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5031274 No.5031274 [Reply] [Original]

So, now that this underrated masterpiece, this unpolished diamond is finally out on GOG, does anyone wanna share their impressions, strategies and opinions?

The manual is somewhat lackluster, so in-dept tactics are mostly based on subjective experience.

In example, even though I've played the game since I was a kid I only found out now that Combot Crew experience only increases the damage dealt by the Combot, nothing else.

>Level 1 crew does base damage (same as a Combot without crew).
>Level 2 crew does 125% damage.
>Level 3 crew does 145% damage.
>Level 4 crew does 165% damage.
>Level 5 crew does 185% damage.

>> No.5032190

Where can I find all Combot part weight values?

>> No.5032192

>>5032190
No one has ever compiled a list. It's basically IMPOSSIBLE / pure guess work.

>> No.5032210

>>5032190
Generally, the more HP a combot part has, the more does it weight. In order to move at a brisk pace with the heaviest armor (Armored Torso, Howitzer Torso) or the heaviest arms (Hammer Hand, Rotary Blade) you basically need to use Strength Legs for Mil-Agro, Speed Legs for Neuropa (it should reduce the run to a normal pace) and Jump Jet Legs for Rimtech, since they have no other option.

>> No.5032287

Neuropa > MilAgro > Rimtech

>> No.5032319

Too obscure

>> No.5032321
File: 104 KB, 523x518, Hax_money.jpg [View same] [iqdb] [saucenao] [google]
5032321

>>5032287
correct order

>> No.5032325

>>5032287
Yes, that's the order of difficulty for the campaign.

>> No.5032815

>>5031274
Alright, I finally finished writing it.

Here's my take on the CorpoNations & my rating of their Combot parts:

[ Rimtech ]

Easy to learn, difficult to master. Best fliers in the game. Balanced offensively and defensively, although their defense is slightly better against Energy. Their Combot parts deal low damage in comparison to other CorpoNations but they can always adjust the damage type to their opponent - Kinetic vs Mil-Agro, Energy vs Neuropa. They lack proper tier 3 weapons. The most effective way to utilize experienced crews is to combine Jump Jets with Forcefield Torso or Armored Torso for protection + 2x Long Range Missile. They only have mid tier melee weapons, so even with the HtH upgrade they can't compete with the melee damage from other CorpoNations. Ideally you want to cut off a Hammer arm from Mil Agro or a Electro Blade arm from Neuropa. The latter is quite simple - Laser Sword + Energy Shield arms will do the trick against Neuropa in melee. The former is much more difficult, since your only source of high kinetic damage is the Armor Fist in melee, which has almost no chance of amputating anything, or the Drunk Missile Torso/Legs and LRM, which being range don't amputate well either. The best you can do against Mil-Agro in melee is the basic Katana + Armored Fist & Armored Torso for defense and Blast Pulse legs.

Overall, although they are balanced, Rimtech has a much better time against Neuropa than against Mil-Agro. Recon Legs are the best scouting part in the game (counters camouflage). A group of Forcefield + Energy Shield + HtH/Recon Leg + Laser Sword Combots (with some Energy Guns mixed in) is Neuropa's worst nightmare. Meanwhile, Mil-Agro's excellent AA defense makes Rimtech's Jumpets seem useless and Rimtech can't compete with them in melee.

>> No.5032818

>>5032815
T1

>Katana Sword* (1.5/5)
Worst melee weapon in the game. It's only useful for the amputating of Mil-Agro's Combot parts. Never use it otherwise.

>Energy Shield** (4/5)
MVP against Neuropa. Stays useful even in late game. Subtract 3 points against Mil-Agro. Also known as Power Shield in game.

>Drunk Missile Legs* (2/5)
Very situational. Only good early on before you get better leg parts. Later on, maybe usable if you want a full retard Drunk LRM ranged Combot against Mil-Agro. The lack of accuracy is not much of a problem against their ultra slow Hammer/Howitzer Combots. Otherwise, you might prefer your ranged combots to be capable of flight.

>Recon Legs (5/5)
Best recon combot part in the game. Scans both the underground and the surface area. Obviously you don't put it on all your Combots, just use it on one Combot with a basic crew and built for defense, to assist your main offensive force.

* = can be built during the Prebuild phase
** = requires an Energy Bank

>> No.5032820

>>5032818
T2
>Armor Fist (3.5/5)
Your best hope against Mil-Agro in melee. Isn't going to amputate anything though.

>Laser Sword (4/5)
Worthless against Mil-Agro, your best melee weapon otherwise. Can almost compete with a Electro Blade if you put it on a HtH Upgrade Combot. Ideally, you want to cut off their Electro Blade with this and use it against them.

>Energy Blaster (2.5/5)
A slightly better Plasma Canon, but only available with a Research Facility. Your best arm against flying enemies, but unless you're fighting Neuropa, you should use LRM instead.

>Forcefield Torso (5/5)
Generates a shield layer that stops the damage from one attack. Give the Wojak face to Neuropa's Sniper Rifle / Mil-Agro's Howitzer users. Great for your fliers if you don't plan on getting hit often.

>Drunk Missile Torso (2/5)
See Drunk Missile Legs.

>Blast Pulse Legs (3/5)
Deal KINETIC AoE damage to all enemy units in the area, including air units. Useful both in melee and as protection against enemy jets/bombers. A solid AA alternative to the Energy Blaster if you're playing against Mil-Agro.

>Jumpjet Legs (5/5)
The reason why Rimtech makes the best fliers. The reason is really simple - it's because they're legs. All other CorpoNations have to use their torso slot, which typically contributes way more to the Combot's defense or offense. Especially true in Rimtech's case.

>> No.5032821

>>5032820
T3

>Long Range Missile (4/5)
Your hardest hitting combot part on its own. Unfortunately, it's quite hard to hit things with it, since it moves rather slowly and doesn't track its enemies. Still, great for air-to-ground attacks and your best weapon against the slow moving Mil-Agro.

>Armored Torso (4/5)
Great on melee damage sponges and a good alternative for the Forcefield Torso for your flying combots. Slows down your combot significantly but that shouldn't be an issue since you're supposed to use this against Mil-Agro primarily.

>EMP Torso (1/5)
I'm not sure if it's supposed to stun Combots (as the name would imply) and it's bugged or if it's supposed to be just an energy variation of the Blast Pulse Legs. Either way, I don't see any situation where this might be worth using over other torsos. Avoid.

>HtH Upgrade Legs (5/5)
Only use these on your most experiened melee Combots. Necessary if you want your T2 melee to compete with Mil-Agro or Neuropa. Once you get their T3 to use against them, you're basically unbeatable in melee.

>> No.5032826

[ Mil-Agro ]

The brute force CorpoNaiton. Highest damage values, both in terms of how much they can take and how much they can dish out. Their offense is almost exclusively Kinetic and they have strong Energy defenses. In general, they prefer to get into melee. Their ranged damage is mostly for support. Their best torso is also the best anti-air Combot part in the game, so you can safely focus purely on melee with the rest of the combot. They are also the worst fliers in the game - their fliers are fragile, slow and are pretty much only good for carpet bombing defenseless locations. The best way to actually utilize their Jetpack Torso is somewhat counter intuitive - combine it with the heaviest melee parts (i.e. 2x Hammer Hand) and use the flying purely for transportation. Their most heavy hitting combot parts weight a tonne, so they have to be combined with the Strength Legs (which are literally only good at carrying stuff, nothing else).

Overall, their slow movement speed and focus on melee makes them quite easy to exploit for Neuropa (despite their high Energy defense against Neuropa's purely Energy based weaponry). Their excellent AA weapons and dominance in melee make crushing Rimtech a lot easier. Ideally, you want to obtain Energy weapon from them before moving on to Neuropa. It should also be noted that Mil-Agro have the lowest priority AI Facility, as it unlocks only 1 Torso & 1 Leg part. You can make due rather easily with just the Research Facility and Hangar. On the other hand, they also have the absolutely worst selection of combot parts before they enter T2.

>> No.5032828

>>5032826
T1

>Axe* (2.5/5)
Superior to the Katana Sword in every way. Unfortunately, your Blade Fist (which is just one Research Facility away) is also superior in every way to the Axe.

>Power Gun Legs* (2/5)
A more accurate but slightly less damaging version of the Drunk Missile legs.

>Recon Torso (3/5)
A shit version of Rimtech's Recon Legs. Doesn't scan underground. Only good at countering Neuropa's Camo Torso. Otherwise, subtract 2 points.

* = can be built during the Prebuild phase

T2

>Blade Fist (4.5/5)
By far the best fist weapon in the game. It is just as tough as other CorponNations' fists, but it can actually amputate Combot parts and it is quite good at it too. Double Blade Fist + Steady Legs + Flak (for anti-air) or Jetpack Torso (for movement) can serve all your amputation needs.

>Hammer Hand (5/5)
The crusher of Rimtech's dreams. It won't amputate anything, but you don't need Rimtech's stinky Combot parts to beat them anyway. The only drawback is the insane weight. Your Combot can barely walk with them without Strength Legs. So Steady Legs are not really an option, so you better make sure your enemy doesn't cut off one of these, because once they can start using it against you, you're fucked. Also, note that it's basically a Tier 3 part in terms of damage, yet already available at Tier 2 technology. Its energy counterpart, the Electro Blade, requires T3 and deal slightly less damage.

>Carpet Bomb (2/5)
Good at bombing low HP structures and vehicles. Which doesn't actually mean all that much, if you think about it.

>Gattling Gun (3.5/5)
A kinetic energy variant of Rimtech's Energy Blaster. On paper, it does only 1 more damage, but in practice it's way more accurate and basically undodgeable. It would be perfect for anti-air defense / ranged support, however, you also have the Flak Torso.

>> No.5032832

>>5032828

>Flak Torso (5/5)
By far the best torso available for Mil-Agro and a solid contender for the best torso overall. Mil-Agro's "best" defensive torso is the pathetic Basic Torso. This has only 4 less HP, so there's almost no reason to equipe your combots with anything other than this, unless you need a Combot capable of flight or detecting invisible units. It does the same damage as two Gattling Guns and it fulfills the same purpose, while allowing you to use your overpowered melee arms instead.

