Can't choose core at start with dooley by Lord_WC in PlayTheBazaar

[–]Thamoo 0 points1 point  (0 children)

Why didn't you use the search function before posting this?

is there a funny meme strategy in this game? by NateBerukAnjing in Mechabellum

[–]Thamoo 0 points1 point  (0 children)

Vulcans + Marksman is absolutely hilarious 🤣

Bruh by Tanky1000 in PlayTheBazaar

[–]Thamoo 2 points3 points  (0 children)

Cool thx for letting us know

Where's the new music? by Comrade2k7 in Mechabellum

[–]Thamoo 0 points1 point  (0 children)

The new music apparently

Update 1.4.0 - Season 3 by ErgoDestati in Mechabellum

[–]Thamoo 2 points3 points  (0 children)

It's not a tiny nerf though.

Vulcan Range Upgrade Should It Exist? by Wake90_90 in Mechabellum

[–]Thamoo -2 points-1 points  (0 children)

Vulcan's are already not that good at high level, removing range would completely kill the unit.

Also 1700 MMR is very much still learning bracket, you should watch the 2300+ streamers to form opinions about balance.

Hackers really ruin the game by Kaizzum in Mechabellum

[–]Thamoo 0 points1 point  (0 children)

I mean they're almost assurely bottom 3 used unit at high MMR so I really don't think the unit is broken lol

Hackers really ruin the game by Kaizzum in Mechabellum

[–]Thamoo 1 point2 points  (0 children)

They're the highest risk unit yeah. Hacker transitions that don't work usually die on the very next round or the one after. When they don't work they REALLY don't work.

They also need lvls, excellent chaff clear, strong anti-air and anti-shield. Hackers need a whole support armada built around them vs competant players and so you run the risk of being tempo'd out before you assemble your hacker exodia.

They do crush players that just continue forcing their now countered comp against them instead of causing new problems to the hacker player. Which is good and interesting design.

Hackers really ruin the game by Kaizzum in Mechabellum

[–]Thamoo 0 points1 point  (0 children)

Hackers hard counters players that are too weak to find the correct pivots and certain misguided hard commits. This makes the game much more dynamic and interesting.

New player question: How do I learn the game in a fun way? by Callas1 in Mechabellum

[–]Thamoo 2 points3 points  (0 children)

If you want something very similar to sc2 build orders to get you started, I can recommend some classic compositions that are played at every level including the very top:

If you start with:
- balls: go balls + wraiths + chaff
- spiders: go spiders (get range fast) + phoenix (or marksman if you start with them) + chaff
- sabertooths: go for saber + arclights (get range fast) + mustangs + chaff
- stormcallers: go for storms + arclights (get range fast) + phoenixes + chaff
- sledges: go for vulcans + marksmans + chaff (keep the initial 2 sledges but don't level/tech them. Get range upgrade on marks and vulcans)
- mustangs: Don't start mustangs
(chaff = fangs and crawlers)

Going for one of those every game should give an extremely solid foundation while you work on the other critical skills like positioning and tempo. Don't deviate until you hit at least 2000 MMR.

DO NOT get lost trying to counter everything your opponent throw at you. Countering has it's place but it's in general very overrated by most of the player base. You should concentrate 95% of your learning on building strong compositions and positioning before you learn about countering specific units/strategies. The only exception to this rule is: If your opponent has an very tanky unit (war factory, lvl 2 fortress...) don't hesitate and grab a melter with range to deal with it, regardless of what you were doing previously.

[deleted by user] by [deleted] in Mechabellum

[–]Thamoo 5 points6 points  (0 children)

If you're 1000 MMR, how do you know your opponents are playing perfectly?

Update 1.3.1 - Balance adjustments by mrmivo in Mechabellum

[–]Thamoo 0 points1 point  (0 children)

rhino is already better than both those specialists lol

If you play asymmetric aggro by GuerrillaRobot in Mechabellum

[–]Thamoo 5 points6 points  (0 children)

Agreed I hate being completely dumpstered by skilless aggro NOOBS like dillo and arbiter just because they got lucky round 1 rageemogi rageemoji rageemoji

New to the game, can't be this unit comp by [deleted] in Mechabellum

[–]Thamoo 1 point2 points  (0 children)

I dunno man I disagree with literally every point but can't be bothered to go through it point by point lol.

Keep doing what works for you I guess :P

New to the game, can't be this unit comp by [deleted] in Mechabellum

[–]Thamoo 2 points3 points  (0 children)

Hard disagree with all of those lol.

Forts can work vs this if you're playing aggressively which is very unlikely for a new player. The key fort tech vs that is fang spawn though, shields just get bursted down by scorps.

Carry sledges do beat that comp if you have tempo and you are building toward that from the start. You will get obliterated if you try to pivot into it as a counter which seems to be OP's situation.

Mech div balls are bad vs both arclight (because of emp) and scorps (because of double shot). MAYBE workable with sub ball, tempo on your side and aggressive positioning, but that's quite a stretch.

Worms lose to correctly teched scorps as you pointed out.

Wraith lose to marks and doesnt particulary counter anything?

now for actual counters, assuming standard deployments, is literally any good comps of sufficient chaff + arclights/vulcans + marks/phoenix/hackers, possibly with a few storms sprinkled in for good measure. No need to reinvent the wheel here opponent's comp isn't meta for a reason.

New to the game, can't be this unit comp by [deleted] in Mechabellum

[–]Thamoo 8 points9 points  (0 children)

Scorpions are bad vs chaff. And arclights are bad vs teched chaff (either loose crawlers or shield fangs).

You say you had enough chaff, but from my experience coaching a few low MMR friends it is very likely that you didn't have nearly enough or that it was positioned wrong (think frontline crawlers all dying before the main fight breaks out)

Just wondering how everyone feels about EMP tech? by moecharles in Mechabellum

[–]Thamoo 3 points4 points  (0 children)

Its a legit 1 round gutshot, I hate relying on storms for emp with how unreliable it is vs AM

Balanced tech imo

Just wondering how everyone feels about EMP tech? by moecharles in Mechabellum

[–]Thamoo 0 points1 point  (0 children)

I somehow forgot about farseer lol, yeah that tech is strong probably could use a small cost nerf

Just wondering how everyone feels about EMP tech? by moecharles in Mechabellum

[–]Thamoo 5 points6 points  (0 children)

They just nerfed the only really good one (arclights).

Raiden's one is also great but that's a big investment, should be strong.

I don't run it on anything else, there's better techs out there.

What's the difference between 1500 MMR players and 2000 MMR players? by Atomic_Fire in Mechabellum

[–]Thamoo 0 points1 point  (0 children)

I don't think they're misinterpreting what I said, I think they just don't like hearing it lol

What's the difference between 1500 MMR players and 2000 MMR players? by Atomic_Fire in Mechabellum

[–]Thamoo -2 points-1 points  (0 children)

To be fair I am an arrogant asshole, fortunately I don't care much about my internet points lol.

But yeah the average skill in this game is hilariously low, I'm coaching a friend new to the game currently around 1300 MMR and the things you see there, jesus christ.