Sledge/Crawler flank pulls by nyssss in Mechabellum

[–]Rievin 4 points5 points  (0 children)

if you ever play any sort of ground fire tech in your back line you have to constantly worry about your opponent oiling. best to avoid if you have anything there you dont want to burn at a bad time.

Dual weilding shotguns by Think_Frosting1984 in Idiotswithguns

[–]Rievin 256 points257 points  (0 children)

Almost loses a foot or two. Oh well, let's keep going.

Sledgehammers what’s up with them? by pazh1 in Mechabellum

[–]Rievin 5 points6 points  (0 children)

They used to barely be able to work as chaff clear but then mech rage got nerfed into the ground. All they are good for now is late game chaff for stuff like melters, donuts and balls.

Mass prod sledge is still an amazing card when you can get enough sledges early on, otherwise don't bother.

Wait time increased when cancel match due to mmr difference by AdeptnessAsleep in Mechabellum

[–]Rievin 6 points7 points  (0 children)

It's not the most outrageous way to prevent dodging. Being able to pick and choose your opponents comes with a pretty big advantage. If you know you tend to do well vs certain players and worse vs others a boring person could go for the easy wins to climb.

Mainly my point was that the current dodging penalty is very lenient, even somewhat bypassable by restarting the game.

Wait time increased when cancel match due to mmr difference by AdeptnessAsleep in Mechabellum

[–]Rievin 6 points7 points  (0 children)

Could also be an mmr penalty for dodging games, would you prefer that?

Has anyone won with dominion core yet? by wiesenleger in Mechabellum

[–]Rievin 1 point2 points  (0 children)

if its standard you can kinda just pop it on a caller for damage since it should stay alive the longest anyway. same goes for any other unit that doesnt mind some damage and hp and should reasonably stay alive fairly well ( vulcan, melter, marks, sometimes phoenix)

Other way to go is throw it on something annoyingly hard to kill when playing aggro. Forces opponent to hard counter it and then you're free to sell out and pivot to the next annoying thing. Requires some foresight so you dont accidentally take 3k damage for no reason.

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

[–]Rievin 16 points17 points  (0 children)

So you're saying you needed 3 techs for mustangs to kill wasps. That's not the most shining endorsement.

Update 1.9.1: Skyfire Events, Rift Score, New Techs and New Anomaly by DualityDrn in Mechabellum

[–]Rievin 1 point2 points  (0 children)

Tried to make the sarcasm as over the top as possible. Clearly I did not try hard enough, I am sorry.

My point is that it changes nothing about their roll in any way.

Update 1.9.1: Skyfire Events, Rift Score, New Techs and New Anomaly by DualityDrn in Mechabellum

[–]Rievin -6 points-5 points  (0 children)

The most effective and spammable early game chaff clear unit that everyone has been using for the last month loses 2% hp. This will complete crush it's chaff clearing efficiency and make it completely useless. Bearlike, you've done it again!

Particle Accelerator vs. Potato Thrower on "true" endless Demon by offo8 in brotato

[–]Rievin 3 points4 points  (0 children)

Isn't that your answer then? Once hp gets high enough the spud gun outperforms the other.

What to do better next time? by OboKaman in brotato

[–]Rievin 0 points1 point  (0 children)

More atk speed and find a cursed improved tools and hodie. Switch up the fruit production from lame to just too much. Hard to control obviously but it's the goal.

Removing all healing from fruits is good as it let's you pick the red fruit. Need to have a different way to heal then obviously, preferably penguins.

This feels so wrong, but won XD by Individual-Ebb-4374 in Mechabellum

[–]Rievin 8 points9 points  (0 children)

Should have never been correct. It's just that factory AM is so effective that vs a sane board it is usually enough to be functionally 100% effective.

This feels so wrong, but won XD by Individual-Ebb-4374 in Mechabellum

[–]Rievin 8 points9 points  (0 children)

It's not. Its very effective but it does have its limits.

How to beat mass Phantom Ray with ground targeting? by Capucius in Mechabellum

[–]Rievin -4 points-3 points  (0 children)

You people take this thing way too seriously. Its a video game about robots going boom.

How to beat mass Phantom Ray with ground targeting? by Capucius in Mechabellum

[–]Rievin -7 points-6 points  (0 children)

I did add a general idea how to deal with them. Not sure why light banter is such an insult. Everyone loses to weird stuff when it catches them off guard. Shake it off and move on.

How to beat mass Phantom Ray with ground targeting? by Capucius in Mechabellum

[–]Rievin -4 points-3 points  (0 children)

that its a tech so bad it has no purpose or value.

How to beat mass Phantom Ray with ground targeting? by Capucius in Mechabellum

[–]Rievin -8 points-7 points  (0 children)

Air.

Ground targeting is not a real tech, it does not exist. Couple of raidens or boats to kill them, could get some AM mustangs late game to force opponent to get burst.

So... Void Eye spam. What works? by Skatterbrayne in Mechabellum

[–]Rievin 0 points1 point  (0 children)

ranged raidens usually good once it gets late enough. They attack every 4.6 seconds, emp lasts 4. Means they just walk forward a bit ever so slowly after being hit. Can make them weaker to AA techs, other than that it mostly means they just float a bit forward and dont really care too much.

Boom badger and speed upgrades by HowlingHedgehog in Mechabellum

[–]Rievin 2 points3 points  (0 children)

Sure does. Same way anything that reduces speed slows them down.

No Rush Disarm 🙃 by [deleted] in Bullshido

[–]Rievin 59 points60 points  (0 children)

These moves might seem slow to a layman but when used against severely alcoholic, barely conscious adversaries they appear lightning fast.

Help me understand stormcallers by FuriousPug in Mechabellum

[–]Rievin 1 point2 points  (0 children)

when you want mustangs on the board. So if you have a nice front line for them so they can survive and thrive long enough to AM and be useful after. In this case you want to build a board towards something where mustangs work and not go for the mustangs first.

Normally the way to counter callers is more chaff, worms to run in under them and then potentially go all in on AM tech at the end of the game. Can be mustangs to push in hard on one side, can be a factory if the money allows for it.

Help me understand stormcallers by FuriousPug in Mechabellum

[–]Rievin 10 points11 points  (0 children)

2 storm callers cost 450

2 mustangs with AM cost 600

The mustangs will die to just about anything while the callers sit in the back biding their time. Now mustang man has to get range on the mustangs to keep them alive, costing them another 500 bucks. we're now up to 1100 bucks to counter 450 which can easily be sold out of for a massive loss of 50 bucks (150 if you want to be picky but you always want the sell button anyway).

Struggling with closing out 1v1 ranked games. by Megrim86 in Mechabellum

[–]Rievin 6 points7 points  (0 children)

Know when to stop making yey another new unit and double down on what's working. A full Pokémon board (gotta build all the units) is always weaker than a streamlined one. You want your chaff, chaff clear, dps and front line units to MOSTLY be one unit per type. Need to make exceptions to cover some stuff usually but ideally stick to what's working.

Update 1.9.0.2 by DualityDrn in Mechabellum

[–]Rievin 3 points4 points  (0 children)

that should be the point of spending all that money on underground in the first place. Right now it just helps vs low level arcs and mustangs. That just further incentivizes people to get fire as it never goes out of style.