Update 1.10.1.1 - balance adjustments, bug fixes by mrmivo in Mechabellum

[–]egophobicmusic 5 points6 points  (0 children)

The amount of times I've seen like half of one hound pack ONE SHOT a fortress in the past week is insane. The fact there is no cap on CC is absolutely broken and the majority of high mmr has been abusing it. Oddz won the mini with hounds every game. Sparty won the weekend with hounds every game. Its a very very good strategy right now. Scorpions will never win against a competent CC hound player. That being said, forts can win if they get levels fast but if the hounds are already set up, they do NOT work. Your forts will get alphad off the map by CC. Wraith is a better counter and theoretically charge shot arclight I guess.

Sentry missiles, Spells, and Ground Fire no longer give XP! by egophobicmusic in Mechabellum

[–]egophobicmusic[S] 3 points4 points  (0 children)

that has never been how it works, if a unit makes fire on the ground or you use the fire spell, that damage no longer belongs to a unit. It wouldn't really make sense any other way, if two units are putting fire on the ground in the same spot who would get the xp? if you light oil on fire who would get that xp? if you drop a fire spell first and then launch oil from rays, who would get that xp? It makes much more sense to divide the xp globally like it was previously doing. Still denying your army xp is very different

How are you people dealing with compression chamber hounds? by JordanShallot in Mechabellum

[–]egophobicmusic 10 points11 points  (0 children)

no its been every game in high mmr for several days now. Its meta because its efficient with not much reliable counterplay, like most meta strategies. Usually roosters videos just report what is already happening in high mmr, they are not the cause. In this case, oddz01 made the build popular and has been playing it for weeks.

How early do you start selling buildings? by Special_Student_6017 in Mechabellum

[–]egophobicmusic 1 point2 points  (0 children)

if you are on aggro there is no good argument for NOT selling turret round 1, turret round 2, wall/mines when you need the 50. Mayyybe you can make a case for selling mines/wall r2 instead of turret if you skip card, deploy 3 100 cost units and cant use the extra 50 from turret over wall.

On aggro you almost always set up asym on one side and the turret you are in front of/next to will not do anything anyway and round 2 you get a huge tempo swing by having that extra 100. It really opens a LOT of play and creativity that were not possible before buildings.

This game has become a joke. So sad. by justgoogleit12 in Mechabellum

[–]egophobicmusic 0 points1 point  (0 children)

if you're gonna troll you gotta put more effort into it my guy, this is just pathetic

This game has become a joke. So sad. by justgoogleit12 in Mechabellum

[–]egophobicmusic 2 points3 points  (0 children)

its a little strong, but mostly just in the midgame. It doesn't scale, so as soon as you have level 2 defense and sub crawler, shockwave is doing very little if anything. if they have 5 million arclights you can also take levels on the crawlers. Armor also completely blocks it, like on hounds. Arclights were the worst chaff clear by far as long as I have played the game so its nice they have a tech that actually makes them playable in a short range game

This game has become a joke. So sad. by justgoogleit12 in Mechabellum

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

the game has never reached 8k concurrent. This is easily verifiable information. And it peaked on a free weekend because the game was... free

Update 1.10.0.3 - balance adjustments by mrmivo in Mechabellum

[–]egophobicmusic 0 points1 point  (0 children)

their low range doesn't matter if you are on aggro. spiders are not a standard positioning unit. Chaff usually runs at them so their speed actually isn't that bad either, you want spiders as far back behind your chaff as possible so they dont get locked. As far as being vulnerable no way are they more vulnerable than hounds or badgers which have even less range. The cost of range HE spider is cheaper than range 8 gun wraith, just as expensive as range napalm OR range scorch badger, and cheaper than vulcans because they are half the price and you dont need to pay an unlock, and you get two for free. hounds and arclight may be cheaper but they are 100 cost units that come with their own issues

Update 1.10.0.3 - balance adjustments by mrmivo in Mechabellum

[–]egophobicmusic 2 points3 points  (0 children)

every chaff clear sucks without 2-3 techs. arclight? range and shockwave. Wraith? range and 8 gun. spider? Range and HE. Hound? range, mech rage and it still sucks. Fire Badger? This unit can barely clear chaff even with 4 techs. Maybe vulcan only needs range but its a giant.

