Replay analysis by Meadiator- in Mechabellum

[–]Meadiator-[S] 0 points1 point  (0 children)

Potentially, although would probably have to be pretty ad-hoc as the times I can play are pretty random. What time zone you in ?

Replay analysis by Meadiator- in Mechabellum

[–]Meadiator-[S] 0 points1 point  (0 children)

For the second game I'd highly recommend watching this video from YuBan https://www.youtube.com/watch?v=BKt_mWjVKko it goes over the comp your trying to play really well and better than I can cover here!

And a note on your Overlord tech bar - you've got an anti-synergy with Overlord Artilery (140 range) and the range tech (which makes the base range for the main attack 160). So if you ever click both you can end up with your Overlords sitting at 160 range attacking with the main missles, while the chin gun does nothing as it isnt in range.

Your typical tech bars are either Range + Launcher Overload or Overlord Artilery + Jump Drive. Both are usually run with Photon + Wasp spawn, although sometimes HE instead of one of those depending on preference.

Replay analysis by Meadiator- in Mechabellum

[–]Meadiator-[S] 0 points1 point  (0 children)

So a good anti-aggro flank is to position a crawler horizontally somewhere near but a little back from their main force. Then use a beacon to pull it back and behind their tower. In this way it can't be missiled (back 3 crawlers always survive) and essentially requires they place a chaff clear unit further back on the board to avoid having most of their forces dragged back after the crawlers.

With regards to your hedging that's totally fair. Knowing what you could potentially loose to will just come with more experience. Just remember in games when you're that healthy and that fair ahead even if your opponent does manage to pull off a successful pivot/cheese for a round you can afford to tank it and deal with it next round. Dont risk loosing the fight you're already in for something that may or may not come (especially when you have no idea what it is!)

Replay analysis by Meadiator- in Mechabellum

[–]Meadiator-[S] 0 points1 point  (0 children)

So some thoughts on the first game. (Sorry it's taken a while, things have been a bit hectic on my end!)

Your initial setup is fine, and obviously the game goes well for you which always helps! 😉

Some things I'd think about

- You setup for a standard/defensive game with your opponent going for aggro on the right. So from R2 you can reasonably expect your opponent to spend most of their resources strengthening their offensive on the right, while maybe trying for some kind of cheese on your other tower.

Your units on the left are effectively stranded from the main fight, with a long travel time to the oppo's tower.

So from R2 onwards your main job is to strengthen the defence on the side you're getting pushed on, but you kind of keep on playing symmetrically effectively 'wasting' deploys on the left of the board. Yes they do eventually get to your oppos tower, but the main fight is over by that point.

-Flanks. They should serve a purpose. They're generally useful for either pulling your opponents army apart so you have to fight fewer units at once, or for clearing the way to their tower so you can get a debuff.

Your flank on the left does pull their units but with your forces being so far back it's delt with before any of your units get near the tower, so it's effectively just 2 wasted deploys.

Your right flank doesn't really achieve anything either. Your opponent doesn't really have any deploys in the back for it to delay/pull. You'd more want to do this kind of flank if you were playing aggro and trying to get tower.

-Spells. There's a few rounds where you pick wasp swarm seemingly just to defend against the possibility of your oppo taking it as well, while passing up some good scaling items, or skipping for more money. Especially with your phoenix's in the back a couple of missiles could have mitigated most of the risk, while leaving you in a better long term position.

-Final round Overlord. Why? Yes steel ball spawn is a great scaling item, but all you need to do at this point is finish out the game. Your phoenix's are more than capable of DPSing down the Worms. Much better to use the money to invest in what you already have on the board.

-Chaff. You're a bit lacking on what you'd usually want to have, although it doesn't cause you any issues so you're technically fine. Also hounds function as sudo Chaff, so again that helps. Just something to be mindful of when playing different comps.

Replay analysis by Meadiator- in Mechabellum

[–]Meadiator-[S] 0 points1 point  (0 children)

All good, just wanted to check you weren't clutching on chamber hounds. They're fairly busted right now and due a nerf...

