#Mechabellum
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Oh that's a clever way to get around missile interception tech
Untill the interception is on stangs
Unless there's about 2 mustangs per stormcaller, I find that EMPcallers are still useful for knocking out tech
Can still tickle the frontline
If you have a bubble shield does the bubble soak a nuke or does the nuke go through? I can't tell through the blast cloud
it soaks
Ye, shields of any kind blocks any amount of damage at least once
Except tungsten rods
Do they go through personal shields too?
Yes i belive
ALL HAIL LORD TUNGSTEN OF ROD
I got to soak one of these with energy shield phantom rays and got a good laugh
https://store.steampowered.com/news/app/669330/view/515216422280888460
<@&1119755262992068658>
It's kind of interesting getting into the Mechabellum this week with the new Farseer burst mode because it's seeming like a pretty decent Melting point buster
wow the farseer actually got the promised 10% increase now after the fake one earlier
isn't this the patch from last week
https://store.steampowered.com/news/app/669330/view/515217056009814242?l=english there was a patch. you linked the wrong one. you buffoon.
I blame bad steam UI design
Farseer tweak seems pretty reasonable considering the burst mode is a good blast of missiles
this new farseer tech is fucking op
150 to make it do 6x damage and fire at 1/3 the normal rate?
yeah i'll take double damage
actually it's Amplify Damage now
Yeah it busts bubble shields pretty good
the downside doesnt even seem rea
if its shooting at max range and kills it will always shoot another shot afterwards antway because of how slow the missiles are
so if i'm overkilling like 1/3 of the total damage who cares
or if i'm shooting the front of the crawler pack more will just walk into the later missiles
i guess the downside is that the other techs on it all cost 200 more now
farseers have 3 tech slots now, cost 200 to unlock instead of 50, and all their techs cost 200 more
that's what this tech means
The burst tweak puts it on the same kind of situation as Phantom Rays now, you just got better range with no flight
i think burst mode phantom rays also increases the time it takes to recloak
EMP missiles are also fun with the burst mode
antimissile this, idiot
Worms seem to bust them okay and sabertooths seem like a gamble if you can punch through the front lines
burst farseers were definitely crazy good last patch
not really convinced that the rate of fire change is enough to make that not true
I keep matching into people I recognise as mechabellum streamers. weird feeling
<@&1119755262992068658> anyone for some 2v2s?
hi
<@&1119755262992068658> Would folks like to robot it up on a Saturday?
I can play but we'll probably have a bit of an mmr disparity
Yeah, not the worst, I'm in the 500s and can communicate so shouldn't be too rough
four marksmen almost did it 
I can't help but laugh at getting got by eight million void eyes chilling in the backline with the shield and flying because I kept diving that backline with Wraiths instead of forming my own backline of 16 million Wasps
Big fan of Ignite + Energy shield Fangs as late game gremlins with a dream
What are good ways to punch through a pretty entrenched front line in a 1v1 kind of situation? Whether it's their Scorpions, Stormcallers, or Marksmen, their back line whittles down my front while I'm trying to bust through with Sledges / Sabertooths / balls; should I be trying to build backline ranged to try to push harder or front line chaff soak?
you probably need more consistent, staggered chaff if you're having issues with scorpions & marksmen
by the mid-late game you should have a continuous stream of chaff from the front of your board to the back basically
also for marksmen in particular you can use wasps to distract them if they don't already have a lot of mustangs or other wasp killers
and for stormcallers, AM devices or AM techs can help mitigate them
Yeah I run like a lot of fangs and hounds and sledges which gets eaten good by siege mode scorpions so going air chaff might be the play then
Are there any sources of non-spell acid besides the dead crawlers tech and the scorpion tech?
