Re: [Squad] Eclipse v0.04
Posted: Tue Apr 23, 2019 3:40 am
I'm still playing around with this squad, trying out different things. My first 4-island Hard run with them may have been a bit lucky, as my subsequent attempts have been pretty brutal. Most notably, there are a LOT of turns where the Force Mech can't do anything, and the squad really struggles with webs. Coupled with the fact that their damage never really increases, and I think they're still a bit too swingy.
I tried adding a Remote upgrade that allowed Grav Pulse to be cast up to 3 tiles away, and while helpful, it wasn't near enough. So I've started messing around with some slightly more drastic ideas; you can see my current favorite here:
https://streamable.com/pc6ig
I want to keep the core concept of the Force Mech, but give it more flexibility. This may still be too situational (if enemies clump together, all you can do is spread 1 bump damage around), but the wide range and ability do deal small AoE might be enough to offset that. I'll probably test this, or a similar idea, and see how it goes.
Two other tweaks on the table:
- Leaning back toward Smoke costing 2 cores, instead of 3. They really rely on it.
- Leaning towards swapping Reaper's No Recoil upgrade for a 1 core +2 damage upgrade. The Long Rifle tops out poorly in comparison to other Prime weapons, and without any pushing, it really needs to one-hit-kill to have any use. If that ends up too strong against bosses, I might make it "auto-kill non-massive Vek" and stay at 4 damage.
Thoughts welcome, especially if you've played them and think I might be buffing them too much
I tried adding a Remote upgrade that allowed Grav Pulse to be cast up to 3 tiles away, and while helpful, it wasn't near enough. So I've started messing around with some slightly more drastic ideas; you can see my current favorite here:
https://streamable.com/pc6ig
I want to keep the core concept of the Force Mech, but give it more flexibility. This may still be too situational (if enemies clump together, all you can do is spread 1 bump damage around), but the wide range and ability do deal small AoE might be enough to offset that. I'll probably test this, or a similar idea, and see how it goes.
Two other tweaks on the table:
- Leaning back toward Smoke costing 2 cores, instead of 3. They really rely on it.
- Leaning towards swapping Reaper's No Recoil upgrade for a 1 core +2 damage upgrade. The Long Rifle tops out poorly in comparison to other Prime weapons, and without any pushing, it really needs to one-hit-kill to have any use. If that ends up too strong against bosses, I might make it "auto-kill non-massive Vek" and stay at 4 damage.
Thoughts welcome, especially if you've played them and think I might be buffing them too much