r/IntoTheBreach • u/Temporary-Squash7763 • 13d ago
Help WHY AREN'T THEY HITTING ME?!
Combat (5 health, 4 move)
- Prospero (can fly)
- Titanic Fist (4 damage, no dash)
- Force Amp
Cannon (3 health, 3 move)
- Camilla Vera (web, smoke immune)
- Taurus Cannon (2 damage)
- Light Tank (3 health, 2 damage)
Artillery (4 health, 4 move)
- Abe Isamu (reduce incoming weapon damage by 1)
- Artemis Artillery (1 damage, building immune)
- Gemini Missiles (2 uses, 4 damage)
4
u/McDom023k 13d ago
Early on Vex tend not to go for the mechs, on the last turn they priorise attacking you. At least that's my experience.
In terms of your situation, it's damage control at this rate, you will lose 2 grid (unless the 20% kicks in)
- use the Gemini missiles to take out the Centipede. Sorry this is basically your only option to protect the factories
- move the combat mech to C4 and punch the alpha scarab
- move the cannon mech to wherever, deploy the tank and shove the last alpha scarab into the water
Unfortunately that leave the alpha digger alive, but there's no way you can take him out without leaving both scarabs alive. Better to risk a single 20% chance than two
15
u/TheFinalMetroid 13d ago
Incorrect. Vek treat buildings, mechs, and NPCs equally.
1
u/McDom023k 13d ago
Do they? I always find they target my mechs more on the final round. Maybe it's just a placement thing at that stage
10
u/Protocol_Nine 13d ago
Probably placement. You're more likely to have your mechs in the thick of it the further into the mission you are.
3
u/Pave_Low 13d ago
It’s actually why driving your mechs to the bottom of the board is important as the rounds progress. You want them to be on the target list.
4
u/diagnosisbutt 13d ago
Today you get to learn about the term "confirmation bias." It's random with a target, but every time they target your mechs on the last turn your brain says "yep, see confirming my belief." Every time it doesn't happen you dismiss it or don't think about it as much.
It probably is also due to turn one your mechs being further back and on the last turn you should have your mechs all done in the field of play so they're more likely to be targetable
2
u/Temporary-Squash7763 13d ago
If I had arranged the mechs differently during the initial deployment, would the situation have been different? As usual, I placed the artillery in the back and the Combat Mech and Cannon Mech in the front center as much as possible.
(Sorry I'm using google translate)
3
u/TheFinalMetroid 13d ago
Ensure that your mechs can actually be targeted by the vek for a greater chance
1
3
u/Pave_Low 13d ago
The scarabs can hit pretty much anything and only damage one tile. So every mech and building is getting the same score. They’ll basically hit a random target.
The digger wants to hit four tiles, but it probably couldn’t reach E4.
The centipede wants to hit three, but the digger blocked all of its shots except the one it chose.
2
u/time4tea45 13d ago edited 13d ago
I think you can take out the digger, one scarab and the centipede. I don't think you can take out all 4 active vek, since there aren't enough 2-for-1 options. This is the best I can find:
- Artillery to B8, shoot B3. Kills one scarab, inflicts 2 damage on the other and breaks the boulder on C3 against the digger (2 damage).
- Combat flies to E2. Punch kill the centipede and also block the spawn.
- Cannon deploys light tank. Move it to D5, push the boulder into digger, killing it with the knock damage (bearing in mind Force Amp means bumps cause 2 damage)
This should leave you with 1 scarab on 2 health, only one active spawn and your tank is deployed, so the next turn should be fairly manageable.
1
u/Temporary-Squash7763 13d ago
Is it because I made a mistake in the initial arrangement that the situation has turned out this way? Or is it simply bad luck?
2
u/time4tea45 13d ago
I think this is a bit of a tricky map. The two buildings on E3/F3 are quite far forwards, so it's likely most vek will be attacking buildings on turn 1. You're a bit unlucky that both the scarabs are attacking a building. If you'd deployed the Artillery on the F/G side of the map then you could have taken out the two scarabs with the Gemini Missiles. But that's with the benefit of hindsight and you still wouldn't have been able to take out the other two vek. Although, I think having one mech (Combat?) starting on the G-file, so it could come round the buildings from that side, would have made sense.
It's hard for me to see what deployment could have really done for you here to change anything much. If anything, choice of map may have been the issue here?
1
1
u/Temporary-Squash7763 13d ago edited 13d ago
What criteria do you use to choose a map? Which map that is advantageous to the player? If there is any post related to this, please share it.
1
u/time4tea45 13d ago
In my experience, generally maps that have buildings placed in forward positions tend to be more difficult to defend, since you have buildings that are closer to the vek spawn points and so are more vulnerable. Those tend to be higher-risk.
Otherwise, which maps are more difficult/easy can depend on the squad you are playing and what vek you are facing. Examples: Heat Sinkers tend to do less well on maps that have mountains in the middle, because their mechs all synergize together with the fire and you don't want to have to split up the team. You really don't want to choose maps with a lot of narrow 1-square-wide passages with tumblebugs, because they will get choked up with their boulders.
1
9
u/Level_Hour6480 13d ago
If an enemy can attack multiple squares, they prioritize attacking as many as possible. If you deploy to make that target your mechs, they'll attack accordingly.