Saving Humanity One Convoy At a Time! Mech Engineer Let's Play
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- Опубліковано 6 жов 2024
- Welcome to Episode 13 of my First Taste mini-series for Mech Engineer!
Have you ever wondered what you'd get if you mixed XCOM: Terror From The Deep, Highfleet, and Mortal Engines? Keep watching, and you might find out!
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#LetsPlay #MechEngineer #indie
Mech Engineer playlist: • Let's Play: Mech Engineer
Mech Engineer on Steam: store.steampow...
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3rd party music attribution:
Music from filmmusic.io
By Kevin Macleod (incompetech.com)
License: CC BY (creativecommons...)
End screen background music - "Frost Waltz"
End screen & character art:
Jackie Musto - www.kayandp.com/
Worker: I feel horrible
Management: we need some engineers to modify the cannon.
Worker: I've never felt better.
it could be that the artillery cannon is *very* loud and is sending a lot of vibrations through the city.
so, improving that so that it doesn't do that, might actually improve health in the city.
I like to imagine the comments section as the civilians inside the base offering advice/analyasis to the almight overlord AAIvak.
This is exactly how I imagine it xD
The city must be improved to meet the needs of the improved city -City Engineer
Ahh... The perfection that is opening UA-cam thinking "I wonder if there's a new Aavak video?" only to see a notification pop up before UA-cam is done loading, saying "New Aavak video" *chef's kiss
Was thinking the same thing but showed up as the first recommended video
I just finished the last episode and was thought “I hope the next one comes soon”. I refreshed the page and it appeared before me. Excellent timing
i know it's not that big of a deal but i think if you end a day with spare engineer, it's probably a good idea to start retroactively upgrade/tweak the mechs with all the new motors and such to reduce the engineer cost of a massive overhaul in the future
Solid plan!
The mission at the bunker looks like a 'Capture Point' mission with enemy waves to defeat.
I think it would have made sense to have Mr Brown hold the point, because he's clearly not suited to combat in that environment, while the others stand off to cover fire and kill the enemies as they come in.
Mucus focus from mechs with only long-range, low-damage explosives would be exactly how I'd go about scaring all the loot away from me alive.
I wonder if those lasers are malfunctioning Orbital mirrors or orbital WET (Wireless Energy Transfer) microwave-beams.
Or maybe someone had a brilliant idea to use those against ground targets early in the war, and command and control got switched to automatic as a deadmans-switch, It would explain why they only occur around important targets.
Honestly, it wouldn't be a terrible idea to weaponize some orbital WET systems in a moment of desperation. Like, it's inconvenient now, but when you are fighting for survival, you do anything and everything you can. It's clever, really.
In this universe, playing Minesweeper during work time is considered to be nest research, not slacking
I've memorized the siren sound at the beginning of each of these videos
I keep forgetting to comment, but in addition to the lance/spear discussion you mentioned a few vids ago, I thought it might amuse you to know that in BattleTech, while the Clans abandoned 4-'Mech lances to use stars of 5 'Mechs instead (or 5 pairs of Aerospace fighters), they have a term for a single 'Mech/single pair of aerospace fighters, and that term is a "point".
That is actually very interesting, and follows with the whole 'lance' theme quite nicely!
Wonderful nest placement with those added ones at the start by viewers, the African corridor down to South Africa remains open so far, so the city shouldnt need to be dodging anything for a good while yet.
EDIT: Full agree on that the mission on the special site should give a bit more explanation, that was a lot of 'figure it out yourself' from the game while you endured a tornado and sunspot.
It seems you had to stay by the door to like, 'order' the people inside to pack and come? The longer you stayed in the B spot the more convoys it spawned. (Presumably waves would come more continuously if you held the point rather than move off and back on?)
Now I am very curious what the other interest points are going to be. We saw the other one was some sort of radio station or telescope, so I guess its not going to be a bunker full of people like the very clear bunker looking one.
The red circle completely threw my engineering production plans out the window. In a good way, but still!
