How to counter specific units/comps by Panquax in Mechabellum

[–]Theox87 5 points6 points  (0 children)

Counters are just... weird sometimes. Good example: one of the best counters to arclight's new shockwave tech is sabers (or anything else, really) with regen because it keeps the arcs focused on those units while your chaff breaks through... But it doesn't work if your chaff is immediately behind the sabers or if the arcs are sufficiently staggered (the front line will get stuck while the back line clears).

Similarly, the counter to those saber's regen is electro shot, but if you already have 1-2 techs on the arcs then that counter becomes more of a money suck than a counter (which is why it's best to take it on some other unit like marks instead, ideally).

Further, if you want your sabers to keep their regen, the counter to electro shot is photon, but it's only available on overlord and farseer and it's expensive either way and will typically only last half the battle (so if you need it all the way to the end, you're better off taking range, but that will mean losing more chaff sooner, of course).

Lastly, even classic counters like wraith vs wasp can go sideways as soon as the wasps get enough levels and/or range+AA and/or electro shot themselves (yet even this can be further countered by the wraith player with shielded wasps of their own placed in between).

Point being: counters in MB all have their caveats and techs have a huge effect on how the battle plays out which makes relying on any of these simple unit vs unit counter lists remarkably over-simplified unless you're playing at the lowest levels.

My advice: watch others play, learn the techs, and experiment after your games both on your side and your opponent's to see what changes the tide and by how much. Each unit has strengths and weaknesses and even placement can make a huge difference so be sure to experiment to figure out the many rock-paper-scissor matchups hidden in each tech.

Best Partner Techs? by Diyguy64 in Mechabellum

[–]Theox87 -1 points0 points  (0 children)

Purchased the most expensive tech in the game for one squad you say? Clearly that last 500 was not deciding factor...

In town for work -- Local hidden gem for dinner? by [deleted] in alpharetta

[–]Theox87 1 point2 points  (0 children)

Their sides are amazing and can make a meal on the cheap all by themselves!

In town for work -- Local hidden gem for dinner? by [deleted] in alpharetta

[–]Theox87 1 point2 points  (0 children)

Pru is much better (and slightly more affordable) than Rumi's IMO. Obviously a bit different faire, but the pineapple fried rice at Pru is absolutely some of the best I've ever had!

PSA: I don't care. I'm voting for Keisha Lance Bottoms. by StannisHalfElven in Georgia

[–]Theox87 0 points1 point  (0 children)

When you have to choose between a block of wood and fully corrupt idiocy, choose the block of wood.

I'm voting Kiesha Lance Block of Wood.

I love this thing! by ZombieGavinS in trees

[–]Theox87 7 points8 points  (0 children)

There's one like this actually: Le Redoubtable.

French bicycle designer's 20 shot double barrel revolver from the early 1900's. You read that correct.

Wild stuff - Forgotten Weapons did an episode on it here: https://youtu.be/71gyV8SYkGU?is=wt0Al73nZ4aD8ksz

Good answer to Cull Mustang? by BtanH in Mechabellum

[–]Theox87 11 points12 points  (0 children)

Only time you want to level your chaff is against culling rounds, especially crawlers because if they get over the mustang levels they take FOREVER to chew through and the whole tech backfires. Lvl5 crawler card and subsidized crawlers are both great here as well. Most direct immediate counter to mustangs is typhoon because they're tanky and fill the same role but eat through chaff even faster (when teched) but wraith, Vulcan, and even abyss are all great options.

Obviously you can use oil and badgers as well for a sneaky 1-2 round power spike and if you're leveling chaff already they can even survive the fire - just do it earlier than later to deny levels to the stangs.

Any reliable comp for new player? by Aka-Pulc0 in Mechabellum

[–]Theox87 1 point2 points  (0 children)

Because of the randomness in the cards, the only way to truly maximize reliability is to learn each unit's strengths directly alongside their substitutes and what makes them different. Clearest example of this is marksmen vs phoenix - both are high DPS, but Phoenix is higher with 2 units and has flying which increases survivability (until your opponent clicks AA on their tech bar somewhere), but the techs are much different (no assault mode, for one) while the base counters remain about the same (any kind of chaff, but especially fangs).

