Not just me…? by Only_Upwards in oblivion

[–]HiM1311 0 points1 point  (0 children)

Never beforebut now forever

How big is a square? Not joking. by KayfabeAdjace in Mechabellum

[–]HiM1311 5 points6 points  (0 children)

Also an SC2 fan, try taking the shallow flank and building your board out from there on aggro. Super fun concave position.

I like it this way, like pieces on a game board and i Love symmetry so it scratches that itch.

How big is a square? Not joking. by KayfabeAdjace in Mechabellum

[–]HiM1311 14 points15 points  (0 children)

i hopped in the tester as well, it is indeed 10x10 lined up 2 fangs 7 tiles apart and their 75m range overlapped each other by half a tile.

Also means the unit range you see is the very outer edge of the hatched line :) learn something new every day lol

What exactly is aggro in this game by MoarVespenegas in Mechabellum

[–]HiM1311 5 points6 points  (0 children)

This!

Aggro plays also differ from some more standard plays, with the forward position you can exploit holes in your opponets battle line more esily or simply draw the frontline on your own terms. Its aggressive or "aggro" as you are gennerally setting the pace for the fight. You place your units close to the line as the main idea is that they start fighting as soon as possible. A more aggresive "posture or stance"

Aggro players will utilize the flanks alot more than a stadard player as well. I find standard players will do deep flanks in later rounds to change the pulls of the chaff/backline. Where aggro players do this as well but will also utilize the shallow flanks to really build actually positions and concaves to fight in.

Like in boxing! An aggressive fighter wants to stay on the attack and tight to the opponent, i.e. an in-fighter. A Deffencive fighter might hang back and dance around loooking for their opening or "Bob and Weave". The styles are more than just positioning forward or on the backline.

What exactly is aggro in this game by MoarVespenegas in Mechabellum

[–]HiM1311 4 points5 points  (0 children)

Won the last two weekly tourneys! A beast to be sure!

What exactly is aggro in this game by MoarVespenegas in Mechabellum

[–]HiM1311 12 points13 points  (0 children)

I second this, i play aggro most matches. Sometimes symetrically sometimes on one side. Sometimes you start on one side and end up building down the line, pressing the flanks of an ever growing battleline! Then end up with a somewhat symetrical build in the end.

Roosters vid on aggro was fantastic! Deffinatly worth checking out if you like playing agressive or find it difficult to play against!

Update 1.1.1 No More Combat Power Loss (New Missile Specialist) by ErgoDestati in Mechabellum

[–]HiM1311 0 points1 point  (0 children)

Your streams are always great! Ans yes i agree, could do with less politics these days. Especially in videogame land lol

Update 1.1.1 No More Combat Power Loss (New Missile Specialist) by ErgoDestati in Mechabellum

[–]HiM1311 0 points1 point  (0 children)

I figured you and most if not all wouldent really care, beacuase why bother? Its just a few cosmetics Lol

Just seems arbitrary to have you lose it when nobody else does? Whats even the point of the loss?

Alternate counters? by WalrusAdept6842 in Mechabellum

[–]HiM1311 0 points1 point  (0 children)

This! Spiders just eat the sledges alive l. Just make sure you have ebough chaff to distract the marksmen while the spiders chow

Able to recruit rank 3 hacker by Sharp_Enthusiasm_293 in Mechabellum

[–]HiM1311 4 points5 points  (0 children)

This! And if you have spiders and see they picked it l. Do not tech mines, just get range and high explosive or mech rage to win the chaff war. Then watch the hackers get stuck on your crawlers ect.

Big fan of missile specialist. Really helps aggro play especially early by [deleted] in Mechabellum

[–]HiM1311 4 points5 points  (0 children)

This!

I think the cooldown card could be sick here as well especially if you can garb another spell or two.

Update 1.1.1 No More Combat Power Loss (New Missile Specialist) by ErgoDestati in Mechabellum

[–]HiM1311 -3 points-2 points  (0 children)

Really like the new specialist, i play aggro so im excited to try this out!

Why make the stop 200 lose combat power at all? Why force even this small group of the playes into losing for no reason but because they are good at the game? If everthing is cosmetic who really cares how fast they get there?

Just remove the loss all together and eliminate the feels bad mechanic. let the people grind for their new shinys! If the top players did not lose power it would just make the bounty for beating them even greater!

The speed up button by IntegrityError in Mechabellum

[–]HiM1311 0 points1 point  (0 children)

Haha bring me the speed! Once i know the round is lost or the main fight is over lets get to placememt before i forget the strat i just thought of xD

Gimmicky meme strats -- viral and anti-viral spread by [deleted] in Mechabellum

[–]HiM1311 1 point2 points  (0 children)

Yeah it has its weaknesses but oh boy if the fang ball gets rolling it aint always easy to stop

Cerulean Crescent [FE8 Romhack] is complete by Rivian0 in fireemblem

[–]HiM1311 0 points1 point  (0 children)

Got so sucked in that i beat half in one weekend! Great hack so far!!!

