After a decade of bouncing off of it, I finally beat Mech Platoon (GBA)
▲ 40 r/ObscureRTS+1 crossposts

After a decade of bouncing off of it, I finally beat Mech Platoon (GBA)

Mech Platoon is one of those games where the texture is so rough, so crunchy, so hard to enjoy, yet the fact that it exists at all is merit enough. Similar perhaps to how impressive the Starcraft port on N64 is, the fact that we have a fully fledged RTS experience on the GBA is a work of wizardry.

Several times over the past decade I've tried to pick up Mech Platoon, to see what it had to offer. Each time I bounced off just a few campaign missions in. Usually due to my own incompetence, struggling to juggle the mission requirements and the awkward control scheme. This final successful playthrough was fueled by my more recent endeavors in playing more RTS games as a whole, between the Age of series, Dawn of War series, and Total War: Warhammer, I felt more equipped with a better mindset to tackle Mech Platoon.

I am still baffled by the variation of units the game has which is about 36 unique units. That's a decent amount of variation on different stat spreads & damage types to experiment with.

Some interesting gameplay quirks I discovered during my playthrough. All ranged attacks are handled similarly to maybe how Age of Empires II handled arrows and siege shots. Where they actually have travel time and either land or missed based on a map-tile system, checking if a unit is on that tile when it lands. Meaning your units with fast movement speed can actually actively dodge ranged attacks if your micro is decent enough. The way they made melee work under the GBA limitations is interesting, a unit that is hit by melee will have their movement action cancelled. So if you're trying to retreat a slower unit and they are hit by a melee attack, they essentially get stun-locked and issuing new movement commands will only lead to them being hit again and stuck. It was neat seeing them intentionally have melee be able to "tie-up" ranged units like in other RTS.

Unit pathing is abysmal and maybe my only true gripe with the game? I had to micro individual movement so much because of how easy it is for workers & units to get stuck on every possible thing in their path.

EDIT: Oh my god, I found in the system menu there is a setting to set unit commands from "Renew" to "Continue". Renew meaning every time you issue commands to a unit/group it automatically deselects them after. Continue keeps the unit/group selected letting you issue multiple commands for micro. I played the entire game not knowing about this feature lmaoooo

The campaign was fun for what it was, the mission variation was nice even though they felt sort of restrictive and never let you do normal RTS game things like focusing on tech upgrades. You usually just macro out units if possible and can handle whatever the objective is. Having to salvage parts from fights during missions added some extra unneeded stress to unlock more units.

After getting 100% on my unit database for use in Skirmish/Multiplayer I had to go try out a Skirmish against the CPU. Finally a normal paced match where I can explore unit upgrades a bit more and try out some composition strategies. The way they leverage the CPU similar to how some RTS games give the CPU a resource or production advantage, Mech Platoon handles this by giving the CPU a natural start next to resources while your workers are forced to start somewhat away from your natural resource points. A weird way to handle it but sure. On my first attempt, the CPU actually two-factory rushed me with fast units and it got a good chuckle out of me. On my second attempt I went into unit production much quicker and beat the rush out, leaving their workers vulnerable to attack, which also caused the CPU to break and essentially give-up. I might use the mode to test some unit things out but as you'd expect the CPU is fairly manipulatable in this mode. One neat thing with skirmish is that even on the same maps, the resource points are randomized each time to keep things different which I thought was a nice touch.

It is tantalizing thinking about what deranged strategies could come from two humans trying to play this game against each other. I'd really like to explore the multiplayer and see what is possible, what units are good, what strategies emerge, but alas finding people willing to engage with this game earnestly, let alone for multiplayer is a large ask.

It might be a fun future personal project to try and recreate Mech Platoon in Godot and give it some much needed love like redrawn sprites and better unit pathing.

u/Unlikely_Return6669 — 1 day ago
▲ 10 r/AynThor

Android Native Games to sideload and/or Freemium Games with good controller support?

I cannot curb my insatiable lust to fill my device with as many games/experiences as possible so I'm looking for unique android native games to throw on the device.

Things that would count for what I'm looking for:

  • Unofficial games on Android (Things like Digital Tamers 02, Pokemon Overlord, PokeMMO come to mind)
  • Unofficial ports with good controller support (OpenMW/Daggerfall Unity had my interest but I feel like they're so meant for Kb&M)
  • Freemium/Gacha games with controller support (So far I have Punishing Gray Raven and Sword of Convallaria on mine)

Any usual paid play store recommendations I'm probably already aware of so nothing from that category.

