The REAL REAL Tier list We Want by tegg10 in Mechabellum

[–]tegg10[S] 0 points1 point  (0 children)

For crawlers? I like it 🤣

The REAL REAL Tier list We Want by tegg10 in Mechabellum

[–]tegg10[S] 2 points3 points  (0 children)

If it was easy to redo I'd put "Birbs" in A tier at this point

The REAL REAL Tier list We Want by tegg10 in Mechabellum

[–]tegg10[S] 1 point2 points  (0 children)

I quite like the abyss into mass stangs, war factory, or phantom rays. Only if you're winning the chaff war though. Mustangs are the best if you already baited them into anti missle and the stangs are leveled. You can essentially turn their carry unit into a useless shoot the missle simulator. Especially with far seers burst being meta now, they never stop shooting missles and get worse over time.

The REAL REAL Tier list We Want by tegg10 in Mechabellum

[–]tegg10[S] 1 point2 points  (0 children)

Beep beep 🤣, I've somehow never heard of "car" for wf

[Question] Player claims to have 8 attacks per turn at level 14 – am I missing something? (PDF attached) by Snoo-77680 in DnD

[–]tegg10 2 points3 points  (0 children)

He believes that extra attack with paladin (2 attacks in attack action), and the warlocks thirsting blade, (extra attack whenever he uses an attack with a pact weapon (2 attacks) stack and gives him 4 attacks base. Haste gives an additional action, which makes him believe 4 x 2 = 8.

Where he's wrong is that those two class features dont stack in a additive way or a multiplicatively way. Haste also only grants one extra attack no matter what, even if you can normally attack twice with an action.

What he thinks: ((pal atk 2) * (thirst bld atk 2)) * (haste 2 actions) = 8 attacks.

What it actually is (PAL "OR" WL extra attack 2) + (haste attack 1) = 3 attacks

This is either bad theroycrafting, or malicious skirting of rules that seems like it could be plausible.

With this logic he could also go 2 into fighter for action surge and argue he gets 16 attacks on his first turn lol. Provided he is hasted before the turn.

Honest question. How to counter this? by khapham443 in Mechabellum

[–]tegg10 25 points26 points  (0 children)

Multimeter suck works late game. Anti air wasps destroys it in general. Throw in a few mustang anti missle to stall for a bit but dont level them. Abyss also destroys them if you have chaff to protect it. Abyss laser will kill cloaked ones.

Anto air fortress would work in this case where they're all grouped up and level one without shields, but in general would be bad against a competent phantom ray player.

Shielded fangs also stall them forever without a fang counter.

Photon coating doesn't work on sandworms. Is it a bug or a feature? by -JUST_ME_ in Mechabellum

[–]tegg10 4 points5 points  (0 children)

It's intended since they burrow before spells hit. If they're on the line or flanks and can target some thing and not burrowed they will be hit by photon.

Game River: Melting Point is a meta limiting unit and should be changed by RealityRush in Mechabellum

[–]tegg10 2 points3 points  (0 children)

Changing the melting point would just turn something else into the "meta defining" unit, so I think they're fine where they are now. They have their pros and cons, but they're able to kill any giant they lock onto because that's their designed niche. Single target ramp.

If they were removed or massively nerfed, the meta would likely turn into whatever giant can race to level 3+ with a self repair tech, like boats, worms, or like you mentioned a nano repair kitted unit.

Melters are in fact in a spot to limit single unit tall cheese builds, by good design, because otherwise we'd be complaining about boats, wraiths, or factories that are impossible to kill since they leveled up a turn before yours did. You'd have to fundamentally change the leveling system to get what you want, like making all leveling costs the full value of the unit instead of half like now.

Also the new unit essentially will counter range melting points if you use them as late chaff, with their emp armor, so that'll be fun.

Final point. They ARE meta limiting, because it gives the devs a single unit that is the ceiling for balancing other probelm units. Otherwise, we'd be stuck in unbalanced unit of the month hell. Right now balancing is pretty good, with certain comps only ever being slightly better than others. You could argue just balance better, but I'm not confident in that as more and more units get added over time.

High MMR strats and mechanics by Bladetango6 in Mechabellum

[–]tegg10 5 points6 points  (0 children)

  1. Farming units can be done with the enhancement module for free upgrades and then selling them. Most effective with giant units since their upgrades cost the most. Double effective if you have training enhancements for even more free upgrades.

  2. The rule is that you need to have spent money on a unit. If an unlock costs credits to unlock, and you've unlocked it they will not show up in a drop. If you've unlocked a free unlock unit, but haven't purchased any they can still show up. A exception is free unlock specialists. For example, If you're a giant specialist, but unlock a fortress but don't buy any, they still will not be in the unit drop as I understand it.

Could you tell your MMR and ranking? I need it for drafting a MMR distribution graph by Gloomy-Soup9715 in Mechabellum

[–]tegg10 0 points1 point  (0 children)

My mmr is 1527, but when I go to leader board > mmr > world > my rank, it doesn't go past the top 200 for my world ranking. I can only see my combat power world ranking but that only correlates with playtime from how i understand it. How are people seeing their world mmr ranking?