those are the only two yeah
generally speaking scorps are the better delivery mechanism in most cases
if they have scorpions it pays to go air
if you buy wasps they will buy mustangs and then you can buy an abyss which absolutely wrecks a scorp/stang comp
That's a pretty reasonable rock-paper-dynamite escalation yeah; double tap acid scorpions have been really fun burst damage so far
I kind of like the idea of buffed up mustangs as generalist anti air but they get got real hard by massive AOE and EMP which Abyss brings to the table good yeah
the main thing is that abyss missiles really shred mustangs
Any crawler tips in general to keep them alive? I've got mech rage/drill/submerge/loose formation as my techs and I hear replicating crawlers is cool
for replicating to payoff they have to do damage
i think i currently use spread+mechrage+acid+replicate
should probably swap acid to burrow
one way to get "stickier" crawlers is mechanical division on steel balls
they will split into lv1 crawlers on death
so they get shot by a scorpion and thn get shot again
Scorps and mm really suffer against fangs esp shield fangs or crawlers
alternatively sandstorm worms can help brick long range comps if they can make contact
alternatively if they've got siege scorps they don't really have the DPS to chew through fort shield so that's an option
Wow yeah now that I look at it Fortress shield doubles their health, that's no wonder it costs so much
also forts are just super tanky
if your opponent doesn't have double shot or acid MMs and scorps take a while to punch through equal level forts
and siege mode scorps take forever
I'm partial to sandstorm worms because they can be mobile beaconed really well and are also huge chunks of HP
Yeah I was trying Strike/Mechanical rage to get them DPSing faster but sandstorm sounds real good for surviving to DPS
and it can protect nearby fangs from callins
<@&1119755262992068658> them robot
USA work schedules keep me occupied until <t:1754521204:t>, otherwise I'd join
Imo for worms sandstorm/replicate then the other first. They're not very good hitters but they are fast, tanky, and value dense so they make solid distractions and excellent candidates for beacon shenanigans
Something like this where you have multiple options for worm paths to keep your opponent guessing
Dang I need to buy more crawlers
I buy a lot of chaff
honestly I buy a wasteful quantity of chaff
but better too much than not enough imo
I mean in that screenshot they have way too little chaff clear
so a million crawlers is the right idea
why did he get emp missiles on the meltings and AM on mustangs?????
Usually I need my Mustangs killing but maybe anti missile might be the play if I can't get them leveled
I click AM stang only if there's a bunch of stormcallers on the field
Yeah I rotated the AM mustang tech off for AP bullets and use Sabers/Farseers for anti missile and I haven't felt lacking
Ive always felt that saber and farseer is horriblely bad compared to stang and factory
there are situations where you spam a ton of sabers and then it can be okay
definitely not on this patch's farseers
you must spend your tech money on burst mode and one of AA spec or range
I'd been running burst / EMP and yeah range is probably the play
I do need to figure out when to work factories in because I wind up grabbing more giant units to try to push than titans
burst and emp are redundant. burst is killing them dead, they don't need to be emp'd during that
this is my bar
That makes a lot of sense and helps bust Abysses and Overlords good
Is the idea on flanks that they only gotta teleport in one time then start active on the flank? I'm seeing folks talk about rhinos and wasps on the flanks and that seems like it'd be a surprise once then shot to pieces
yeah, the surprise once can usually be enough to win 1 round and force your opponent to react.
Also, once something is warped in on a flank, it doesn't need to re-warp on that flank, which means you can reposition it (either the power or jump drive) to somewhere else along the flank and it'll be ready to go immediately.
Oh wow, jump drive keeps winning
rhinos usually inspire responses that aren't ideal to deal with anything else on the board, and then the rhino gets sold
there's way more obnoxious flank options than that though
Is there a solid tech setup to get rhinos to not get shot to pieces by sabertooths and backliners or is it field maintenance and a prayer
I've been trying Rhino specialist when it comes up but it's been tough
just crawlers in front, maybe mech rage to get in faster
rhino specialist always feels really underwhelming
My crawlers also get shot to pieces by arclights so maybe the Rhino is the play to beat the arclight
mass produced rhino, on the other hand
rhino specialist really wants you to try and make the opponent buy units that are bad into rhino
is the absolute funniest card
like getting some wasps so they invest massively into mustangs
you need to be in an aggro setup too to make it work
The whirlwind does seem kinda neat but delays the armor
I think I ended up taking whirlwind off my bar
it punches well enough. if it's getting stuck on chaff I can probably buy a chaff clear unit instead
Yeah I was taking it for sledges/balls but probably could just spend the 200 on arclights instead so the Rhino can punch sequentially
sledges don't do a thing to a rhino
steel balls is a case where I would just sell the rhino
They're not a huge investment for unlock so yeah sale makes sense
if you're up against a line of sledges you can probably just beacon the rhino straight into the tower and punch through
it's a niche unit though compared to a lot of the roster
Speaking of niche units is there a good calculus on when to go Vulcan because the unlock cost seems a little steep
you can get them from unit drops or unlock for free with giant spec
I tend to only buy them otherwise if the extended range vulcan card if offered early and I can setup for it
