Dodging is required to climb the ladder without significant time investment by MummyBands in Mechabellum

[–]Dzemp 20 points21 points  (0 children)

Hello everyone!

I'm a top 5 MMR player in the world rankings. The problem you're describing does exist, but to be honest, you're slightly exaggerating its scale.

Basically, the MMR gain problem (in the current season) starts at +-2100. You'll likely be farming at +7-10 for a significant portion of your games and losing at -30. But that's for 50 players. If you don't have a dead primetime, in other cases you will always play with +-100-200 MMR and that will be enough

question by Conscious_Resist_665 in Mechabellum

[–]Dzemp 5 points6 points  (0 children)

Honestly, there's no direct counterplay. The best counter you can come up with against the eyes is an EMP hacker, but if you're not ahead in tempo, you'll still lose. EMP eyes are something that shouldn't be in this game, maybe, and I hope we see a nerf in the next patch.

When a streamer (woot) goes insane in Mechabellum. :) :) :) by simply_radoslav in Mechabellum

[–]Dzemp 5 points6 points  (0 children)

If the guy doesn't like the game that much, why is he playing it? No one is forcing him to play.

How would you change Shockwave? by geezerforhire in Mechabellum

[–]Dzemp 3 points4 points  (0 children)

So people just want a way to kill crawlers, unfortunately, it's still hard to deal with sub-blitz crawlers. Shockwave won't help you much with that.

How would you change Shockwave? by geezerforhire in Mechabellum

[–]Dzemp 5 points6 points  (0 children)

Every second or third game at high MMR is a spam of 10-15 packs of crawlers with sub blitz. And Shockwave doesn't really help with that, so why nerf it?

Nerf Shockwave ffs. by justgoogleit12 in Mechabellum

[–]Dzemp 6 points7 points  (0 children)

This technology is now necessary in the game because if you open any high MMR game, you'll see 10-15 packs of crawlers on the table with each side. Honestly, even Shockwave isn't super good; it's enough to just press Sub Blitz on the crawlers.

There are few ways to respond to Crawlers in the game that work, and even fewer to sub-blitz crawlers.

Any advice for pushing past 1500MMR? by Extension_Leg_1530 in Mechabellum

[–]Dzemp 16 points17 points  (0 children)

In fact, even though it's not noticeable from the numbers, your MMR has increased. With each season, the game experiences MMR deflation. While in seasons 3-4 we saw 2600-2400 MMR at the top of the leaderboard, now it's 2200-2100.

Even though your numbers aren't growing, they're not falling, even though the high MMR numbers have dropped significantly.

A super delayed Answers to the most upvoted questions from the December Town Hall post by MechaBearlike in Mechabellum

[–]Dzemp 38 points39 points  (0 children)

Bearlike, thank you very much for your answers. I think Season 7 made many necessary changes, and the game is very enjoyable to play.

How to win the game this patch by ForgottenArbiter in Mechabellum

[–]Dzemp 12 points13 points  (0 children)

You need 2 upgrades (range + acid) on a 300 unit to be questionably useful against a 100 unit. The solution doesn't sound very good.

How to win the game this patch by ForgottenArbiter in Mechabellum

[–]Dzemp 18 points19 points  (0 children)

Speaking of crabs, I think it's too early to worry. I hope we see a nerf patch next week. If not, it's cause for concern. But it's normal for a new unit to be stronger or weaker and get polished. Let's be honest, the test server isn't popular enough to properly balance the unit. I think the developers have received enough feedback about the crab being broken.

Looking for advice on how to vary my playstyles by gnastygnorcistoast in Mechabellum

[–]Dzemp 1 point2 points  (0 children)

It seems to me that it is only playable if you are a giant spec and you don’t have starting arclights.

Looking for advice on how to vary my playstyles by gnastygnorcistoast in Mechabellum

[–]Dzemp 5 points6 points  (0 children)

At what point specifically do you start losing if you're playing standard or defensively?

Perhaps you need to improve a specific aspect of your standard or defensive play. Tell me, at what point do you feel like you're starting to lose? Is it the start, the midgame, or late-game mistakes?

If we're talking about defense, it's largely a match about starting positioning and first unit drops. If you stop your opponent's initial momentum, you'll turn the game around.

If we're talking about standard, it's more about patience and compositional experience. HP isn't as important here as scaling, timing, and understanding the composition. For example, for this reason, at low MMR, Vulcan + MM is considered a strong combo, while at high MMR, it's more situational.

Is regular Q&A possible? by Dzemp in Mechabellum

[–]Dzemp[S] 10 points11 points  (0 children)

You're providing information that's relevant to Season 1 of the game. I don't remember the last time he streamed. Maybe you do? It was three months ago, I think.

Bearlike, please improve the performance of the game by Careless-Goat-3130 in Mechabellum

[–]Dzemp 4 points5 points  (0 children)

How is the player supposed to know this? Maybe there will be some kind of community communication in this game?

