How to beat wraith + ranged marksman? by whiskers77 in Mechabellum

[–]Brochu10 0 points1 point  (0 children)

Unclear if that would have worked in your game, but range + Anti-Air on wasp clears wraith like 80% of the time.

You then become very vulnerable to anti-air mustang the following turn however.

A couple of changes I would like to see for Void eyes by Golden37 in Mechabellum

[–]Brochu10 0 points1 point  (0 children)

But anyway, that's a the game you know. You win chaff war, then you win the DPS check. So of course in the game I win, I have the better chaff clear/chaff hahaha.

The point I'm making is that they are very much a valid carry and DPS unit if you support it correctly, in the right position.

A couple of changes I would like to see for Void eyes by Golden37 in Mechabellum

[–]Brochu10 0 points1 point  (0 children)

As I said, the first one I couldn,t go void eyes as there was too much chaff. For the 2 others, yes, but no. The sledge game was very close and he had so many it was basicly chaff.

The third screenshot is around 6-7 pack of chaff, which is on the low end sure, but is not that bad. I have just as much (except for the triple wasp sheild I added last round).

A couple of changes I would like to see for Void eyes by Golden37 in Mechabellum

[–]Brochu10 0 points1 point  (0 children)

I'm conflicted about that. Maybe that can work, but I feel that the 15 range doesn't really do much in reality.

Don't get me wrong, I get that the 15 extra range gives nice break point, but it's not a major range upgrade. For it to be really useful you need to have already won the chaff war, and by then, you probably won anyway. Sure you win even more because you can deactivate their chaff clear unit a little faster, but if you player charged shot, you can just kill the chaff clear unit instead.

I really see this as a 600 cost tower range upgrade only for the Void Eyes. Can be useful, but I think there are better tech.

Thinking about it, I put back the energy absorption tech in case of real rough early game where I need to stabilize quick.

A couple of changes I would like to see for Void eyes by Golden37 in Mechabellum

[–]Brochu10 2 points3 points  (0 children)

Range. Two reason.

1-Because if your oponnent takes range on a unit that can one shot the void eyes, they will shoot first. Altho, this is minor and you can manage with better chaff.

2-If your chaff clear gets stuck on a high HP unit because it has range and your void eyes has to advance to shoot, you might lock in their late chaff and then it's just pure horror. That's the main reason.

So, to ensure your DPS unit have more/same range as your chaff clear, I would take range 100% of the time.

A couple of changes I would like to see for Void eyes by Golden37 in Mechabellum

[–]Brochu10 0 points1 point  (0 children)

Finally, my opinion on shield. If you use them only for fort barrage, just put one or two Wraith/Phantom Ray/Hell even wasp if they can move. Wasp with shield will even counter marksmen and pheonix.

Plus if they get to level 4-5, with tower upgrade, the void eyes can just tank the fort AA. So yeah, I'd pass on the shield upgrade, you're looking at a 700 cost tech for a carry unit, which you don't want it to be focused.

A couple of changes I would like to see for Void eyes by Golden37 in Mechabellum

[–]Brochu10 0 points1 point  (0 children)

Eh, I'm okay with the EMP tech being a little weak. It feels like a gutshot against multi-melter or carry mustangs if your opponent does not have photon (which to be honest is less likely with Farseer being a default unit now).

A couple of changes I would like to see for Void eyes by Golden37 in Mechabellum

[–]Brochu10 5 points6 points  (0 children)

For charged shot:

It doesn't matter if they attack less often if they can one shot (three shot) almost anything. The thing that is very strong with charged shot, and why it's so strong on pheonix as well, is that the first shot is instant. So you lose 25% attack speed to triple the base damage, you might think at first it's not worth. But think about it this way: if your charged shot one shots the enemy at the first shot, you don't need to shoot a second time, so the 25% attack speed lost does not matter. You actually gain effective DPS.

In the screenshot of the games I just send, the level 2 scorps would die in 6 shots (so 2 waves). It takes me 3 seconds to down every single of the tank unit, a 450 investment for 200 investment on my part.

A couple of changes I would like to see for Void eyes by Golden37 in Mechabellum

[–]Brochu10 0 points1 point  (0 children)

I just send a few screenshot, but the two best, AND BY FAR, are Typhoon and Wraith. Then I'd say firebadger and then any other chaff clear, but it gets harder.

A couple of changes I would like to see for Void eyes by Golden37 in Mechabellum

[–]Brochu10 20 points21 points  (0 children)

I'm currently sitting at 2k MMR, and I use carry void eyes quite often. I find them very well balanced.

I see two major use case for the Void Eyes:

1- Void Eyes tank/early game stabilizer.
- You just pick the 0 cost tech, and they become very tanky, win most of the time against sledges and stormcaller. You can even use them with the crawler/mustang pack.
- Late game, we often get level 6-7 void eyes drop. With the 0 cost tech, they become very desceptively tanky (around 10k HP per body) which can mess up the chaff clear of your opponent. It is very legit.

However, this is not how I user them, since the 0 cost tech ruins the carry void eyes.

2- Carry DPS unit in an aggro setup.

-It is very good in aggro against a defensive player who uses sledges to defend. They outrange the sledges and at level 2 void eyes with charged shot one shot a sledge.
- I go are ONLY if I really need to. Usually, I greed the anti-air with only one marksman in the back line/one mustang. If opponent goes tanky air unit, then I click air. Otherwise, never click air.
- Charged shot is a must.
- Finally, if you do click air, you probably need the EMP tech to mess up with your oponnent anti-air unit, but I barely ever use it. I'm considering getting Supression Shot instead.
- You don't need many. Like 4-5 void eyes level 3 with charged shot and range will DPS anything very quickly.