  • Magic the Gathering Forge (https://github.com/Card-Forge/forge) has a really neat adventure mode and a native android apk, launching it on thor though forces vertical view and seems to be broken, can't get setup. If anyone has got this to work please let me know!
u/Unlikely_Return6669 — 4 days ago

Replaying Might & Magic - Clash of Heroes, Puzzle RPG Genre?

Been replaying some old favorites and was reminded of M&M Clash of Heroes.
Reminded me how brilliant using the framework of a HoMM-like and slapping RPG mechanics on top of a puzzle battle system was.

How big is the Puzzle-RPG genre and are there any experiences similar to Clash of Heroes?

It also made me yearn for more weird fusion RPG games. World Flipper while unfortunately a gacha game (that also hit end of service) took pinball and put an RPG system on top of that which was very charming and fun to play.

I'd love to hear about other peoples favorite RPG-Fusion(?) Puzzle-RPG(?) games in similar veins.

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u/Unlikely_Return6669 — 4 days ago

This was hard!

So many different games I could put in several slots.

Thought about Panzer Dragoon in general for favorite art style. Best Combat could be DMC4 or 5, whatever way you swing. Criminally Overlooked is hard and kind of overlaps with underrated in my mine. Also the image is Final Fantasy Explorers-Force but the image for FF Explorers (3DS) wouldn't come up so I meant that actually. Made me feel really old with people considering 7th Gen Retro now, so I gave the slot to one of the best games of that gen. : )

Game everyone should play can just be the entire Vanillaware catalog.

u/Unlikely_Return6669 — 14 days ago

Messing with Stat Investment and Diminishing Returns

So it seems for every 3 Stat Points you invest, it raises that stat by 1 point.
It also seems that starting with the 9th point invested and every 30 points after you gain 2 stat points instead of 1.

Example:

Total Stat Points Invested Stat Gain Total Stat Gains
3 1 1
6 1 2
9 2 4
12 1 5

Points to reach for +2 Stat Gains:

Stat Points Invested Stat Gain
9 2
39 2
69 2
99 2
129 2
159 2

So 159 out of 186 investable stat points is the last time you'll get that +2 bonus. At level 100 you have 300 points to invest, if we wanted a spread that maximized the +2 gains this way we could end up with investment spreads like:

- 159, 129, 12
- 159, 72, 69
- 159, 102, 39

This is not saying these are the proper way to invest your stat points but simply examining the total value you get from stat increases.

Taking an investment from 159 to the cap of 186 is an addition of only 9 Stat Points, which is 27 investable points used.

I'm currently waiting on a response back from the person who did data mines on the games formulas and other info and how the calculation works out with stat investments and scaling the Stat Total down for level 50 but hopefully this helps people work out some EV spreads a bit faster.

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u/Unlikely_Return6669 — 26 days ago

Interest in Daily-ish/weekly PvP Animon builds?

I started trying to work out some PvP teambuilding options and found all the info gaps still on https://animon-dex.com/ so I started filling in the missing movepools, stats and weakness/resistances on any Animon I'm seeing that still need it.

Led me to a fun idea since I'm going to be working out individual Animon builds/teams for PvP. Would people enjoy a Daily or maybe Weekly breakdown of individual mon usage for PvP?

This would involve me picking a single Animon per day to make a post about it, breaking down it's Base Stats, abilities, highlights from it's move pool, generally talk about some strategy ideas involving the mon, Potential EV spreads, preferred items & abilities, etc.

edit: I'll work on how I want to format these types of posts and hopefully get something out in the next few days for the first one

u/Unlikely_Return6669 — 28 days ago

PvP Formating Discussion

It's probably way too early to be discussing this as I don't know how many people are actively playing PvP or working out the hard math on damage formulas, EV investments etc. There are definitely some outliers currently that could potentially be changed in the future if we get PvP focused balanced changes.

Discussion About the Outliers

Carrigante is certainly a contention point, nulls every type except fire and has the sole ability of Fire Eater. There's a buff move in the game called Vaccine which turns two of the target's weaknesses into resistances, you can see where this is going. I haven't tested Vaccine with Carrigante to see how it works in practice though.

Answers do exist for Carrigante, such as the hidden abilities of all the starter Animons, example being Salabel's "Corruption: The first target hit by the Animon is inflicted with a weakness to Demon-type skills." Need to test if switching the Animon out resets your usage for the "first target hit" condition. Carrigante can also still be affected by status effects, even if the base damage of the applying move was reflected. Example: The poison status effect from Pyretic Spray can still be applied to Carrigante.

As far as items go, they are all mostly strong with Ancient Band and Silhouchain being the overpowered outliers. There are so many good stat buff moves in the game to abuse Ancient Band with and the only answer so far I've seen in the game is the data-type move "Format (3 SP): Deletes all information on the target, removing all stat changes". So it feels like you might need a Format user in a lot of comps to help counter all the Ancient Band usage.

