So, I get that I'm like three months late. But bless america, the descriptions of your ITB videos are phenomenal! They're very insightful and provide a concise yet comprehensive summary of the mech team that showcased in the video. Nice on.
Working on Blitz hard medals right now and needed to see the master at work. I feel like I'm beating my head against the wall. Your description makes some good points. Gonna get to work tonight on some more runs!
Love your ITB videos. I am new to this game and still discovering all the squads. The hardest thing to figure out for me is how to choose each mission and how to place my mechcs at the start.
Placement can be critical since it will impact the AI behavior. For example, if you know you have enemies that can web, avoid placing your mechs in range to be webbed on turn 1.
@@soulmata the ordering for the actions is very counter intuitive. if the firefly went into the water first, then the hornet would have safely got moved over the water tile. but instead the hornet moved first, so the firefly bumped into it. but despite bumping, the firefly still got pushed into the water tile? i don't understand how the ordering works, and also how the firefly dropped in the water despite bumping.
@@-41337 I'm not entirely sure myself, but I believe it is because that the order of operations is: 1) Units tries to move 2) Calculates Collision damage 3) Repeat until all units are moved 4) Calculate if unit needs to fall into water/acid/chasm/lava/etc. So what I think happened there is the Firefly moved onto the water tile, but didn't fall down yet. Then, the hornet tries to move into the water, but can't as it's blocked, bumps into the Firefly, and takes 1 damage. Then, finally, gravity catches up to the Firefly.
EDIT: Nevermind, I was wrong. Tested in game and looks like without upgrades, chain will not affect buildings at all, huh.. could've sworn that was not the case! I'll leave original comment below in case someone is wondering about that. Shouldn't chain attack at 4:08 be affecting building to the left and your other mech? You don't have upgrade yet and I buildings are adjacent to the monsters? Same with 8:03. Also 12:27.. it's weird, maybe it's about the version or something? It should show damage numbers on buildings regardless of the upgrade and there chain simply stops at your mech and it doesn't go through the buildings somehow.
FWIW I've only ever used the Steam version with no mods for recording these videos. I do have other videos of modded squads but I make it obvious. This is totally vanilla.
I never seem to know what to do with the Hook Shot mech. Other than to act as a conduit for the lightning. I guess that's the point: one uber-powerful mech and two support mechs to set things up for him.
The Earth Mover level on the Desert island is one I can never do with Blitzkrieg, even on easy, because the EM's low health, and the fact that Vek tend to crowd around it, makes the Lightning Mech virtually useless because it can't attack the Vek without destroying the EM.
I've been banging my head trying to get a win with Blitzkrieg on hard. I had been trying Silica in the lightning mech, but I've read several posts saying that the way to go is Harold or preferably Kaz in the hook mech (or lightning during a defend mission). And then here you are putting Archimedes in the boulder mech, which caught me by surprise. What's your reasoning? Why Archimedes over Harold or Kaz? (Is it mostly the extra blocking?)
Archimedes is a go-to for literally any squad because his power is so OP and is unique in its behavior (though Chen's ability is a lame version of his that doesn't require power). If we're talking about Blitzkrieg though, there's a lot of good synergy with a number of pilots. Harold in hook Mech is excellent because you now have an armored unit that can both push and pull, on top of also being able to shield allies. Incredibly versatile. Kaz in Hook is good early on but that will drop off after Island 2 because his damage won't improve, so hopefully you've got more weapons by then. Silica in the Lightning Mech SOUNDS powerful because with chain and smacking it around twice, nothing is surviving, but it's too situational - your chain will get broken on the first swing or you won't be in a position to use it twice. So it's good on paper but in practice you'll find adding versatility to the hook mech pays off more.
@@soulmata Thanks for the detailed reply! Good points about Kaz's utility falling off. And yeah, Silica was just too situational: it was awesome when it worked, but it was two wasted cores when it didn't. And most of the time it didn't. In my current Blitzkrieg hard run, I started with Archimedes in the boulder mech (after seeing your success) and picked up Prospero and Mafan. Prospero in the hook mech makes it way more valuable (pulling vek into water/abyss, plus the overall better mobility), and Mafan in the lightning mech seemed risky, but it makes it a great tank and blocker. I'm feeling good about this run!
Yup, it's probably the weapon with the most damage potential. The building chain in particular is what makes it get really crazy, and the fact that enemies covered in ACID still take double damage from it.
1:24:04 I don’t get your play here. Had the chance to level up your last pilot but decided against it? I noticed you do that a lot. Also, when you have the chance to let one or two Vek spawn on last turn with no other Vek on map so you can get some easy kills and exp you instead block and get none leaving pilots lower level. You got 3xp for him instead on 8xp. Part of strat or just unseen? Otherwise great gameplay
It's mostly because I don't much pay attention to the disposition of the pilots, I really only focus on what the mech is doing and where the mech is going to be at the start of the next turn. Missing out on XP here or there won't matter much since they'll be max tier by the time you need them to be max tier anyway, and you don't know what their bonus is going to be in advances, so you can't really plan around it. Ariadne there popping grid def or something, what does it matter? It won't impact how I play on the next map. Et cetera.