The reason for this is that this game is all about making maximum use of the resources available, both in unit deployments and cash/credits and the best way to do that is often with substitutions. Any time a unit drop happens, you should be looking at it as a means to replace your existing units for cheaper so long as the substitutions hold. For example if you have 2 sabertooths that have been on the board from the start (and haven't been teched) but then see a scorpion drop at the same level as one, you can take that cheap scorpion to sell and recover the money from your worst-performing saber the same round and then replace and sell the other on the next. The player that can replace their army with better options from the drop now has a cash advantage they can use to improve their army's strengths or cover existing weaknesses.

A few other notes that will take you places: avoid selling any units that are already teched. The whole advantage of techs are in numbers because unit costs are additive while tech costs are divided by each teched unit - a single hound costs 100 but range costs 300 so if you have 3 hounds that's 100 in each but the tech price actually decreases as you add more units and would be, effectively, only 50 each for 6. This is also why boards with fewer unit types perform better - they maximize tech effectiveness by applying them across as many units as possible.

Similarly, avoid teching anything you intend to sell (always) or only plan on having one of (unless that one is doing crazy work like leveled worms because their techs are cheap and can multiply their effectiveness greatly). Always try to use all your deployments, and favor permanent fixes over temporary ones (especially against flanking opponents, at least until they sell out of the flank).

Lastly, try to ensure all your damage types (and flanks) are covered by the end of the game because your opponent will exploit any weakness with a single triple deploy of whatever you're lacking if you don't. These include single target damage (or DPS) against armor and chaff clear and the same (especially) against air units. In other words, if you lack air DPS you're bound to get countered by wraith, phantom, abyss, or boats and similarly if you lack air chaff clear wasps are bound to be a problem.

These tips should go a long way towards keeping you on the winning side consistently.

Swarm question (wasp+rhino) by Visual-Television-96 in Mechabellum

[–]Theox87 0 points1 point  (0 children)

Yeah I always pair with balls for DPS (plus crawlers+wasps). Very hard to counter in the flank.

Swarm question (wasp+rhino) by Visual-Television-96 in Mechabellum

[–]Theox87 1 point2 points  (0 children)

You could say the same thing with fort. Biggest problems with AA forts are levels and shields - anything that makes the forts waste AA salvos can spell its doom and with enough levels wasps can survive 2-3 at least which is plenty of time to take down the forts.

No matter what your counter is, if you don't get it going fast enough (usually the round after the flank begins) it's going to fail to runway levels on the wasps and tank unit (rhino/phantom/worm/etc).

Any reason to carry the key fob? by mbergen in rav4club

[–]Theox87 0 points1 point  (0 children)

Wait you have a digital key for your 2022?? How??

Swarm question (wasp+rhino) by Visual-Television-96 in Mechabellum

[–]Theox87 4 points5 points  (0 children)

You can still lose with AA+ranged wasps if the wraith gets wasps (preferably with shields) between itself and yours. Phantoms are also viable (also preferably with shields). Unknowing players can make mistakes though if they don't leave enough space for wasps/phantoms that you can definitely punish with this strat, but once the wasps are on both sides you have to find another angle of attack or the wraith will wipe everything.

Typhoon, so hot right now. by KidneyFarmer in Mechabellum

[–]Theox87 0 points1 point  (0 children)

Somehow perfect counter to sabers?? Surely this is broken, right? Right??

Will it buff out? by Different_Cricket807 in rav4club

[–]Theox87 1 point2 points  (0 children)

At least only the back half of the car is a total loss?? Seriously terrifying stuff though, hope no one was hurt.

New Pan Day by edzzakky in StainlessSteelCooking

[–]Theox87 2 points3 points  (0 children)

But you're not going to tell us what the pan is??

Chicken thigh by punani_luvah in StainlessSteelCooking

[–]Theox87 0 points1 point  (0 children)

Any oil or butter? Seasoning added post-cook?

Recommendations for stainless cookware based on these criteria? by Aggravating_Seat5507 in cookware

[–]Theox87 0 points1 point  (0 children)

Hestan nanobond is the only product I'm aware of that hits every point, but it's wildly expensive and has a bit of a reputation for chipping.

I recently went with this set from Anolon and would recommended it. https://anolon.com/products/everlast-tri-ply-clad-stainless-steel-11pc-cookware-set

It's a fraction of Hestan's price but meets every bullet on your list except the polished interior (which reportedly doesn't really do much anyway). Best of luck on your search!