[Squad] The Big Guys

Distribute and discuss mods that are functional.
Posts: 24
Joined: Sun Mar 04, 2018 11:59 am

[Squad] The Big Guys

Postby AUTOMATIC » Thu Mar 08, 2018 6:59 pm

This mod adds a custom squad to the game.


Big Guy Mech, prime class
Weapon: Punch!
Does 1 damage to melee target and pushes it as far as possible (charge-like effect), making it collide for additional damage with whatever blocks it. Also pushes itself backwards. Could deal a total of 4 damage: 1 to target, 1 to target and the tile it collides with, and 1 to tile the mech itself collides with.
Upgrades are:
+1 damage for 1 core. Increases damage dealt by 1.
+2 damage for 3 cores. Increases damage dealt by 2.

Giant Spider Mech, science class
Weapon: Spider Leap
Leap to a tile, pushing adjacent tiles.
Upgrades are:
Push origin for 2 cores. Also pushes all tiles adjacent to the origin point of the jump.
Spawn smoke for 1 core. Creates smoke at origin and destination.

Mass Mech, brute class
Weapon: Self Harm
Cost: 1 core
Damages self.
Upgrades are:
Fire for 1 core. Sets self and adjacent tiles on fire.
Push for 1 core. Pushes adjacent tiles.
Weapon: Self Harm
Cost: 2 cores
Damages self.
Upgrades are:
Smoke for 1 core. Increases damage by 1 and creates clouds of smoke in own and adjacent tiles.
AOE damage for 1 core. Also damages adjacent tiles.

1.0.4: (Mass mech buffed!) https://drive.google.com/open?id=1mrjne ... Zz7mLGFCUN

1. Install the mod loader: viewtopic.php?f=26&t=32833&p=115876
2. Unpack the archive to your mods directory (<steam>\steamapps\common\Into the Breach\mods).

1.0.0: https://drive.google.com/open?id=1fWVJ1 ... CaVKaAfx8O
1.0.1: https://drive.google.com/open?id=1Kj7Gu ... pIIPGzl7o8
1.0.2: https://drive.google.com/open?id=14c41U ... uzOCScrfQA
1.0.3: https://drive.google.com/open?id=185nHw ... rQWpTqgN4B
Last edited by AUTOMATIC on Tue Mar 20, 2018 5:08 pm, edited 6 times in total.
Posts: 7
Joined: Mon Mar 05, 2018 3:56 pm

Re: [Squad] The Big Guys

Postby Auxarch » Thu Mar 08, 2018 9:23 pm

Ahahaha I did a double-take when I read Mass Mech's description. :lol:

I'll take them for a spin later and post my thoughts on how they play, but right away I'm impressed at all the custom art assets.
Captain Trek
Posts: 66
Joined: Fri Feb 20, 2015 5:17 am

Re: [Squad] The Big Guys

Postby Captain Trek » Tue Mar 20, 2018 6:47 am

This squad has a lot of map control once you put Harold in the Mass Mech, but that's exactly the problem. The squad effectively forces you to choose between just two pilots (Harold and the Mantis), because otherwise all the Mass Mech can do is block shots and spawns, which is quite simply insufficient to succeed, particularly on hard (I legitimately lost track of the number of times I would've been screwed in the early game if my Mass Mech were unable to attack or push).

Don't get me wrong, I love the concept of a team of fast acrobats who sling their enemies all over the map, dominating them through superior positioning despite having worse raw damage output than any vanilla squad. I also like the spites (although Big Guy's torso could use more detail) and I like the other two custom weapons (although the smoke drop on the spider leap isn't all that useful). It's just the Mass Mech that is a real fly in the ointment here. I firmly believe that no squad should require you to use certain pilots.

Overall, I give this squad a B-. What I would suggest is giving Self Harm an AOE push, which then upgrades to also do damage once you get the AOE damage upgrade. Now obviously prior to getting the AOE damage upgrade this is inferior to both Harold and the Pulse Mech, but that's okay because it would work to reinforce the notion that blocking shots and spawns is still its primary function, while also allowing itself to not be completely useless when those things aren't possible.

EDIT: The subsequent change to the Mass Mech unfortunately took it from being really underpowered to being really overpowered. This has already been discussed on the forum and the squad's rating will remain at B- until this is able to be addressed.
User avatar
Posts: 3644
Joined: Tue Jul 08, 2014 7:54 am
Location: The Shrike

Re: [Squad] The Big Guys

Postby stylesrj » Thu Apr 05, 2018 6:40 am

Well, the Mass Mech certainly has some potency to it, but I really should have used Camila instead of Harold... let's just say things don't go so very well...

Also, video run:
Posts: 5
Joined: Sat Feb 16, 2019 2:46 am

Re: [Squad] The Big Guys

Postby Sean » Tue Feb 19, 2019 12:29 pm

I found a bug.
When my Big Guy Mech hit Alpha Burrower,
It didn't do any damage and just go backward.

Who is online

Users browsing this forum: No registered users and 3 guests