That's a solid move, but in this specific run, the reason I kept Bethany in the Hook Mech was because it's a "for sure" thing I'm going to use Hook Mech to block or absorb attack, whereas for Lightning Mech, that is not the case.
Why does he have an extra movement after attack? Mine doesn't. Also, very clever playthrough, I could learn a thing or two and realized I'm not that bad on this game since I could sometimes predict what move would ya do.
It's a pilot ability - Chen and Archimedes both have an ability that allows them movement after attacking. Chen's is only a single tile, but doesn't require power. Archimedes gets a full movement, but it has to be powered.
1:53 “I do hope the Pod contains an intelligence I can have a decent conversation with.”
*Gets Bethany Jones*
The AI pilot snark is great.
F for the 3 light tanks that died blocking vek. Couldn’t have done it without them. Probably
They can serve no nobler purpose.
So, I get that I'm like three months late.
But bless america, the descriptions of your ITB videos are phenomenal! They're very insightful and provide a concise yet comprehensive summary of the mech team that showcased in the video.
Nice on.
Thank you!
List of all my perfect runs:
Advanced Edition:
Arachnophiles - ua-cam.com/video/a7uJ9ukv39E/v-deo.html
Classic Edition:
Rift Walkers - ua-cam.com/video/V6VjStYWtgo/v-deo.html
Rusting Hulks - ua-cam.com/video/IQhGa5Vtf6w/v-deo.html
Hazardous Mechs - ua-cam.com/video/Z54XFAYknb8/v-deo.html
Frozen Titans - ua-cam.com/video/WNEzDVr6c1I/v-deo.html
Flame Behemoths - ua-cam.com/video/2TCa94JA3v8/v-deo.html
Zenith Guard: ua-cam.com/video/z_0mAw9MaOI/v-deo.html
Secret Squad: ua-cam.com/video/AoqGj5UgA1c/v-deo.html
Blitzkrieg: ua-cam.com/video/oUPpkzmgsII/v-deo.html
Steel Judoka: ua-cam.com/video/spt-wk90QYA/v-deo.html
26:11 Its turn one enemy positioning like these just makes me wanna squint my eyes and go "What the..."
It's pixel porn, basically.
200 IQ plays. Love this game. Nice vid
Thanks!
Working on Blitz hard medals right now and needed to see the master at work. I feel like I'm beating my head against the wall.
Your description makes some good points. Gonna get to work tonight on some more runs!
Update: Got my 4 Island Hard medal a few hours after posting this!
@@scottleland403 Rock on.
Love your ITB videos. I am new to this game and still discovering all the squads. The hardest thing to figure out for me is how to choose each mission and how to place my mechcs at the start.
Placement can be critical since it will impact the AI behavior. For example, if you know you have enemies that can web, avoid placing your mechs in range to be webbed on turn 1.
This video sold me on light tanks with the HP boost
They are invaluable on Hard to help keep Vek suppressed.
Some of these chain reactions with the whip must've been insanely satisfying.
Oh definitely. Blitzkrieg's bug zapper is just amazing.
1:34:25 Damn that position.
4D Vek Chess
@@soulmata the ordering for the actions is very counter intuitive. if the firefly went into the water first, then the hornet would have safely got moved over the water tile. but instead the hornet moved first, so the firefly bumped into it. but despite bumping, the firefly still got pushed into the water tile?
i don't understand how the ordering works, and also how the firefly dropped in the water despite bumping.
@@-41337 I'm not entirely sure myself, but I believe it is because that the order of operations is: 1) Units tries to move 2) Calculates Collision damage 3) Repeat until all units are moved 4) Calculate if unit needs to fall into water/acid/chasm/lava/etc. So what I think happened there is the Firefly moved onto the water tile, but didn't fall down yet. Then, the hornet tries to move into the water, but can't as it's blocked, bumps into the Firefly, and takes 1 damage. Then, finally, gravity catches up to the Firefly.
EDIT: Nevermind, I was wrong. Tested in game and looks like without upgrades, chain will not affect buildings at all, huh.. could've sworn that was not the case! I'll leave original comment below in case someone is wondering about that.
Shouldn't chain attack at 4:08 be affecting building to the left and your other mech? You don't have upgrade yet and I buildings are adjacent to the monsters? Same with 8:03. Also 12:27.. it's weird, maybe it's about the version or something? It should show damage numbers on buildings regardless of the upgrade and there chain simply stops at your mech and it doesn't go through the buildings somehow.