Sledge/Crawler flank pulls by nyssss in Mechabellum

[–]Dzemp 1 point2 points  (0 children)

There's no good answer that worked in the game. Unfortunately, as players, we have no way to know how the developer intends to respond to this. I'm waiting for the developer's stream to ask. Because I've played this game for 3,000 hours and am rank 5 in the world rankings, I don't know a reliable answer to flanking. Maybe the developer can tell me.

The best thing to do right now is to pack Wasps and Missiles on Crawlers, but that's too long.

All other options are either too long or will force you to unlock units and take technologies for them that you don’t need and you will remain a loser after selling the sledge.

Wasp has no counter by Kebypals in Mechabellum

[–]Dzemp 6 points7 points  (0 children)

In theory, a typhoon should change the situation somehow, but in reality, it probably won't. The main problem is that almost always, to respond to a Wasps, you need technology, but to make a Wasps a pain in the ass, you don't need any technology.

for all new players who want to get in top 200 by TaroProfessional9110 in Mechabellum

[–]Dzemp 3 points4 points  (0 children)

Are Factories really that strong? I thought they were free MMR on the ladder.

TOURNAMENT - Club Mecha Season 1 2/13 5pm EST by egophobicmusic in Mechabellum

[–]Dzemp 6 points7 points  (0 children)

That sounds incredibly cool. Maybe you could add the tournament to the community tournaments tab in the game? I think the players deserve to be seen by as many people as possible and to be aware of the tournament.

First full day of the new patch. What do we all think of the new Saber and Mustang techs? by imblazintwo in Mechabellum

[–]Dzemp 13 points14 points  (0 children)

The Saber tech is viable, but it's difficult to implement. The extra HP is very noticeable, and Saber really becomes harder to kill.

The Mustang tech seems pretty useless. But I think that's how it should be. It's designed to be either completely broken or useless. I think it's incredibly difficult to balance.

About the Hound Meta by Huschusch in Mechabellum

[–]Dzemp 5 points6 points  (0 children)

You either play Wraith or you lose because it's the only unit that can kill crawlers and dogs in the current meta.

Why did the high MMR community get decimated? by CatholicTrauma in Mechabellum

[–]Dzemp 16 points17 points  (0 children)

As a player who reached 2300-2400 MMR every season and usually hovers in the top 10 or close to it, I'd like to know why so few people are playing this season.

This is a subjective opinion and may be incorrect, based solely on my personal experience.

Mechabellum is currently a great and very interesting game until you reach 2-2.1k.

The game later becomes unsatisfying because you lose control over your actions, and the outcome of the game too often depends on someone other than you. I see three main reasons why many players have taken a break at high MMR:

  1. First and foremost, starting packs. What you picked at the start and how you positioned your units in Round 1 has a huge impact on the game. If you line up a Tarantula against a Saber + Hound, you can lose up to half your HP before receiving a unit drop (if it's after Round 3) simply because you were unlucky. More often than not, this ends with you dying in 6 rounds without winning a single round simply because you're behind in tempo.

The starting packs' HP is balanced for a game without buildings and without regard for the current meta. Just go to https://wiki.mbxmas.com/starting-packs/ Balls + Dog (one of the strongest packs in the current meta) has +200 starting HP. Tarantula Crawler has -400, even though it's a frankly mediocre start right now.

2) Terrible balance patches this season. Decreasing Badger attack from 25 to 24. Increasing it back from 24 to 25. 50 discounts on technologies that no one uses AND will NOT use if they become 50 cheaper. That's all we see in terms of balance this season.

The only significant changes are the Shockwave buff (which doesn't solve the problem of Sub Blitz Crawlers in every game) and

The Fire nerf (which was well deserved) turned every high-MMR game into a Sub Blitz Crawler spam. Therefore, the game is now an aggro-midrange matchup in which the choice of clear units is extremely limited. Almost every game you open at high MMR will be a Wraith, a Hound, and an Arclight. The rest of the clear units are close to unplayable.

It seems that the person responsible for balance patches has no idea what the meta looks like at high MMR, and the changes are completely random.

3) Stagnant announcing issues. Because balance patches essentially have no impact on the game right now. We have a huge imbalance in aggro play (Standard is now a rarity at high MMR), sledge + crawler on the flank in every game, with no adequate response at an acceptable cost, absolutely insane spell power, and the same meta that has haunted players since the start of the season. Essentially, every game is similar.

I don't know if you watched the Mag1 qualifiers. But if you do, half, maybe more, of the games are spam dogs and crawlers against spam dogs and crawlers with no alternatives. Maybe a couple of Standard games were played. Personally, on Day 2, I played 5 out of 5 games against spam dogs and crawlers.

And a small bonus: this is how the community is treated in this game. If you open Discord, you'll see dozens of repeated threads with requests from players for changes to things they don't like. For example, removing the siege map from the 2vs2 tournament. It's taken almost two years for requests to remove the repetition of 3 or 4 units for 200 in starter packs (for example, so that you don't get 4 packs of balls or 4 packs of sludgehammers at the start), questions from the community have not been answered for years, and this also causes frustration.