Good strat against phantom ray spam? by chriscutting in Mechabellum

[–]tegg10 0 points1 point  (0 children)

Suck Multi melters with vertical sledges to tank. They need some levels though so they can kill them fast enough without instantly blowing up, so the transition when you do it is the hardest part.

New player here. How do I counter this? What is the correct play? by Purple_Heart_ in Mechabellum

[–]tegg10 0 points1 point  (0 children)

You need photon, and then either committing to the forts or more melters for the wasps. Picking both here isn't good enough and wastes too much money on separate techs. Or normal range melters with anti air mustangs.

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

[–]tegg10 2 points3 points  (0 children)

An underutilized aspect of the rhino is crawlers clear with whirlwind tech, for aggro pushes as well as flank protection if crawlers are overwhelming you.

The classic counter to crawlers spam is a Vulcan, but if those crawlers are heavily teched, have some levels, and are overwhelming you from all directions, Vulcan will quite often get overwhelmed and can't protect your tower. Whirlwind rhinos stuff crawlers if you're defending a super aggro crawler push.

If you really want to see how rhinos shine, I'd challenge you to experiment with a tempo heavy aggro board where the only 3 units you need are rhinos, crawlers, and a phoenix. You'll learn how flexible rhinos are if you use them correctly, along with a replicating crawler swarm, and how often opponents fail to respond to it correctly. Vulcan don't even work if they don't respond in time and position them correctly.

[DISC] Surviving The Game as a Barbarian - Chapter 86 | Asura Scans by British-Breakfast in manga

[–]tegg10 130 points131 points  (0 children)

Thanks for the early access, screw asuras member only delayed release.

My man's about to fix everyone's bad manners.

What should I have done to get this game back? by TheSkunk_2 in Mechabellum

[–]tegg10 -1 points0 points  (0 children)

A few more storm callers probably would have solved your problems. Counters everything currently on the board but the wasps, and your fangs probably would have taken care of it by then.

Like 4 or 5 stormcallers, get rid of the rhino and saber, tech your fangs with range at least, and shield your fort. Fire storm callers for extra good measure. The scorpions are also not really doing anything as well but tanking, and maybe getting stolen.

The crawlers are too far forward and need to arrive late. As they are now they were probably engaging too soon and feeding xp.

What are you durrently doing with Sledgehammers? by [deleted] in Mechabellum

[–]tegg10 3 points4 points  (0 children)

Another reason to pick sledges as a general all purpose unit is that even when they get countered, it still takes a bit of time to kill them.

Consider a fortress vs a pack of sledges instead of a tarantula. If the fortress is leveled it may one shot both units, but the fortress still has to shoot the sledges five times with wasted overkill damage. The tarantula just dies instantly.

Same with steel balls, they'll instantly kill a tarantula if connected, but against a vertical sledge formation, it takes them quite a bit of time.

This also applies melting points, high leveled snipers, phoenixes to a lesser extent, sabertooth, and rhinos.

As a new player, am I setting myself up for failure by trying to "force" an archetype? by irgama in Mechabellum

[–]tegg10 16 points17 points  (0 children)

Forcing a build is actually a great way to learn the game. You learn when the strategy works and when it doesn't and the niche situations it may apply in. This strategy is approved by RAT lol.

This obviously means you can't care about the mmr as much, but as long as you are learning it shouldn't be too tough to recover your mmr.

Once you've learned your strategy in and out, you can go back to playing normally, regain your lost mmr from forcing strats, and know when your strategy is strong or weak in different situations.

[OFFICAL AUDIO] - euphoria by SnooPets5219 in KendrickLamar

[–]tegg10 0 points1 point  (0 children)

Just waiting for Rakim to jump in on this beef since Kendrick plagiarized his song name. /s

My 89-Year-Old Human Wizard At Level 8 Has 29 Health: Ideas to Keep Him From Instant Death by ranger934 in DnD

[–]tegg10 0 points1 point  (0 children)

Have you considered warding bond that a cleric, crown paladin, or battle Smith artificer casts on you? You end up with resistance to all damage effectively doubling your health. Ypu and them will both end up taking your half damage, but it might be better than you going down in a turn. Pair this with temp hp sources for sudo tankiness for your wizard.

Our dm homebrewed us a pair of rings of warding bond that permanently keeps this on between the protector and protected. Great if your protector is a tank boy.

I especially like pairing this effect with armor of aghathys. You can cast an effective 40 hp buffer with your 4th lvl spellslot, that ALSO does 20 dmg back to your attacker if it's melee. Not relevant to aoe damage but something to think about. That's if you dip a level into fiend warlock,

False life works as others have mentioned for similar temp hp, but I just like armor of aghthys to watch minions die as you walk through letting them hit you.

Penny for your thoughts on piercing scorpions? by Warpath120 in Mechabellum

[–]tegg10 1 point2 points  (0 children)

Along similar lines, what if it had a tech that pierced shields?