FWIW I've only ever used the Steam version with no mods for recording these videos. I do have other videos of modded squads but I make it obvious. This is totally vanilla.
You are a mad man! Well done!
I do get mad when I lose 1 grid on Island 4 and have to re-roll...
One of the most fun Prime Mechs balanced out by the weakest Science Mech in the game.
I never seem to know what to do with the Hook Shot mech. Other than to act as a conduit for the lightning. I guess that's the point: one uber-powerful mech and two support mechs to set things up for him.
It's definitely a mech that should prioritize getting a second weapon.
Jesus, what a masterpiece!
Thank you
The Earth Mover level on the Desert island is one I can never do with Blitzkrieg, even on easy, because the EM's low health, and the fact that Vek tend to crowd around it, makes the Lightning Mech virtually useless because it can't attack the Vek without destroying the EM.
Same for the the 2 robots that lay ice mines on the winter island
Train mission too can be a PITA, as well as Satellite Launch, it's just frustrating.
I've been banging my head trying to get a win with Blitzkrieg on hard. I had been trying Silica in the lightning mech, but I've read several posts saying that the way to go is Harold or preferably Kaz in the hook mech (or lightning during a defend mission). And then here you are putting Archimedes in the boulder mech, which caught me by surprise.
What's your reasoning? Why Archimedes over Harold or Kaz? (Is it mostly the extra blocking?)
Archimedes is a go-to for literally any squad because his power is so OP and is unique in its behavior (though Chen's ability is a lame version of his that doesn't require power). If we're talking about Blitzkrieg though, there's a lot of good synergy with a number of pilots. Harold in hook Mech is excellent because you now have an armored unit that can both push and pull, on top of also being able to shield allies. Incredibly versatile. Kaz in Hook is good early on but that will drop off after Island 2 because his damage won't improve, so hopefully you've got more weapons by then. Silica in the Lightning Mech SOUNDS powerful because with chain and smacking it around twice, nothing is surviving, but it's too situational - your chain will get broken on the first swing or you won't be in a position to use it twice. So it's good on paper but in practice you'll find adding versatility to the hook mech pays off more.
@@soulmata Thanks for the detailed reply! Good points about Kaz's utility falling off. And yeah, Silica was just too situational: it was awesome when it worked, but it was two wasted cores when it didn't. And most of the time it didn't.
In my current Blitzkrieg hard run, I started with Archimedes in the boulder mech (after seeing your success) and picked up Prospero and Mafan. Prospero in the hook mech makes it way more valuable (pulling vek into water/abyss, plus the overall better mobility), and Mafan in the lightning mech seemed risky, but it makes it a great tank and blocker. I'm feeling good about this run!
That chain reaction whip is NUTS. Once you get it upgraded it is damn near OP.
1:32:08 I was waiting for a chain reaction here and it did come!
Yup, it's probably the weapon with the most damage potential. The building chain in particular is what makes it get really crazy, and the fact that enemies covered in ACID still take double damage from it.
Only one perfect run left to do and that is Steel Judoka.
Yeah. After that I'll do some modded squads.
1:24:04 I don’t get your play here. Had the chance to level up your last pilot but decided against it? I noticed you do that a lot. Also, when you have the chance to let one or two Vek spawn on last turn with no other Vek on map so you can get some easy kills and exp you instead block and get none leaving pilots lower level. You got 3xp for him instead on 8xp. Part of strat or just unseen?
Otherwise great gameplay
It's mostly because I don't much pay attention to the disposition of the pilots, I really only focus on what the mech is doing and where the mech is going to be at the start of the next turn. Missing out on XP here or there won't matter much since they'll be max tier by the time you need them to be max tier anyway, and you don't know what their bonus is going to be in advances, so you can't really plan around it. Ariadne there popping grid def or something, what does it matter? It won't impact how I play on the next map. Et cetera.
Question: why not switch Bethany and Airadne? The damage resist with all that HP seems nice with the constant zapping
That's a solid move, but in this specific run, the reason I kept Bethany in the Hook Mech was because it's a "for sure" thing I'm going to use Hook Mech to block or absorb attack, whereas for Lightning Mech, that is not the case.
Why does he have an extra movement after attack? Mine doesn't. Also, very clever playthrough, I could learn a thing or two and realized I'm not that bad on this game since I could sometimes predict what move would ya do.
It's a pilot ability - Chen and Archimedes both have an ability that allows them movement after attacking. Chen's is only a single tile, but doesn't require power. Archimedes gets a full movement, but it has to be powered.
Joga muito, parabéns
Sure
really nice
Thank you!
Why do you repair the mechs on the last turn on plays when you're about to win anyway?
Just habit
@@soulmata cool, by the way love your content man. Been watching all your vids
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