Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem









This guide still works, even though the prime mechs are rather optional. Might aswell go with full Frozen Titans squad or w/e.
However, the biggest fun for me lately with this game is to roll a random mish-mash squad with seemingly odd abilities and try to make it work. The game is about problem solving above everything else, so leading total misfits to victory is that much more rewarding at the end. Dont rob yourselves from this experience and a sense of accomplishment. (unless you really really want those stupid gold medals quick and dirty)
Yes on Satellites & Terraformer, but Earth Mover is fine, and actually quite advantageous since Freezing or Smoking it 1st turn leaves more canyons to push stuff into (the objective description is misleading). Also you can freeze all of them safely to prevent an incoming hit, unlike smoke which is usually irrecoverable.
Otherwise, interesting strategy for randoms, I also limited the pool for random to increase the odds of a favored squad. Not sure I'd personally go for 2 primes, you're gonna be really hunting for usable gear, but early damage output is decent. Good to include the tips on missions to avoid.