Re: Having a hard time with the Rift Walkers
Posted: Tue Jan 15, 2019 1:42 am
Early Rift Walkers can be hard, especially on Hard mode. They're pretty weak compared to the Vek they face.
Initial placement is important in Hard mode. In addition to "don't get webbed" (which isn't a terrible thing, really) I also like to bait vek that aim at multiple targets to aim at my mechs only, so I can ignore them on the first turn by simply moving my mechs (which I was going to do anyway). But the vek are crafty, and there is never a perfect place to set your guys where they won't find a way to screw you over. And even if you do find it, that's the round where the Tide I mean time pod will come down in the EXACT WORST SPOT ON THE BOARD and ruin everything.
Really your goal on the first island should be to look for 1- or 2-hp enemies and one of the basic bosses (avoid the spider and bot, essentially), and avoid the armor or healing psions for your first island (though that's not as important as 1hp enemies. If they're dead they don't heal). Also look for islands with no fliers, as RW has a lot of push potential to drown and drop enemies into pits. Doesn't matter if that alpha has 5hp when it's plummeting into an RST abyss.
I like to start with a pilot with +1 reactor (always, but on RW it's particularly good) and put them on the artillery so I can shoot buildings. Then as soon as you get the reactor from the pod, move that pilot to the prime mech for dash, or the brute mech so you have 2 people who can do 2 damage each.
Look for opportunities to bump and block spawns. punching a 3-hp vek into a 1-hp vek kills them both, and punching it onto a spawn kills it and blocks the spawn.
Initial placement is important in Hard mode. In addition to "don't get webbed" (which isn't a terrible thing, really) I also like to bait vek that aim at multiple targets to aim at my mechs only, so I can ignore them on the first turn by simply moving my mechs (which I was going to do anyway). But the vek are crafty, and there is never a perfect place to set your guys where they won't find a way to screw you over. And even if you do find it, that's the round where the Tide I mean time pod will come down in the EXACT WORST SPOT ON THE BOARD and ruin everything.
Really your goal on the first island should be to look for 1- or 2-hp enemies and one of the basic bosses (avoid the spider and bot, essentially), and avoid the armor or healing psions for your first island (though that's not as important as 1hp enemies. If they're dead they don't heal). Also look for islands with no fliers, as RW has a lot of push potential to drown and drop enemies into pits. Doesn't matter if that alpha has 5hp when it's plummeting into an RST abyss.
I like to start with a pilot with +1 reactor (always, but on RW it's particularly good) and put them on the artillery so I can shoot buildings. Then as soon as you get the reactor from the pod, move that pilot to the prime mech for dash, or the brute mech so you have 2 people who can do 2 damage each.
Look for opportunities to bump and block spawns. punching a 3-hp vek into a 1-hp vek kills them both, and punching it onto a spawn kills it and blocks the spawn.