How. How how how how do you beat this stupid penguin mech. It just refuses to not kill me. I haven't even managed to get it down to half health before it wrecks me. How do they expect people to beat this guy with their current level of equipment? At least the crystal guy could be cheesed by blocking his lasers with a two-handed sword. I honestly don't think they tested some of these bosses before releasing this update.
That said, I'm enjoying the rest of it.
Well, seeing as now they've changed the access route that allowed to snipe it before, I guess I can share the sort of "tactic" I tried to use to beat it that got it to maybe a third of its health.
Basically you want two weapons, with an optional third.
First is any melee weapon with a ranged secondary effect. Electric weapons are preferable because you can aim the shots, but any should do.
Second is a two-handed sword with as high a damage-per-hit as you can find or make. If you have a two-hander with a ranged effect, you can just use it as the first weapon as well.
The optional third is any kind of energy-using ranged weapon. You won't get many opportunities to fire at it, but you can get one nevertheless. I recommend something with a high damage-per-shot, like a sniper rifle or a rocket launcher.
The boss, last I saw it, has these patterns:
1. Claw Swipe - it will try to approach you and swipe at you with claws, then withdraw. Tactic: Either stay away and fire ranged weapon, or use two-handed sword to block claw attack and hit it as it retreats. Proceeds to: Missile Turret or Plasma Burst
2. Missile Turret - if you keep away from melee, it will move to the center of the room and launch homing missiles at you. Tactic: use a melee weapon with ranged effect to shoot down the missiles without wasting energy you might need for tech. There is a tiny blindspot in melee range where missiles will arc into the floor and potentially not harm you, but it's hard to always stay in it. Proceeds to: Plasma Burst, Claw Swipe, or Claw Charge.
3. Plasma Burst - if you play keepaway too well, or just at random after claw attacks or missile barrages, the mech may move into the center of the room, rise into the air, and shoot a large amount of electricity-like glowing orbs outward in rapidly shifting patterns. Tactic: The orbs
may be avoided completely, but their large size and number means it's very hard to do - you can instead move to the far side of the room and avoid most of them, using the two-hander to block the shots that will invariably hit your location. There is a short charge-up and wind-down period in this pattern, where you can approach the mech and hit it in melee. Proceeds to: Claw Swipe or Missile Turret.
4. Claw Charge - sometimes, instead of using the plasma burst, the mech will use the distraction caused by missiles to move back and charge very very quickly across the floor of the room, hitting you with the claws for a lot of damage. Tactic: watch the mech's movements. If you have a single-handed Electric weapon, you can grapple up to the ceiling of the room with the grapple gun, and shoot down the missiles with the aimed electric effect without having to worry about the sudden charge. Proceeds to: Claw Swipe or Missile Turret.
Using these tactics I was able to get it pretty close to beaten. I had no two-hander with me though, instead I used an axe, and I also was in the energy-focused "glass cannon" armor set, so I couldn't take much damage. If you use a two-hander and the "maximum defense" armor set, you should be able to beat it. I'll be testing the tactics out myself soon, with my new character in stable, so I'll report back on what changed and how it goes.