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We need to talk about Into the Breach
- Black Barney
- Offline
- D20
- 10k Club
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Early on, it often felt like he was stealing the show and some XP from the other two mechs, but I got some good pilots and sales. After Island 2 I got the Cluster Artillery (same as the siege mech from the Steel Judoka) which is one of the most powerful items in the game. I also got Silica (Double shot guy) and stuck him in that ranged mech. I kept the fire attack round for some utility if I didn't want to wreck everything that I pushed. I later got the Laser and Bethany (shield at start of mission gal), so my fire prime mech got some nice damage when the fire and push weren't useful. Moved the "immune to fire" passive to the swap mech.
After Island 4, I saw the Cryo Launcher... which is so good with Bethany, so I moved everything around. Cluster and Cryo with Bethany was one mech, then I put double shot on the prime and bought the non-damaging smoke bomb that lets you jump 3 spaces- with SIlica's double shot and the laser, this was a hilarious combo. I kept the fire immunity on swap mech piloted by the Mantis. Suddenly he was my weakest mech/pilot combo, but even he was still great with the 4-range swap with all of that lava and water in the final mission.
To win on 4-island hard, you've got to be willing to be flexible and change your strategy. This was a really fun group that I had... none of my pilots rolled the dreaded +3 Grid Def either! The only time I didn't 100% an island was when I could only prevent 2/3 Vek from spawning on a dam mission. I definitely took some grid damage from time to time. I think it's hard to go perfect. Maybe that'll be another long term goal.
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Was skeptical at first, because it almost seemed like one of those Rube Goldberg or Hitman Go type of games, where you have to figure out an exact way to move your guy or arrange your contraptions. And I suppose it is that to some extent, but it also has a great system built around it. I like how it gives you various goals other than just surviving, and how that works so well with the big picture... I might have barely survived and lost a few power, which is going to make subsequent battles harder, but I gained some important stuff from the goals or from saving the pod. Or conversely, maybe I didn’t take any power damage, but also didn’t finish the goals to get some nice upgrades with.
I also love some of the combos you can pull off, where one mech pushes a bug to a place where the other can finish it off. It gives me that solo co-op feel, where character abilities can interact well, like in Pandemic or Gloomhaven.
Just saved my first island. I looked in the upgrade screen for your mech team, and apparently I’m like a hundredth of the way into what can be unlocked. Not sure I’ll have the patience or interest for all that, but it’s tickling my game obsession nerve hard at the moment. Thanks, Gary! (I mean that both sincerely and sarcastically.)
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Yeah, you've barely touched the surface. Wait till you try one of the iirc 12 other squads that each have a completely different, sometimes *very* subtle, gimmick. When I "got" the flame team it was like a light flicking on.
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Into the Breach feels a lot more like Band of Bugs than anything, this old Xbox Live Arcade game, which was also $15 last I checked. Not nearly the same replayability though. That game featured a lot of pushing bugs into holes and water, as well as ice and fire moths that could change terrain types with their spells. FTL is Star Trek: the Game... which I guess is like saying that ItB is Pacific Rim, which is weird because Pacific Rim isn't nearly as thinky. I want to say thought-provoking, but that has the wrong connotations.
One of my weirdest learn-from-my-deja-vu moments with the game was when I destroyed a mountain in a train mission on the penultimate round to give an enemy a way to escape and target me instead of letting the train crash into it. That hope was the only way for me to complete the mission, and was the culmination of the thematic impact of time travel and multiple timelines, and learning from your mistakes. "I've been here before, this is the only way to save this train." Because I had totally seen one crash before when it's set up in a canyon like that. The train is probably the most iconic mission, and I think it can occur on any island.
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Someone online made the suggestion of putting somebody else in the science vessel with the shield shot, which I find a super underwhelming mech. I tried the guy they suggested, with the quad repair/push and it's been a great suggestion. Most people recommend the armor dude for the crash tank, which is also super important. That tank is just a complete POS with only 3 health to start, it's very frustrating to make your first upgrade no matter what go into that thing to make it usable.
I am such a mark for this game. If they made models or toys of the mechs I would buy them in a heartbeat, I love the design aesthetic.
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I became such a perfectionist with this game though. Eventually I was making random teams and trying to go 30k on hard with them... and being upset at anything less, so it has been hard for me to get back into. I certainly got my worth out of it though.
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I guess that is the difference with Slay the Spire. In StS you start off and build as best you can to a strategy. In ItB it takes more and more concentration and the combinations get more and more complicated just when my mental energy drains.
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