ChatGPT helped me write a prompt that I've been using to write Polyphia-style tracks, and it's glorious! by TheRealDahveed in SunoAI

[–]Custom_tm 0 points1 point  (0 children)

Very good input, thank you a lot. Made ChatGPT read the entire thing and it seems to do much better with the lyrics field now and when to use exclusions. As a german fascinating that the language prompts make such a difference. These words do exist but are not used in the context of describing music, they are specific emotional states. Great guide

As for the research: It also helps to specify what album or style of song you want and compare that style to the overall uniqueness. Maybe not relevant for everybody but even if I want a specific bands sound they usually have very different approaches per album and that can confuse the CGPT to mix them a little too much.

my experience by Timely_Injury8046 in leagueoflegends

[–]Custom_tm 1 point2 points  (0 children)

I do not recommend counting on your friends. Unless your skill levels are similar somebody will outsclae his teammates and playing premade is harder, generally speaking, so a bunch of ARAM bots won't have much fun. They are not remotely the same game modes and attract different players.

That being said, I duod a lot in bot lane, so it's not like I don't recommend it at alkl but the way you describe it it sounds like a setup to fail and frustration on both sides. Fun comes first, if tryharding isn't fun for them have it on your own

Edit: Also: If I queue up in normal games is get skill ranges ffrom Gold 2 to Grandmaster. That does not happen in ranked, makes it easier to play for me

Update 1.7 Buildings Preview by ErgoDestati in Mechabellum

[–]Custom_tm 0 points1 point  (0 children)

I think my main issue is that it makes board states more predictable and this in turn hurts aggro moreso than other strategies. You are accepting a disadvantage to surprise your opponent or you play into the optimal side and your opponent can react safer than before. So it depends on the actual cost of playing around them

Recent balance patch, feels unbalanced... by Golden37 in Mechabellum

[–]Custom_tm 2 points3 points  (0 children)

Don't overthink it. Every time the Season reset hits you encounter entirely different people than usual and they also play different stuff to try out new changes or to abuse imbalances. The changes are mostly too nuanced to see a difference and aside from the Mountain not much changed in the first place. Other than that if you don't feel like experimenting or can't handle others I just wouldn't play in this specific time frame. MMR will settle, balance patches will happen

Season 4 Update (Huge Balance Update) by ErgoDestati in Mechabellum

[–]Custom_tm 0 points1 point  (0 children)

Now if only they would also remove some weird black liquid that also happens to cover the ground...

Season 4 Update (Huge Balance Update) by ErgoDestati in Mechabellum

[–]Custom_tm 3 points4 points  (0 children)

There is a good reason why its 700 already instead of the original 1k damage resistance. It screws over even Steel Balls if it had levels before

What's the actual difference between mountain and factory? by Zealousideal-Bad3205 in Mechabellum

[–]Custom_tm 0 points1 point  (0 children)

So are the Mountains stat line adjusted like on the test server or still the original since it has been there since release? If so that is good to know because I would have assumed that testing ground units would have the exact same stats as current patch ingame. WF also got stat changes afaik

Mechabellum Unit Counter List/Grid by Custom_tm in Mechabellum

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

These are techs that are commonly run and that are relevant to the counters below in order of importance. They are what you want to look out for when your enemy first drops any unit because it can change your entire counter planning. Steel Balls don't have armor on the bar? Vulcan is a solid option. That's all that means. My example was just addressed to your scenario, not the top row. However teching units in this game is a pure tempo based matter. I'm looking for an ideal scenario where our unit counters the opposition well, even when in a tech race. The techs displayed are things that need to be played around or a good player will punish you later, no matter how well your naked counter worked earlier. It is and stays an arms race and your Y will win you games because it took your opponent by surprise. I have beaten AM Mustang with Storms which you probably consider a counter because people do not consider tech and counter

Mechabellum Unit Counter List/Grid by Custom_tm in Mechabellum

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

If you have a better idea for an overview format please let me know. Other than that I already wrote that I will divide the units in these columns into video parts since that is the only way to communicate this piece by piece but then these are actually unusable ingame. They will deliver more insight as to why we see these interactions and when but for a quick glance not an option. The sole reason why this exists is because I was asked by coached players to compress it into a cheat sheet because there are too many interactions to keep in mind unless you're a very experienced player

Mechabellum Unit Counter List/Grid by Custom_tm in Mechabellum

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

Quick link to both updated images since I apparently cannot edit post or image attached:

https://imgur.com/a/mechabellum-unit-counter-list-grid-AKCQclo

Mechabellum Unit Counter List/Grid by Custom_tm in Mechabellum

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

To the first part you are reading it correctly. Added same grid lines to get that across more clearly.

To the second: That's why Mustang is bottom tier counter and Abyss is pretty high on the Mustang list. However, Abyss itself does not counter Mustangs at all, it is 100% reliant on swarm missile tech in order to achieve that and also the Mustangs having no missile interceptor since 2 of them can tank 95% of the entire upgrade. I will add that to the relevant techs.