A word of caution, as I've just reached the part where you are building a new basic rocket, that at least 1 or 2 points in accuracy for basic rockets will save you a world of headaches. It controls the initial "flare" to the side that often occurs with this weapon type, and without those points the mech is extremely likely to hit friendlies by striking rocks or walls near the lance. With shards the problem can be extremely damaging if you get very unlucky as the initial explosion will eat some coating but the shards will eat internals. Additionally, I think part of the problem for Mr. Brown may be that rocket specifically has rate of fire increases, which for an already ammo guzzling weapon is problematic.
On a tactics note, I think it may be a consideration to never prioritize brucus on the assignment screen. It may be counter-intuitive, but by having a brucus target assigned it is very very likely that the assignee will snipe at an brucus with unfavorable positioning or angles. This behavior increases the likelyhood that a brucus will be triggered into escape mode and drop turrets, which further complicate mission progression and pursuit of the brucus itself. For long range weapons types, targeting specific combat enemies or nests is likely worth a try, as it allows you to decide to engage brucus on your terms instead of the AI's terms.
As always, a great video, good luck ^_^.
I have been feeling like focusing the Brucus has been bordering on counter productive for a little while, and the last mission where we lost two of them really is starting to emphasise that. So strong agree on that one.
The new mech you will eventually unlock is quite interesting, it is much better underwater than on land, but I personally found a decent all-purpose loadout.
When it comes to rockets, I like to restrict them to fire only on everything but the operarius. It is really satisfying when they have the rockets in reserve to just delete the aries or fragellum bearing down on them.
I am addicted to this series, but then again it is an Aavak series so I suppose that goes without saying ❤️
Congratulations on completing your first point of interest! The Bunker is probably one of the best PoIs for the early game, the other one is unfortunately deep in infected territory.
And yeah, it's a bit confusing the first time around. It wasn't helped by the Bruculus shitting out a turret right in front of the bunker entrance and the wind and the tornado and sun beam really making things even more tedious.
Size+ weapons are really cool. They basically have double damage compared to the regular versions, though they take up an entire 5 production slots. For certain weapons it's very worth it though. If you thought the critical mod large missile was a friendly fire machine then critical mod size+ large missile is, uh, *even more so*. Also yeah! You not only get a different, bigger weapon sprite with size+ weapons, but the weapon card and even the weapon modification panel also get fancy new sprites!
All the other points of interests also have similar increases in power, which makes all of them very worth it.
I am very much looking forward to all the gubbins we can gather from these POIs, almost enough to make me want to try and be cheeky and go get the red one, but I suspect that would be pushing my luck way too much haha.
If it's of any interest, I did hear that to start fixing the city damage you need to have zero wounded humans.
Not enterally certain, but it seemed like shell crackers big missile range might be set up wrong? around 10 mins it looked like when you were setting it back up for reinstall the minimum range was only set for one enemy type, not "all" I do not have this game but basing it off how you set it up for the rockets, so i might be wrong, either way love how this playthrough is going.
I'll double check!
You definitely are not prepared to clear a base yet. I recommend just upgrading mechs, gathering resources, and doing primary objectives for now. Attacking enemy bases will require stupid amounts of firepower.
Edit: Once you are able to get more firepower, it may be an option to attack bases since they tend to have enemies that have resources. Also, the giant centipedes are killable and give lots of resources for doing so. It is worth it to kill the giant centipede bosses.
Just remember big centipede requires ungodly firepower and upgraded communications (combat can be microintensive).
@@HappyAspid Yeah, that is pretty much the only downside, but once you have the proper upgrades, it is definitely worth it to kill centipedes. The other bosses are much less valuable since they do not drop resources.
Shard rockets with enough pen are great
Give shotguns, or cannons to Rocketeers as a sideweapon since they are quite ammo efficient
Better motors for side guns and armor are nice
i like to imagine the artillery improves the city's wounded by fusing them with the weapon systems, warhammer 40k servitor style. would that make you the omnissiah?
I think the Artillery gun should give life system since wounded humans heal people but life system make people not become wounded.
this makes sense with the idea that it is safer to operate the guns it is weird that it helps people get better.
