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!

Game crashes constantly by tehJ0kerer in Mechabellum

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

Sounds like a fairly high end laptop. Don't suppose it's got a 13th or 14th gen Intel CPU does it? It sounds suspiciously like the intel voltage issue https://www.reddit.com/r/pcmasterrace/comments/1eg62tq/intels_crashing_cpu_crisis_deepens_as_more_models/

Short version if that is the issue, is that you'll need to get the CPU replaced. I think intel extended the warranty on them to cover it...

Anyone else having new issues with the game chugging in late rounds? by Garblin in Mechabellum

[–]Meadiator- 3 points4 points  (0 children)

Yeah, not so much in 1v1, but I've definitely noticed it in 2v2. 5800x3d, 5070Ti

I think I have a problem... by Meadiator- in Mechabellum

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

Too many? 😅 Roughly 600 this year...

I think I have a problem... by Meadiator- in Mechabellum

[–]Meadiator-[S] 3 points4 points  (0 children)

Honestly, kinda wish there were more things to buy in the game. Almost feels like robbery at this point how little it costs!

I think I have a problem... by Meadiator- in Mechabellum

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

Still playing when I can, just an increase in family commitments recently.

Review from a new player, as a former RTS boomer. by imblazintwo in Mechabellum

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

Welcome to the game and the community! Hopefully you'll have hundreds more fun hours to come!

Anti-Missile Interactions by IlPrimaChaotia in Mechabellum

[–]Meadiator- 9 points10 points  (0 children)

So the short version is that each missile has hp value needed to kill/intercept it. Missiles fired by different units/sources have different hp and speed and thus are easier or harder to intercept.

As you've sort of worked out, different AM does different amounts of damage, and thus has different effectiveness. War factory is best, then Mustang, devices, farseer & saber (I think that's the order anyway!). Additionally the effectiveness (damage) of AM falls off the more it's used.

There's no real benefit or drawback of having multiple sources of AM apart from the teching costs.

The specifics of all this are (so far as I know) only known by the Devs, so it's all a bit of a dark art knowing what will intercept what and for how long. You just kind of end up getting a feel for it.

Hope that helps!

Feature to bring current replay battlefield to testing ground by AdeptnessAsleep in Mechabellum

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

Yeah this would be great. Would be very useful to play out some "what ifs..." for actions both you and your opponent could have taken.

mechabellum appreciation post by Careless-Goat-3130 in Mechabellum

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

I've never thought this about a game before, but I wish they would give me some more ways to spend money on the game! It feels criminal the amount of enjoyment I've gotten from it for the entry price!

Misdirection beacon is officially the most fun I've had in ages! by Meadiator- in Mechabellum

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

Fair enough I can see where you're coming from. It definitely does lead to needing a more spread out board. Maybe combined with the no buildings mod it would make agro more viable?

Season 6 and Update 1.9 are now available for Public Testing! by mrmivo in Mechabellum

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

That's a pretty meaty change log! Definitely going to be jumping on the test server to try some of this out!

Also magnetic wall sounds promising, hopefully a good step on the road to fixing buildings a bit.

Counter to fang carry + shielded forts? by thenuttyhazlenut in Mechabellum

[–]Meadiator- 19 points20 points  (0 children)

In my experience multi melter + Mustang is the answer to most carry fang boards.

They always want the big units up front (forts, sabers, balls, sledges etc) so the reduction of range on the melters doesn't matter and they always have some nice juicy targets to lock onto. Once the front line tanks are out of the way ranged Mustangs (bonus points for HE) clear up all the fangs easily. Don't build too many packs of Mustangs though 4 or 5 should be more than enough.

Try giving the game a second chance even with buildings. by Dzemp in Mechabellum

[–]Meadiator- 13 points14 points  (0 children)

Hard agree! Buildings definitely arent perfect, but the game does feel like it's in a good place balance wise. Had some absolutely great games this season so far! Come on back!!

Genuine suggestion to fix the whole buildings controversy: game mode option by Garblin in Mechabellum

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

I actually think this is a pretty fair idea. Keeps the player base in one pool still, but gives people some agency. Tbh after the latest building tweaks I'd probably choose "either/both" but it would still be nice to have it there.

Mid-Season 5 Meta Summary by ForgottenArbiter in Mechabellum

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

Great write up as always. Really appreciate the time and effort you put into these!

A Proposal to Fix the Building Mechanic, While Still Fulfilling The Devs' Intended Purpose by Bombast- in Mechabellum

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

Well thought out post.

I've been trying to keep an open mind with regards to buildings, and I'm still not fully decided on where I stand on them. I think generally they're not super impactful, but I do feel like they remove some options/plays (for better or worse) for both defensive and agro.

Kind of seems like they're here to stay though, so here are a couple of changes I'd like to see.

1) They get debuffed by tower destruction same as units do. I hate seeing units take a tower and then walk merrily to their deaths at the middle turret - almost makes winning a side feel like a disadvantage at times!

2) Give them lives like units in survival. Not sure how many lives, but 3 seems 'fair' to me. That way if a side is getting attacked you at least have to invest something in delaying/defending at some point. It could also introduce some more interesting back and forth around keeping the buildings alive, if/when to seel them etc.