with the scorch tech they can churn through medium units pretty quick too
vulcans are only good if you play standard
only boring people play standard
put all your units on the line and enemy flanks like Bearlike intended
they are sometimes good in defence
it largely depeonds
im sorry to inform you that bearlike is a standard player
what
my world is shattered
no wonder he added burst AA farseers so wraiths are just like, kinda bad rn
and overlords and abyss
ive watched him play and ive played against him and he almost always plays standard from what ive seen
the only time i play defenece is when you get a rotational aggro game (you and opponent both went asym on opposite sides)
vulcans can be fine but like, they're only good for half your board in that situation
so theres usually better options
i mean, from the history of the game balance i wouldnt say he has a lot of bias for standard, he mostly seems neutral in these terms
tho what i can accuse him of is balancing without listening to the community and purely off of statistics
eh, the community often has a lot of terrible suggestions
crossfires my beloved
yes and no
overall im pretty happy with mechabellums balance over the years
i do think you still need to balance off community perception though
i understand the opinion, but not listening at all like they do causes a lot of frustration and does sometimes cause issues to go unanswered
yeah you need to fix frustration
but the balance of mecha has largely been very good
rn people are frustrated over titans and farseers
so i cant complain a lot
even if the game is objectively still in a fine state
so i dont mind another patch for those
also my original invocation of Bearlike was less the real game designer and more like, the spiritual Bearlike; the Bearlike in the sky, who blesses our unit drops and curses our unit's targeting
and if they were to go listening to people like voidinsanity i would kill them XD
the platonic ideal of a Bearlike
yeah that guy is an idiot
he is a good player, but goddamn does he have horrible ideas and personality XD
I don't really enjoy the titanbellum meta but otherwise I think things are in a good spot
yea, they do need to nerf it if only(its not only) cause it causes a shitton of frustration in the community
add a titan hunter card
just make it so they cant actually ignore their upkeep for 150 credits
I wouldn't mind it if there was also some economic ramping on the other side yknow
I genuinely think a titan hunter card would go a long way to making them less risk free to get in every game
Add grappling hook tech for fangs
-# I haven't watched Attack on Titan
reason why i dont like it: card
please dont make countering titans depend on getting the card
What is standard? Is that the 2v2 non compact board or is it the philosophical opposite of an aggro board
Assault Melting Point card my beloved
I want Assault Stormcaller as a regular tech :(
(to combine with Launcher Overload)
16 speed Stormcaller my beloved
standard is when you place your units far away from the line, a lot of them behind your towers or the very back
and you rely on range like stormcallers/vulcans/marksmen
its very boring
very lame
if you vs another player doing the same thing the game is standard v standard. if you vs an aggro player, you have to play what's called defense, so its a defense vs aggro game
aggro v aggro where they are on both sides of the board or asym but both on the same side is a headbutt game
and then aggro v aggro where its asym on opposite sides is a rotational game or a like aggro v defense and defense v aggro on respective sides of the board
Ah no wonder I've been having to push up versus void eyes and marksmen in the back, Siege Mode scorpions have been a good push versus that when screened by like 60 wasps
chiming in on rhinos
for me the important rhino tech is self destruct
and everything else on the card just helps the rhino get in to explode
yeah armor and self destruct are both one tech wonder things you can do with rhino drops
armor rhinos are p nice, just a few hefty chonkers you can send in vs stangs or w/e
although they get swiftly countered usually so you typically have to sell out of them
<@&1119755262992068658> who robots
I'll need 5 and can log on shortly
Lesson learned today in Mechabellum Math (tm) - when you have 3 worms, don't take mass produced worms (30% less worm) just to get to 5 worms
technically you can sell and then rebuy and old units of that type you have to get back the higher cost and profit off the card
but its very rarely worthwhile
yeah it's a pretty niche thing to keep in mind
Any tips for a defense vs aggro scenario when your side is doing aggro? Running into scenarios where there's a big no man's land the chaff have to run across and get melted and stormcallers to try to outrange marksmen get screened by missile defense so I dunno if I'm not buying enough stormcallers or should be marksmanning back
buy more chaff that streams in to take marksman shots and get on the flanks
flanking and boxing a side in is pretty valuable when playing aggro
You can create a really strong concave
And if they are really struggling you can even extend your aggro line further across the board to collapse the more unit on
this could be wrong but my impression is aggro can be more tempo focused in some ways as well -- the longer the game goes on, the more counterable all your units right along the front get with stuff like oil and fire and sentry missiles and the faster your chaff die to vulcans etc and the more value those backline units get shooting stuff coming in uncontested while the close range fight drags on
so you might also need to push your advantage more if you are winning early
it is quite tempo focused but the game in general kinda is
the meta right now is very much try to get your opponent below 2K hitpoints > level 2 titan to get the kill
Does leveling a unit cause more HP damage at end of the round? Or is it just that dropping a level 2 titan is a big whammy?