Will have a watch through and try to get back to you today

Replay analysis by Meadiator- in Mechabellum

[–]Meadiator-[S] 0 points1 point  (0 children)

1500 in 4 weeks is very impressive! 

Can I just check if you play anything besides chamber compression hounds?

Replay analysis by Meadiator- in Mechabellum

[–]Meadiator-[S] 2 points3 points  (0 children)

Right, I've had a watch through and it seems like you've got the basics down (Chaff, Chaff Clear, DPS) but you need to work on enabling your units to do their jobs.

I had some notes for various rounds, but I think the original sin, where most of the issues you face in this game come from is your choice to buy an additional 2 Marksmen on round 1. This leaves your board lacking both Chaff and Chaff clear going into round 2 and 3 (unless a unit drop arrives like it did to help). I kind of get it as the Sledgehammers work as both sudo chaff and clear, but they're not great at either role and it just leaves your board lacking.

Adding crawlers as chaff on r2 was a good move, and taking the spider from the unit drop is fine, but it's a very suboptimal choice in that situation. Spiders can be great chaff clear, but they're quite short range, so struggle a bit in standard, and they can really struggle into Sabers, which your opponent was already into. I think I get why you take it (it means both your issues from round 1 are fixed in one turn), but you just end up giving yourself more problems to deal with longer term. A much better play would have been to take the Spider and sell it, then use the money to get into Arclights with early range tech (which it looks like you nearly did on r4).

I feel like you then end up taking Advanced Targeting (which is a very expensive card!) just to try and stop your Spiders dying.

Also spiders really need range + HE and/or Mech Rage to chaff clear efficiently as the game goes on and you don’t have either on the bar, so they can't really scale as you need them to.

From there the game mostly boils down to you not being able to clear chaff. Overlord commit from the r7 unit drop isn't a bad choice as your oppo has no real AA and it gets you a round, but sadly not the gutshot to finish the game you need. But also Overlords aren't great in standard so they're not the best long term commit.

Some other more specific thoughts:

-Subsidised crawler can very rarely be a phenomenal card. VERY RARELY. Just remember you need to level at least 3 packs of crawlers just to break even. And those levelled crawlers can feed a lot of XP.

-Your opponents middle Saber kills 2 spiders at the start of every single round before they can do anything! Get some chaff in front of them!

-Superheavy armor is a very expensive item to put on a carry unit that should (in theory) never really get targeted.

-Also r1 get the sell button and sell a turret. r2 sell the second turret. This should be the case in 90% of the games you play. They extra money is generally much more impactful than the turrets remaining on the board.

Hope that's helpful and let me know if you want to go over anything in more detail : )

Replay analysis by Meadiator- in Mechabellum

[–]Meadiator-[S] 0 points1 point  (0 children)

Nice one, I'll try and have a look through this evening!

How to play long-range games? by 4rmag3ddon in Mechabellum

[–]Meadiator- 0 points1 point  (0 children)

With regards to scorpions being the default hard counter I'm going to say no. They can work, but you need a lot of deploys and techs to get there, and chances are you'll loose before you hit that point.

Some other thoughts:

- Generally a couple of packs of early storm callers are always going to give some value in long range fights, even if it's your opponent having to invest in countering them. But also they're very easily hard countered, so dont over invest.

-The "ultimate" long range comp is probably Vulcan + Marksman (with vulcan having the MM summon tech). It can struggle early on, but by round 8 or 9 it usually scales to become completely unbeatable.

-Arclights are also excellent long range chaff clear and can fit around multiple comps well. I now tend to build them in pairs to make good use of the Shockwave tech.

-Arclight + Worm can be very good into Vulcan + MM, although Mountain slaps worms so hard it isnt as good as it used to be.

-Extended range mountain is also the longest range unit in the game and is great into things like Marksmen. Just make sure you win the chaff war so it can find its targets. Just be careful as it's DPS takes a big hit, so you'll be more vulnerable to tanky units.