I think the POI in the game is a neat mechanic! Granted the mission definitely wasn't clear, but its always fun to have an unexpected reward to shake up the strategy a bit.
man im hyped for the next episode. Getting to the midgame now🎉🎉
You definetly need to complete unique mission with big cannon on a mission art. You will not regret it.
Maybe it would be smartest to keep pumping out Plates in the available mech bay to start getting away from the basic mechs?
Hello fellow viewers and Aavak! I hope you all are having a great day/night
You definitely need to go the yellow POI. The rocket arc-thrower thingy you get there is mind-blowing. Give it fast projectiles and the pilots sunglasses, 'cause they gonna need em with this bad boy.
Edit:
The fast fire laser is the better of the two lasers. Give it max in fire rate and the fire enhancement. Or slowdown + max fire rate.
i think someone got carried away with the minesweeper game hah
Because Frostfyre only has the red and blue lights up top, it looks like a police car in pursuit lol
I hope this is still going when I finally catch up with present day.
Our intelligence acorn great!
Verily!
48:49 There are no Aries here, Aavak. They can’t hurt you.
The little convoy was cute and cool. Good video!
Hi Aavak, lovely the series and I think I have some nests for you. (I can never remember which way round to do coordinates, so I've gone with left number-top number)
The 4 at 11-20 gives us a lot to f information.
10-19 and 9-20 rule out some of its surrounding tiles, leaving only 4 locations for the remaining 3 nests.
Knowing that only one of these can be safe, the 2 on 11-19 means that 12-19 and 12-20 must be one nest and one safe, confirming nests on 11-21 and 12-21. And knowing that one is definitely a nest rules out most of 11-19's potential nest locations, confirming 12-17 as another nest. Finally, 11-19 is now complete, confirming 12-20 as the final nest location for 11-20.
To recap: nests confirmed on 11-21, 12-21, 12-17 and 12-20
I hope that makes sense and I haven't overlooked anything!
Hey Grubbyfoot, good find on the nests but I don't believe that there is enough evidence to confirm the nests at 12-17 and 12-20 since there is nothing preventing a nest from being at 12-19 and satisfying all of the numbers above them.
@@AlchemicalAcorn I'm squinting at my phone so that's very possible, I'll check back in a bit to see if I can clarify my reasoning either way
You are correct, I missed the possibility of the 2 and the 3 being satisfied by the same nest.
Well spotted, thanks for the tip!
Shame I'm so behind because I would've said, what I'm saying now, MISSILE YOLO BAAABBEEEE!
Basically what I did. Big thing go boom has always been my play style in video games and this one isn't an exception.
Yeeeeees! With the Tesla Coil you can harness the lightning!
I still find the Aries the easiest to deal with. Just need a slow weapon and they are basically hard-countered.
This mission was indeed quite awkward. Definitely needs some information bits during.
Double the size for 3 or more times the materials though.
A quick note when a mechs will usually target the closest enemy and then it waits till it enters range so if the shell cracker locks on to a operariss. (the small one i am not spelling that) it will wait till it can shoot it. I think this is knee caping the missile damage.
Ahhh, thanks for the info on that!
I vote to name a clone AlchemicalAcorn
Equipping the Tesla coil should be the next step I reckon.
4 nests, one on the Blue ping, three around the lower right corner of the four tile. all the bombs I'm talking about are to your south and south east
Yo! I caught this quick!
4 minutes after upload!
I'd just plant Mr.Brown on the bunker door and station the others around it.
Looks like next episode will have a lot of guns tweaking and mechs engineering :D
3 cheap melee mechs with armor/speed specialty with tesla coils are seriously overpowered with the exception of laser enemies.
Don't forget to nuke the nest you just cleared
Cool, oh god when he started redlining the shellcraker i just .... oh god thats too much wiring in my game but it looks so cool
Sounds like Large Railguns are very good when size+
you couldn't finish the mission because the loot bug released the turret while still partially inside the bunker fortunately you could bomb it, i dont think the wind or tornado effected it at all
Ahhh, I assumed the tornado had thrown the turret into the bunker, but that makes sense.
