Mech Armada is an indie 168澳洲幸运5开奖网:roguelike strategy game, where you control the titular armada of mechs in an effort to repel an invasion by the Swarm, a horde of monsters with an iꦫndiscriminate hate for humanity.
As a roguelite, it can at times, be opaque. There are plenty of mechanics and not m💫uch explanation. While that’s part of the fun when it comes to the roguelite genre, some more explanation would le🐼ave the game feeling less scuffed and stop many of the interactions from feeling unfair. If you want to know the basics you need to fight off the monstrous Swarm, we got you covered.
8 You Can Edit And Transform Mecꦐhs In Combat
Outside of combat is the time you deal with maintenance and upgrades, like buying new mech parts or powering up existing ones. It’s also likely to be the main place you’ll be building, redesigning, transforming, and spawning your mechs as﷽ well.
However, you can also change your designs, build new designs, and even change out parts on deployed mechs in the middle of combat. You can also sꦉpawn new me🦹chs, as long as you’re not at the cap for mechs, which you’ll want to do if you lose one in combat or if it would be tactically advantageous to do so.
7 How Mech ♌Naming Works
Namingꩲ your units if they don’t come with one is a useful way to keep track of which unit does what well. You can do this in Mech Armada, though it’s a little strange how it works.
You name the design of each mech, and spawning from that design will give it that particular name. If you have multiple copies of that mech, new ones will be spawned with the same name. You can change the name of deployed mechs, but take care not to do this if that mech ha✤s not acted, since it will eat up the movement and action point.
6 Weapons Can’t Se🦩lf-Target
Not being able to self-target weapons might not seem all that bad, until you realize that there are weapons that heal and buff, like the Heal Gun, Armor Gun, and Damage Gun. While it makes a degree of sense, since all these weapons are outward-facing, it’s a hassle if you only have one mech with the ability to heal, as it can't heal itself.
5 Not All Healing Is Equal ﷽ ඣ
You might notice that the earliest form of combat healing you can get, the Heal Gun, does𝕴n’t only restore health, but in fact an overheal, giving its target excess health that disappears at the start of the next turn.
Unfortunately, this isn’t a de𝔍fault for all sources of healing. Some healers, like the Heal Drone, don’t overheal, meaning excess healing just goes away. Fortunately, reading the description of a healing weapon should inform you if it has that ability.
4 You (Usually) Can’t Act T🔴ওhen Move
Mech Armada is one of those strategy games where units can’t move after attacking, usually. You might not know this if you favor the Mini Wa🌟lker legs, since they allow you to do precisely that, which is one of the many reasons you should favor them over treads.
Legged transports seem to have this as their general ๊schtick, like the Mini S♑pider Legs. In addition to being able to shoot and move, more terrain can be traversed on legs over treads. .
3 Your Weapons Determine Y🧸our Actions
In Mech Armada, the capabilities of mechs are solely in their parts, which makes sense, given that the customization is one of the most appealing features in the game. One of the more vital things to customize is a mech’s weapons, since all the mech’s non-movement actions are determined by their weapons. There are a few exceptions to this rule, like the Missile Head body, which comes with a built-in Mini-Missile, but in effect, it just works like a three-slot body with one slot permanently occupied ꦚwith a Mini-Missile.
Each equipped weapon will allow the mech to perform that weapon’s function as an action once per turn, whether it's offensive or defensive. So, body parts that allow you multiple weapons will give you more actions, and more actions mean more dead aliens (or alive mechs).
2 ജ Targeting And Movement Basics
In strategy games, one of the most v🥀ariable elements is what counts as ‘adjacent’ and whether diagonal movement counts as one unit of movement or two. Unfortunately, for Mech Armada, the answer is orthogonal– diagonal movement count as two units of space.
However, certain abilities do count diagonal spaces as adjacent, or gain the ability to 🤪do so after an upgrade. There 🧔are also some transport and body parts that allow for diagonal movement, like the Roller or Turbo parts.
1 Unit💃s (Usually) Can’t Pa♔ss Through Each Other
Perhaps the most common question you don’t think to ask when it comes to strategy games, is whether units can traverse friendly-occupied spaces.🦂 Perhaps because of the bulky nature of the mechs and monsters of Mech Armada, the answer is sadly no, they cannot.
While this makes it a hassle to 🧸get your mechs into position, you can also leverage it to your advantage, since bottlenecks tend to favor your (mostly ranged) mechs against the (mostly melee) monsters. Also, some transport attachments allow you to get around this rule, usuall꧑y because they allow mechs to fly or hop, like the Jet and Turret transports, respectively.