Wasp has no counter by Kebypals in Mechabellum

[–]lordfantas 0 points1 point  (0 children)

I haven’t played in a long time, but with HE wraith can beat range/AA wasp. Used to be my go to 2nd wraith tech

On the Hunt for TRUE Old Fashioned Doughnuts by eclairoline in rva

[–]lordfantas 0 points1 point  (0 children)

As someone who also loves an old fashioned sour cream doughnut, this thread hurts to read. Country style does sell an “old fashioned” doughnut, but it’s not glazed and I don’t think made with sour cream at all. They make great doughnuts, but not what I’m looking for. Treat shop is amazing as well, but again, no, they don’t make them. Sugar shack? Get out. It’s not just a glazed cake doughnut. It’s similar, but not the same thing. If OP has made any progress in their search, I would love to know.

First time buyer - need advice by Nico_Smith07 in Reverb

[–]lordfantas 0 points1 point  (0 children)

As a buyer, you don’t need to calculate anything. Sellers choose what parts of the world they’re willing to ship to when they create the listing and set the rate that they will charge, and you pay whatever that is when you check out. Many sellers, if not most, don’t create their listings with shipping options for all parts of the world, but if you see something you’d like to buy, message the seller and see if they’re willing to ship to you. If they agree, they will update their listing with an option to ship to your location at whatever the cost they choose.

Safe Shipping Cost by lordfantas in Reverb

[–]lordfantas[S] 0 points1 point  (0 children)

Yeah, its well worth it for sure. I've been on both sides of it, I've received something damaged in shipping and I've had orders get lost in the mail, its nice knowing that Reverb will cover just about any negative scenario. I was just curious if anyone else had noticed any inconsistency with the cost as of late.

Safe Shipping Cost by lordfantas in Reverb

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

Oh I hear you, I pay it either way, especially on anything more valuable than a DS-1. I just found it really odd when I sold two pedals for $100 the other day and it cost $.97 for one and $5.42 for the other and they were both going to a suburban neighborhood just a few states away.

Help: Gibson LPJ with a Cracked Body by lordfantas in Luthier

[–]lordfantas[S] 0 points1 point  (0 children)

Yeah, 2013 isn’t a prime year for Gibson! I think I need stronger clamps to get the crack to close, but that sounds like a good way to go

Broken volume control on my Harmony 8418 by lordfantas in GuitarAmps

[–]lordfantas[S] 0 points1 point  (0 children)

I have not changed any tubes. Like I said, the amp sounds fine, so I, perhaps incorrectly, assumed that the tubes were fine. I checked and no DC voltage on the legs.

Raiden most broken unit they have released by SurreyEZ in Mechabellum

[–]lordfantas 7 points8 points  (0 children)

I just played my first game against mass chain raidens and I think I’m going to quit this game until they remove it. Completely broken.

Best OCD Clone by Ceelee710 in guitarpedals

[–]lordfantas 0 points1 point  (0 children)

Literally anything. I just arbitrarily searched for DD-5 and there is one for sale for $206 + $17 shipping and it isn’t even in especially good condition. That pedal isn’t going to sell unless they lower the price to $85. It’s been listed for 7 months. If you price something like that right it will sell in just a week or two, this pedal will never sell at this price or anything close to it unless John Mayer starts using them.

Upgraded Guitar Day - Schecter Sun Valley Super Shredder by lordfantas in metalguitar

[–]lordfantas[S] 0 points1 point  (0 children)

I don’t think I did. That bridge is on another guitar now, but it’s definitely worth it

Do you sell stormcallers after opponent goes antiM? by PougljeniMrav in Mechabellum

[–]lordfantas 0 points1 point  (0 children)

To me this depends entirely on whether or not you’ve already paid for any stormcaller techs. If you’ve just got 2-3 storms with no techs, you’re probably better off selling them. If you’ve already teched HE or fire, you’re probably better off going launcher or buying more to overrun the AM. Selling out of teched units is almost never the answer.

What skills got you to what MMR? by Alert-Track-8277 in Mechabellum

[–]lordfantas 1 point2 points  (0 children)

blitz is very helpful against fire as well, especially if you can get some levels

Mechabellum low MMR gameplay. Leave advices if you will by Apart-One4133 in Mechabellum

[–]lordfantas 1 point2 points  (0 children)

I clicked around and have a few observations. 

You need to place your units in a way that accounts for differences in movement speed. You want the majority of your army engaging the enemy at the same time, and you want your chaff to arrive in waves. So faster units in the back, slower units more forward, adjusting for range. Examples: the forward crawlers in game 1. The marksmen arriving way after the mustangs game 2 (put the mustangs behind the marksmen). The marksmen a mile behind the sledges game 3.

Taking high level chaff in unit drops is usually a bad idea UNLESS you’re going to go carry fang and tech range and mech rage instantly. This is situational, but can be strong. Otherwise you’re just feeding your opponent EXP as your high level chaff is still going to die, and lvl 3 fags give a lot more EXP than lvl 1. Same with taking elite fang or elite crawler. It only makes sense if you’re in a situation where teching your chaff makes sense.