the latter
unit HP damage is just based on their initial cost (with a reduction for the more expensive units) and split between their number of models
yeah the titan just clears a lot of stuff and deals 500 hp damage
I have used war factories and Abysses as emergency pushes versus tons of medium units so it hangs in there until melting points proliferate
Mountain seems kind of weird though because it doesn't have a lot of splash unless you take the fist cannons
the mountain is a bit weird
saturation is what I see most people pick
that or plating to just tank a whole board
https://www.youtube.com/watch?v=PwuSA7gm2jo this is a few versions out of date now but I thought this was a pretty cool example when i was starting playing
Today's video is a lesson in maintaining tempo. This game shows how I used tempo to keep my opponent on the ropes the entire game. I hope you learn something and enjoy!
Twitch: https://www.twitch.tv/raginjmg
Discord: https://discord.gg/z4p3UkY
I like what he's doing with layering two kinds of chaff, I've been going all crawlers or all fangs and they get rocked; good to know farseers and typhoons have been good for a while now, haha; the vid has great beacon use too
ah yea using some of each chaff is good
I really like it as the saturation super sniper
Do hounds and void eyes count as chaff equivalents or do they not have enough bodies to really soak attention
hounds can be semi-chaff; it depends what they're up against
void eyes not really; electromag armor can lead to them being used like "tanks" but thats a bit different than chaff
Yeah electromag seems like a good way to get a little EMP into a composition that isn't Raidens / Arclights / Marksmen
how do i beat hackers
more chaff; speed & clear their chaff quicker to get to the hackers in time; shields; good shield-break if they have hacker bubble; air units cannot be hacked, so wraiths etc; don't make hackable compositions in the first place without good reason (like opp board wouldn't mesh with hacker well)
basically, win faster or don't be hackable
I like double fire sabers or scorpions
<@&1119755262992068658> robots
Speaking of hackers, when is a good time to break out the hackers? Are they like fragile melting points where you stick them midline to sow chaos?
They are best used when your opponent is playing a lot of medium units
And when you get elite hacker
Are they like Steel Balls where the beam ramps up over time?
No, the hacker beam deals consistent damage
if anyone ever clicks assault marksmen at you, emp hackers hard counter them
I liked the idea of assault marksmen until I realized EMP turns it off and I could use sledges instead
only a little short to be able to buy blaze stormcallers 
never predicting again
the discounts, that's how they get you, haha
edit: heck yeah, that's an elite prediction score
tom the insightful
It depends on the enemies insight and your insight, clearly they had a lot
lol
buildings seem like they make the game worse, just a weird uninteractive buff for standard play
i like the titan change though, hopefully it's enough
Apparently you can sell the building bits so seems like aggro can use it for income
You can sell them for 50 bucks each
Thats not a lot
Im not gonna doom and gloom about it, cause who knows what exact impwct they will havezbut in their current iteration they do seem to favour standard by a significant margin
the developers do really love standard
are there details in text yet or still just videos?
Just the one video to my knowledge; they're supposed to drop Aug. 21:
https://www.youtube.com/watch?v=G8zql1Go_2A
Buildings are a new game mechanic that change the dynamics of your battles. Use them defensively, or go on the offensive, knowing your base is better protected against a lone Wasp or Crawler.
Buildings arrive in Mechabellum on August 21, 2025.
Mechabellum is an infinitely replayable tactical auto-battler, developed by Game River and published...
