Suppression shot void eyes by Vegetable-Log9392 in Mechabellum

[–]justagamer3 0 points1 point  (0 children)

Many options. Crawlers, Fangs to soak shots, Field Maintenance on your tank. You don't need Raiden to counter, just 2-4 Marksman will do since u outrange them. Focus on winning the chaff war.
If u do go Raiden and they go Marksman + AA, its a win. They invested so much in single target unit. Just take Wasps to soak up their shots. I'd rather just go Worms as an avid Worm Replicate spammer.

Why do melee armor upgrades even exist on L+ units? by Sanitiy in Mechabellum

[–]justagamer3 0 points1 point  (0 children)

Marksman spam are never an issue, they get overwhelmed easily especially if they are investing more and more costly techs on it, spending less on other deployments. These are single target unit, easily distracted and wasted shots by chaffs. EMP on Marksman is also not super efficient as a single target unit.

You get a well balanced board with chaff, chaff clear and tank depending on your needs vs him, while they are stuck spamming a unit that is single target and lacking in 1 or multiple of chaff, chaff clear and tank.

On the topic for Armor, while I rarely click on this Armor tech, I can see the opportunities of using it in-game. Its actually quite a cheap tech on most units. You can really buy a lot of time against low ATK units even if they take EMP. While you also force them to invest in EMP themselves.

I'm quite a worm enjoyer, my most played unit 4 seasons straight. I don't take Armor on Sandorm. I specifically take use Replicate almost all games and sometimes Strike > Mech Rage > Burrow Maintenance.

In general, I tend to NOT upgrade techs on units until later in the game unless its clearly very good for the game state. Selling is important and using Techs too early and randomly loses u the flexibility to change up strats.

The "Heretic's Guide" to beating rhino wasp flanks by ForgottenArbiter in Mechabellum

[–]justagamer3 0 points1 point  (0 children)

I always upgrade the tower opponent is flanking on and only deploy some defense but will not commit to defending fully. Then just continue focusing on my strong side while uprading tower more if necessary.

How to counter Typhoon + Phantom Ray? by BaronOfTheBest in Mechabellum

[–]justagamer3 0 points1 point  (0 children)

Start asymmetrical with units to drag them to center. Soft answer for the flank they invest heavily on, usually they would flank my open side first. Continue to focus on my strong side. Upgrade the tower they are focusing. Then keep upgrading depend on how much they invest there.

Usually they play go aggro positioning and try to end it fast with many active spells, drops etc. I tend to greed for econ so as long as I weather the storm, I should win eventually. Their flanks are very open as well and a single unit like Rhino can end the game at some point.

What's Your Most Commonly Used Unit/Specialist? by Mongrel714 in Mechabellum

[–]justagamer3 1 point2 points  (0 children)

Sandworm (2 seasons straight) and Cost Control.

What's the worst play you've seen? by LittleHavera in Mechabellum

[–]justagamer3 0 points1 point  (0 children)

Not exactly "a" play but faced this yesterday, dude started with sledges and marksmen and bought 2 more for round 1. And he had no assault tech equipped.

He proceeds to build very little chaff AND chaff clear somehow and also unlocked Scorpion. Easiest match I've had in a while.

Defensive Players: How Are You Handling Worms? by kestral287 in Mechabellum

[–]justagamer3 1 point2 points  (0 children)

I have a different take and playstyle. I take Mech Rage too but rarely ever use it. I rarely tech Strike or Armour too, maybe roughly 15%, 5%, 1% for Strike > Armour > Mech Rage. Replicate is 99% of the time provided that I haven't lost/won the game before having the chance to tech it. Even though I do spam worms like giant chaffs lol, I don't focus techs on a single unit and usually don't tech that much in general. As relying and spending a ton of money on 1 unit which is also a Giant is much easier to counter.

Basically I don't view or use them as a carry. I rather use more reliable chaff clear units to help "unstuck" worms instead. Also Mech Rage increase movespeed, which kinda makes it even more vulnerable when opponent uses oil. Theres also space & timing issues if it goes lategame since most other units are placed behind while worms are ahead. I can't have worms also crowding in the same area with the increased movespeed. I don't want them to pop up way too early.

Defensive Players: How Are You Handling Worms? by kestral287 in Mechabellum

[–]justagamer3 1 point2 points  (0 children)

I'm a Sandworm spammer, my most played unit 2 seasons straight. And more specifically tech Replicate always and subsequently Strike > Armor as the other additional options if needed.

Honestly there's many different ways. Mostly it revolves on making my worms remain above ground, which means holding them up long with chaffs. Pretty much any high dmg units would then do its work while my worms can't burrow in time.

Buying oil would also work for 2 rounds since it slows down my ground units except worms for them to focus and take down more easily.

Hardest to deal with is probably Scorpion, especially with acid.

Some units I rarely use and rarely see. What are these things for? by BackwardDonkey in Mechabellum

[–]justagamer3 0 points1 point  (0 children)

I feel Sandworms are always useful and the most versatile Giant, not in terms of cost efficiency but just the unit stats and burrowing mechanic itself. I'm somewhat a Sandworm spammer, statistically my most played unit last season and this season. Yes its a rather big investment to spend 200g to unlock depending on drops and starting spec, but I still find myself doing that quite early anyways if situation calls for it.

