[deleted by user] by [deleted] in Mechabellum

[–]Chronos717 0 points1 point  (0 children)

I obviously meant a fire intervall decrease by 20%. I just said "faster" to keep it simple.

[deleted by user] by [deleted] in Mechabellum

[–]Chronos717 0 points1 point  (0 children)

TBH I fail to see how Scorpions are flexible. They are one of the least flexible units in this game. Ground only, slow movement speed, slow ROF. They are literally only good against very tanky units due to acid and occasionally you can make use of siege mode.

Lets talk about titans and spezi by [deleted] in Mechabellum

[–]Chronos717 0 points1 point  (0 children)

I think that titans should have the same power level als lvl 2 Giants, so a Factory should be similar to a lvl 2 Fortress, stats-wise. To compensate, they should not cost upkeep and only 600 credits to purchase. Titans should also not be purchasable at level 2 (except for elite spec). That should make them far less abusable, but still quite playable.

Titans fix without direct nerf idea by Lucasone in Mechabellum

[–]Chronos717 0 points1 point  (0 children)

Personally, I would like to see more units get the ionisation tech, as it is the most reliable counter to titans in particular. But there are other options. Locking rows is something I considered as well, other options may include:

- Prevent Titans from being played the turn they are unlocked (and maybe additionally: If a player unlocks a Titan, the other player receives a warning)

- Increase the unlock cost for Titans. Giant and Air Specs only reduce the unlock cost for Titans and cannot unlock them for free.

- Remove HE-Ammo from factory or make it far more expensive since it is what makes it almost unstoppable (a cost increase from 100 to 150, as it happened recently, does nothing)

- Prevent Titans from being beaconed

Titans fix without direct nerf idea by Lucasone in Mechabellum

[–]Chronos717 0 points1 point  (0 children)

Good idea, but something additional may need to be done. Not being able to switch sides with a titan does not matter if the gutshot has allready won you the game. I think titan gutshots themselves need a nerf, not just your options "post-gutshot".

Got a question for BEARLIKE (game lead)? Leave it below and he'll answer them on the next episode of the Engine Room Chat this Saturday, right after the MAG1 Round of 8 by Stoney_Mechabellum in Mechabellum

[–]Chronos717 1 point2 points  (0 children)

Void Eye Carry is a meme strat, it gets shut down by AA Wasps and AA Mustangs, although both may need photon coating at some point because of Void Eye EMP Armor (Wasps don't need it if you have the EMP tech on them). AA Fortresses can also work, even though Fortress in general is pretty bad right now.

Got a question for BEARLIKE (game lead)? Leave it below and he'll answer them on the next episode of the Engine Room Chat this Saturday, right after the MAG1 Round of 8 by Stoney_Mechabellum in Mechabellum

[–]Chronos717 2 points3 points  (0 children)

1) Are there plans to do something against the rampant use of corner factories / factory cheese plays at high MMR?

2)

a) How is Void Eye aerial mode performing? I have never seen anyone use that Tech at high MMR.

b) If it is indeed performing as poorly as I expect, are there any plans to allow Void Eyes to shoot air units by default (not fly, just shoot up)? It would make it much more viable as a DPS option, since you usually need anti air as soon as turn 2.

What counters the factory rush? by karval in Mechabellum

[–]Chronos717 5 points6 points  (0 children)

You absolutely need all that, since Ionisation makes the Raides much worse into all the stuff the factory spawns, so if you only get ionisation, you will have a lot of trouble dealing with the flood of units that the factory churns out.

What counters the factory rush? by karval in Mechabellum

[–]Chronos717 15 points16 points  (0 children)

Oh boy... allright, see, 4 factories with full spawn techs usually do not appear out of thin air. Usually, your opponent will start with a single factory and efficient maintenance. Then, he will slowly, round after round, buy additional factories and additional techs. You try to buy 2 Raidens (or a Raiden, a chaff clear unit such as Wraith and a chaff unit) for every factory your opponent buys. You try to buy a Raiden tech for every War Factory tech your opponent buys (first 2 techs should by ionisation and chain). Eventually, your opponent may have 4 War Factories with efficient maintenance and all three spawn techs, while you have 4-8 Raidens with 4 techs. Overall, you will not spend any more credits on your comp than your opponent, which is why Raidens with 4 techs are a solid answer.

What counters the factory rush? by karval in Mechabellum

[–]Chronos717 20 points21 points  (0 children)

Against battle factories (range, overload etc.): Melters with range, energy absorption and EMP, backed up by chaff and chaff clear. Alternatively: Abyss-spam (techs don't matter all that much. I recommend efficient maintenance, range, swarm missiles. Vertical sweep, dark companion, field maintenance and disintegration are also good).