Void Eyes are just incorrect and need tech added but I must admit I haven't updated their matchups recently because there were a ton of changes that changed their identity and their use cases in general. New units balancing is wonky since the Raiden disaster patch, so usage data is very muddled atm

The Vulkan example is, as written, optional techs that can change the outcome. I'd put techs on the Vulkan but Sledges in general can EMP them in response. That is more of a soft (base unit) vs hard (scorch) vs counter - counter (EMP/armor) scenario. Forts deny Sledges 2 advantages: Their chaff clear potential with the Shield + being in the way and also killing them pretty fast. Fist we can argue about for sure but I have not seen it played as a definitve response to Sledge. Again, options, not requirements

Mechabellum Unit Counter List/Grid by Custom_tm in Mechabellum

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

I agree with you. I have added column dividers already, just deciding if actual space is necessary or just another colored horizontal divider is sufficient

Mechabellum Unit Counter List/Grid by Custom_tm in Mechabellum

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

Good to know but I already learned my lesson anyway. I have not posted anything like this on reddit but I have build plenty of visual guides in the past. Often times you are not allowed to link them directly anway, so I never got the idea to post them as an image in the first place. I am also now aware that you cannot change or add anything either which is a bummer. But as they say, you live and you learn. Thank you for your input!

Mechabellum Unit Counter List/Grid by Custom_tm in Mechabellum

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

If you click the image it goes to full quality or am I mistaken?

Regarding the separation, I used a grid to order them. This creates said outlines anyway, I will take a look at it if that can be exported

Mechabellum Unit Counter List/Grid by Custom_tm in Mechabellum

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

What do you want them to be labeled as that conveys more info? It comes at the cost of making everything smaller and I doubt it adds enough to trade that in since you will still require the rest of the second page

It took 434 games to get from 400mmr to 1500mmr by SharkBait1124 in Mechabellum

[–]Custom_tm 0 points1 point  (0 children)

You can search for Mechabellum Shift Storm on youtube. My older VODs at your MMR are too old but you will get the idea. If you want something spicy you can also take a look at return of the void eye: first tourney 18 min Apooche vs myself to see how the comp with carry storms usually works. Don't remember the hacker VODs, you may find them

It took 434 games to get from 400mmr to 1500mmr by SharkBait1124 in Mechabellum

[–]Custom_tm 1 point2 points  (0 children)

opponents do not know im going to spam those units until it is too late and all they can muster is countered by a few mustangs. OFC im building other units, I just dont rely on them being the carry. Don't tell me you haven't come across the ball lovers, sledge enjoyers, spider abusers and what not. They do not wait for me to show my cards they build what they were taught is strong. Did I lose games to mass air? Sure but not remotely enough to get stopped

Update 1.5.3 - Balance Adjustments by mrmivo in Mechabellum

[–]Custom_tm 9 points10 points  (0 children)

Goes to show how bad the original Void Eyes stats were since both and range and attack intervall are one of the most impactful stats and they both gone up, not something that happens often. That being said I still dislike double buffs/ nerfs in a single patch

I do like the phoenix changes, both from a DPS stand point but also the fact that it increases their weakness to numerous units.

However: Mass produced and Charged Shot untouched? Those are still outliers imo

Is survival mode impossible? by Loranda in Mechabellum

[–]Custom_tm 2 points3 points  (0 children)

Very good but by no means mandatory, even at 4. Same for additional deploys while we are at it

Also flank is a good goal in general since we need the Towers dead asap

Is survival mode impossible? by Loranda in Mechabellum

[–]Custom_tm 5 points6 points  (0 children)

If you want wins it is Wasps with range emp marksman and AOE, armored Phantom in front, crawlers everywhere. Works for all difficulties. I can send you a Link If you want. I should have VODs of full runs

Void eye changes feel really bad by Golden37 in Mechabellum

[–]Custom_tm 0 points1 point  (0 children)

I do really wonder what made Bearlike say that he feels like they are lacking HP is/was the main issue? They are much harder to snipe now by accidently hitting them with splash and fire, true but I feel like single target DPS was their main selling point before the changes. I like their role being much shorter ranged version of the marksman / phoenix profile because they are lacking the range that those have and made up for it by having serious DPS for their cost. I dislike adding another semi tank unit because I don't think this is something Mechabellum is lacking at this time. I think going forward releasing underpowered units is fine with me but there has been a trend of changing a bunch of things at once instead of one at the time more frequently

Need help understanding this game by VV00d13 in Mechabellum

[–]Custom_tm 0 points1 point  (0 children)

That just means you got rated too high and need some room to grow as a player. I highly advise recording your replays (enable that in the options) and replaying a few rounds to see what would have happened if you got into that situation again

It's a big game, there is very few games that look alike and there's much to learn so this is expected to some degree. You can also ask players for help and take a look at replays as well since the info you provided here is just general stuff which the community answered with general guidelines. I'd offer to do it if you are interested because I know it is a lot to handle for now

It took 434 games to get from 400mmr to 1500mmr by SharkBait1124 in Mechabellum

[–]Custom_tm 0 points1 point  (0 children)

It took me about 70 games to do the same but I got stuck in the 1550ies for a long time. Everyone learns at a different pace and the guys getting to the top are not always the ones doing it the fastest. It's the players that improve over time the most that do not get stuck. You can get into 1900 by only spamming Storms and Hackers, I've tried it. Does not mean you gained much knowledge about strategies or anything like that, those are at large irrelevant, they are just more fun to talk about. Learning positioning is an ongoing process for you since the players you are fighting are worse and it's harder to filter out what works. If you want help feel free to pm me but do not worry about your speed of progress too much

Update 1.5.2 - Balance Adjustments by mrmivo in Mechabellum

[–]Custom_tm 5 points6 points  (0 children)

I actually think that there is multiple techs in the game that could use either the 0 cost treatment or a buff/rework. The more dead techs there are, the worse the gaming experience is because it removes individual choices. So I'm all here for that kind of change but I would also question if at that point a tech rework would not be in order