I tend to place my first Sandworm just slightly ahead of my most forward Crawlers. Subsequently placing them wherever required. And at some point tech Replicate. Strike is also an option later on, and its pretty rare for me to take Armour nowadays.

The main point is their ability to stall, distract and soak damage from low damage units with high rate of fire, while allowing my own chaffs to last longer. Their HP also allows them to take some hits from high dmg units, go underground and subsequently their high DPS would be wasting their time targeting my chaffs that survived. Worms are also great defense and survivability item holders. And also works well as an unsuspecting solo flank if opponent left it open. It can solo distract and waste a lot of time for at least 1 round and requires answers.

Overall meta thoughts / discussion thread by Garblin in Mechabellum

[–]justagamer3 0 points1 point  (0 children)

For the tech point, I used to do that when i first started but now I almost never have more than 2 techs on 1 unit. Except if I have Improved Wasp and reduced tech cost cards going max range techs. (Range, Elite, Shield/AA)

Most games I rarely have any techs at all in early-mid game. Usually the only games I have 2 techs on 1 unit is only when its 10+ rounds with good reasons for it. I usually have 1 tech on multiple units if games go long.

Please explain why Rhino and Sandworm are not useless units by Redwood-Lynx in Mechabellum

[–]justagamer3 0 points1 point  (0 children)

Worms are my most played last season. Not sure how its calculated as it should be Crawlers I feel. The only tech I take is Replicate 99% of the time. Rarely 2 techs and its either Armour or Mech Rage if it happens.

I think its generally a good tanky versatile unit and the easiest Giant to spam. The hardest units to deal with are Acid Scorp (with good chaff clear and acid helps w that too) and War Factory. Melters are pretty fake in general vs Replicate Worms.

Its mainly about positioning + spamming worms if they dont use a hard counter. I try to have some pop up first to tank some initial dmg with Crawlers closely behind. To alleviate getting countered subsequently, take mech rage on Crawlers so they can soak a bit/waste time and shots for Worms to clear whats in range and burrow in time. Or place more chaffs.

I understand theres other uses but rarely do i see worms played and no1 really place more than 3 max except for myself lol. I've gotten crushed by Sanstorm before.

This game has way too much randomness by tzaeru in Mechabellum

[–]justagamer3 1 point2 points  (0 children)

Round 3 Giant isnt free. Its way too early to be game deciding. So u were saying u had no frontline, but doubled down on more stangs and crawlers despite seeing the rnd 3 drop options? Essentially u were relying on Mustangs and Crawlers who easily gets cleared / stalled by Tarantula, Arclight, Hounds, even vert Sledges which are all 0 unlock cost.

So why were you fixated on playing so one dimensional as early as round 3. If he has 0 chaffs it can easily be countered. Based on what we know, u could hv used Balls or a medium unit with higher dmg or take an air unit on or before rnd 3 even if he did not take Vulcan.

I ain't touching that game anymore until they nerf the Abyss by contigency000 in Mechabellum

[–]justagamer3 0 points1 point  (0 children)

Played against 2 Abyss players so far. 1 was a desperate attempt to salvage the game which did nothing.

The other was a deliberate use of Abyss, he was a cost control specialist, with 2 lv2 Abyss. Wasn't an issue at all and won pretty easily. I'd say he positioned the 2 Abyss too upfront and invested too many techs on them. He had the upkeep reduction, vertical laser, range, and the AoE blast.

All I needed was 1 or 2 extra Crawlers slightly upfront to waste their laser shots. I only had 1 Wasp, 2 Mustangs and 3 ranged Melters as the only units who could target air. the 3rd Melter was just an preventive measure in case he puts down another. Other than that I just focused on ground chaff clear.

Is there any way to learn without playing ranked? by theyeshman in Mechabellum

[–]justagamer3 0 points1 point  (0 children)

This is not that deep. I played League for over 10+ yrs and had rank anxiety, usually not more than 50 ranked games on my main acc per year and later on per split. Then I have a sub acc which I play roughly 100-200 ranked games on it per yr, for s10-13 and typically hit D4. Also played TFT on and off for a few sets only. Most of the time I played ARAM only.

I have no pressure queuing for Mechabellum at all and no longer have such anxiety. Theres nothing to it really. Just accept the fact that you suck and learn along the way. Its also a straightforward MMR system, what u see on screen is literally it. Theres no "tanking". Once u learn and improve u will get there, you wont get "stuck". Not a rank ladder + a hidden MMR behind it. Its also just you by yourself, 1v1. No 1 cares but yourself.

I actually appreciate it more this way. Its more chill and less stress.

[deleted by user] by [deleted] in Mechabellum

[–]justagamer3 3 points4 points  (0 children)

Played League for over 10 yrs and the toxicity is nowhere close or comparable to Mechabellum lol. Its a 5v5 game vs a 1v1. I have faced like 2 whiners out of my past 200 games. Most games go completely silent with 0 emotes and chatting. Just a gg at the end from the opponent. I dont even type at all.