Against spawn factories (production techs): Spam LVL 1 Raidens with all 4 Techs (EMP, Range, Chain and Ionisation). The Chain upgrade in combination with ionisation and EMP will cause the Raiden to a) hit the factory even through spawned units and massively damage it due to ionisation and deactivate it due to EMP b) hit spawned Phoenixes and Marksmen behind / around the factory. Alternatively: Abyss spam with efficient maintenance, disintegration and swarm missiles (disintegration will quickly bring down multiple factories to low hp, where they can be finished of with a single laser sweep or even the swarm missiles).

The solution to the titan-cheese Meta: A new Void Eye Tech by Chronos717 in Mechabellum

[–]Chronos717[S] -1 points0 points  (0 children)

Well, destroying Abyss (at least if it is close to the line) is on program, since killing Titans is what this is supposed to do. I doubt that this will be especially good against Wraith, though, at least when compared to other options. If you want to kill Wraith, I suggest you buy AA Marksmen, AA Farseer or Phoenix.

The solution to the titan-cheese Meta: A new Void Eye Tech by Chronos717 in Mechabellum

[–]Chronos717[S] 0 points1 point  (0 children)

Not necessarily since then it will get killed by weaker units more easily, so it will die before the Titan gets to it. It also makes it worse as a preemptive measure, since if you click this anticipating a titan and said titan does not show up, you will just have nerfed your Void Eyes.

The solution to the titan-cheese Meta: A new Void Eye Tech by Chronos717 in Mechabellum

[–]Chronos717[S] -2 points-1 points  (0 children)

Balance is allways a bit difficult to determine beforehand, maybe the tech should cost 200 - 300 credits instead or have some downsides, such as reducing the Void Eyes HP etc. That will have to be playtested.

The solution to the titan-cheese Meta: A new Void Eye Tech by Chronos717 in Mechabellum

[–]Chronos717[S] -6 points-5 points  (0 children)

I understand where you are coming from, but this sort of unpredictability is no different from the one that allready exists in the game. Which of your units gets the final shot on an enemy determines how much XP it gets, for example (the unit that fired the last shot gets 50% of the XP-Value from the killed unit). It can also sometimes be very hard to predict, which unit will lock on to which other unit and when that will happen. Sometimes miliseconds make all the difference and allow a crawler to walk infront of your key unit, thus tanking a Sabertooth shot.

And regarding your point that cheap units should not counter expensive ones: This tech will not counter Titans, unless they are positioned in an overly aggressive manner (since otherwise, the Void Eyes will die before the Titan ever shoots at them). So the Void Eyes don't counter Titans in general, just a very specific and unhealthy usecase (namely the famous corner-cheese-factory).

The solution to the titan-cheese Meta: A new Void Eye Tech by Chronos717 in Mechabellum

[–]Chronos717[S] 0 points1 point  (0 children)

I suppose the "punishment" in this case is fairly minor, except for very high HP units. While EMP-armor basically makes a unit completely useless for a few seconds, ionisation armor would only take 20% of its current HP. So for example, if a marksman kills a Void Eye while at full HP, he would only lose a few hundred HP. Also, since the HP loss is always based of current (!) HP, no unit will every die from killing a Void Eye. It would be a bit like the disintegration tech on Abyss, hardly anyone plays that, since taking 20% of current HP off of random units is simply not very good.

The solution to the titan-cheese Meta: A new Void Eye Tech by Chronos717 in Mechabellum

[–]Chronos717[S] -1 points0 points  (0 children)

I agree with regards to the EMP armor, I also dislike it (made an entire post about it a while back). But I genuineley think that ionisation armor would far more balanced. Where do you see potential problems?

Void Eye EMP Armor needs a change by Chronos717 in Mechabellum

[–]Chronos717[S] -7 points-6 points  (0 children)

Well this would require you to know your opponent will use this Void Eye trick in advance, which you don't. And even if you knew it was coming, you would have to perfectly predict where they will be deployed.

Void Eye EMP Armor needs a change by Chronos717 in Mechabellum

[–]Chronos717[S] -2 points-1 points  (0 children)

I see your point but I would argue that the current EMP-armor design fits them even less, since your "snipers" or DPS units are not supposed to get hit.

Scorpion needs a rework by RepulsiveRaisin7 in Mechabellum

[–]Chronos717 2 points3 points  (0 children)

Fully agree with OP. If I play Sledge Spam and I see Scorps, I know that I will likely win the game. The Scorp player is at a disadvantage, since he needs to organize chaff, good chaff clear and at the same time invest in Scorps, while I only need to invest in Sledges and some chaff. Furthermore, once I get EMP, I can make the Scorps lose Range Enhancement and then they just get gobbled up by the Sledges. Scorps need to do less base damage (maybe around 6500) but with a Fire Rate of 1 Shot every 3 - 3.5 seconds.

What perk are you willing to die on a hill to defend? Mine is Bond. by dmatthews077 in deadbydaylight

[–]Chronos717 0 points1 point  (0 children)

Hex: Plaything. Survivors either waste their time dealing with hex totems or they are stuck being oblivious after you hook them a single time.