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Re: Into the Breach - new game from makers of FTL

PostPosted: Mon Mar 05, 2018 12:21 pm
by Mantis
It seems to mainly affect the number of enemies that spawn in each scenario, their HP is unchanged. I can't tell if their AI is changed, it seems unlikely though. The objectives for each area seem largely unchanged too.

Re: Into the Breach - new game from makers of FTL

PostPosted: Tue Mar 06, 2018 12:00 am
by Mantis
And that's the game beat for the first time. Didn't really have any problems at all on easy, a stark contrast to the ramp in difficulty on normal mode, things got a bit hairy at the very end though when I misjudged how much damage the rockfall would do to one of my mechs and I was reduced to 2 units for the last turn. Now to unlock some juicy extra mechs.

Re: Into the Breach - new game from makers of FTL

PostPosted: Tue Mar 06, 2018 8:09 am
by Sly Boots
Excellent. Did you do all four islands as well? I'm on a good run with the rusting hulks again at the moment and about to start the third island. I expect if I get through that I'll go to the end level after, every time I try to do four islands first, no matter how good my team is, I can't seem to make it past island four.

The hulks, imho, is the best squad in the game and at 2 coins is a snip to unlock. It's easy to get their three achievements as well, so would enable you to unlock another squad pretty quickly thereafter.

I'd honestly avoid steel judoka though, or leave them until last.

Re: Into the Breach - new game from makers of FTL

PostPosted: Tue Mar 06, 2018 8:46 am
by Mantis
I did all four islands the first time, yeah. I'm just doing a run with the Rusting Hulks. It's going to be interesting making custom teams once I've unlocked more squads.

Re: Into the Breach - new game from makers of FTL

PostPosted: Thu Mar 08, 2018 12:16 pm
by Sly Boots
Damn this game is addictive.

For the past few days I've been farming achievements in easy mode - farming in the sense of starting a campaign with a clear objective or set of objectives to achieve, not something that isn't enjoyable (because it is).

Quickly unlocked all the mech squads and had a little tinker with each, the discovered once you have done so you get the option of buying a 'secret mech squad' for 25 coins... which is coincidentally what you need to complete every achievement in the game to receive. I've got 6 left out of 55 to get, and have a feeling the most difficult one will be finishing a campaign on hard mode. Ulp.

I got four in my last campaign alone - tried to be a bit ambitious and try for the ones that see you finish three islands without upgrading any weapons, without equipping any new weapons or pilots, destroying every time pod you get and finishing the game with a custom squad of three mechs of the same type.

Even on easy mode, it was tricky. Basically, to do the above you have to win the game by completing three islands, all with the basic starting squad. I'd chosen three from the Brute class, two of which cause damage while pushing an enemy a tile, and the plane that does a small amount of damage but cancels an enemy attack. The first two islands were a breeze, actually - the combination worked well at either 1-shotting most enemies or shunting them to wherever they could do no damage (or ideally damage each other or block a spawn then die). But then I hit island three and started to face greater numbers of elite enemies, and then it became quite attritional... just defending the main objectives and allowing them to get hits on the civilian towers if it meant saving more elsewhere.

Fortunately, because I couldn't spend any reputation on buying new stuff or upgrading any mechs, I invested it all in bumping up the grid protection rating - by the end of the game it was at the 40% max, and it saved my butt on more occasions than I can count (ok, probably 6 over the last island and end level). I'd not have survived to the end of the campaign without that.

The hardest achievement so far was the one that sees you have to finish two islands within a 30-minute time limit... a couple of false starts but in the end did it with three minutes to spare. You basically have to act without planning, and even resetting if you make a mistaken isn't advisable as it costs you time you don't really have.

Good game, on balance I prefer it to FTL if anything. Less frenzied micromanagement and more tactical and can be played at your own pace.

Re: Into the Breach - new game from makers of FTL

PostPosted: Thu Mar 08, 2018 5:18 pm
by Mantis
It's a very different game to FTL, I don't think it's anywhere near as varied in the mission variety, but then it's more like a game of chess than the fast paced RNG space exploration that FTL offered. Even if you're under-geared you can still turn a map around with very clever use of your abilities, each level plays out more like a puzzle in that sense; whereas with FTL you were generally at the mercy of whatever loot and random events you happened across.

I beat the game with the Rusting Hulks yesterday and am about half way through another attempt with the team that makes heavy use of burning damage, I forget their name. The Rusting Hulks were definitely the easiest effort so far, I managed to get perfect scores on the first 3 islands with them and didn't miss a single objective. The flame mechs are a bit harder because they have no default mechanism for outright cancelling enemy attacks.

I couldn't say which game I preferred, but I do think that the shorter nature of each mission and campaign for Into The Breach does make your team feel that little bit less personal. I would get really attached to my crew on FTL, especially if I'd managed to get them all through to the final sector, I don't get similar feelings towards my mechs. Rather than having any overt personality, they do feel more just like units in a board game. Maybe I just need to go back to playing on normal difficulty.

Re: Into the Breach - new game from makers of FTL

PostPosted: Thu Mar 08, 2018 5:25 pm
by Sly Boots
Mantis wrote:It's a very different game to FTL, I don't think it's anywhere near as varied in the mission variety, but then it's more like a game of chess than the fast paced RNG space exploration that FTL offered. Even if you're under-geared you can still turn a map around with very clever use of your abilities, each level plays out more like a puzzle in that sense; whereas with FTL you were generally at the mercy of whatever loot and random events you happened across.

I beat the game with the Rusting Hulks yesterday and am about half way through another attempt with the team that makes heavy use of burning damage, I forget their name. The Rusting Hulks were definitely the easiest effort so far, I managed to get perfect scores on the first 3 islands with them and didn't miss a single objective. The flame mechs are a bit harder because they have no default mechanism for outright cancelling enemy attacks.

I couldn't say which game I preferred, but I do think that the shorter nature of each mission and campaign for Into The Breach does make your team feel that little bit less personal. I would get really attached to my crew on FTL, especially if I'd managed to get them all through to the final sector, I don't get similar feelings towards my mechs. Rather than having any overt personality, they do feel more just like units in a board game. Maybe I just need to go back to playing on normal difficulty.


From my experience so far, the normal missions, particularly after the second island, are gruelling enough that you do get attached to not just your mechs but also their pilots, and if you end up losing one, whether through being outmanoeuvred or just stupidity (a few times I've not seen an environmental effect that's wiped out a mech and been devastated by my idiocy) it's a real tragedy... so, really, I think it's the right difficulty to play at for that kind of experience.

But easy is the way to go in terms of getting enough achievements to unlock each squad and play with them for a bit to learn the best strategies in a less daunting environment.