I spent a little time on Normal with the Cataclysm squad. To summarize the squad: Pitcher Mech is a Prime whose weapon throws enemies forward, sort of a push except you're lobbing them over obstacles so there's no collision damage. Triptych Mech is a Ranged that lobs a triple missile in a line that pushes each tile. And Drill Mech is a flying Science that has a low damage melee attack that spins the target 180 degrees, and if the damage is a killing blow it cracks the 4 tiles around the dead enemy.
It was really a study in highs and lows.
- LOW: On my first run with Cataclysm, I died on the first island. I haven't had that happen since picking the game up again for Advanced Edition, and frankly I don't think I've failed that early in the last 10-12 runs I did whenever I last regularly played this game in 2018-2019. It was my own doing, as my starting island was Pinnacle (ice) with the spider-spawn-on-death Vek Psion, and there were a couple missions that really got away from me because there was way too much going on with Vek, Pinnacle robots, and spider spawns. Just some really busy boards where I got boxed in, and it was too much to deal with when you have so few upgrades. I have more respect for the spider Psion now.
- HIGH: On my next attempt, it turns out if you can survive an island, some of the early upgrades are solid. The cheap range upgrade on Pitcher Mech's throw means you can really throw enemies into far away hazards. The damage upgrade on Drill Mech gives you 2 damage, which is enough to kill Psions and other weaker enemies, creating cracked tiles for the other 2 Mechs to take advantage of. Even with only those 2 upgrades the squad felt a lot more useful into the mid-game.
- HIGH: I'm gonna call this pretty lucky, but on the 3 islands I did on this 2nd attempt, every single island boss was nonflying, and I killed every single boss on the first turn. I would kill some 2 HP enemy with Drill Mech creating cracked tiles, and summarily toss or push the boss into his chasm-y doom. It feels insanely busted to deal with a 5-7 HP enemy so quickly.
- LOW: OK, other than the hilarious boss kills, the 2nd run was straight garbage. In all of Advanced Edition, this is the worst set of pilot levelup skills I've had, and my free stuff from time pods was so-so. My carryover pilot from previous timeline was the Mantis (has a 2 damage melee attack in place of Repair action so can't heal) with Technician (auto self-heal) and Invulnerable (if pilot reaches 0 HP, pilot is still alive and well after the mission finishes). Which was fun for an undying Mantis joke strat, but I probably only needed 1 of those skills and the other one could've been something more useful. My other 2 pilots learned Thick Skin/Opener and Thick Skin/Grid Defense, and boy I would've given anything for any of my pilots to have +1 Mech Power or any movement/HP stats. Also one of my time pods was a Brute weapon that I really couldn't spare the cores to equip so my inventory felt a little thin all run.
- LOW: then after the 3rd island I actually died in the final volcano battle with the bomb, another thing I haven't had happen in the last dozen runs I've done. Usually I find the final battle weirdly easy, but this time all the Alphas were in the absolute worst spots where I couldn't throw them to an easy doom and if I pushed them they were just lined up with a different set of buildings to hit. Also it was getting late and I accidentally had a Mech die on the 2nd turn because I didn't account for some pushing interactions and thought I would survive with 1 HP but died instead. Even if I kept that Mech alive, I think I didn't have enough upgrades or weapon flexibility to survive.
- HIGH: got all the achievements in that 2nd attempt, cursed as it may be.
Overall, Cataclysm is a fun squad, though I think it's pretty taxing and not very straightforward. Much like Steel Judoka and Bombermechs, the starting damage output is quite low and you have to rely a lot on throwing enemies/pushing enemies/spinning enemies, hoping to make Vek hit each other or end up on hazards. The cracked tile mechanic can be strong, but the squad really struggles against flying enemies, which simply fly over cracked tiles/chasms and water/acid lakes. Flying Alphas or flying bosses are especially tough to deal with, as your Pitcher Mech can't throw them into anything more dangerous than a fire or Vek spawn hole.
Also, once you get good at making cracked tiles, I noticed you can get yourself into a pickle where by turn 3 or 4, you've made too many checkerboard chasms and it's tough for Pitcher Mech to get around the map, since you can't cross over chasms at all. Pitcher Mech really needs something to overcome this:
- when you start your run, you could make Pitcher Mech's pilot Prospero (robot with flying) or Henry Kwan (can move through enemy spaces). This might alleviate some of the late turn positioning issues.
- if not going with those specific pilots, consider swapping pilots around to make sure Pitcher Mech has a pilot with some movement abilities: +1 Move, Skilled, Finisher, or Adrenaline.
- also consider using Pitcher Mech's other item slot on an ability that gives you some kind of long-distance leap/dash, or any Prime weapon that has a longer reach or is ranged somehow, just for turns where you are blockaded by a series of chasms and enemies and buildings/mountains.
It's a neat squad, and it's fun to use the cracked tiles so heavily, when otherwise that mechanic only appears very briefly on the R.S.T. (desert) island.
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