Here's your weekly summary:
Three Updates in Three Minutes
First of all there's Design Flaws which are Upgrades that you can take during Mecha construction to have more MP to spend but give your Mecha a big weakness. Here's the two examples:
Limited Battery Time (+30 MP)Internal Upgrade
Effect: At the beginning of every one of your Turns after the first one, your Mecha reduces its Energy Attribute by 1 until end of Operation. After your Energy is reduced to 0, you will lose your current Level of Threshold every Turn instead.
This is a prototype so experimental that it cannot run for more than a few minutes at a time. It is so inefficient that after its battery for external equipment runs dry it the limbs will start to power down individually until it can't move at all.
Walking Coffin (+60 MP)Internal Upgrade
Effect: Double all the Damage that you take.
Your Mecha is a fragile little thing and the designers have made it a testbed of every feature they could think of, but apparently forgot to armor it with more than aluminum foil and to fill the tank with something other than explodium.
Then there's Interference Terrain which is a variant of Defensive Terrain. with a focus on jamming sensors and obscuring vision. Unlike Defensive Terrain, Interference Terrain does not provide real cover, it only makes you harder to pinpoint and is thus useless against weapons that don't require precise targeting and cover a wide area of effect.
Interference Terrain works both ways, any Units attacking from within, into or through Interference Terrain will suffer two Disadvantages to the Might Test unless it is with Weapons that have the Blast ability or that affect Zones instead of specific targets. That means you can use it offensively to force enemies to move out of their current position, defensively to nerf their (most likely) strongest weapons, or as a barrier between both groups to do a little bit of both.
Lastly there's nerfing Guardian of Steel. The update goes more in detail, but here's the two options I'm considering the most:
The first is to reduce Guardian of Steel's area of effect to a 1 Zone radius. This makes it only work with a team full of snipers or after a lot of setup positioning the party properly, which in turn makes everyone more vulnerable to kiting (the group now has to move at the speed of the slowest member of the party) and area weapons will hurt more. Waaay more. The effect is just as strong as it used to be but it is more situational, so you have to think about how and when to use it.
The second is to halve the Defense bonus granted to allies. Cutting the bonus to half makes it go from 6-8 to 3-4 which is a lot more manageable. Those 3-4 extra points are usually the difference between hitting for very little and not hitting at all, meaning that weapons with effects that trigger on hit can still have an effect with a good roll. Still not enough to make using those over Finger Nets and Bombardments a good idea though, but it is something. This is a boring change, but an effective one.
The Finish Line
The beginning and the end are the most important stages of a campaign. Continuing the comparison from before, this is when all the fighters get serious. I may not be able to blow up a planet in 5 minutes (that somehow take a zillion episodes) but I've been preparing for this period the most. Maybe this will work out, maybe it won't, but I sure am not going down without fighting to the end.