What is the play vs a saber/arclight start? Marksmen? Void Eyes? Usually I'll draw into it with fangs or crawlers that get ripped up by the Arclights so figuring out what to do with 200 supplies is a challenge
Steel balls
I would probably click void eyes for that
I gotta get better with screening balls because they keep getting popped by backliners so maybe range upgrade is the play?
Balls are pretty tanky and neither sabers nor arcs do particularly well against them
they're easily countered, it's usually better to just treat them as crawler delivery devices and sell out of them in the early game
different story if a unit drop gives you a set of leveled ones though, then range really shines
Yeah I'm thinking specifically against saber/arc start
levelled balls with beacon are a fucking menace though
Very similar use case to worms where you slam them into shit and keep your opponent guessing
Sandstorm worms are kinda wild
worms in general are slept on
Very tanky and very fast
And sandstorm severely fucks with targeting
One important note on this, if the balls get levels and/or you get a good item for them(heavy armour, portable shield etc) they become a lot better and very worthwhile to keep
i feel like late backline steelballs work best
that or aggro
like rhinos sometimes they're just tanky enough that the remnants of the army just can't deal with them and they clean up
link them across the whole board and get the crawler spawn
Is it good? not always
Is it funny? yes always
I'll see if I can set a high score for number of steel balls got by one double fire acid Scorpion
Greetings, commanders! Over the past few weeks, we have been testing the 1.7.0 patch on the test server. Since the number of BUGs found during the test is more than we expected, we have decided to reschedule the release date of Update 1.7.0 from the originally planned August 21st to August 28th, so that we have enough time to ensure a stable lau...
so we're not gonna be placing them we just start with them
What is unique about buildings compared to units and devices?
Currently, the building layout only appears in 1v1 and 2v2 battles.
At the start of each game, the system selects 1 from 8 building layouts.
Buildings appear on the battlefield in round 1.
The building layouts of the two opponents are always mirroring or flipping each other.
All destroyed buildings will be rebuilt at the start of a new round.
Buildings cannot be upgraded or moved.
The buildings coming back each round makes it so that selling it is kind of a bigger call than it sounded so it'll be interesting to see if they stay relevant in late rounds
They're also experimenting with removing oil bombs from the research center and putting it on a card instead and so that'll shake up the fire tech situation
cant wait for buildings and another 3% tarantula hp nerf 
im not very familiar with the current meta is fire overused?
I'm only a month fresh into it so I couldn't say, people on Reddit were saying oil was hugely valuable for anti chaff and you couldn't predict when it'd slam on the board so going to a card makes it more of a "oil incoming" situation
oh that makes sense
you can't play around it cause it can happen anytime
and it swings games too hard
I gotta figure out how to up my tarantula game though since mine seem to get popped by Sabers/Scorpions/air pretty good - I'm guessing I need to screen spider mines with chaff more
Oil is ig one if the biggest factors in defense vs aggro matchups as it can often singlehandidly flip 2 rounds when it comes down, it is easier to manage later when you know when it regens, but the first drop is incredibly signifcant
Id love it if they removed it
I haven't gotten spider mines to work
i feel like i only every go spider mines when i have quick supply spec and can start with 4
if they have slow attacking units or just not enough clear for slightly tankier units they can just suddenly overwhelm
Usually I was going extra splash or Ap rounds on my spiders and I heard the mines were neat was what
in most situations you're going to be clicking range and HE on spiders first
oil bomb on card is a lot healthier imo
because it's not hard to have a board where you just lose if they place oil well
i think the purpose of spider mines on tarantulas is to have your chaff clear keep spawning more fake chaff
if the mines damage something it's probably a tower
but the fact that those phoenixes shot a spider mine? BIG
yeah
also if you're stomping your opponent in 2v2 the spawns will stack up when they slowly crawl to the second player
one time in a 2v2 where i needed super late chaff i made some tarantulas close to my ally's side and move commanded them across the back of my board so that after i killed my opponent i would still have a trickle of chaff
Less oil fire and more just oil
The slow can stall big chunks of the enemy board for a long time
also leaving the oil doubles uptime
makes sense 
it kinda feels like whoever spends more money on mustangs often wins
mustangs have felt pretty strong to me for like 2 patches now, yea
Mustangs are pretty cool and every time I build a bunch they get mulched by Scorpions and The Greatest Level 2 Vulcan so as long as you have answers for those they should do all right
mustangs also lose to swarm missile abyss
but yeah they are a strong generalist unit
rarely bad
what on earth was this guy thinking
scorps claim to be an anti swarm unit
https://store.steampowered.com/news/app/669330/view/515219593395962253?l=english <@&1119755262992068658>
did they really have to increase every titan tech cost by 200...
