Time for some more info about the upcoming system. Some stuff was already mentioned in a previous post but most dives into completely new topics.
Info part 1
Formation:
- Accessed via new tab in the Echelon Formation screen.
- You can create presets for Mobile Armor tech trees, components and crews.
- Can’t be edited when deployed, just like echelons.
Component Selection:
- Main Components provide stats and skill bonuses.
- Main Components can also change the appearance of the corresponding components.
- Universal Components only provide stat bonuses.
- Cumulative total stat bonus is displayed in the summary column.
Info part 2
Members Selection:
- Crew members provide different stat bonuses based on their position.
- Type of crew members depends on the position.
- Some crew members are displayed on Mobile Armor when selected.
Preset Formation:
- Can be accessed from the formation interface.
- Include components, crew members and armor design.
- Max 10 presets for each Mobile Armor.
Info part 3
Deployment:
- Can only be deployed at heavy heliports.
- No manpower cost.
- Usual 1 AP cost to deploy after mission starts.
Battle:
- Main Battle Tank - an armored unit with formidable heavy weapon firepower. It is capable of direct confrontations, launching long-range attacks on enemy units within range, and providing friendly echelons with remote support.
- Tactical Mech - an armored unit with powerful weapons and equipment, giving it excellent combat capabilities in direct confrontations.
Battle Skills:
- Select Mobile Armor and tap skill icon at the bottom of the interface to activate the skill.
- Manually activated heavy weapon skill allows for aiming by dragging the button.
Info part 4
Support Skills:
- Available to some Mobile Armor units.
- Work similarly to HOC support: friendly unit have to be in range, skill use consumes ammo.
- Can be toggled during player’s turn.
Mobility & Supply:
- Mobile Armor units don’t consume Action Points when moving, use Energy instead.
- Each unit contains Main and Backup Energy Supplies, only the former is consumed by movement.
- At the beginning of each round Energy is transferred from the Backup to the Main Energy Supply.
- Both systems can be replenished at supply points.
- Energy is continuously generated by the Energy Generator in the Garage and can be converted from basic resources.
Info part 5
Repair:
- Mobile Armor units can be quickly repaired at a heliport using a Quick Repair Contracts without consuming manpower or parts but doing this will lower your battle ranking.
- Completing or exiting a stage restores all not destroyed Mobile Armor units to full health.
- Critically damaged units require manual repairs.
Withdraw:
- Manually withdrawing at an active heavy heliport is free (no ammo, rations or energy is lost).
- Manually withdrawing at normal heliports forfeits ammo, rations and energy supplies of the unit.
- Skill cooldown is reset when manually withdrawing the units.
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