Potential Rules/Clauses

What are people's feelings on Species/Item clauses for PvP? Species clause being you can only have one of a given Animon in your team, meaning no 6 Carrigante teams, etc. Item Clause meaning you can only have one of a given item held across your entire team to prevent things like dealing with multiple Ancient Band abusers and such.

Only thing holding me up about using a species clause is Veveso's Totem ability, for each Veveso ally in battle, their combative power increases (whatever that means exactly).

Item Clause feels like a no-brainer to have with how abusable some items can be at the moment.

"Legendaries"

For lack of a better term, this is referring to the main boss Animon of the game (Dualine, Blumester, Knequital, etc) Arct-Rex and Katamos may be excluded from this depending on their SP-given and overall Base Stat Totals.

For anyone that has been using them in PvP, how is their performance compared to the regular Animon and how do you feel about their inclusion in PvP?

I have not personally tried using any of them yet in PvP as I assumed their overall power would be comparable to how most legendaries are treated in Pokemon. I would love for them to be viable for regular play and if they are currently overtuned for that environment I'd honestly urge the devs to adjust them to be more comparable to the rest of the roster for usage!

Random post-thoughts

Everyone has already discovered Twinkler with Hyperstrength and Ambigubox but I was thinking about testing out Cimitrick (Logos) to stack the Anode/Cathode buff with Ambigubox. There's also so many interesting enemy team manipulation moves in the game, I got hit with the move Misdirection the other day and it completely caught me off guard, that stuff is really interesting and helps the 4-Mon battle size feel less chaotic.

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u/Unlikely_Return6669 — 1 month ago

Ideas for Doctor Strange's eventual 2.0

I've been thinking a lot about what direction FFG could take Strange for his eventual 2.0 version. Strange is easily in my top 3 Marvel heroes and I really enjoy his 1.0 thematically, but I do admit he can get stale to play sometimes.

I think a great spot in his comic history to pull from for his 2.0 would be from Mark Waid's run of Sorcerer Supreme. For a brief overview, The Last Days of Magic run happens where majority of the magic of Earth 616 is destroyed, which forces Strange to return to more conventional methods and weakens him for a time. Waid's run follows it up and Strange is given the idea to travel throughout space from Tony Stark, to find and learn about the magic of other worlds and to rebuild himself as the Sorcerer Supreme. We even see art from this arc used on the aggression card Magic Attack.

I feel like this is a great thematic starting point, a game of Marvel Champions always involves building out your hero in most cases to reach a win state. The build out process of Strange 2.0 can be part of that "magic rediscovery" and specific character upgrades (which I'll get into it a bit). Keeping the mystical and spell casting aspect of Strange is so integral to the character that the idea of any version of him trying to emulate him during Last Days of Magic would be really uninteresting.

I'll preface the following bits will have some minor spoilers from the Waid run if you haven't read it and would like to in the future!

To really summarize it, during Strange's space adventure, he learns the art of forging from a space dwarf and uses a mystic forge to create new magical artifacts with everything he has learned. (Remember a large amount of enchanted items from earth were destroyed during Last Days of Magic). This is perfect for his identity-specific upgrade cards that we build him out with.

Doctor Strange using the mystical forge.

There are several directions this could be taken mechanically, the forge itself could be a support card that leans into the identity-specific upgrade cards somehow. Another idea I had was some sort of design space where you start with blank(?) upgrade cards that you "forge" and pick specific enchantments (effect text) to put on them.

Also gives us an opportunity to give Strange one of his coolest enchanted items, the Scalpel of Strange. He forges himself a unique sword that has the ability to cut through dimensions, could be perfect as his premier identity upgrade card.

https://preview.redd.it/wr7j6jvehb3h1.jpg?width=1000&format=pjpg&auto=webp&s=f1211ab4f33af17e6bda133ff4d6d87e95115ae3

Mystic is in no short-supply of great cards in the game currently, but I would be excited to see what new Spell or Mystic related cards FFG come up with. I'm also fairly behind nowadays on what has been going on in the comics, I'm sure there are plenty of other new spots to base Strange 2.0 off of but I was really into this "rebuilding magic itself" idea they could use for him.

I excitedly wait to see if and when we see Strange 2.0, what FFG decides to do!

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u/Unlikely_Return6669 — 1 month ago

Android Game Compatibility List?

Doing a bunch of extra research while I wait for Batch 6 pre-orders to ship, is there a compatibility list for Android games on the Thor? Emuready unfortunately doesn't list android titles.

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u/Unlikely_Return6669 — 2 months ago