but otherwise looks cool hopefully
You could slam down a Titan + Tech for 1200 before and after the changes it's more like 1600 to do that so it delays it by a round or forces a quick supply slam
Also no upkeep cost anymore
Yea, its basicly making every tech cost the same as they did before if you took efficient maintenece first
also the eco "gain" of 150 per unit per round
okay buildings would be really cool but stormcallers outrange them
that usit doesn't need to be even better in the beginning
Them going early stormcallers just means more money for air
nice try big mustang
I haven't played the patch yet but looking at streamed games it does seem every game is just the longest ranged standard match
marksmen, stormcallers, phoenix, vulcans
boring shit
https://store.steampowered.com/news/app/669330/view/515219593395962379?l=english lmao they removed stormcaller starts
That's not a bad way to do it since instead of 600 worth of stormcaller round 1 it's going to functionally be 200
I assume this means Stormcallers are 50 to unlock now?
No it means the starting specialist pick step 2 unit combos that came with free stormcallers are removed from the pool and there's 21 combos of 2 units for free instead of 25
Yeah, but when the 200 cost units got some of their costs reduced, it was ones in starting packs (mustangs, sledge, sabre, storms) while the non-starting 200 costs stayed 50 to unlock (phoenix, wasp, rhino).
it appears the servers are momentarily dead so I can't check
Ah, I see
I believe they specifically called out "flyers and rhino" though, so I'd be surprised if they changed stormcaller without calling it out
I think they'd explicitly mention it i they changed the unlock cost though
The walls were functionally half a sledge of each node so cutting the HP in half helps void eyes bust 'em good
I keep laughing at the justification for removing stormcallers
yea it is a little goofy
it was our master plan to force everyone to play boring standard games and piss off half the community, all in service of finally being able to remove stormcallers
in a way which like probablly isn't actually going to solve the underlying issues with them as wel
oh no I'll have to buy them round 2
yeah or just roll quick supply stormcaller specialist
get to buy them round with more information on opponent's placements
anyone wanna 2v2 robot fights right now
the servers are still down afaik
o
also its REALLY ufnny they made the small turret not shoot up anymore
i remember watching it kill flank wasps in a trailer
I won't be free til <t:1756504822:F> and can 2v2 then
I did get to play a couple matches last night after the initial drop and the flanks were getting really crowded trying to go around the turrets
just make Assault Stormcaller the default, making exactly me happy.
<@&1119755262992068658> game is up who wants to buy stormcallers round 2
Against aggro starts one of the problems is that they end up so clustered that bomb rhinos pop like half the enemy army
hackers is really good vs bomb rhino. unless you are doing really big chunks of damage to kill them they will just get hacked and blow up in the enemy's face instead of yours
this is why it's good to click anti interference module if you want banelings
would be kinda awesome
it would make me happy too
I mean yeah but clusters of enemies are why bomb rhino exists
i have won all my games now that buildings exist
the building whisperer
As long as today's patch keeps my arclights from getting drunk and shooting walls instead of flanking crawlers I'm happy
The secret is buy mustangs whenever I lose a round
Two squad of fang will kill the anti armor tower
for a brief moment I understood the task
I saw my opponent's play in my mind's eye and reacted and it worked
oh also level six superheavy armor sledges are goofy
tanky bois
I did not expect this to work at all and it did
fully expected my opponent to go raiden ion or something
though maybe my chaffing was better?
ok third option my opponent ecod themselves out of the game with a shitload of missile buys
https://store.steampowered.com/news/app/669330/view/515219593395962379?l=english <@&1119755262992068658>
Defense Wall
HP 2030 → 1112 (-45%)
LOL
Building HP down, I assume?
