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Metal Fatigue: • Metal Fatigue Please note that this is segmented and edited. Notes RTS is my weakest genre and that's probably apparent here. As is normal for these kinds of games, especially for the time period, the pathfinding is absolutely awful and during mass engagements, units tend to spend most of their time bumping against each other than actually fighting. There’s also several bugs, especially with mechs equipped with jump jets. During the campaign, you can gain bonus points to spend on various upgrades. I generally don’t bother leveling pilots up and instead treat them as entirely disposable given that the AI doesn’t like to rebuild things once they’ve been destroyed. You should absolutely level the story critical pilots, as the levels do have significant effect, though. Mission 5 is probably impossible without leveling Diego. Some functionality and mechanical notes: You can’t shift click multiple production buildings to queue units. When you have multiple parts factories, it will automatically duplicate part builds to all parts factories every time you click. Solar panels generate (allegedly) 30% more power when inside your defense grid. Patrolling the builder unit causes them to automatically repair nearby units and retrieve combot parts. While you can shift click to queue the construction of buildings, you can’t shift click to queue movement. Control groups work, though there is no indication. I felt like I played this really slow but looking at videos others have made, they’re about the same or slower, even with increasing the game speed, so maybe it’s just the game. Mission 4: The goal is to get units near the building in the exposed area of the map and then you wait for 20 minutes, hence the build up of aircraft which I mindlessly yeet at the building to start the (invisible) timer. Massing combots to rush it takes way longer in comparison and there really isn’t much point in clearing the map. Mission 6: The alien combot has 90% resistance to physical/energy damage, which is why it gives me so much trouble. Mission 7: This mission could probably be done a bit faster but the orbital launches are super dangerous against clumped up units and they can be fired point blank without repercussion. I felt it better to mass more before attacking so that the damage wouldn’t be as crippling. At least the AI doesn’t fire it at stuff without first having vision of it. Mission 8: Some confusion regarding how you actually use orbital bombs and tectonics, though it doesn’t matter. Mission 9: Hey look, the AI is actually trying. After finishing mission 10, pressing continue on the score screen afterwards just dumps you back to the campaign selection screen. 00:00 Intro 04:33 Mission 1 11:29 Mission 2 26:46 Mission 3 55:00 Mission 4 1:34:54 Mission 5 1:46:26 Mission 6 3:00:21 Mission 7 3:59:05 Mission 8 4:50:56 Mission 9 6:10:12 Mission 10 7:17:44 Ending