>Jetpack Torso (2.5/5)
Not much to say. Both Mil-Agro and Neuropa have one. Mil-Agro loses out less defensively, since their torsos come with low hitpoits anyway. However, whereas Neuropa can use Armor Legs to compensate for the HP + two ranged arms, you'd have to use Steady Legs to achieve the same effect, which are useless for your ranged weapons. So your best choice is to use these just for transportation and hit stuff in melee with 2 Blade Fists.

>High Strength Legs (4/5)
Useful out of necessity. Unlike Neuropa's Speed Legs, they don't make your Combot walk faster on their own, but they more or less double the Combot's "carry capacity" / how much weight it can handle. If a Combot is overburdened, it moves so slow that normal walking speed seems like running to you and Speed Legs equipped Combots become almost untouchable for you.

>Power Shield Legs (1.5/5)
Offers protection against Energy Attacks. But Mil-Agro already has inherently good protection against energy attacks. I can't see a situation where these would be useful. The other CorpoNations have shield arms which at least contribute a lot of HP on top of the energy/kinetic defense. These have the same HP value as Strength Legs or Steady Legs. Maybe you can use it in ranged shootouts between your Howitzer equipped Combot and Neuropa's Sniper Laser equipped Combots, but that's basically never happening.

>> No.5032834

>>5032832
T3

>Howitzer Torso (2/5)
Deals the most ranged damage out of all Mil-Agro parts. Unfortunately, it has a slower firing rate than Neuropa's Sniper Laser (which does more damage per hit anyway), it slows down your Combot unless you equipe it with Strength Legs and it provides only a pathetic 40 HP. Really the only reason to build this is because it's your only long range damage option available. Insanely expensive too.

>Steady Legs (4/5)
Almost as tough as Neuropa's Armor Legs. Stabilizes your Combot, making it less likely to lose its arm parts. On top of that, it makes it easier to amputate enemy combot parts. Really the only "drawback" it has is that it doesn't work well with your best melee weapon (the Hammer hand). Ideally, you want to use the blade fist to amputate Neuropa's Electro Blade and use it against them. In a perfect world, you amputate their Sniper Laser instead, so they can no longer run away from you.

>> No.5032842

[ Neuropa ]

The (((sneaky))) and (((highly religious))) CorpoNation. They're basically the opposite of Mil-Agro. They second highest damage values for melee, but the highest ranged damage and it's all energy damage instead of kinetic. Likewise, they're relatively good at kinetic defense but bad at energy defense. Unlike Mil-Agro, when properly played, Neuropa are less likely to lose their most overpowered weapons, so they won't be used against them as easily. They're the masters of hit and run tactics thanks to the overpowered Speed Legs. On top of that, they're also the only CorpoNation capable of turning their units invisible.

Overall, their fast speed coupled with range damage focus makes them probably the most unstoppable CorpoNation in the game. They can still get fucked by Rimtech, especially in Tier 2, but Mil-Agro should always be a cake walk for the Neuropa player.

>> No.5032843

>>5032842
T1

>Electro Grip** (4.5/5)
On the surface, an energy variant of the Axe arm. Deals less damage overall, but more than the Katana Sword, but is also the least likely to amputate of the three. However, unlike the rest of them, it has a chance to STUN the enemy in the melee, making it valuable even in the very late game. An unexperienced crew can stun just as well as your Level 5, so what you want is to give these to your level 0 meat shield crews, ideally coupled with a Kinetic Shield or a Power Fist, Armored Legs and Self-Repair torso.

>Plasma Canon* (3/5)
Neuropa is the only faction that starts off with a ranged arm weapon. Coupled with Speed Legs, this enables you to make a hit and run capable combot already during the prebuild time.

>Laser Legs* (1.5/5)
An energy variant of Mil-Agro's Power Gun. Slightly worse because Neuropa's other leg options are better, and the Power Pulse Legs which Neuropa also has are a strictly superior option as well.

>Kinetic Shield (2.5/5)
The kinetic variant of Rimtech's shield. It isn't as useful as the Energy Shield because it focuses on kinetic defense and most Neuropa combot parts are already good at that. However, unlike Mil-Agro's shitty Power Shield legs, it at least increases your Combot's HP by quite a significant amount. Try not to lose these to Mil-Agro though.

>Speed Legs* (5/5)
Fragile as fuck but probably the best legs in the game. If your Combot's other parts are light enough, it enables running. If the Combot is overburdened, you still move at the normal pace for other combots. And all this available at T1, enabling Hit and Run tactics from the start to the end of the game. Absolutely amazing. Probably what would make Neuropa imbalanced if a multiplayer community existed for Metal Fatigue.

* = can be built during the Prebuild phase
** = requires an Energy Bank

>> No.5032850

>>5032843
T2

>Homing Missile (1.5/5)
Deals the most ranged damage per shot of all T2 ranged arms, but the missiles are slow and even though they're homing, they can still miss. Also, they counter intuitively deal energy damage, so there's nothing really special about them. Basically, only good for AA defense.

>Power Fist (3.5/5)
Deals the same damage as other fists, just with the kinetic and energy values flipped. What makes this special for Neuropa is that it provides high HP and it has a high energy defense value. All other Neuropa combot parts focus on kinetic defense instead. It won't amputate anything though.

>Group Camo Torso (4/5)
Turns your Combot and all units in an area around it invisible. The latter part can be a double edged sword, because the invisibility is cancelled when you attack from it - doesn't matter if it's your Combot or a retarded tank that snuck into its perimetter who did the attack. Everyone can counter this by spamming Recon Poles, Mil-Agro and Rimtech can also counter it with a Recon Torso/Legs respectively.

>Tracer Fire Torso (2.5/5)
Should be the energy equivalent of Mil-Agro's Flak torso. However, it provides less HP and doesn't hit instantly like the Flak does.

>Jetpack Torso (3/5)
Just a tiny bit better than Mil-Agro's Torso, because of your superior ranged arm-aments and because of Armor Legs.

>Armor Legs (3.5/5)
A godsend for your Jetpack Torso. Otherwise, they're tough and slow, basically the opposite of your speed legs and also the only realistic alterantive for your speed legs.

>Power Pulse Legs (2/5)
The energy equivalent of Blast Pulse legs. In terms of damage numbers it does actually slightly more damage, but it's really not worth choosing these over your other potential leg parts.

>Sonar Legs (1/5)
Scans the underground. Only worth using once you've destroyed the enemy on surface and need to track him down for the boring and prolonged Combot-less underground parts.

>> No.5032854

>>5032850
T3

>Electro Blade (4.5/5)
The highest energy damage non-ALien melee weapon in the game and the best weapon for amputating Combot parts. Might be a bug, but it deals damage even through dodge and block animations. Your enemy will definitely want to amputate this to use it against you.

>Sniper Laser (5/5)
The highest damaging non-Alien weapon in the game. It fires in a straight line, so it's not the best weapon against aircraft, but the shot travels fast. Slow reload time but that's actually a benefit. Give two of these + Speed Legs + Camo Torso to your highest level Combot Crew and you can deal up to 481 damage, run, go invisible and repeat. Just watch out for enemy Recon Poles and Recon Combots and don't hang around next to your buddies - sniping is a solo operation.

>Self-Repair Torso (4/5)
Your only torso with a higher HP value than the basic one. It won't save you in combat, but it can be useful in the long run - either by literally healing your Combot after running away with Speed Legs or by combining it with Armor Legs + Kinetic Shield + Electro Grip on your meat shield rookies.

>> No.5033058

>>5031274
The only reason i didn't play the fuck out of this (or as much as i played Homeworld) is that it was buggy. It would regularly crap out on my win98 installs at some point and never run again. Amazing game though. Up there with HW and Warzone 2100. Even the plot is gripping and actually encourages to play all 3 campaigns. Everything just feels right.

>> No.5033079

>>5033058
The new version seemed to have fixed all the bugs.

>> No.5033095

>>5031274
Using high level crew only increases Hand-to-hand damage.

If you combine it with HTH legs and Dual Hammers you can potentially deal more than 200 damage on a single attack. (Yes, dual melees deal double damage)

It also depends on what type of armor you are using it against. (Kinetic vs kinetic I think was the most effective)

>>5033058
As far as I played it, the new GOG version seems to be great aside from lacking the Rimtech soundtrack by release. It might be fixed by now.

>> No.5033128

>>5033095
>Using high level crew only increases Hand-to-hand damage.
It doesn't. It says so in the manual, but I tested it out in game and it increases ranged damage too. Can't believe I haven't mentioned that yet.

>> No.5033140

Why are the green ones so feminine?

>> No.5033184

>>5033095
I checked it again and you're right. It does affect both ranged and melee.

The second arm mechanic now seems more interesting:

>Using the same ranged arms merely adds to the rate of fire. Damage remains the same for each arm. But...

>Using the same melee arms add 50% more damage to each strike.

I just realised.

>> No.5033187

>>5033128

>>5033184

>> No.5033194

>>5033184
Are you sure about that? I'm pretty sure that each arm always does its damage independently. Melee, ranged, doesn't matter. The damage is done whenever the arm does its attack animation.

The 50% damage increase it's most likely from HtH Upgrade legs.

>> No.5033234

>>5033194
Try attacking a VehFactory with one arm equipped and then with both arms.

For me, it went down to 1393 with one katana arm on VehFactory(4) and to 1389 on VehFactory(4) with both of them equipped.

I tested it with a hero level 4, and even more interestingly, it went to 1388 with one arm and 1382 with both arms. That suggests heroes get an even bigger bonus when dual-wielding.

Another non-hero combat crew level 3 did 1390-1385.

>> No.5033238

>>5033234
Correction
7x1,5 does round up to 11. All crews have the same bonus depending on level.