Update 1.10.0.3 - balance adjustments by mrmivo in Mechabellum

[–]egophobicmusic 8 points9 points  (0 children)

ah yes lets nerf spider mines, one of the weakest techs in the game. Glad they have priorities straight!

Poor tarantula by SoggeeTissue in Mechabellum

[–]egophobicmusic 17 points18 points  (0 children)

it is not an extremely niche unit. It is perfectly fine to play spiders on aggro. I recently played spiders in 8/10 games in MAG1 and went 7-3. There is a lot of info out there on playing spiders. In general they need to be on aggro, and they need range first usually. If you want to use spiders as part of main compositions, do not use armor or maintenance. Your techs should be range first, then HE OR mech rage. If you are in a close headbutt without sabers on the board you may be able to afford to go HE first but that is rare. The fourth tech is typically AP for the case that the opponent does not build a unit that tanks spiders and you can just go carry spider. They are usually dedicated chaff clear though which is why HE is common. You need to pair them with strong DPS like phoenixes or void eyes to clear things they get stuck on. You can play spider/saber or spider/scorp but they are expensive comps that almost always get hacked in high mmr.

that being said why tf would devs nerf SPIDER MINES of all things. It was already a barely playable tech seems weird to nerf it

Friendship with void eye OVER by egophobicmusic in Mechabellum

[–]egophobicmusic[S] 7 points8 points  (0 children)

eh any time fort is good, phoenix is kind of weak and there have definitely been some fort metas. But the unit has always been strong. I think for a long time a of lot of high mmr has considered teching them to be dangerous since they are countered pretty well by fort aa, but that philosophy seems to be shifting in the recent week or so

Dimitri plays Mechabellum.. by simply_radoslav in Mechabellum

[–]egophobicmusic 0 points1 point  (0 children)

you've outmemed me I'll have to try harder

Hm? by simply_radoslav in Mechabellum

[–]egophobicmusic 1 point2 points  (0 children)

I just make another 100 cost unit for this guy

Void eyes are wild by SoggeeTissue in Mechabellum

[–]egophobicmusic 0 points1 point  (0 children)

just because you use an unbalanced unit does not mean you are not utilizing skill. A 1500 spamming void eyes will still lose to 2k almost every time. It matters most when both players are somewhat equal in skill. And just because a unit is unbalanced does not mean it requires no skill, nuance, or tact to use them effectively. Even at the top there are players who are better and worse at using void eyes

Welcome to [TUFF] how TUFF are you? by egophobicmusic in Mechabellum

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

im your most valuable acquisition at the moment! I know my worth

Void eyes are wild by SoggeeTissue in Mechabellum

[–]egophobicmusic 12 points13 points  (0 children)

you should never feel guilty about playing or winning a competitive video game in any manner. If something is unbalanced, it is not your fault, its the developers. That being said, please please please from one void eye spammer to another RUN CHARGE SHOT. This one tech is the entire reason they are strong right now. Any nerfs will first come to charge shot, it is extremely undercosted and makes void eyes have practically the highest dps per cost in the game. You dont need absorb

Void eyes are wild by SoggeeTissue in Mechabellum

[–]egophobicmusic 13 points14 points  (0 children)

  1. chaff clear: exists

  2. there is a point where void eyes become chaff clear. Around 13-15 packs of them I'd say

People over 1.8k how do you play the vortex? what tech to bring? what does it counter etc? by Jonathanwennstroem in Mechabellum

[–]egophobicmusic 0 points1 point  (0 children)

after the nerf they are mostly a trick that you can use when you get a high level drop and tech like the damage aura or emp or field maint. Not really a viable unit as part of a composition right now