yes sorry, edited the title in
that's so fucking funny
day 1 patch: -45% hp
is such a comedy fucking design arc
omg I missed thisjs posting it
yeah the buildings have had effects
The effects being ten double shot ranged marksmen at a go
I have no idea why they did that and it didn't work
finally got around to playing them: I think buildings suck
as in that they make the game worse for existing
I played like 4 or 5 2v2s with theyflower and I think we went stormcallers in all but one of them
because the gun turrets still just force you into a long range pattern
it kinda feels like people build more units around the anti tank gun rather than the anti chaff gun
because to actually fight you need chaff
and the anti chaff gun just kinda kills a lot of chaff before it needs to reload
i think symmetrical buildings sort of creates this deadlock
if the buildings were the same but flipped that could definitely create some more interesting setups
Storm callers+wall is also just really really good
They are protected and stuff stops to hit the wall
And then the crawlers can arrive in time to tank more hits
I've just been diving the cannons and walls and that tends to punch through to their tower good because the standard trend has the units way back; would have been nice to be able to sell the turrets like they were musing because I'm not really using mine
I've also been losing the late game half the time so it's not exactly foolproof to just send in the rhinos
you can sell turrets, can't you?
I couldn't find the button but maybe I gotta do it with field reclamation
you need to use field reclamation
Finally, infinite money
Infinite money was my last game where I was supply specialist, got 2x Super Supply cards, then Efficient Light Manufacturing.
Is it possible to get 0 money units that used to cost 100 if you get two efficient light manufacturing cards?
Did it work? Because they only had like 7 crawlers on the board, you'd hope vulcans would melt those
he was selling stuff to pay for the abysses
there were more when I started. but mostly this has very little counter
Solid chaff + chaff clear + single target DPS is a pretty great well rounded force yeah
scorch vulcan just kinda kills every medium unit on top of chaff too is the main problem
going from 900 DPS to 1800 DPS does work pretty good and scales up fast yeah; I usually send double fire scorps or sabers at vulcans and those can get hung up on chaff so it's a bit touch and go
Dang I like AP sledges
the ap tech on sledges is crazy good
a lot of the sledge techs are super efficient
2x hp on link kind of makes it seem like the damage sharing is meant to be a downside
One Melting Point and a dream
maybe buildings aren't actually that good
not pictured is double missile setups on the vulkans
and the fangspawn on those marksmen
range increase on every unit is just so good now
I'd say that's 25 marksmen but some of the arclights are throwing me off
it can be a really severe downside against balls and meltings
oil+fire vulcans is basically the last word in chaff clear
so much fire
yeah the link basically is a downside
in that it makes counters to link sledges so incredibly one-sided that you basically lose if you fail to win the turn you click it
this isn't strictly always the case if you have multiple groups of sledge link-buddies, or just not that many of them, but for the most part its a gambit
but the turn you click it if they don't have a melter or doubleshot scorps or w/e, the link is upside in combination with field maintenance
so its kinda weird
yeah the link can be really gross against things that can't leverage it
it's basically turning sledges into a giant that takes extra damage from AoEs
but the cost is that you're turning sledges into a giant that takes extra damage from AoEs
A scorpion with a dream
this was a weird one
people just click the extended range cards and build that unit
buildings are not good
I've been having fun just diving the buildings and popping their towers since people are trying to build way back, but I tend to grab armor techs instead of range techs (except Fangs, ranged fangs own)
Sandworm and burrow crawler and stealth phantoms have been winners too
my opponent left that open since round one and I took the gamble that I could make it work for me in a later round
New updates's out with a wide variety of tweaks, including the super important
Now the speed-up button will show 20 seconds earlier during combat.
https://store.steampowered.com/news/app/669330/view/515220226701264392?l=english
<@&1119755262992068658> ^ buildings give exp
About the update pace, in the past 12 months, we have probably been adding new content to the game too fast, which has led to us not having enough time to test new content or optimize old content. In the coming months, we will slow down the addition of new systems and focus more on balance adjustments, QOL improvements, and existing content remakes.