>> No.5033278

>>5033234
Does the damage on the Combot change though? In the bottom line when you mouse over it. A Combot with Basic Legs, Basic Torso + 2 Katana Swords should have 40K/10E damage when piloted by a basic crew. Maybe there's a special animation that causes this.

>> No.5033282

>>5033278
It also says it on
http://metalfatigue.wikia.com/wiki/Some_informations
so now I'm not sure if that's a buff (each attack animation deals extra damage, effectively dealing 300% damage) or a nerf (if you had two different weapons weapons, you'd be dealing 100% of one weapon and 100% of another weapon instead of 150% of the one weapon you're dual wielding)

>> No.5033290

>>5033282
>2. Combod armed with ranged weapons will always deal full damage because each hand attacks separatly. [sic]

I guess this implies that dual wielding in melee is actually more of a nerf, since you're only getting 150% instead of 2x 100%.

>> No.5033363

>>5033278
It also says twice K/E damage if you equip ranged arms but they only fire faster. Each hit deals the same damage.

Crew(1), VehFactory(4), EnergyGun, BasicLegs/Torso:
1373 - One gun
1373 - Two guns

>>5033282
I'm looking more to it and I found that on hitting on a VehFactory(4) with BasicLegs/Torso, Crew(1) combot does:

Katana only: 1393 (7)
Hammer only: 1385 (15)
Hammer/Katana: Katana hits 1386 (14)
Hammer/Katana: Hammer hits 1382 (18)

Katana - 20/5
Hammer - 62/7
Both - 82/12

That would imply that adding the hammer significantly boosts the katana damage (100%+), which means that overall damage is what increases.

I need to test on VehFactory(1) for better numbers.

>> No.5034000

>>5033363
>It also says twice K/E damage if you equip ranged arms but they only fire faster. Each hit deals the same damage.
Well yes, that makes sense. In example, with the Sniper Laser, the reload time for one of them is so long that when you shoot with one, then with the second one, you still have to wait for the first one to reload.

>Katana - 20/5
>Hammer - 62/7
>Both - 82/12

So basically the formula for dual wielding is that you always do the same damage (doesn't matter which arm your Combot actually hits with) and the damage is 100% of the higher damage arm and 50% of the lower damage arm.

>> No.5034012

>>5034000
Wait, nevermind.

You always do the damage of the weapon you hit with and 50% of the other weapon's damage.

You can still hit with the lower damage (100% of lower damage weapon and 50% of higher damage weapon) if the lower damage weapon's attack animation is used.

Okay, now I get it. So basically, I assume it's supposed to mitigate the situation where you have a very fast attacking weapon in one hand and a slow attacking weapon in the other hand.

I.e. if you have a Hammer and, let's say, Electro Grip. You could probably attack at least 2 times with the Electro Grip in the time it takes to swing the Hammer.

However, ranged weapons get no such benefit, so you should never mix a fast firing weapon with a slow firing one (i.e. Energy Blaster + Long Range Missile/Sniper Laser). Because you're losing out a lot of damage on the fast firing weapon while you're doing the long sniping animation.

If dual wielding ranged weapons, they should always be the same firing rate ideally.

>> No.5034026

>>5034000
Not quite, against a VehFactory(4):
>One hammer deals 15 damage
>Two hammers deal 22 damage (50% more)

and >>5033363
>Katana only deals 7 damage
>Hammer only deals 15 damage
>Dual-wielding, Katana is used, deals 14 damage
>Dual-wielding, Hammer is used, deals 18 damage

Both arms get a damage bonus, the katana scales with the hammer and the hammer gets a slight upgrade.

>>5034012
The animations seem to be turn and RNG based, not speed based.

If you put a dual katana combot to fight against a dual hammer combot they just trade hits and katanabot dies if it's not repaired. Sometimes they both get one or two extra hits. Heroes and speed legs don't seem to matter.

>> No.5034034

>>5034026
>Heroes and speed legs don't seem to matter.
Well yes, they do not increase the actual attacking speed. Speed Legs just improve the movement speed.

But crew level should matter quite a lot since it still increases the damage being done.

>Both arms get a damage bonus, the katana scales with the hammer and the hammer gets a slight upgrade.
I think that it's Katana only Katana strike 7 damage // Katana with Hammer Katana strike, 7+(15/2, rounded down) =14 damage.
Hammer only Hammer strike 15 damage // Hammer with Katana Hammer strike 15+(7/2 rounded down)=18 damage.

So you always deal 100% of the damage you hit with and 50% of the other weapon you're holding. Same with dual hammers, 15 damage with the hammer you hit with + 15/2 rounded down -> 15+7 = 22 damage.

So the mystery of dual wielding melee is solved, more or less.

>> No.5034051

>>5034034
>So you always deal 100% of the damage you hit with and 50% of the other weapon you're holding. Same with dual hammers, 15 damage with the hammer you hit with + 15/2 rounded down -> 15+7 = 22 damage.

That makes a lot more sense now. I finally get it.

In the case of the attack speed, I've never seen the higher level crews getting more than 3 hits on succession on a normal fight. That would turn them OP since they can just stunlock forever.

That was until I tested a dual hammer combot up against a dual powershield combot and many times I saw the hammer one dealing up to 4 hits. The powershield combot never gave more than 2 hits.

Issadora(4) doesn't seem to make a difference if I put her in the hammer combot. Level 1 crew hits the same amount of times but obviously softer.

While I was at it, I saw that the chance of cutting down arms increases greatly when defence is low and the attack is strong, even it the arm is blunt. A dual hammer Issadora amputated a ShieldArm on two hits.

>> No.5034117

They should make a remake of this game where the robots are piloted by anime teenage boy / girl pairs in copulation position.

Instant GotD (game of the decade).

>> No.5034185

Isn't it more cost effective to just mass artillery and wipe out every thing that comes close to them?

>> No.5034234

>>5034117
Only if it involves cuckery.

>> No.5034589

Was Diego the only nonvirgin Angelus? Surely he scored with his Asuka gf before she got End of Evangelion'd.

Stefan was gay & surrounded by bara and uke men (his pilot butt buddy & the Cobb bugman).

Jonus had no friends as far as I can tell.

>> No.5034643

>>5034589
>Despite Jonus leaving Rimtech and joining Neuropa with the alien arm for the sole purpose to get rich, there is no evidence to suggest that he becomes monetarily wealthy.

Love the wiki entry.

>> No.5034818

>>5033282
>http://metalfatigue.wikia.com/wiki/Some_informations

>10. Combot created from the best parts cannot defeat Combots created from lower grade parts for the same cost.

What did they mean by this?

>> No.5035219
File: 88 KB, 1024x768, Rimtech_Massacre.jpg [View same] [iqdb] [saucenao] [google]
5035219

>see this coming at you
What do?

>> No.5035234

>>5032815
Good stuff. Any plans on including non-combot units (do those units actually differ much between the factions?) and the Hedoth stuff?

>> No.5035404

>>5035219
build as many pizza cutters as I can fit on the screen

>> No.5036203

>>5035219
Send flying Nemesises up there.

>> No.5036235

>>5035219
>Rimtech_Massacre.jpg
Yeah they are gonna get massacred.

>> No.5036570

How do you beat Neuropa? They're unbeatable in human hands.

>> No.5036850

>>5036570
Play vs bots

>> No.5036940

Since when was this added to GOG? I've been waiting for years to get a copy and now it has slipped past my radar until I just now checked for it

>> No.5036946

>>5036940
I'm not sure when but it was definitely there before it got onto steam

>> No.5036984

Does the gog release only contain the english version of the game? I still have my german copy around, if the german version is not included, does anyone know how to help gog out so that they can include it? Setting everything up for modern hardware is a hassle and it crashes sometimes
Also funny how the game was cheaper when I originally bought it than the current gog price

>> No.5037195

>>5035234
I don't think they differ functionally, although I think Mil Agro Tanks deal the most damage and it's mostly kinetic. So I'm pretty sure they all follow the Kinetic/Energy rule.

>> No.5037554

This is gonna be a long shot, but does anybody have tips for Rimtech mission 6? Been stuck on that one and this thread makes me want to try it again.

>> No.5037559

>>5037554
What's that one?

>> No.5037581

>>5037559
The one where you have to capture an alien attack enhancer. You start in the upper right corner of the area and Mil-Agro's pretty much got the rest of the map.

>> No.5038008

>>5031274
Looks kind of cool.

>> No.5038489

How do you get the alien structure bonuses? I built a defense replay over it but it didn't increase my offensive power at all.

>> No.5038715

>>5038489
You need drillers of Earth

>> No.5038803

So what happens if I put a melle and ranged arm together?

>> No.5039053
File: 77 KB, 220x165, tenor.gif [View same] [iqdb] [saucenao] [google]
5039053

>>5038803
Your combo bot explodes.

>> No.5039287

>>5038803
You bot will fire off one or two shots while heading into melee, where it will get buttfucked by the other bot which has two melee weapons.

You're basically gimping it. Build dedicatedrange / melee bots instead.

>> No.5039742

1 hour and 33 minutes to complete the survey team mission, 334 kills, 35 combot kills, jesus

how do I screenshot?

>> No.5040001

>>5034818
2 cheap combots win against 1 expensive combot I guess

>> No.5040039
File: 555 KB, 1024x768, MFatigue_2018_09_12_20_04_16_400.jpg [View same] [iqdb] [saucenao] [google]
5040039

>>5039742
Bandicam, MSI Afterburner or Fraps.

pic related is MSI

>> No.5040595

>>5040001
I find that extremely hard to believe. It's only if the two cheap combots have defense advantage against the expensive one (i.e. he deals mostly energy damage and they are resistant to energy damage) and also deal the type of damage the expensive one is weak to (i.e. he's weak to kinetic damage so the they deal kinetic damage).

