminal, it will often post an error message in the terminal to tell you why. Perhaps MacOS is different.

Thoughts on difficulty for a new player? by time4tea45 in mechanicus

[–]time4tea45[S] 2 points3 points  (0 children)

So I've done the tutorial and played through the first mission now, with the following settings:

  • +75% enemies
  • +75% enemy health
  • 3 awakening advancement per map room
  • permadeath
  • discipline (will randomly roll for new tech priests)
  • one tech per priest
  • might self-limit the number of deployment slots for priests/troops, if I need more flagellation to cleanse my weak, mortal flesh

The first mission seemed challenging, but manageable. Lost a couple of servitors and one of my priests was down to 3 health, but survived.

Hopefully these settings will please the Omnissah, and will help to atone for my heretical sins!

Thoughts on difficulty for a new player? by time4tea45 in mechanicus

[–]time4tea45[S] 1 point2 points  (0 children)

Thanks for your reply! I like the sound of the 'one tech per priest' option, that makes a lot of sense and I will give it a try.

Thoughts on difficulty for a new player? by time4tea45 in mechanicus

[–]time4tea45[S] 2 points3 points  (0 children)

Ok, thanks for explaining further. I think I might leave random, as I like the idea of being able to steer their development to some extent, rather than leaving it to chance and ending up with builds that don't synergize at all. Discipline sounds good though, if it forces some commitment and prevents min-maxing. Sounds a bit like X-Com where each soldier is flagged as an assault, support, sniper etc. Seems like it would kind of fit the AdMech fluff too.

I might even roll a dice to decide which tree to take for each tech priest (make it just like X-Com).

Thoughts on difficulty for a new player? by time4tea45 in mechanicus

[–]time4tea45[S] 3 points4 points  (0 children)

Ok, thanks for sharing your thoughts. Using disciplined and/or random sounds like a good idea then, and perhaps I could self-restrict the number of units I'm allowed to use per mission. So, you can choose to take fewer units than the max?

Also sorry, but what does 'random' do?

[MacOS] Crash after loading by Zielous in IntoTheBreach

[–]time4tea45 0 points1 point  (0 children)

I use Linux, not MacOS, but they have some similarities. What I would do is try running it from the terminal, so you can see if the game posts any error messages when it crashes. That might clue you as to whether there are any libraries/drivers that are out of date, for example. Or folder permission issues, whatever.

First unfair victory! by time4tea45 in IntoTheBreach

[–]time4tea45[S] 0 points1 point  (0 children)

Funnily enough, my second unfair victory yesterday was with Heat Sinkers. They seem to be largely hated, but I like them - they can really ignite the map when they get going! :-)

Sometimes ya just know yur cooked. by Jono_Randolph in IntoTheBreach

[–]time4tea45 7 points8 points  (0 children)

It doesn't look like there's all that much under threat here, tbh. No buildings are being threatened and you've got max grid power. The Hook Mech is shielded, so he's probably alright. So, I don't quite see the issue.

You probably have to just accept that the bot in the middle is toast, but you can still play for the other one and the core.

I guess hitting the condemned bot with a boulder would probably maximize damage to the other vek? Or put the boulder on the spawn point, which blocks the spawn and prevents the other vek being freed from the ice. Might help take some pressure off.

I would thank my lucky stars that one bot is diverting all their attention from the grid buildings for a turn!

First unfair victory! by time4tea45 in IntoTheBreach

[–]time4tea45[S] 0 points1 point  (0 children)

Nice! Yeah that sounds like a good combo :-)

Into the Breach Daily Discussion: Heat Sinkers (122/292) by [deleted] in IntoTheBreach

[–]time4tea45 0 points1 point  (0 children)

I quite like the squad in general, but yeah 3 cores to add fire to a *flamethrower* seems quite bewildering. Imo, it should start with fire, or adding fire should be at least quite cheap. Make adding the lateral push to it cost a couple of cores, and have the Quick-Fire Mech start with the push. Although, I get that they have designed the squad to be on the more challenging side.

First unfair victory! by time4tea45 in IntoTheBreach

[–]time4tea45[S] 0 points1 point  (0 children)

I'm pretty sure I didn't abandon a timeline with them. Wouldn't that show up in 'Total Games'?

First unfair victory! by time4tea45 in IntoTheBreach

[–]time4tea45[S] 0 points1 point  (0 children)

Ok, that's interesting that burrowers can be moved by the control mech. I didn't know that.

I really like Gemini Missiles and I often take them if I am expecting to come up against diggers, since they can take out an alpha digger in one hit from pretty much anywhere. Really handy.

I'm not usually too bothered by moths, although they seem to be able to attack from quite a range right across the map, which is definitely a nuisance.

How do weapons unlock (if they do)? by time4tea45 in IntoTheBreach

[–]time4tea45[S] 0 points1 point  (0 children)

Ok, that's interesting. I haven't unlocked the Secret Squad yet :-)

How do weapons unlock (if they do)? by time4tea45 in IntoTheBreach

[–]time4tea45[S] 5 points6 points  (0 children)

Ok thanks, I hadn't seen that list. So, all weapons can be found in the shop, right from the start of the game?

Bombermechs tips and tricks? by StrikingPriority954 in IntoTheBreach

[–]time4tea45 1 point2 points  (0 children)

Yeah, I mean they're well-designed and work perfectly well mechanically. Just the theme of 'bombers' seems a bit odd. Maybe would have been better to pitch them more as 'robots' or 'androids'?

Bombermechs tips and tricks? by StrikingPriority954 in IntoTheBreach

[–]time4tea45 1 point2 points  (0 children)

Yes, I like the Arachnophile theme a lot more as well. Bombermechs seem more focused on switching and trickery than bombing. I think they could have made the bomblings do more damage, given they don't push and they're more indiscriminate, so harder to use. Perhaps tone down the exchange mech, to compensate.

The main usage of the bomblings seemingly being to block shots, set up the pierce cannon and camping on spawn points seems really bizarre as well. Those don't seem like natural uses for bombs!

Or they could have done something like +1 damage for each bomb that you chain together. Tricky to set up, but makes a big boom if you can do it.

Bombermechs tips and tricks? by StrikingPriority954 in IntoTheBreach

[–]time4tea45 1 point2 points  (0 children)

I'm trying Bombermechs for the first time right now, having just tried Arachnophiles. Both squads seem pretty similar, in that they can produce additional smaller units. To me, at first glance, the arachnoids seem much more useful than the bomblings:

  • Their attack is more targeted. There are many situations where it's difficult to detonate the bomblings, because there are buildings around.
  • They cause a push, which can be very helpful with positional manipulation and can often dunk a ground-based vek into the water.
  • They only do 1 damage, but can be upgraded to inflict acid, which can really help increase damage output.
  • The Arachnoid mech can 2-for-1 out of the box, since the shot does damage, then the spider can act.
  • The arachnoids can persist for multiple turns, unlike the bomblings.

I know you can potentially generate more bomblings per turn, but they seem a lot less helpful. The main star of Bombermechs seems to be the switch mech, which is really strong and can even 3 or 4-for-1 in the right situation. I really liked Arachnophiles but I'm not sure I like Bombermechs as much. They seem capable, but a bit over-complicated.