This mechabellum gameplay video features two games. One is against a bunch of crawlers, one is against a bunch of wasps. By great RAT stuff from the RAT shop: shop.mechamonarch.com/
Пікірлер: 22
@TinyTee912 ай бұрын
You are just my favorite mechagamer. Smart plays, fast decisions, great commentary. Love it
@SurreyEZ2 ай бұрын
thanks for the kind words!
@flaccidactyl8042 ай бұрын
I would love if you made a video that covers when and when not to upgrade units.
@SurreyEZ2 ай бұрын
thanks for the suggestion!
@shakacien2 ай бұрын
Things got mad in one game recently, and with free units but before the rare ones I got to round 15 with a guy, I had over 90 levels of fully teched rapid reload elite marksmen with best partners, several leveled assault vulcans with full techs and best partner, fully leveled fang chaff all over, shield specialist shields every turn, and my patented explosive / high powered munition stormcallers against a guy using war factories and scorpions. average games though are way down to like round seven.
@SurreyEZ2 ай бұрын
always fun to get to play a lonng game and level up some carry units
@shakacien2 ай бұрын
@@SurreyEZ I woulda been out of my depth without the best partner synergy encouraging a lot of giant units, spamming, and techs.
@cubandarknez2 ай бұрын
oil is another one of the factors that benefits defensive formations over aggressive ones, and then it compounds with the hyper econ and pivot effects of free units where if you leave yourself vulnerable to 1 bad loss from skills and free units, you can legit lose in 1 turn.
@SurreyEZ2 ай бұрын
Yea I didnt have any problem with the oil before the free units. Now the game just ends so fast that you can't really take the damage from the oil round
@Ellieroz47912 ай бұрын
Ah ah ! Lag when unlock unite! I'm not Alone to have it
@SurreyEZ2 ай бұрын
Yea doesn't happen to me very often but it's pretty brutal when it does
@thiextar75372 ай бұрын
Hey, love your content. Ive heard a few times now that rocket punch is bugged, but i dont know what the bug does exactly. Would you mind explaining to me?
@SurreyEZ2 ай бұрын
before, the rocket punch was very reliable. It always killed everything in time. Now, many times the fortress just dances around while not firing the rocket punch
@Hel1mutt2 ай бұрын
Overwatch is a good example of developers chasing the competitive scene and leaving the other players out to dry, and i dont think it has worked out well for them. Also call of duty did kind of the same as well, but those examples may be different and not really apply to mechabellum, but who knows. As a player who just wants to see tanks, mechs and air units blow each other up, i would rather have a less "competitive" game, but thats just my opinion. I will say though, if the developers only concentrated on the competitive scene and the rest of the player base feels left out, they will probably leave and that would be bad for the game overall.
@SurreyEZ2 ай бұрын
Haven't played those game so I don't know. But I really think you can easily balance a game for the top players while simultaneously better the experience for casual players who just play one game a week
@TinyTee912 ай бұрын
Wtf were these lags 😂😂
@spiliarakos2 ай бұрын
You were playing with wraiths , you passed 12 range card that is a must for maximizing wraith efficiency and survival
@SurreyEZ2 ай бұрын
not needed here. The wraiths are only to kill the crawlers that run forward to them. You can get almost the same effect for a round from the tower for 100
@spiliarakos2 ай бұрын
@@SurreyEZ Maybe.. but 12 + 15 range for all of your army may have changed the fight. I dont know, i never pass range, i feel its one of the most important thing for winning a fight when you play with aerial
@znail46752 ай бұрын
@@spiliarakos I think getting the double cannons upgrade would have had far greater impact with making them much stronger.
@EssDubz2 ай бұрын
I don't get why extra units ruins competitive integrity, fundamentally. I agree that as it stands it is broken and need tweaks, but the idea that the randomness of it is inherently bad doesn't make sense to me. Non-unit reinforcement cards are already random, and so are starting specialists and units. So why is unit randomness not ok but the other randomness is?
@SurreyEZ2 ай бұрын
Here's my 3 biggest reasons: 1: Big part of the game before was to try to control the enemy deployments and where he placed them (by placing threats for him to answer while simultaneously preparing for something else). Now there's just huge inject of deployments at random rounds so you cannot build the board strategically anymore. You just need to focus on your own board, just make a strong composition of units. 2: Another part is that you cannot commit to anything before you see the units since you get extra supply that way. Also when you commit and the free units come next turn, your enemy just gets handed a free counter for everything you do. 3: There's also too much the other player (or you) can do with the free units/different technologies/multiple deployments that it isn't possible to make good enough predictions so it just becomes random and the round is just luck. This was the case before also when you didn't know how the enemy will counter your threats. But you could strategically build a board for him to counter and reduce his options to like 2 different plays and strategically play around them, or you if couldn't play around them, you use your health to gain information. Now there's 10 different plays and if you lose you take 75% of your health as damage. The normal cards actually shape your long term strategy. Usually some of them are a bit better for the other player but only a little bit, it usually evens out very well during a match.