So it's possible that if you put an expensive Mil-Agro combot against two cheap Mil-Agro combots, the cheap ones win. Likewise if you put an expensive Neuropa combot vs two cheap Neuropa ones. Assuming no cheese is used of course (doesn't matter how expensive your combot is if he can't shoot the cheap ones because they are flying and/or running and shooting at him from range). Basically, it's only possible to validate this with standing ground shootouts and melee vs melee. In those cases, what I said above applies. An Electro Blade x2, Armor Legs, Self Repair Neuropa bot is never gonna beat two Laser Sword+Power Shield Forcefield / Any Legs Rimtech bots.

>> No.5040862

>>5037554
How did you get through the 5th mission? I always pick the highest HP bot and get rekt by the first enemy.

>> No.5041553

welp you guys were right, Rimtech campaign is no joke. AI is surprisingly relentless.

>> No.5041563

>>5040862
I barely remember anon. All I know is I took my time, tried to avoid patrols where I could, and probably got very, VERY lucky. Its a cool mission though.

>> No.5041646

>>5040862
If it is the one where you start with Diego and have to pick one of 3 combots at the start get the one that does the most energy damage and try to evade. There's also parts scattered around should you get into a fight.

>> No.5041846

Anyone else get the message "maximum number of units reached" when playing skirmish? It kinda breaks the game because i can't do anything once that message pops up.

>> No.5041856

>>5041846
Yeah I remember having that issue years ago. I haven't seen it yet in the new release.

>> No.5042060

>>5035234
>RIMTECH VEHICLES:
Hover Vehicle: 140/2 cost; 80/80 HP; 15/15 K/E-DEF;
Tank: 150/5 cost; 95/95 HP; 20/20 K/E-DEF; 5/2 K/E-OFF;
Missile Truck: 125/3 cost; 50/50 HP; 12/12 K/E-DEF; 3/2 K/E-OFF;
Drill Truck: 160/2 cost; 65/65 HP; 17/17 K/E-DEF; 5/1 K/E-OFF;
Artillery: 340/4 cost; 50/50 HP; 15/15 K/E-DEF; 25/12 K/E-OFF;
Nemesis: 900/2 cost; 25/25 HP; 10/10 K/E-DEF; 50/50 K-E OFF;
-
Hover Jet: 350/1 cost; 50/50 HP; 5/5 K/E-DEF; 4/7 K/E-OFF;
Bomber: 700/6 cost; 40/40 HP; 7/7 K/E-DEF; 37/12 K/E OFF;

>MILAGRO VEHICLES:
Hover Vehicle: 140/2 cost; 80/80 HP; 5/25 K/E-DEF;
Tank: 150/5 cost; 115/115 HP; 5/35 K/E-DEF; 11/3 K/E-OFF:
Missile Truck: 125/3 cost; 50/50 HP; 5/19 K/E-DEF; 3/2 K/E-OFF;
Drill Truck: 160/2 cost; 65/65 HP; 5/35 K/E-DEF; 5/1 K/E-OFF;
Artillery: 340/4 cost; 50/50 HP; 5/25 K/E-DEF; 25/12 K/E-OFF;
Nemesis: 900/2 cost; 25/25 HP; 0/20 K/E-DEF; 50/50 K-E OFF;
-
Hover Jet: 350/1 cost; 50/50 HP; 0/10 K/E-DEF; 4/7 K/E-OFF;
Bomber: 700/6 cost; 40/40 HP; 7/7 K/E-DEF; 37/12 K/E OFF;

>NEUROPA VEHICLES:
Hover Vehicle: 140/2 cost; 80/80 HP; 25/5 K/E-DEF;
Tank: 150/5 cost; 80/80 HP; 35/5 K/E-DEF; 1/5 K/E-OFF:
Missile Truck: 125/3 cost; 50/50 HP; 19/5 K/E-DEF; 3/2 K/E-OFF;
Drill Truck: 160/2 cost; 65/65 HP; 30/5 K/E-DEF; 5/1 K/E-OFF;
Artillery: 340/4 cost; 50/50 HP; 25/5 K/E-DEF; 25/12 K/E-OFF;
Nemesis: 900/2 cost; 25/25 HP; 20/0 K/E-DEF; 50/50 K-E OFF;
-
Hover Jet: 350/1 cost; 50/50 HP; 10/0 K/E-DEF; 4/7 K/E-OFF;
Bomber: 700/6 cost; 40/40 HP; 7/7 K/E-DEF; 37/12 K/E OFF;

>> No.5042062

>>5042060
>Conclusion:
Hover Vehicles, Missile Trucks, Artillery, Nemeses, Hover Jets and Bombers are basically the same for all CorpoNations. Same speed, same range, same functionality, etc. However, all of them still have different kinetic/defense values. Notably the Drill Truck seems to have 5 less Kinetic defense than you would expect, compared to the Mill Agro one.

Tanks vary the most:
>Neuropa has a fast, low HP tank that deals the least damage but it's the only one that deals energy.
>Mil Agro has a slow, high HP tank that deals by far the most damage (twice as much as others, probably because it has two cannons?).
>Rimtech is in the middle, but it only does 1 more total damage than the Neuropa tank.

Furthermore, upgrade level (Skirmish) / vehicle level (Campaign) affects only the damage done by the vehicles, just like Combot Crew experience. However, the vehicle bonuses are not as strong, level 5 vehicles / upgrade level only increases their base damage by 60% (Combot Level 5 increases by 85%).

Also, Drill Trucks have an offense value but they can't actually attack.

>> No.5042505

>>5042062
So once again, Rimtech sucks.

>> No.5042827

Is there a better cutting Combot than Steady + 2x Blade Fist + Flak Torso MilAgro bot?

Blades have high probability of cutting, Steady legs increase that further (and they're the highest HP legs after Armored AND they're strong enough to carry all the aforementioned at medium speed) and Flak is there to shoot down fliers.

>> No.5042924

>>5042827
Neuropa's electro blades might have a bigger chance to amputate, i'm not sure. Otherwise i think that's about the best setup.

>> No.5042995

>>5041856
It happens to me all the time.
Did you do anything to get it fixed?

>> No.5043291

>>5037554
I'm playing the mission right now and so far I haven't noticed anything difficult. Looks like it will be a cakewalk compared to the previous one?

>> No.5043442

>>5043291
Yeah, I'm replaying it right now myself, did a lot better than last time. Not sure whats different, but it seems like Mil-Agro isn't as aggressive as they were in my other attempts. Sky's mine and I've got most of the underground covered.

>> No.5044503

What's the difference between Standard & Structure Elimination?

Do you have to destroy ALL units in Standard?

>> No.5045096

>>5044503
>Do you have to destroy ALL units in Standard?
Yup.
Have fun hunting that last hover vehicle that is sitting in a corner underground.

Also is there a way to get back into orbit when you lose everything up there?

>> No.5045202

>>5045096
Yes, you can turn the orbital teleport thing to "send" mode. That way it will teleport your combot/veicle into the nearest unoccupied space in the platform above it. It's actually the easiest way to wreck heavily defended platforms with lots of anti-air towers - just teleport a melee heavily armored combot up there and watch him destroy the 0-1 anti-ground defenses they have there. Just make sure he also has some AA capabilities (just one part would do) for those pesky hoverjets that the opponent may have hanging out in the air.

>> No.5045536

So what's the general strategy for Rimtech? Hope you survive until you can amputate energy saws / claw arms?
Mass jumpjets with armor torsos and missile arms?

>> No.5045576

>>5037554

>Never put Issadora (or Diego for that matter) into a Combot.
>She still dies.

!!!

>> No.5045597

>>5045536
Against Neuropa, it's easy. You have access to energy weapons (which Neuropa are weak to) and the Power Shield too. The CPU never micros their speed leg combots.

Laser Sword + Power Shield + something to shoot down those pesky Hover Jets (Blast Pulse or Missile Torso, one should be enough - note that legs can only shoot at ground units, but the Blast Pulse / Power Pulse AoE affects air units too)
2x Energy Blaster + Forcefield Torso + Jumpjets are also extremely effective if the enemy lacks air defense.

Against Mil-Agro, it's a lot harder. Mil-Agro in general is much better suited to the AIs brute force tactics. User Armor Fists + Blast Pulse Legs early on, you get Armor Torso rather late and the LRM extremely late in the campaign. HtH Legs however come just in time though, and the AI likes to spam Hammers quite often, so you have a good chance of cutting one off. Once you do, put 2x Hammer on HtH Legs with ForceField / Missile Torso on your best pilots and 2x Hammer + Jumpjet for raiding with level 1 crews.

If you're up against both at once, Laser Sword + Armor Fist + HtH + Missile Torso as the ultimate jack of all trades combot.

>> No.5045689

I wonder if the Recon Legs + Recon Torso combination actually does anything. It doesn't seem to increase the sight much more than Recon Legs alone already do.

>> No.5046137

>>5032818
>>5045689
am I missing something with the Rimtech Recon legs? The manual says it scans underground, but it doesn't seem to actually do that. I just walked around with a Recon combot a little.
Neuropa sonar legs work just fine.

>> No.5046227

>>5046137
Yeah it's really strange. I also noticed it yesterday that it wouldn't reveal anything in underground. But I remember that it did do that when I played Metal Fatigue as a kid. And not only does the manual say that but also the wiki, which does point out other manual errors.

>> No.5046296

>>5046227
It's probably the same bug that makes >>5045689 not do anything. It seems that Recon Legs do the same thing as Recon Torso.

>> No.5046637

Rimtech is shit!!!!

>> No.5047160

>>5046637
How to make them not shit:

>Recon Legs bug fixed (it shows underground and recon size increases with Recon Torso).
>HtH Legs HP doubled.
>EMP Torso stuns enemies in the AoE when triggered, like Electro Grip does. Stunned Aircraft can't attack and keep flying in the same direction while stunned.
>Long Range Missile travels faster.
>Forcefield Torso and EMP Torso are lighter.
>Slightly increased base Kinetic defense on all parts.
>EMP Torso / Blast Pulse (and Neuropa's Power Pulse) are used by combots even when no ground units are around, so you don't need to attack ground units to kill Aircraft with them.

>> No.5048000

>>5045576
She was cheating on you with another crew member.

