
- #The phantom brigade drivers
- #The phantom brigade full
- #The phantom brigade series
- #The phantom brigade free
#The phantom brigade series
Fictional Earth: Specifically one in which the dinosaurs weren't wiped out by a single massive impact so much as a series of them. The level acts as a multiplier or modifier for the base statistics (so a Level 10 torso has noticeably more Integrity than a Level 1 torso) whilst rarity adds additional slots for subsystems and inherent modifiers. Equipment-Based Progression: Whilst pilots will have their own skill and progression system at some point in the future, for now all of your progression is based off equipment levels and rarity. Spec Ops naturally serve as the Elite Mooks of the forces and are typically the best-equipped and most dangerous of the lot, and crop up more as you get into higher-level territories. Elite Mooks: The Empire has several seperate 'divisions', the main ones being the Reserves, Army, Experimental, and Spec Ops. Vehicles can simply Surrender instead, though this is rare. Forcing enemies to eject, usually by destroying their arms/weapons, is one of the various ways to get salvage. Ejection Seat: Every mech comes with one as standard, as it also serves as the cockpit. You can also go Sword and Gun, backing up melee weapons with sidearms. Dual Wielding: You can absolutely arm your mechs with paired handguns or SMGs, though sadly you can't fire them both simultaneously right now. Whilst they hit very hard per shot and in a decent area-of-effect (allowing them to damage multiple parts or even units with a single shot) friendly fire and self damage alike are serious risks, and it's entirely possible for all shots to miss. Difficult, but Awesome: Flak Cannons and the Firestarter model Heavy Pistols are fairly hard to use, as they fire a small number of explosive projectiles per Attack. This is vital for minimizing the damage your units will take, either by ensuring they're outside that effective range, have their shield up if they have one, or behind cover. Crosshair Aware: Part of the above Combat Clairvoyance is the ability to see when enemies are making attacks, and exactly what their effective range is, with a big cone. As you can see the AI's every action, much of the gameplay stems from how you react and mitigate those actions timing your attacks to not be countered by their shields, raising your shield or maneuvering behind cover to counter their attacks, and so on. Combat Clairvoyance: Exactly five seconds of it. #The phantom brigade free
Enemy units are also typically white or black, with red highlights players are free to coordinate their units however they like.
Colour-Coded for Your Convenience: Player projectiles/effects are blue, enemy projectiles/effects are orange. Unfortunately for them, all but the lightest mechs will handily beat tanks in a collision. #The phantom brigade drivers
Car Fu: The AI tank drivers are reckless to the extreme, and will often attempt to ram or just drive through your units. #The phantom brigade full
Bottomless Magazines: In full effect units never need to stop and reload their weapons, no matter how many shots they fire (and an HMG-equipped unit could easily burn hundreds of rounds in a single encounter with the right setup).
BFS: The largest melee weapons are huge, though they're not quite to absurd proportions. It won't stop enemy patrols from spotting you if you get too close to them, but it's enough to avoid full retaliation. Adapted from a mining mech transport and outfitted with 'cloaking tech', it serves as your mobile base of operations through the campaign. Base on Wheels: Part of why the Brigade is able to fight as they do is their special Base On Wheels.
This is the best way to get salvage, as mechs often don't have to be badly damaged for the pilot to be knocked out.
Back Stab: Whilst units don't take more direct/physical damage when attacked from behind, they do take more concussion damage this is damage to the pilot, and if it maxes out then they're knocked unconscious for the remainder of combat.