Posted on: June 14, 2020

totalit
Владелец игрыИгр: 40 Отзывов: 4
Thoughtful mechanics, too simple fights
I played Mechanicus for 12 hours... and quit it. The developers made a consequent and balanced turn-based combat system: cognition points are spent on strikes and shots (except weak guns), which may be gathered from the obelisks or enemies' corpses or be earned when your minions are being hitted. Thus, the idea is to rush on the obelisks and to expose servitors to fire. On practice, a servo-skull skill with 2-turn cooldown spoils that concept, since it allows to gather the points from a distance. So, arranging defence in a corner of a map is a more effective tactic than rushing into the fight to sieze strategic points. And it won't work out - you don't have enough firepower to drive the enemy out. Especially since there's at least one obelisk at the start squad location in half the cases. I encountered only one interesting battle where you have to lure enemies into a corner and then move to their rear using a flying platform. Incidentally, you can't see foe's HP and armor type - you need to scan it with a servo-skull. However, you will benefit more if you scan an obelisk/corpse and spend this cognition point on a shot. Equipment and augmentations are cool indeed, though there're some questions to the classes. I set up a 4-point laser that shots through multiple enemies, but regarding scant amount of combat situations one should pray to the Machine God to get an opportunity to use it against at least two. Traveling through the tombs out of combat is similar to Darkest Dungeon, including dicisions like "pole this weird device" and its consequences. Nonetheless, in DD it might cause a failure of a campaign, whereas in Mechanicus even on Hard you can safely violate precautions and you won't suffer much. Someday I will continue playing. Tensive atmosphere, organic music (...inorganic?), simple but good combat, augmentation system are a stem that I like.
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