>> No.5048187

>>5047160
I wonder if switching Energy Shield to T2 and Laser Sword to T1 would make a noticeable difference.
Also maybe increase the amputation chance on the swords.

>> No.5048216

>>5048187
That would make Rimtech too OP early on because the laser sword outdamages all other T1 weapons.

>> No.5048390

Am I the only girl ITT who thinks MilAgro are the worst?

They're so fat and ugly.

>> No.5048597

>>5048390
g-girl?

>> No.5049031

>the last three missions of Rimtech are all against MilAgro
Painful. At least the last one wasn't as bad as the penultimate one.

>> No.5050113

>>5049031
>MilAgro campaign
>vanquish
>vanquish
>vanquish
wew

>> No.5050916

How many missions does each campagn have?
Playing Rimtech right now, just finished the mission where i have to kick Mil-Agro off some alien buildings and take over. How many missions are left?

>> No.5050925

>>5033140
they're closer to the alien technology that allowed them to build the gundams in the first place, I haven't played or really even thought of this game since whatever year it came out and I still remember the story lol

>> No.5050959

>>5050916
Since Rimtech had 10 missions, I assume they all have 10 missions each.

>> No.5050964

>>5050916
>i have to kick Mil-Agro off some alien buildings
Is that the snow map that also has Neuropa in it? I think there's 2 more missions after that.

>> No.5050975

>>5050964
No, it's a city-ish map and there's only Mil-Agro.

>> No.5050983

>>5050975
Ah, so that's the one >>5037554 was talking about.

So the 6th mission, so you're gonna go against Neuropa next mission, then Neuropa and MilAgro in mission 8, then lots of MilAgro in mission 9 and then a comparatively relaxing fight against MilAgro in the final 10th mission.

>> No.5051093
File: 52 KB, 500x351, despair disallowed.jpg [View same] [iqdb] [saucenao] [google]
5051093

>>5035219
just now I was flying a aerial squad like that, in my territory when two orbital cannons hit them in-flight
The AI in this game can be ridiculous.

>> No.5051123

>>5051093
If they had forcefield I think they would survive.

>> No.5051130

>>5051123
I guess, I gave most missile torsos instead to deal with aircrafts.

>> No.5051139

>>5051130
You know, technically you could give them Energy Guns for that. One LRM is enough to eventually wipe out the enemy's AA defenses in the orbit and then you can wipe the rest of the asteroids with both ranged weapons.

>> No.5051174

What do you do with your "must survive" Combot Crews?

Keep them holed up in the assembly bay?
Put them in the highest HP Combot possible?
Put them in the highest damage Combot possible?
Or just the highest damage at highest range damage Combot possible?

>> No.5051210

>>5051174
Give them Combots i can make at the start, then leave them at base and ignore them for the rest of the mission.

>> No.5051216

Played it with a friend in LAN (hamachi). He came with an invisible robot with a jetpack, flew around my bse and took out my power.

>nothing I could do.txt

alt+f4:ed as violently as I could and deleted the game

>> No.5051235

>>5051216
This has to be bait.

Not only can he not be invisible and flying at the same time (Neuropa needs to use their torso to fly, but also a torso to become invisible, so it can't have both), but even if he had Jumpjet + Invis torso, he would become visible the moment he attacks. Easily countered by anti-air (that combot would be extremely fragile) and invis itself is countered by fucking recon poles.

>> No.5051354

>>5051235
Speaking of recon poles, should i build them manually or just build a couple railguns and use those to saturate the map with them?

>> No.5051369

>>5051354
I used to do it manually, but after I tried out the recon pole shooting railguns (as they were much hyped in the campaign), I prefer sniping the map for vision much more. Spamming recon poles defensively (a couple) and spamming them once you dominate the surface and the air is for hovervehicles.

>> No.5051406

>>5051235

Might have been two separate incidents, I can't recall surely. Anyway, I remember that it was utter and complete bullshit though, and my own combots sucked ass compared to his.

It was fun in skirmish though.

>> No.5051506

>>5051406
>utter and complete bullshit
meh. build some AA (walls, missile trucks) and jetpack bots drop pretty quickly.
if you play against neuropa, put recon poles everywhere or have some bots with recon parts.

stealth isn't even the worst part about neuropa desu.

>> No.5052093

>>5051406
Just play Mil Agro dude and put Flak Torso on all your combots.

>> No.5052463

Do AA missiles deal AoE damage? It seems like a single tower can one shot multiple jets at once.

Of course, the AI always makes sure that they can Allahu Akbar onto my structures after they've been shot down.

They really should add the following:
>Point Defense Systems protect you against falling aircraft within their AoE (no shield expended)
>Aircraft that is destroyed with missiles explodes in the air instead of falling down to the ground.

>> No.5053012

>>5052463
Yeah bombers are just way too good at kamikaze.

>> No.5053293

Is there a way to make enemy combots drop parts more often on death?
I just took down an Hedoth combot and got nothing

>> No.5053341

>>5053293
Use the best cutting parts.

For Rimtech: Katana Sword, Laser Sword
For MilAgro: Axe, Blade Fist, Steady Legs
For Neuropa: Electro Blade

I remember that in the 7th or 8th Rimtech mission I swarmed the Hedoth combot with Laser Sword + Armor Fist + HtH Legs + Armor/Force Field Torso Combots and got the Claw out of it. Claw + HtH Legs = instant win.

>> No.5053434

In your opinion, which layer has the biggest tactical importance?

>> No.5053441

>>5053434
Surface.

>> No.5054510

>>5053434
Least important is orbit for sure.

Surface and underground are arguable. If you can sneak in assemblies on the surface and hold complete dominance over underground, you might have resource advantage. But on the other hand, you can be sniped with tectonic bombs from the surface and it's basically impossible to get any solar panels in orbit if you give up on surface.

>> No.5054879

Rimtech is the worst gameplay wise but MilAgro is the worst in terms of looks, variety and tactics availability. They have the most (the highest number of) shit parts and they're just carried by the two good torsos/legs and OP arms.

>> No.5055142

>>5053434
The one you start on

>> No.5055169

>>5054879
>Rimtech is the worst gameplay wise
Do explain. I think they get pretty good once you get HtH legs.

>> No.5055281

>>5055169
HtH legs + Laser Sword deals less damage than Electro Blade and Electro Blade cuts better too. They unlock at the same time, but Neuropa can get Speed Legs or Armor Legs instead.

HtH legs + Armor Fist deals less damage than Hammer and actually cuts slightly worse too and Hammer unlocks sooner. HtH legs + Katana deals less damage and cuts maybe as well as Blade Fist alone. Blade Fist + Steady Legs unlocks at the same time as HtH but it cuts way better.

Basically, everything Rimtech does, others can do better. MilAgro always destroys them mathematically. Neuropa might have problems against Laser + Power Shield, but they can still defeat that cheese with hit n run tactics.

>> No.5055492

Just beat Rimtech campaign.
That second to last mission (9) you guys talked about actually went very smoothly since you get those busted LRMs there, I wrapped it up in exactly one hour. I had a harder time with the few missions before that.

>> No.5055610

>>5055492
I had trouble getting sniped from below by howitzers and non stop bombings - the jets/bombers themselves weren't such a big issue but them constantly dropping on my base and bypassing defenses was

I eventually gave up on even rebuilding my AA towers

>> No.5055639
File: 413 KB, 418x538, serval.png [View same] [iqdb] [saucenao] [google]
5055639

>>5055610
they had howitzers in that level? I haven't seen even one (they bullied me in level 10 a little)

I guess I might have been lucky, when I played it MilAgro never really bothered with aircrafts and instead sent slow moving combots right into my rockets. The AI in this game is really weird, sometimes they go into overdrive and swamp you on all three planes... and sometimes they do nothing for hours.

>> No.5055660

>>5055639
>they had howitzers in that level?
maybe they even get it sooner, but they definitely used it a lot against me

I was so happy when I finally cut one off and I tried to use it against them, but it was unbearably bad - I literally get to shoot 4 LRMs between one howitzer shot and on top of that it seems to have a really tiny range

but for them it wasn't an issue because they were "sniping" me from relatively up close

>> No.5055740

>>5055660
without spamming recon poles everywhere you're not going to get much out of long range weapons. Howitzer should hit things on the other edge of a fully zoomed out screen.

That's why I love those recon railguns. Shift rightclick all over the map and it changes the game.

>> No.5056231

Is the Rimtech special railgun supposed to do something?

>> No.5056448

>>5056231
Neutron Bomb?

>> No.5056903

>>5056448
Maybe.

>> No.5057951

bumping because i just found this thread. I remember my dad buying me this from EB games (US) when I was in gradeschool and it making a big impression on me. I didn't expect it to be as hard as it was and never beat it, but I had a lot of good memories with it. The AI was really brutal, I remember exhausted nights where I would get into a stalemate against the AI for 4 hours and just give up after getting nauseous staring at my screen for so long. One in particular was a rimtech V milagro underground conflict where me and the AI kept trying to expand turret walls back and forth to get an edge but it was futile.

>> No.5058167

Is it true that the automatic wall that generates between two turrets instakills any enemy between?

>> No.5058354

>>5058167
yeah, friendly units too. Put a combot or two in-between and see what happens.

>> No.5058416

Anyone ever encounter a bug in skirmish where the AI would not build an assembly pad (and never progress any further in the tech tree) and just keep spamming missile vehicles / tanks instead?

>> No.5058417

>>5058416
Maybe it's not a bug but some AI strategy? like the retarded AI

>> No.5058423

>>5058417
I don't think it was a strategy, since the AI also wasn't as aggressive as usual. It also didn't try to spam walls / solar panels everywhere in orbit.

>> No.5059101

>>5058423
Maybe it was the map then

>> No.5060403

You know, that Jetpack Torso + Jetpack Leg combo is actually quite legit on Milagro. Put 2 Hammer hands on them and they still have a solid 700 HP but they're fast as fuck.

>> No.5060671

>>5060403
I never got around to doing that. It actually does make your bots faster?
What the defense values on it?