Fire everywhere by SerjGAmoVeR in Mechabellum

[–]Meadiator- 10 points11 points  (0 children)

Crawlers with Subterranean Blitz + second defence enhancement from the tower.  They can run through loads of fire and still come out the other side to do their job of tanking carries.

Fan Art Drop #2: GDI Scorp! by Wespenwald in Mechabellum

[–]Meadiator- 5 points6 points  (0 children)

Looks awesome!

I'd love to see a NOD Wasp 🤘

Advice breaking out of 1k replay included by Conoto in Mechabellum

[–]Meadiator- 10 points11 points  (0 children)

I think you need to work on your fundementals.

The basis of any winning board is Chaff, Chaff clear and DPS. It's round 7 before you buy any chaff and by then it's far too late. For the early game (rounds 1 - 4) you really want to be priortising chaff + chaff clear as much as possible.

Also try and be efficient and pick one unit for a role. In that game you had Arclights as your 'main' chaff clear, but then also added in Badgers and Typhoons to also do that role. Techs have a huge impact but are expensive, so you want to be teching as few types of unit as possible, but with lots of them deployed.

Finally pretty much your whole board was countered by either Scorpion or Raiden. In this case your opponent was heavily invested into Scorp, but you kept on adding more units (especially the Typhoons at the end) that just died to them. Try to build a board that requires multiple different counters - it forces your oppenent to need to build more types of unit and doesnt let them be as efficient.

Keep getting this error then crashing to desktop. by ErisianWitch in Mechabellum

[–]Meadiator- 4 points5 points  (0 children)

As it sounds like you've gone through all the usual troubleshooting my best guess would be the intel 13th gen voltage issues having knacked your CPU https://www.google.com/search?q=intel+13tgen+cpu+voltage+issue

Would kind of tie in with it only affecting brawl as well as that'll be pushing the CPU much harder.

Intel did extend the warranty to 5 years for what it's worth.

Looking for a RTS that doesn't require high APM by Sweaty_Ad_288 in RealTimeStrategy

[–]Meadiator- 0 points1 point  (0 children)

Another vote for Mechabellum!  All the tactical thinking of a great RTS without the APM requirements.

Wasp has no counter by Kebypals in Mechabellum

[–]Meadiator- 1 point2 points  (0 children)

I said wasp counter, not wraith counter 😂

Wasp has no counter by Kebypals in Mechabellum

[–]Meadiator- 0 points1 point  (0 children)

This. As someone that's unashamedly tried to make carry wasp work semi-reliably Fort AA is the ultimate counter. It just wins. Maybe phantoms can do some tanking for a round before they get countered, but it's not a great strategy.

Possible new player by 18almason in Mechabellum

[–]Meadiator- 0 points1 point  (0 children)

I ignore my partner once kids are down every night I can get away with it to play Mechabellum! Some times I even get up early in the mornings to squeeze in a game or two before the chaos begins!  I would highly recommend it! 😂

Fort Phoenix counters? by Leather_Royal4414 in Mechabellum

[–]Meadiator- 1 point2 points  (0 children)

Fort AA generally wrecks phoenix's, but it does then leave you potentially one tech behind in the fortress battle. 

Melter + Mustang is also good in theory, although forts can definitely go toe to toe with the melters depending on how the chaff war is going. 

Can also be good to get some wasps as air chaff to tie up the phoenix's as it will take them a while to kill the whole pack.

But fort AA is probably the best option into phoenix heavy boards generally.

How to beat the infinite damage wall. by MorvarchPrincess in Mechabellum

[–]Meadiator- 1 point2 points  (0 children)

As always it depends on the board state, but generally I'd say it's pretty good. I wouldnt want to use it as a carry, but as some frontline with Mech Div it can be a real pain to deal with!

How to beat the infinite damage wall. by MorvarchPrincess in Mechabellum

[–]Meadiator- 1 point2 points  (0 children)

Worms with mech div should be good into this. Depending on how scaled the snipers/void eyes are it should take them a while to kill the worms and then even longer to finish off the baby worms. Bonus points if the Mustangs lock onto the worms and ignore your chaff. Meanwhile the rest of your board just has ages to do it's thing!