If you can get the mech facing away from your troops, it won't take long to dismantle, especially if you've got some heavy weapons and artillery. I was surprised, actually, to see just how quickly even the big bastards can be taken down with some concentrated fire and a good position. Buildings turned to rubble, trees uprooted, the ground pounded until it's just holes and mud-it's impressive and a bit horrifying.ĭespite this, mechs are far from unstoppable. Once the dust settles after the really big scraps, it's like looking at a wasteland. Chuck just a few of them into a fight and you're in for some carnage. The real bruisers can make mincemeat out of tough, fortified bunkers, and even the lighter ones can dish out and take a major beating. Sandbags ain't going to protect you against a machine that can smash its way through a building. Everything is squishy compared to a mech, and they laugh at cover. They come in lots of different shapes, sizes and roles, but compared to humans they are almost all behemoths. I lost count of the times I had to ask "Where the heck is Wojtek?" because that blasted bear had once again run off to attack some distant enemies who weren't even part of the fight. Unless you stay on top of them, it's anyone's guess where they'll end up. This cuts down on micromanagement and lets you treat the pair like a single character with loads of utility. Rather than being separate units, the pets follow their hero around everywhere, and their abilities are found alongside the hero abilities. Each of them brings animals into battle with them because why not? In Ana's case, it's a friendly (most of the time) bear, but other heroes are mates with tigers and wolves. The campaign missions can be lengthy, but they always seem brisk because of their constant forward momentum.Īssisting the masses of infantry are hero units, a trio for each of the three factions, like Ana the sniper. It feels great to be able to just grab some heavy weapons or make someone an engineer instead of waiting for them to appear back at the barracks and then hoof it all the way across the map. The looting has been more successfully implemented and seems more central to Iron Harvest than it did in CoH, to the point where there's almost the whiff of an RPG. Melee fights are also a lot harder to parse than ranged encounters, and generally just feel less refined. When a squad behind cover gets into a melee brawl, some of the individual soldiers will remain in cover and ignore the attack, even if you've ordered the squad to fight back. The addition of melee combat throws more issues into the pot. This happens a lot when you've selected multiple squads, because there's no room for them all, but it can also happen when you've just got a single squad selected and they've got nothing but space. Frequently, I found my gormless troops walking to the wrong side of the wall, essentially marching into a firing squad. Getting into cover, for instance, can be pretty fiddly.
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