Embarrassing to share, but I completely disregarded overheating until the 3rd provence out of sheer ignorance. As in, I paid no attention to the visual indicators on the timeline and would queue firing and boosting back to back - then wonder why my mechs felt so spongy and seemed to always be taking damage. If there was a tool-tip in the tutorial, I missed it or somehow forgot.
In one battle I actually destroyed my own unit by boosting repeatedly for an entire turn “because I needed to cover more ground”. I chalked it up to a collision detection bug and stuck to my high-heat ways.
- Scraped through the first half-dozen battles with a damage taken/inflicted ration of almost 1:1
- I felt a difficulty spike, and decided to pay attention to UI more closely
- First battle where I managed heat, my ratio improved to about 1:2
- The game became MUCH more fun and tactical, carefully balancing retreat/cover/shields and optimal range attack bursts - occasionally taking heat damage intentionally to squeeze out that extra shotgun blast
- Add an audio cue? Is there one already?
- The tension between attack and defense reminded me of the best aspect of 2D party RPGs (“BattleChasers: Nightwar” by Airship Syndicate is a modern take on the genre).
- The planning with “perfect information” (enemy turn telegraphing) reminds me of the best part of “Into the Breach” by Subset Games. I love and hate ITB. Love it because it makes me feel smarter than a professional Chess player sometimes, hate it because it ruined any game with random hit chance for me (cough modern XCOM cough).
- PB’s resource management metagame reminds of the best part of “Front Mission 5” by Square Enix: building mechs! Few things in life are as satisfying as a war of attrition fought through incremental upgrades.
- Maybe it’s just because I’m early in the game, but I see no need to specialize members of my team. Without skills or leveling, pilots are interchangeable cannon fodder. Seems that’ll be addressed in an update. But why field a team with varied loadouts? I don’t see an opportunities for the units to complement each other - it’s more fun for me if they have diverse weaponry, but I don’t see tactics that require it?
Anyway, now that I get how to play PB (or at least have a grasp on a core mechanic): it’s a fresh take on turn-based tactics and I can’t wait to see how it develops!