Our Mechs Great!
Think the large weapons have a (plus) symbol on them pretty sure the bunker gave you some, check against your inventory for conformation?
No the plus symbol just means it has available modding points. Size+ weapons all have different weapon card sprites and weapon sprites.
DAY 21
0:01-2:10 Nest-sweeping.
DAY 22
2:10-4:06 City management.
4:06-5:17 Tactical map overview.
5:17-13:38 Mech modifications.
13:38-14:35 Lance composition setup.
14:35-29:36 BATTLE.
29:36-30:50 Debrief.
30:50-31:49 Pilot training and Recovery.
31:49-36:47 Research and Engineering.
36:47-38:21 City movement.
Things that happened today:
-1 MK2 Motor, and 1 MK2 Injector finished production.
-Air Purification System upgraded.
-Shell Cracker given a new Missile Pod.
-1 Special Mission.
-Holo Mechs under research.
-9 MK1 Motors dismantled.
-1 MK Piston, 1 MK5 and 1 MK4 Cockpit in production.
-City moving south.
DAY 23
38:21-40:21 City management.
40:21-41:18 Tactical map overview.
41:18-42:40 Mech modifications.
42:40-42:50 Tactical map overview Pt2.
42:50-43:22 Lance composition setup.
43:22-46:57 BATTLE.
46:57-47:23 Debrief.
47:23-49:00 Lance composition setup 2.
49:00-53:42 BATTLE.
53:42-54:14 Debrief.
54:14-55:00 Pilot training and Recovery.
55:00-56: Research and Production.
56:27-57:31 Closing comments.
57:31-58:02 Outro.
Things that happened today:
-1 MK1 Motor finished production.
-Tesla Weapons finished researching.
-Artillery system upgraded.
-Fixed Mr. Browns Cooling system.
-2 Missions.
-Reactor Overdrive under research.
-125 Components in production.
-City moving south.
This should get pinned!
Amazing work :D
Districts 62 and 23 were sleeper districts for me, but I'll probably pay much more attention to them in a subsequent playthrough. 62 is costing you 75 each Bjorn and Skal per mission you run, and 23 can produce a tidy chunk of resources every day.
Why pass over the yellow circle, after how good that bunker was?
I *really* would not consider doing the gold PoI until he's got a good complement of fission-powered mechs.
Because people have warned me that we're not equipped to deal with it yet, which is just the right side of spoiler territory for me to be willing to listen to. They've not betrayed WHY I'm not ready, just that it would be a poor idea early on xD
@@Aavak Having now reached the gold ping myself...I have my own thoughts, and I look forward to sharing them once you've done the mission!
Maybe they get hurt less form using the artillery?
Hello there!
The cells to the east (21,11) and southeast (21,12) of the 4 are nests.
This is because there are 2 possible combinations to satisfy that 4:
1. (17,12) is a nest, forcing (20,12) to be nest. That forces (21,11) and (21,12) to be nest
2. (19,12) is a nest. This forces (21,11) and (21,12) to be nests.
(18,12) can't be a nest, as then the 4 would not be able to be met. (19,12), (20,12), and (21,10) are excluded by the other numbers around them.
This leaves either (19,12) as a nest, or (17,12) and (20,12) being nests, with either set excluding the other.
I like first tastes like this one 😛
I wonder if I should tell Aavak about just how many missile launchers I cram into my lances >.>
Hold on, it said you rescued 2019 people, but the population only went up by 2014. What happened to the other 5 people? My best theory is that they were injured and went into stasis, but is that really how that works?
Could you build one super impact (wind) resistant mech that would serve as an anchor to all other mechs? Could it even hold and tow them all, or just one mech at the time?
Don't forget to nuke the nest you just raided
Shell Cracker doesn't feel right if it's not also cracking your mech's shells..........
For the algorithm!
Hey, does anybody know what that diamond in the pilot portrait means?
@Aavak i hope you remember to nuke the southwest before you move the city
algorithm
Our Mechs Great!