>> No.5060680

>>5060671
Yeah it does make them fly faster than a bomber, maybe slightly slower than a hoverjet. Since 1 hammer hand has 335 HP and they had a little over 700 HP with two hammer hands, I'd say Jetpack Torso + Jumpjet Legs have about 50 HP together. K/E values don't matter as much since they're always 0/0 for units in air.

>> No.5061089

MilAgro had the deepest campaign. I don't think Neuropa's jew antics can beat that

>> No.5061916

Okay what is the easiest campaign? I sucked at this game as a kid and got fucking destroyed but im buying it on steam to give it another go. What is the easy campaign i can start with? Also I wonder if we can play this on hamatchi or something.

>> No.5062389

>>5061916
Personally, I found MilAgro to be easier than Rimtech. MilAgro get everything they need to steamroll the enemies by mission 4/5. And their early missions are quite straightforward. The only really difficult one is the New Providence mission where you have a limited amount of combots and have to destroy the enemy training facility - and that's a lot easier than Rimtech's "here's Diego all alone vs 12 Neuropa combots and a shitload of tanks".

>> No.5062474

>>5062389
Update, i bought the game but have just been trying to practice in skirmishes, I keep losing every time, the AI really is as hard as I remember. I'll try starting up campaign and will set it for easy as milagro. Weird that you can set ai difficulty in skirmish.

>> No.5062695

>>5062474
How do you start your game? What do you build in the prebuild phase?

>> No.5062717
File: 89 KB, 640x480, 726.png [View same] [iqdb] [saucenao] [google]
5062717

>>5062695
Im pretty sure im playing it wrong somehow, i think this was the fourth mission or so, 3 way between milagro, neuropa, and rimtech. SHouldnt have take me 2 hours but after killing rimtech, neuropa holed up hard underground and i almost gave up. I only was abe to win by spawning multiple vehicle bays and spamming them.

To answer your question during prebuild Im usually spawning 4 or 5 tanks, 4 or 5 harvester things, 2 or 3 population buildings, 2 or 3 energy banks. I used to try and make a mech or two but i feel like the extra resource gathering ability matters more in the first 10 minutes.

I tend to turtle for a while, then stretch a line across the map to try and "catch" anyone coming through to encircle it. I get overwhelmed though by everything happening so i need a new strat.

>> No.5062815

>>5062717
I highly recommend building a couple of mobile walls early on too. They're great value against rushing enemies, especially the canon tower of you're against Rimtech/MilAgro. Also, it's really fun to raze enemy buildings in orbit on asteroids where they have no anti ground towers. One HoverVeh can single handedly annihilate the entire asteroid faster than any other vehicle.

>> No.5062818

>>5062717
And yeah, early on it's a bitch to fight holed up enemies underground. Later you get tectonic pod railguns (around M6?) and even tho Nemesis trucks don't attack buildings, the resulting explosion still damages them.

>> No.5062898

Why does the Rimtech tank even exist?

>> No.5062930

>>5062898
>Why does the Rimtech tank even exist?
it is faster, has a higher fire rate and has more kinetic armor than the milagro tank, so it sort of wins the rock paper scissors there despite lesser HP and firepower. It's the missile truck that makes me wonder if they're even worth the cash.

>> No.5063069

>>5062930
missile trucks are great for catching bombers before they can allahu akbar your base.

>> No.5063458

>mission 5 or 6 on milagro
>finish up the surface and most of the air
> about to make a push through all the elevators at once underground
>game crashes after an hour and a half

>> No.5063464

remember the 6 trillion Rimtech recruits

>> No.5063490

>>5063458
Should've saved mate

>> No.5063550

>>5063490
yeah, lesson learned. I just used the metajoule cheat to make it go as fast as I could. BTW is there a way to destroy your jets? After you capture the air and land, having 20 jets is a waste of resources. Does the game not have a hard unit cap?

>> No.5063553

>>5063550
I didn't even know there were cheats in this game.

>> No.5063739

>>5063550
Try forcing your missile trucks to attack the jets maybe?

>> No.5063947

>>5062818
wait so the railguns, do these only hurt things underground? is there any way to shoot an area on the surface or an asteroid?

>> No.5063951

>>5060403
wtf the jetpack pieces stack...?

>> No.5064585

>>5063947

Railguns do different things based on what you put on the platform.

The Recon Pole Salvo railgun shoots a bunch of recon poles (3 I think) wherever you aim it at. It has the biggest range too. The Recon Poles obviously don't do any damage but it's extremely effective for scouting the enemy, especially when you have to beat them underground.

The Tectonic Pod railgun can fire underground (and possibly on the surface, never wasted it there, but the manual says underground only). It has a small AoE but it basically one shots every vehicle in the AoE. It also one shots undefended turrets. If the enemy turret is under a defensive array, it can take 2 to 3 shots instead.

The Orbital Bomb railgun can fire in the orbit (but why would you waste it there) and on the surface. I believe it has a bigger AoE and it definitely one shots vehicles too. It's quire dangerous to flying combots too.

Finally, there's the special railgun attachment, different for every CorpoNation - Neutron Bomb for Rimtech, EMP for MilAgro and Phase Charger for Neuropa. I believe the last one is basically an energy variant of the Orbital Bomb, EMP should hopefully do what the Nemesis does and Neutron Bomb is apparently supposed to kill the manpower of the buildings it hits? Or kill the crews of enemy combots? I tried it once and it seemed to have no effect. Based on the disappointment with the Rimtech special railgun, I never built any of the other railgun attachments either. I only do Recon Pole Railguns (always), Tectonic (almost always also) and Orbital Bombs (sometimes).

>>5063951

Yeah, they do stack. I used to think it was just an urban legend, but they really do make your Combot fly fast as fuck. Unfortunately, the only CorpoNation that can really make use of that in practical terms is MilAgro with their beefy arm parts. The torso + legs will give your Combot less than 100HP.

>> No.5064764

>>5064585
>have no effect
I think stuff has to be almost destroyed for it to work.

>> No.5065120

>>5064764
Doesn't that defeat the whole purpose?

>> No.5065205

>>5065120
I think the main use is stealing enemy combots for research. The building thing might be another bug.

>> No.5065224

>>5065120
It would be a bit OP if you could just lob it into a group of combots coming for your base and then send crews in to capture them, wouldn't it?

>> No.5065636

>>5063553
forgot to reply back, yeah there are only two, which are case sensitive. Pause with esc and press CCCm for 10k metajoules, CCCl (lowercase L) skips the level. I basically could only play yhis game as a kid relying on those, so its nice they put it in. I unironically think this is the hardest rts game ive ever played.

>> No.5065642

10% LUCK.

>> No.5065656
File: 199 KB, 320x240, ZZ_Gundam_Punch.gif [View same] [iqdb] [saucenao] [google]
5065656

>>5065636
this game kicked my ass when I was young, but now I realized three things
- patrolling makes hovercrafts do everything
- queuing commands is awesome
- "more combots" its the answer to everything
and I have a much easier time.

>> No.5065696

>>5065642
What's the rest?

>> No.5065751

>>5065696
80% SKILL

>> No.5065779

>>5065656
>patrolling makes hovercrafts do everything
Including getting stuck between the units they're supposed to repair.

>> No.5065926

>>5065656
yeah, i feel like a lot of the difficulty is just not knowing how to utilize things. someone in here taught me that hover vehicles raze buildings, which alone is a game changer. a lot of things are just confusing though, as a kid i tried every manner of capturing the defense structures other than using the drill car on it lol. its weird being older and things just clicking now. drilling under the bases and spamming underground sensors relays is goat and reveals everything on the map if you can do it. never thought to try it as a kid.

>> No.5065957

>>5065779
that's why you spread them out. It's bad to have them all in one spot anyway, they can't even run in time from bombardment.
Hovercrafts getting stuck on satellites, that's ass though.

>> No.5065963

>>5065957
Yeah, the pathfinding really needs to be improved in the remake.

>> No.5066047

okay so how do you guys utilize jets and bombers? They dont seem good for anything, even a single missle car can kill one. it takes so long to build 10 planes (you need at least three or five to even scout anything) it seems more practical to just use those resources elsewhere. SOMETIMES I will send in a jetpack mech or two to destroy a missle turret and then send in the planes, but even then why not just make more robots?

>> No.5066336

What is your strat for taking down a hedoth bot? I feel like there are smart and dumb ways to do it. I locked my combots into a melee with it, and while it was distracted carpet bombed it with the planes. The last comment was me btw, its the only thing Ive found them useful for.


A different time I lured the hedoth mech into a loose box I made of turret emplacements and kept it there with melee combots again.

>> No.5066370
File: 495 KB, 640x480, axe.png [View same] [iqdb] [saucenao] [google]
5066370

t..thanks for the axe..

>> No.5066591

>>5066336
>What is your strat for taking down a hedoth bot?
Surround it with melee combots (ideally ones equipped with a balance of HP and cutting) and have a bunch of Hover Trucks ready to heal the most damaged combot and a bunch of Nemesis Trucks to stunlock the alien to death. Once the hedoth bot is surrounded and engaged in melee, I just send them in one by one.

>> No.5066607

>>5066370
Nani?

>> No.5066620

>>5066591
do nemesis explosions hurt your own guys? Is there any friendly fire in this game?

>> No.5066623

>>5066620
They definitely don't. Otherwise my combots would probably get fucked. If there is any friendly damage, it's so small that it's unnoticeable. But considering your bombers also don't do damage to you, I'm 99% sure that there's no friendly fire in the game at all.

>> No.5066703

>>5066047
I just make them when my mj are maxed out due to shit macro to give the combots fire support on the final attack.

>> No.5066962

>>5066591
How many Nemeses do you need per Hedoth Bot?

>> No.5067059

Why don't they just make bigger elevators for combots to enter the London Underground?

>> No.5067068
File: 947 B, 416x454, 1536933562684.png [View same] [iqdb] [saucenao] [google]
5067068

>>5067059
why can't hovercrafts pick up tanks and combots?

