I absolutely loved this squad, but I felt they were a bit underpowered over my first couple runs. Until I found a couple loopholes, making them quite viable and versatile.
I put Kazaaakpleth in the force mech and kept him there, until I got to upgrade for his ability to push, not just pull (Crush). It was a late upgrade, because his pull coupled with Kaz's perk were able to keep the mech consistently active throughout the game, as I used the cores on the Reaper Mech's No Recoil and extra shot abilities and Archangel's Smoke.
I did modify something on the mechs though: I added armor to the force mech, and +1 square extra pull range making it quite versatile even in the beginning by soaking up damage dealing some mass displacement (more so in the later stages when I had his crush unlocked).
And really that was the only modification I did to the squad. In comparison to most other squads I downloaded and felt I had to tone them down (where I could), because they felt WAY too overpowered.
But let's see the details:
1. Reaper Mech.
Specifics:
-> Clunky at first (without upgrades)
-> Very positional.
-> Low Hp.
-> 4 damage shot at any range is just great, but is offset by the reload and the minimum range.
-> Original "reloading" mechanic.
Gameplay:
Oh boy, did I hate the minimum range of the long rifle. I felt like having two ranged mechs in the team. Technically, due to low health I had to watch this mech to stop it from ramming into something whilst shooting, and to make sure it shoots something without getting inside its minimum range. I really like this mech, because albeit clunky to use, the upgraded gun is sufficiently strong to down wounded foes. I found the reloading mechanic absolutely gold too! This mech with fully upgraded long rifle and a Silica as pilot, becomes an unstoppable killing machine. With ACID autoloader it can deal up to 8 (!!!) damage, instakilling all bosses.
Advice:
A prime mech with a minimum range (like a ranged mech), proves to be confusing and frustrating at times. Makes it extremely situational, seeing as you have to take both the push back mechanic and the low heath into consideration. Ranged mechs can fire over obstacles, but it can't. My advice would be to get rid of the minimum range of the main weapon. I would keep the No Recoil upgrade, because..
Please, do not mess up this otherwise interesting mech with an insta-kill ability. It's cheap. 4 damage at any range is more than enough, not to mention if you used acid before turn it can dish out 8 damage on the target. Challenge is fun.
2. Archangel Mech.
Specifics:
-> Highly mobile (flying)
-> Positional.
-> Standard Hp.
-> Extremely versatile weapon, capable of making this squad shine.
Gameplay:
I love this mech. The smoke upgrade is a must to get. The 3 core cost might be a bit too much, but then, being able to simultaneously deactivate two Veks AND displace others around them is gold. I cringed at first at the low damage, but that's because I was used to other types of artillery. This is original. I like it. Low damage? Sure, but think of the displacement value! Position this mech carefully and watch the plays <3
Advice:
Lowering the cost of the Smoke upgrade to 2 cores, would enable to squad to easily gain 2 vital upgrades by the end of the first island: Smoke (duh!) and No Recoil on Reaper Mech. If you play really well (or get lucky), you might get up to 4 cores on the first island, in which case you still buy this upgrade even in the current version. Dunno what to say, it's a beautiful mech altogether.
3. Force Mech.
Specifics:
-> Good mobility.
-> Very positional.
-> Standard Hp.
-> Versatile weapon... when upgraded. But only after upgraded.
Gameplay:
The only mech I actually modified, giving it an armor buff and extended pull range. Worked like a charm, paired with Kazaaak, this mech felt like a reverse Pulse Mech from Rusting Hulks. Without Kazaaak or armor... or extended pull range, this mech won't see much action... Unless you upgrade its weapon, but somehow the Archangel and the Reaper always seem to have a higher priority (at least in my case) with upgrades. This is fine.
Advice:
Maybe give this mech armor and an upgrade to extend the range of the pull (+1 range = 1 core). Maybe make it so that it pulls all the way next to it (so in the case of three lined up veks, the first and the third would sandwich the second, dealing it 2 damage from the bumps). Paired with Kazaaak it makes up for its weakness until you get to upgrade the weapon. I personally don't mind tying certain pilots to squads/mechs. But I can imagine it's not something desirable for others.
P.s.: I've seen the video and I honestly dislike the new mechanic. Don't overbuff the squad, even as it is, it's pretty hard and fun to play.
That's a mouthful. But I really like this squad. I think they are in a good spot now with some minor improvements.