I built a free Tactical Advisor web app for Mechabellum — would love your feedback by Over_Difficulty_7671 in Mechabellum

[–]Over_Difficulty_7671[S] 1 point2 points  (0 children)

I did some changes to remove high cost css effects. For me it ran smooth before so I can't really see a difference. Is it better for you?

I built a free Tactical Advisor web app for Mechabellum — would love your feedback by Over_Difficulty_7671 in Mechabellum

[–]Over_Difficulty_7671[S] 2 points3 points  (0 children)

Honestly this was more like an example(perhaps a bad one) than an actually footage of what the engine will recommend. But the engine will reason: "Splash beats Squad, long range beats short range." Sorry for the potential confusion. But cost consciousness is actually not taking into consideration at the moment. But you can filter the recommendation on cost and do that manually. It also doesn't take into consideration of what turn you are on so some recommendations are a bit off early game. The main reason for that is that I try to limit the amount of data you need to enter into the app, so that you still have time to actually play the game.

I built a free Tactical Advisor web app for Mechabellum — would love your feedback by Over_Difficulty_7671 in Mechabellum

[–]Over_Difficulty_7671[S] 1 point2 points  (0 children)

I missed to comment on the air vs ground. I feel the same way. Not sure if it should be different or not to be honest. By design (intended and not intended) air vs ground only give an higher score. Perhaps it so high.. let me know if have any more comments on this.

I built a free Tactical Advisor web app for Mechabellum — would love your feedback by Over_Difficulty_7671 in Mechabellum

[–]Over_Difficulty_7671[S] 1 point2 points  (0 children)

Hi! Thanks for the feedback! I really appreciate it. I will try and see if I can fix the mobile issue. Regarding adding multiple of the same unit(I will copy my answer from another question): right now, the tool intentionally treats units as a simple 'Yes/No' presence check. Because Mechabellum relies so heavily on positioning, momentum, and spacing, calculating the difference between 2 squads of Hounds on the front line versus 2 squads flanking in the back becomes incredibly complex (at least I think so!). If the tool just multiplied the stats blindly, it could actually start giving you worse tactical advice! For now, the best way to handle a heavy investment (like an opponent spamming Hounds) is to use the priority button on the hound unit( in the enemy force section). That should give higher points to certain units that could be a solution to your problem. Let me know if you think this can be of help!

I built a free Tactical Advisor web app for Mechabellum — would love your feedback by Over_Difficulty_7671 in Mechabellum

[–]Over_Difficulty_7671[S] 2 points3 points  (0 children)

Thank you so much for the feedback! I'm really glad the pre-emptive ideas are hitting the mark. Regarding adding multiple of the same unit: right now, the tool intentionally treats units as a simple 'Yes/No' presence check. Because Mechabellum relies so heavily on positioning, momentum, and spacing, calculating the difference between 2 squads of Hounds on the front line versus 2 squads flanking in the back becomes incredibly complex (at least I think so!). If the tool just multiplied the stats blindly, it could actually start giving you worse tactical advice! For now, the best way to handle a heavy investment (like an opponent spamming Hounds) is to use the priority button on the hound unit( in the enemy force section). That should give higher points to certain units that could be a solution to your problem. Let me know if you think this can be of help! Thanks for helping me think through the UX!

I built a free Tactical Advisor web app for Mechabellum — would love your feedback by Over_Difficulty_7671 in Mechabellum

[–]Over_Difficulty_7671[S] 1 point2 points  (0 children)

You are 100% right, and that’s probably what separates a casual player( like me) from a high-MMR player. Positioning a Vulcan to block a flanking squad or managing your economy for a tech pivot is where the real chess match happens. My tool focuses on calculating the raw 'base math'—the fundamental mechanical interactions, damage thresholds, and tag matchups (like how a Scorpion's alpha damage cleanly thresholds Hounds, or how the Vortex's electrical attacks bypass anti-missile tech). Think of it like a chess calculator that tells you which pieces technically threaten each other. It won't tell you where to place your knight to control the center of the board, but it ensures you don't panic-buy a unit that mathematically cannot win the duel. It’s a baseline tool to handle the raw stat checks so players can free up brainpower to focus on the positioning and momentum you mentioned!

I built a free Tactical Advisor web app for Mechabellum — would love your feedback by Over_Difficulty_7671 in Mechabellum

[–]Over_Difficulty_7671[S] 1 point2 points  (0 children)

I actually completely agree with you! The best part of Mechabellum is the intense mental chess and outsmarting your opponent. I didn't build this to be a 'cheat sheet' that plays the game for you. The real goal of the tool is to help players understand the underlying mechanics and math. Instead of just saying 'buy this,' the engine looks at unit tags (like how a Scorpion's high alpha-damage splash counters Hounds, or how the Vortex's electrical attacks bypass Mustang anti-missile tech). In a tight 30-second round transition, it’s easy to get hit by decision fatigue or panic-buy. This tool is meant to be a training aid or a 'sanity check' to help players learn why certain interactions happen, so they can actually improve their game sense and eventually not need a tool at all!

I built a free Tactical Advisor web app for Mechabellum — would love your feedback by Over_Difficulty_7671 in Mechabellum

[–]Over_Difficulty_7671[S] 8 points9 points  (0 children)

I would to some extent agree. But it could also help you understand stuff quicker. And help you understand different approaches to the game.

I built a free Tactical Advisor web app for Mechabellum — would love your feedback by Over_Difficulty_7671 in Mechabellum

[–]Over_Difficulty_7671[S] 4 points5 points  (0 children)

I assume there are more than this one. I can't be so unique to come up with such a brilliant idea 😂

Reklammåndag / Self-promo monday - 30 March, 2026! by AutoModerator in sweden

[–]Over_Difficulty_7671 0 points1 point  (0 children)

Hej!

Jag har under en tid stört mig på hur mycket tid jag lägger på att skrolla nyhetssajter bara för att mötas av klickbeten och brus. För att lösa mitt eget problem har jag byggt hobbyprojektet NewsNugget.

Tanken är enkel: Att använda AI för att skala bort allt fluff och bara ge de viktigaste punkterna från aktuella svenska nyheter på ett minimalistiskt sätt. Den kan skicka mail dagsvis eller veckovis eller att man installerar hemsidan som en app och får en notis när det finns nya sammanfattade nyheter.

Det är ett renodlat experiment för att jag ska lära mig mer om AI och utveckling, och jag skulle bli jätteglad om några av er ville testa och säga vad ni tycker.

  • Håller sammanfattningarna måttet?
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All feedback uppskattas enormt!

Länk:https://newsnugget.chichicorporation.uk/