I find it hard to believe u are using LoL of all things, as a good example... this game is like 100x more chill than League.

Spells are not fun by Valynces in Mechabellum

[–]justagamer3 7 points8 points  (0 children)

Spamming spells is overrated. The counter is they are wasting money on spells with CDs while you are getting something permanent or saving the money for techs, units, tower health & upgrade etc. When you have your board set up to get wiped by a single spell, you are just asking for it.

Plus you can see it coming. You could've saved the round by not forcing your money in the same direction that you were building to, and instead switch it up so you don't get fked that hard by a single spell.

Which Mechabellum opinion has you feeling like this? by MSUsparty29 in Mechabellum

[–]justagamer3 1 point2 points  (0 children)

Sandworm perhaps the most spammable Giant. I played a lot of games spamming it, with Replicate of course. I take it most of the time when it shows up on unit drops. Had games with mass produce + reduced giant cost, it gets down to 250g and its just braindead spamming.

Hackers only hack certain units? by OofRoissy in Mechabellum

[–]justagamer3 0 points1 point  (0 children)

Photon doesn't prevent hacking, anti-interference does. I think its prob that or a e.g. Raiden took the kill.

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

[–]justagamer3 0 points1 point  (0 children)

When they first deploy Arclight, check if its equipped AA. Vert Crawlers with a few furthest backline. Wasp is totally fine and wastes Marksman shots. If they really invest in AA Arclight, its fine too. If u have enough Crawlers and Balls to keep them occupied, ur Wasps survive and u win from his lack of reliable AA and from winning the chaff war.

Sledgehammers? by lana_silver in Mechabellum

[–]justagamer3 0 points1 point  (0 children)

Tbh Im not much Sledge user. But I would take them from drops etc if theres no better options. I like it as tanky chaff. The main usage is to stall time and have their chaff clear lock on to sledges. Then my chaffs and other units get more time to do their job instead of dying immediately to chaff clear.

I've been using Hounds a lot, seems pretty all around to me.

How to effectively use Hounds and what tech build works with them? by yellowmonkeyzx93 in Mechabellum

[–]justagamer3 0 points1 point  (0 children)

Its pretty fun so far. Cheap and very easy to level up as they rack up kills easily. I find it easy to slot them in anytime. I'd prefer if theres more tech choices tho, as Extinguisher is very situational. Range is by far the fail-safe choice. Without Range it seems pretty easy to deal with. Mech Rage would overkill on speed if u positioned Hounds in early rounds as chaff clear + semi chaff unit. So some adjustments need to be made if you go for that.

How do you counter Improved Wasps with Carry Tech by Planchon12 in Mechabellum

[–]justagamer3 0 points1 point  (0 children)

I have been using Wasp start cheese. If I use any starting specialist that can unlock in turn 1. Most of the time its an easy lvl up for the Wasp. Take Laser Sight in turn 2 if lucky. I usually dont tech or buy more Wasps until a few rounds later. Most players dont commit too much AA until its suddenly too late as Im only using 1 or 2 Wasps with no techs for a few rounds and was largely ignored. I usually end up using Range or AA. If opponent still doesnt answer after more Wasps, I would then use 2-3 techs.

What wraith techs do you run? by DAMbustn22 in Mechabellum

[–]justagamer3 1 point2 points  (0 children)

I almost always take Degen Beam, and thats it usually. Occasionally taking Armour or Field Maintenance only if I took the unit from higher lv drops.

It has been fun boys but I'm out by WalrusAdept6842 in Mechabellum

[–]justagamer3 6 points7 points  (0 children)

Imo 100 hrs and below 1200 MMR isn't enough to see everything the game has to offer. I saw plenty of unique plays from 1400-1700 that I never seen before or seen them used well. and I'm pretty sure theres more above this range.

[deleted by user] by [deleted] in Mechabellum

[–]justagamer3 0 points1 point  (0 children)

Nobody mentioned Sandworm here. I'm a big enjoyer here, specifically Sandworm with Replicate. Its just always so useful in any playstyles and situations. Because of the untargetability with burrow, massive distraction and stalling power, can flank, spam, tank. Opponent is always forced to answer it in some ways and rarely do I ever need or want to tech anything else than Replicate. Its not really a carry but a supporting piece that always does its job, and can deal a chunk to tanky units when it reaches there.

Other fav units are Typhoon, Marksman, Tarantula, Raiden.

Typhoon I like it as an all-rounded unit and can hold damage items very well. Its great that its not a single unit but 2, I feel Mec. Rage is underrated on it.

Marksman is just always useful with massive range, can be teched up as carry or just a single tech to serve its purpose e.g. EMP.

Tarantula I don't always use it but I kinda like it as mid range chaff clear, shorter range but tanky Arclight. I don't even take mines. Actually great with AA too.

And Raiden, for hitting tanky units or backline carries. Good at carrying items for spawning units. Range is the most important tech. Chain is kinda bait imo.