>> No.5067075

>>5067059
Why can't Hovervehicles to to orbit on their own, but move around in orbit just fine?

>> No.5067157

>>5066962
Depends on how many combots you have and how strong they are. I took down one with ~5 Mil Agro Hammer+Hammer+Strength+Flak combots and 4-5 Nemesises and not a single combot died in the process. Then again, he walked right into my base for some reason (in the snow map of the campaign), so there was a lot of space to maneuver my combots and hovervehicles and nemeses around.

>> No.5067615

how useful is the atmosphere layer and your solar panels? Also how useful are solar panels in general? Against a big army I try to move three combots into the atmosphere to take out their solar panels before making any push on the surface.

>> No.5067759

>>5067615
each surface solar panel generates 1 mj about every 7 seconds. In orbit they generate 1 mj per second. It's some extra passive income over time, like if you have 50 orbit panels you can finance an LRM in 26 seconds.

But I'm pretty sure the AI cheats their mj anyway.

>> No.5067862

>>5067759
did you know that having them by the outpost makes them generate mj faster? i cant tell by how much but it might be double the speed possibly triple. Thats in orbit btw. looking for every edge i can get against this faggot AI.

>> No.5067881

>>5067862
oh yeah adding to this, for whoever finds it helpful. it seems a hovertruck by itself absorbs only 3mj a second from lava. (way less than I expected thats interesting because one or two solar panels next to an outpost in orbit would meet or exceed that of a hovertruck. Which is good to know now I guess for those long protracted fights where all the maps resources are drained. Having control of the sky could win you the game in those instances.

>> No.5067884

>>5067862
It does seem to be a slight speedup, but it's not the outpost itself doing it, it's the defense field that also comes from material convertors and defense relays.

>> No.5068010

supposedly the name of the AI you choose to fight represents a different AI but there isnt any description of what they do. Mad dog seems to be a prettt aggressive milagro AI.

>> No.5068181

so, what is the general strategy when facing milagro as rimtech? on small maps theyre very manageable if you make a rush early on to starve them of resources. On big maps its impossible to do that because theres just too much to cover. Once they make a big enough combot force they just punch through any defenses and buttfuck me.

I made some combots using armor torso, twin armor fists, and jetpack legs to try and intercept them, to only moderate success.

>> No.5068189

>>5068181
also to add to this, I feel like I should be making ranged combots to fight milagro with, but considering they always force a melee i dont see how to that and have it work in my favor.

>> No.5068229

>>5068189
Double Armor Fist plus Armor Torso combots to stall them in melee (with HtH Legs they can even outdamage some MilAgro bots), then attack them from range with LRM. The AI basically never switches targets so it should be easy.

>> No.5068262

>>5068229
okay so youre saying have my melee guys hold them while a missle guy shoots them from afar? I can try that, I havent tried the LRM arm yet. Should I go full missle any do missle legs torso and arms?

Also, does anyone here ever use the tectonic rail gun thing? Is it mainly just for sniping turrets?

>> No.5068273

>>5068262
>Should I go full missle any do missle legs torso and arms?
Yeah, probably. The Drunk Missile parts don't have the same range as LRM but the Missile Torso is useful for shooting down pesky Hoverjets etc, so that your Combot doesn't try to shoot it down with a LRM (very low chance to hit). The legs might as well be Drunk Missile Legs too, because I'm not sure if there are any legs that could carry all that weight. HtH Legs probably could but that would be really awkward. If you were to cut off Strength Legs from Mil Agro, those would be the best for a 2x LRM Combot, because they would for sure enable him to move normally.

>> No.5068386

>>5067068
>>5067075
Really made me think.

>> No.5068418

boys will we ever get a remastered edition? are there maps online to download? its been almost twenty years we need new content.

>> No.5068427

>>5068418
It's actually quite fascinating how no other RTS ever used a similar concept (building your own giant robot units).

>> No.5068624

>>5068262
I use orbital/tectonic cannon to clear out large annoying vehicle forces so the combots can focus on fighting combots. And recon railguns to know everything about the map.

>> No.5068751

That OP image is.... dare I say, kino.

>> No.5068884

>>5068751
What is kino?

>> No.5069121

>>5031274
The guy in the top right = literally me.

>> No.5069385

>About to start Neuropa campaign, as the last one I need to finish [on Hard, just like the rest of them].

So basically, Neuropa designed the Plasma Canon from the Alien arm Jonus had delivered to them. It was a watered down version of course, for balance reasons, but in a way it really gave Neuropa the edge because it's the only combot ranged weapon available in tier 1.

>> No.5069387

>>5068751
>Rimtech combines LRM with Laser Blade and Basic Torso / Legs
>Neuropa goes full retard with 2 Electro Grips
>Mil-Agro decides to put an Axe, Basic Arm and Legs on a Jetbot
>Also decides to go into Melee with a bot that has nothing but a Gatling Gun.

It's actually quite infuriating.

>> No.5069404

>>5069387
>>Neuropa goes full retard with 2 Electro Grips
What's bad about it? I thought it was the smartest choice of all the Combots.

>> No.5069531

>>5069387
well if theyre low on supplies the basic pieces make sense to allow for one or two strong parts, also whats wrongg with two electro fists? i thought the consensus here was two of the same melee weapon stacked?

>> No.5069545

>>5069531
>i thought the consensus here was two of the same melee weapon stacked?
Not at at all, you don't need to stack the same weapon twice. See:
>>5034034
>>5034051
If you have two melee arms equipped, then whenever one of them attacks and hits, you deal its melee damage and also 50% of the other equipped melee weapon.

I.e. you have weapon A which deals 20 melee damage and weapon B which deals 30 melee damage (assume that it's the total damage, K/E doesn't matter).

Weapon A hits, you deal 20 + (30/2) = 35 damage.

Weapon B hits, you deal 30 + (20/2) = 40 damage.

In fact, it might not even be melee arms specifically, it's possible that even ranged weapons "contribute" with their melee damage, it's just that their base melee damage is so low (~5) that it's almost unnoticeable.

>> No.5069568

>>5069545
ah, okay thanks. do people here use one K arm and one E arm? with a melee build it seems easier to just double up on things. (assuming you arent using one ranged arm and one melee arm since it seems like its a bad idea)

>> No.5069659

>>5069568
In practice, for melee bots on MilAgro I do 2x Hammer (Strength Legs) or 2x Blade Fist (Steady Legs), on Rimtech 2x Armor or Armor+Laser Sword or Laser Sword + Power Shield, and on Neuropa 2x Rotary Blade, sometimes Rotary Blade + Electro Grip or Electro Grip + Kinetic Shield. Power Fist only if against other Neuropa combots.

>> No.5069695

>>5069404
Personally, i consider Neuropa to be shit in melee until T3. Would have been a better idea to put a K-Shield on the bot and just use it to tank / stun while your other T1 bot with dual plasma guns actually does damage.

>> No.5069730

>>5069695
K-Shield + Electro Grip + Armor Legs + Tracer Fire makes a solid meat shield in T2, In T1, you might as well use 2x Electro Grip + Speed Legs and kite the enemy while he's getting shot at with 2x Plasma + Speed Legs. I just had great success with it in the third Neuropa mission before my Armored Legs / Kinetic Shield T2 bot arrived.

>> No.5069852

So the gattling gun and flak torso never miss? The latter especially seems super OP against flying stuff, whereas Tracer Torso misses all the time

>> No.5069880

is rimtech the weakest faction or the potential strongest by not minmaxing?


also forced surrender>normal fuck those gay hiding resource gatherers

>> No.5070451

>>5069880
>>5069880
>is rimtech the weakest faction or the potential strongest by not minmaxing?
I'm not sure what you mean by that, but I'd say that if Metal Fatigue ever had a competitive multiplayer scene, Rimtech would be the worst.

Neuropa would be undoubtedly the best because they get Speed Legs and as if that weren't enough, they also get the Plasma Canon on top of that (a ranged weapon that doesn't need research). Their T2 offensive is probably the weakest but the Camo Torso and Armor Legs improve their defense. In T3, they get the perfect ranged weapon for them and the 2nd best melee weapon in the game.

Rimtech is good against AI Neuropa once you reach T2 but if an actual player were to use hit and run tactics, Rimtech would get fucked. Rimtech vs MilAgro is just so heavily lopsided in MilAgro's favor that it's not even funny. In T1 you can maybe keep up (they have a more damaging, higher HP variant of what you get, but 2x kinetic Katana can abuse their lower kinetic defenses) but in T2 it's a total curb stomp.

I guess if you survive into late game somehow and cut off & research the enemy's superior melee arms, you get the advantage (it's easier to cut of arms than for them to cut off your best stuff like HtH / Jumpjet Legs and Forcefield Torso).

>> No.5070509

Who has best tank?

>> No.5070615

>>5070509
Mil-Agro

>> No.5070683

>>5070615
it's very slow and blocky though, which combined with the shit pathfinding means you have to micro them like mad to not get slaughtered by combots or in underground tunnels one by one.
Rimtech tank has a good firing rate and solid HP.

>> No.5070903

>>5070509
I say Neuropa, because it is the only tank that deals E damage. Everyone can get physical with the Artillery.

>> No.5071237

Reminder that it would not be possible to release this game today because the Nemesis trucks would get it banned everywhere.

>> No.5071279
File: 389 KB, 646x386, mil agro tank fail.png [View same] [iqdb] [saucenao] [google]
5071279

>>5070683
Mil Agro tank damages Rimtech tank for 8 damage, and receives 7 damage. Rimtech tank fires twice as fast though.

Against Neuropa tanks he fares much better but loses in movement speed.

>> No.5071284

>>5071279
on hard difficulty the enemies do more damage, but the rimtech tank still barely wins.

>> No.5071285

Holy shit you can actually speed up/slow down the game with ? `
I wish I knew that before, the game plays much MUCH better for me now since I suck dramatically at RTS and need the time to manage everything.. or to drastically reduce the waiting times by speeding it up
I wish I knew that before doing Rimtech Mission 6 where you have to wait 20 minutes until the mission ends

>> No.5071302

>>5071279
>>5071284
That seems strange. Are you sure you don't have increased vehicle levels?