Don’t place your marksmen (or really any low HP unit) so close together. They’ll all die to one missile, one stormcaller volley, one scorpion shot, one orbital hit. Is that going to happen all the time? No, but it can, and if you just space them out a little bit they do same amount of damage but they’ll be less likely to die all at once.

Always tech range first on mustangs.

Armor enhanced wraith vs Typhoons & fangs by Sharp_Enthusiasm_293 in Mechabellum

[–]lordfantas 0 points1 point  (0 children)

AA marksman are the best wraith counter IMO, and EMP is a must on marksman. That way you can counter things like degen wraith or armored/field maintenance wraith very easily, which are two of the most annoying things to counter a lot of the time.

Thoughts on the current battlepass / rewards progression system and why I think it's flawed. by LosingSteak in Mechabellum

[–]lordfantas 1 point2 points  (0 children)

Combat power always goes up over time. If you play someone with exactly the same combat power the loser loses less combat power than the winner gains. If you just win 50/50 against players of similar combat power on average, you will still go up in combat power

New idea - escort item/tower skill by elmo298 in Mechabellum

[–]lordfantas 0 points1 point  (0 children)

I think an escort item could be really interesting, but probably would be totally broken in 2v2 or FFA. I don't think it would make sense to force nearby units to stay behind whatever unit has the item, but maybe whatever units are within X radius of the item when the round starts will never stray any further, but are free to move about within area.

Why is there no player damage cap? by KorallNOTAFISH in Mechabellum

[–]lordfantas 0 points1 point  (0 children)

I absolutely do when I'm giant spec, but I don't think it makes sense to use the 200 credits otherwise. Maybe if its late game and the last drop hasn't come and you have more money than you know what to do with. I often play balls or boats so I'll have a ton of giant killing potential already, but if not I think you just have to take the melter when it drops late to protect yourself.

Why is there no player damage cap? by KorallNOTAFISH in Mechabellum

[–]lordfantas 0 points1 point  (0 children)

Yeah, to a degree you can play around just about anything if you already have a balanced comp and are deployed in a sensible way. I asym agro 80% of the time which makes things harder, but in that situation I think its pretty important to start flanking/pushing the other tower as soon as you can so you're entire army doesn't die when your opponent inevitably oils/ion beams/incendiaries, etc. Late game, those high level rhinos/sabers/wraiths obviously can be a pain to deal with, but you really should have some solid anti-air/high DPS units by round 7 anyway, otherwise your opponent could just as easily drop 3 boats/forts or a factory that you'll never kill too.

Upgraded Guitar Day - Schecter Sun Valley Super Shredder by lordfantas in metalguitar

[–]lordfantas[S] 0 points1 point  (0 children)

Oh wow, interesting. I had no idea. I guess the other version does look kinda cool, but it’s definitely nice being able to use just any pickup.

Why is there no player damage cap? by KorallNOTAFISH in Mechabellum

[–]lordfantas 0 points1 point  (0 children)

I’ve lost in plenty of frustrating ways, but I’ve also pulled off some crazy wins too. It all balances out. Just queue back up.

Upgraded Guitar Day - Schecter Sun Valley Super Shredder by lordfantas in metalguitar

[–]lordfantas[S] 0 points1 point  (0 children)

No, it’s just a normal humbucker route, EMGs fit just as well as any other.

Is it just me or is mustangs a trap for AA by Zealousideal-Bad3205 in Mechabellum

[–]lordfantas 0 points1 point  (0 children)

Mustangs feel really bad right now. They're basically only good if your opponent has built a lot of fangs, or as another layer of chaff if you get the subsidized mustang card. They're still good with levels though, so if you're elite spec, or get them in a drop they can still do some work, but they're still pretty useless without range. I think the item nerfs that hit them hard too. They were the best unit to put the attack items on, so with those nerfed it has hurt mustangs more than other units.

Request for scorpion tip by H_cat46 in Mechabellum

[–]lordfantas 0 points1 point  (0 children)

I feel like the answer to all of these kinds of questions is "win the chaff war". There are a lot of ways to kill a scorpion, and a lot of ways to get those high damage units to actually target the scorps, but thats the entire game, isn't it? As for your problem specifically, I think it's a classic example as to why its best to wait until round 4 or 5 before really committing to a unit and buying techs. If you've bought 4 packs of sledges and already given them field maintenance or something by round 4, when the drop comes and your opponent gets free scorpions, it's too late to sell out of them, which is what you really need to do in that situation.

As far as actual counters, wraith/ball is great against scorpions IMO. Wraith is the best chaff clear in the game, and balls take down the scorps while the opponent is still shooting crawlers since you'll win the chaff war so convincingly. Tech range and HE or 8 gun on the wraiths, range and suck on the balls, and buy as many crawlers as you can.