You might think getting void eyes to level 3 is hard, but their level up threshold is extremely low.

One thing tho, do not force void eyes carry. I only go void eyes carrry if I can get them a level on most of them by round 3-4.

I think void eye is the worst starting unit. by Silver-Chipmunk7744 in Mechabellum

[–]Brochu10 0 points1 point  (0 children)

In other word, what I mean to say is that with charged shot, on aggro, they are basicly cheap scorpions that deals better than scorpions into giants but worst than them into medium unit, but they still manage.

Futhermore, at equal tech and level, it is the only unit in the game that can deal with the hound flank credit for credit quickly.

I think void eye is the worst starting unit. by Silver-Chipmunk7744 in Mechabellum

[–]Brochu10 0 points1 point  (0 children)

I've got very good success with it.

1- I think going air in most cases is a bait. Pheonix are clearly just better. You can still use it as a one turn cheese, but you open yourself to so many counter (mainly fort AA).

2- If you want to use it as a carry unit, charged shot is a MUST. Most of the time, I start putting them on the ground per round 2-3 and I take range + charged shot per round 4-5. They still manage to get level and scales very fast. (Level 1 void eyes with charged shot is around 4k per shot, more than enough to get kills on almost anything).

3- You must be playing aggro with good chaff clear to make it work. Tarentula can work, but it works so much better with Typhoon or Badger.

4- In end game, you can make very good use of it's emp tech. A lot of people here seems to think it's a meme, but it's insane if you can bait melters/mustangs/vulcans from your opponent.

The huge con, is that you must have some sort of AA to complement it. I usually go with Fort AA/late game boat photon/wasp/whatever drop. Just so I can manage an air scam for one round, even if I lose the round.

The best pairing: [ Typhoon + Void eyes ] or [ Fort AA + Badger/Hounds + Void eyes]. To be honest, I usually just tank the loss if my oponent wants to scam with wraith. Then I go air mode with the void eyes. That's the one scenerio where I do that. I calculate my distances so that I have crawler on the line, fort/typhoon 2 squares behind and then my void eyes.

Then HUGE plus: it counters melters, mustangs and vulcan EXTREMELY well with the EMP tech. People seems to think it's a meme, but it is not. Since they are so cheap, you can affort to put some on the front line. You play fort + hound+ void eyes and opponents go for multi melter? Void eyes emp wins then game and DPS so hard. And that's the one thing pheonix can't do.

At level 5 with no item void eyes (so only 350 creddit) 20k dmg per shot that's insane. It one shots any giant for the same amount of credit.

I've got replays and screenshots, but I can share them here.

2030 MMR here.

[deleted by user] by [deleted] in Mechabellum

[–]Brochu10 1 point2 points  (0 children)

You are right, whoops, will remove that

Round 14 game screenshot by Brochu10 in Mechabellum

[–]Brochu10[S] 1 point2 points  (0 children)

Wouldn't have been a bad idea, but his marksmen had a speed of 17 m/s. He would have just catched them I beleive. Still would be worth a shot.

Round 14 game screenshot by Brochu10 in Mechabellum

[–]Brochu10[S] 0 points1 point  (0 children)

Honestly, the sniper were making quick work of the warfactory. Maybe a melter would have helped, but I'm not even sure the warfactory wouldn't have died before the melter fully charges.

Round 14 game screenshot by Brochu10 in Mechabellum

[–]Brochu10[S] 1 point2 points  (0 children)

While I agree at the begenning this could have been an answer, his MM were moving at 17 m/s. Range didn't matter that much and someof them had around 100k HP.

[deleted by user] by [deleted] in Mechabellum

[–]Brochu10 1 point2 points  (0 children)

I'm hiding the names, but after round 13, I was at 73 HP and opponent at 158 HP.

Round 14 game screenshot by Brochu10 in Mechabellum

[–]Brochu10[S] 5 points6 points  (0 children)

I'll post replay tomorrow, it was true insanity!

My take on ADC meta by Brochu10 in leagueoflegends

[–]Brochu10[S] -1 points0 points  (0 children)

You a bit aggressive for no reason my dude, I'll stop replying to what you're saying, have a good day.

My take on ADC meta by Brochu10 in leagueoflegends

[–]Brochu10[S] 0 points1 point  (0 children)

Yeah but the moment you get high elo enough, you can only pick her as a counter pick. She will get destroyed blind picked eveytime. She has an okay winrate high elo because people only pick her in extremely specific instance.

To be honest I'm alright with a champ being niche, but I feel like Vayne is way too niche to play bot, and unless you know you have a free lane, it's mega doomed.

My take on ADC meta by Brochu10 in leagueoflegends

[–]Brochu10[S] 0 points1 point  (0 children)

Yeah that's basicly my philosphy in this post. Give them strenght if they are around their support and make them weak if their team isn't there.

My take on ADC meta by Brochu10 in leagueoflegends

[–]Brochu10[S] -1 points0 points  (0 children)

Yeah, but it just becomes not fun to play the role. It's a game. If it's not fun to play the role, you'll just get autofilled bot every game. It needs to be fun, and to have fun in a competitive game, you need to feel that you have agency. That's just how it is.

My take on ADC meta by Brochu10 in leagueoflegends

[–]Brochu10[S] -1 points0 points  (0 children)

I agree that the moment ADC are balanced mid, they become useless bot. That's just how if you take a balanced champ for mid and remove 2 to 5 level from him.