Because on the base level, the MilAgro tank takes 6.05 damage per shot and deals 11.2 damage per shot.

Takes 9 shots from a MilAgro tank to take down a Rimtech tank and 19~20 shots for a Rimtech tank to take down a MilAgro tank. So even if Rimtech fires exactly twice as fast, they should lose.

I'm pretty sure all HP is float, but even if the damage is rounded up to 7 and 12, it takes 8 shots for MilAgro to beat Rimtech and 17 for Rimtech to beat MilAgro.

Obviously, a Neuropa tank can never beat either in a straight shootout.

>> No.5071315

>>5071302
that's the first campaign level

>> No.5071798

>>5071315
Then difficulty might probably be a factor also, because I tried it on hard and the mil agro tank takes 13 damage per hit (2 more than he should) whereas I only deal 6, as much as I should.

>> No.5071820

>>5071798
Yep, and on Medium, after two shots from Mil Agro, my tank went from 95 to 72. First shot dealt 12 (-11.2), second dealt 11 (-11.2). So the damage / HP is always float, it's just the display that's integer.

On Easy, the Mil Agro tank deals between 8 and 7 damage. So you tested the 1v1 on Easy.

It seems that on Easy, the enemy deals only 66% damage (at least the vehicles do), on Medium all damage is 100%, and on Hard they deal 120% perhaps.

>> No.5072482

So there's basically no reason to play on any difficulty other than Easy, since there are no achievements on steam.

>> No.5072825

STEAM or GOG which is better and why?

>> No.5072914

>>5072825
GOG because no DRM.

>> No.5072954

>>5072825
Gog. I have Steamfunds but decided to dish out 5 real bucks for the gog version. Steam usually just throws in the old ass files of the game without looking out for any compatibility for modern systems while gog actually does something about it. Without gog we wouldn't be able to play these old games on our modern machines, so I'd throw that money in for gog. Also no DRM.

>> No.5073408

why not just make tanks?

>> No.5073460

>>5072825
You can play multiplayter over steam no?

>> No.5073463

>>5073460
if >>5072954 anything he says is true for this game (like it is for most other games) than, no... but, it seems you can do multi with gameranger.

>> No.5073558

Does it damage your units if your plane is shot down and falls on them?

>> No.5073970

>>5073408
Because they're 5 pop each. Extremely population ineffective.

>> No.5074417

>>5073970
How bad do you need to fuck up to get shoved inside one of these deathtraps?

>> No.5074452

>>5074417
I always had a headcanon (aka what I would use as an explanation if I were to make a remake of Metal Fatigue) that each of the CorpoNations uses a different approach for how the vehicles are controlled.
>Rimtech
Controlled by robots with an AI that can automatically do all the basic things - basically exactly what the actual in-game AI does on its own. Direct commands are issued to it remotely.
>MilAgro
Controlled by clones bred for this specific purpose. They are completely obedient and can instinctively operate the vehicle without mistake but are basically human vegetables outside of that. Commands are issued through their neural implants.
>Neuropa
Mind controlled from afar by real humans. Their tanks kinda look like you wouldn't be able to fit people in them anyway.

>> No.5074493

>>5074452
So the pop cost for Rimtech and Neuropa would go to the dudes who sit at their console back home and take shifts monitoring the tank?

>> No.5074505

>>5074493
Yeah, basically. For Rimtech it would be part monitoring, part maintenance of the robots' functionality in general.

>> No.5074687

>>5074452

What would you change if you could do a remake of Metal Fatigue?

I would allow building elevators for big guys after AI Facility, to make that part of the game less incredibly boring.

>> No.5074701

>>5074687

I am would remove the entire underground section of the game.

Nuke it from the orbit.

>> No.5074713
File: 7 KB, 48x48, cp-hammerhand.jpg [View same] [iqdb] [saucenao] [google]
5074713

What's your favorite sound effect in this game?

*donk*

>> No.5074732

>>5074687
>I would allow building elevators for big guys after AI Facility
Drill arms for combots that could be used as weapons as well as dig holes unterground so bots can fit there.

>> No.5075689

>>5074713
I love the *deploy Combot from assembly* sound.

>> No.5076354

>>5074713
nemesis allah akbar sound

>> No.5076974

Actually, can the game be modded? Has anyone tried yet?

>> No.5077004

>>5076974
The game info is stored in some .tbd format, no idea how to open that.

>> No.5077392

just beat milagro campaign on easy, really confused why the last level was such a simple curbstomp where other levels halfway through the story were a huge pain in the ass

>> No.5077850

>>5077392
Yeah I don't remember them sending any combots at me on the surface.

>> No.5078115

>>5077392
the hardest Mil Agro missions are the ones before you unlock hammers.

>> No.5078541

>>5076974
Unlikely, it was never big enough for the proper tools to be made. Old games were a mess of spaghetti code and proprietary everything.

>> No.5078686

>>5078115
So that's like the first two maybe three missions.

>> No.5079259

How many Cobbs does it take to change a light bulb?

>> No.5079615
File: 263 KB, 640x325, 1484503393291.png [View same] [iqdb] [saucenao] [google]
5079615

When playing the campaign on hard mode, always power up units first. Disregard combot teams and structures if you have to.

I just played Neuropa 3 and witnessed how awful it is to clear the underground when your vehicles are two levels below the enemy.

>> No.5079762

>>5079259
.... This wasn't a joke, I really wanna know.

>> No.5080769

>>5079259
I'd say just 3 of them.

>> No.5081121

>>5079259
20 slaves

>> No.5081427

>>5080769
>>5081121
Well then, whose right?

>> No.5082641

Do drunk missiles actually home on enemy aircraft? I thought they didn't (hence the name) but it seems like they do.

>> No.5083231

>>5082641
I think only the Rimtech LRM don't home in on their targets, all other missile types do.

>> No.5083260

>>5083231
What about the lasers? I know Sniper doesn't, what about the laser legs & torso tho?

>> No.5083456

>>5083260
Iirc they don't either.
I think they only parts that never miss are MilAgros Gatling Gun and Flak Torso.

>> No.5084027

>>5083456
Then what about the Drunks?

>> No.5085691

Best Legs in T1: Speed
Best Legs in T2: Strength
Best Legs in T3: Hand to Hand

>> No.5085697

>>5085691
Neuropa legs are the sexiest. I would.

>> No.5085764

Is there any point in building forcefield torsos over armor torsos?

>> No.5085779

>>5085764
Forcefield Torso is better against high energy damage. Forcefield Torso is always better on flying combots, in fact it's the best torso possible for Jumpjet fliers.

>> No.5087250

>>5085764
Against high damage slow attacking weapons, Forcefield is insanely high value.

>> No.5088668

>>5087250
So it's good against LRM too?

>> No.5089510

Flying sucks dick

>> No.5090074

>>5089510
I used it to position range weapon combots just outside my base, this turned out particularly well for LRM which profit from the higher elevation.

>> No.5091797

>>5089510
It's surprisingly good if you get Jumpjet Legs on Milagro and combine them with the Jumpjet Torso and 2 Hammers.can fly in quickly, land before air defense does any significant damage to them, smash, and run away. Perfect hit and run unit for an otherwise slow faction.

>> No.5092370

How do you unlock the outro?

I finished all 3 campaigns (finished Neuropa just now) and I only got the Neuropa outro, not the final one that says that ayliens are invading now.

>> No.5093003

>>5092370
https://www.youtube.com/watch?v=niwPtyYtB8o

This is it.

>> No.5093238

>>5093003
Wonder if the CorpoNations would stand a chance if they decided to drop everything and work together.

>> No.5093632

>>5093238
If they mobilized entire middle east worth of nemesis trucks.

>> No.5095582

>>5093632
Or just let Neuropa research the Alien Blaster artifacts and mass produce 2x Alien Blaster + speed legs.

No one can beat hit and run!!

>> No.5095729

Rimtech = America (spreading freedom everywhere, 9/11 story)
MilAgro = Russia (heavy handed thought control, blamed by everyone for all the bad things)
Neuropa = Europe (highly religious fanatics who behead for their religion, subtle thought control from the elites)

>> No.5096917

>>5095729
deep

>> No.5098059

>>5095729
not so deep

>> No.5098870

Those GOG dudes won't be patching Rimtech's music back in anymore, huh. And a single MilAgro track seems to play when playing Neuropa.

>> No.5098876

>>5098870
What's Rimtech music?

>> No.5098878

>>5098876
see
>>5033095

>> No.5099435

>>5095729
>Rimtech = America (spreading freedom everywhere, 9/11 story)
>MilAgro = America (heavy handed thought control, blamed by everyone for all the bad things)
>Neuropa = America (highly religious fanatics who behead for their religion, subtle thought control from the elites)

ftfy

>> No.5100008

>>5099435
oy gevalt

>> No.5101758

>>5067068
Because they're too heavy.

>> No.5101839

>>5099435
America is the best

>> No.5101865

>>5101839
Then they're definitely not Rimtech

>> No.5103653

How do I speed up?

>> No.5104369

>>5103653
Sprint legs

>> No.5105703

>>5103653
With the ` and ? keys, so the keys to the left side of backspace

>> No.5106651

>>5105703
That's what I meant

>> No.5108267

Metal Fatigue 2 soon

>> No.5109914

>>5108267
>It's going to get rid of the combot building and be a starcraft 2 clone instead

>> No.5110051

>>5109914
Sounds great.

>> No.5111498

>>5032815
This list is seriously amazing. Did you made it just to post it here? Helped me through my playthrough quite a lot. Thanks lad.
Currently sitting at the last couple missions of Mil Agro before hitting Neuropa.

>> No.5111719

>>5108267
What if they make the robots female?

>> No.5111934

>>5108267
>>5111719

Anim titty bots pls

>> No.5112757

>>5111498
>Did you made it just to post it here?
Yes I made it basically on a whim, I hadn't planned to go that far when I made the OP.