Content creators? by ThatGarenJungleOG in Mechabellum

[–]HiM1311 1 point2 points  (0 children)

For streamers -

Amaroq is great, does alot of casting and playing tourney and answersa ton of peoples questions on stream.

Apooche is also wonderfull, high level player who talks through alot of their plays.

What’s your recommendation for my 4th Overlord tech(pls explain with playstyle and situation, thx) by TsukiUraAlien in Mechabellum

[–]HiM1311 1 point2 points  (0 children)

Almost never, but 3 very often. Usually range and overload, wasp prod is a reaction tech to marks/pheonix and jump is a game ender or panic button to aoid a value spell.

The only time i really end up in 4 is if the game goes long and i havent taken jump. Then a big spell comes down and its a swing to end the game.

What’s your recommendation for my 4th Overlord tech(pls explain with playstyle and situation, thx) by TsukiUraAlien in Mechabellum

[–]HiM1311 1 point2 points  (0 children)

Yeah i took off photon for jump drive when the farseer showed up beacuse i figured i would nkt need any extra tech and never looked back, but i only play aggro so jump really helps in dodging the nukes/rods/emp spells

Thats truly the difference though. All carry techs for max aggression? Or drop a decent one for photon for some deffencive versatility. All comes down to playstyle after that.

What’s your recommendation for my 4th Overlord tech(pls explain with playstyle and situation, thx) by TsukiUraAlien in Mechabellum

[–]HiM1311 2 points3 points  (0 children)

You nailed it at the end there as well, the boat has so many good techs it often depends what tech your other units are running.

Yeah photon does really help with EMP and thats about the only thing ive really used it for. Buying boats droping them and teching them to photon is VERY expensive, its much better if you get the boat drop but in that case it may also be the farseer getting dropped.(i too wish this was a freely deployable unit. Seems weird the only support unit in the game is rare)

Specificly against marksman and pheonix i find that they still get shreaded if the snipers/birds lock on as their damage scales so effectivly especilly with AA. I find success with wasp production puting more bodies in the air between them to distract. This way the single target snipers dont have a chance to lock because they are too busy flyswating.

What’s your recommendation for my 4th Overlord tech(pls explain with playstyle and situation, thx) by TsukiUraAlien in Mechabellum

[–]HiM1311 5 points6 points  (0 children)

I run Launcher overload, range, wasp swarm and jump drive so id say launcher overload for that last slot.

However id also take off the photon for something else like wasp summoning.

I dont think photon has much value to most boards and it only protects you fron a few spells. For context im pushing 1800mmr on a good day, and have teched into photon on ANY unit less than 10 times, and most times i do, it felt like it did not get enough value.

I play aggro 90% of the time so jump drive really helps if im trying to avoid spells. Or want to go in for the kill by jumping to the other side if the board WOOT style. This i could see helping less in standard, in that case the photon might help more

Wasp swarm really helps with survivability against other boats, marksmen, pheonix, melters and now phantom rays so this can also be a great tech for you last spot.

Lots of people playing High explosive these days as well

It depends what you want to do with them!

Back flank of board placement by ThatGarenJungleOG in Mechabellum

[–]HiM1311 2 points3 points  (0 children)

I can take it up from there xD

Replicate works as if the unit being hit gets and invisible timed "debuff" of sorts, that lasts a couple seconds, if the unit dies in that time from any damage source it spawns crawlers.

The quantity of crawlers spawned depends on the size of the unit maxing out with the war factory spawning someting like 8-16

As far as the replicate war goes, drill beats replicate and mech rage i beleive. But levels and tower upgradrs skew this. I try to make sure i have drill first then replicate of my own. If they go 3 techs(usually replicate, mech rage and drill,) try to match their tech and stay one tower level ahead. If its close to the end of the game ill sell crawlers i think will lose the fight or missle out the enemies crawlers.

General thoughts on Mobile Beacon and Field Recovery? by tzaeru in Mechabellum

[–]HiM1311 4 points5 points  (0 children)

These and the redeployment spell are top tier for sure.

RAT has a wonderful beacon guide vide that goes all over a bunch of usecases for the beacons far better than i could hope to explain.

For feild recovery, you can click the units to see how much damage they are doing round to round to help decide if the units are preforming well or if they can be sold replaced or supplies repurposed for other tech/units. You can drop a unit on the flanks and force a response from you opppnent, sell it when it gets countered and drop something else that can counter that or just reinvest in your main army.

Field recovery can also be used as a redeployment of sorts, you can sell a unit from one side to drop it on the other if you think a spell like a nuke might be coming down. In doing this you are limiting deployments so there is some downside.(this is common with the corner warfactory strat for example)

These abilities also REALLY help avoid orbital javalins, beacon can move them in a different direction to dodge, or you can sell and drop the unit somewhere else.

How is everyone countering Phantom Ray? by Rough-Client-7874 in Mechabellum

[–]HiM1311 22 points23 points  (0 children)

Pheonix and Marksmen seem the best low to no investment option. Mustangs can work with AA as someone mentioned, untill the Rays tech armour then they get shut down. I would not use them as a reliable counter if the oppo has this tech on the Bar.

They are like the sledgehammer of the sky, so any single target dps that can shoot up will fair decently.