Green flag
building xp incentivizes selling weakside turrets ASAP
haters got their way with the crawler nerf

i guess it's effectively a buff for hounds (1shot crawlers with tower attack 1), wraith with HE, mustang, fang
fire badger and vulcan clear crawlers too fast for any breakpoints they might gain to matter
and all the other chaff clear already one shot crawlers
and while the hound buff might be ok, i don't really think stangs or fangs needed the buff
also buildings not yet straight removed from the game
bearlike when

Yeah you used to have to work a bit harder to get hounds to 1 shot crawlers of same rank and now fangs can 4 shot same rank crawlers with tower damage 1
I think it matters more for subterranean crawlers vs fire
I thought I was a genius for using crawlers and worms to dive hackers and marksmen to pop their shields and what happened instead was the crawlers got hacked, the marksmen shot the crawlers and not the hackers, and I shoulda brought more air
Crawlers have litterly dictated the meta since the birth of the game, so i dont think thats a horrible idea to reign them in a little, but tbh, the better nerf would have been removing loose formation to allow arclights to be actually effective vs them
loose formation already got nerfed very recently
arclights can now splash multiple crawlers even through loose
Nerf it again, i wanna see crawlers rotated out of meta at least once
Crawlers serve a very valuable purpose of being a great drop in round 9 at level 5
Crawlers are a chaff unit they basically can't exit the meta
What a bad problem to have, remove them from the game and see what happens is my vote
you will see incredible amounts of fangs
also aggro would be dead
everyone would just play thirty light-years from the line
since fangs are too slow
it would be vulcan-marksman-stormcaller forever
24 m/s crawlers are a work of beauty
highly creative gameplay by my opponent
could have been a line of linked, crawler-spawning steel balls
if only
Mechabellum 5: The Phantom Ray Thieves
I think I lost to that guy
did he build a huge line of rays at you as well
most abyssable board I've ever seen
Also so very scorpion or Storm caller weak
Popping a tower with a frontline siege scorpion is its own reward
Opponent never did though
And a siege scorp won't kill a level two tower with one shot
Opponent had scorps
Didnt save them
And I'm trying to reduce the amount by which I preemptively prep my weakside though throwing a unit of fangs on it wouldnt have been the worst idea
Oh yeah it was more of a general statement on top board pulled way back having vulnerable towers, their siege scorps aren't gonna stop bottom board teamwork of crawlers+fangs 💪
man these are weird games
I have genuinely no idea why my opponent took fang range there
ign would have been considerably more threatening
Maybe to try to outshoot the arclights?
Definitely a weird board for top with not a lot of air presence
<@&1119755262992068658> who's up for some robot fights
I gotta log off for tonight and can 2v2 robot tomorrow evening about the same time
yall doing 2v2s?
yeah one wraith or some overlords would have easily turned it
esp because I halved my chaff clear with charge shot
if anyone can tell me what the fuck was going on please and thankies
I won but genuinely I think I made a bunch fo mistakes that only got covered by mass
and splitting my opponent all over the place
opponent was real mad tho
prod wf....good
as much as one must admire the heroic assault marksman gamer
the easy way to stop that flat in its tracks is emp hacker. that would've cleared almost his whole board
for this guy I mean
oh
yeah that would have been good
I got MP forts as a card and smacked that button like nothing else
in hindsight maybe I should ahve gotten less levels and more forts
I also should have gotten fang ignite
In hindsight levelling the WFs would have been dope
but oh well I bought a third WF instead
also that phoenix fucking saved the day
I run assault snipers with ER and elite on 2v2s where you can farm more xp. Peak meme build
Get those shotguns out to normal marksmen range with the tower tech and its jover
I keep forgetting how much random shit a prod wf produces
Its like three packs of balls, four packs sledges etc
what did you have to kill the abysses?
Some days you get a 2v2 matchmaking match that chases 4 extended range Mountains and those are fun days
Another update drop today, more spider nerfs, more arclight buffs
https://store.steampowered.com/news/app/669330/view/523102160441835832?l=english
arclight buffs!
loose formation nerf is quite welcome too
alright I gotta say that in practice people are still spamming crawlers as much as before but now they click underground threat and it all becomes pretty unkillable
Crawlers serve a valuable purpose as buff chaff and so it makes pretty good sense they click the buttons that make the buff chaff buffer
They should give crawlers Armor Enhancement.
-# no they shouldn't
I like the RPS of crawlers in that medium chaff clear clears them pretty good (spiders and hounds) while mustangs gotta work a bit harder; the fang buffs mean they hit some pretty good crawler breakpoints with the level 1 offense upgrade IIRC
There's a certain joy in life in seeing the 2v2 partner decided to go round 3 Mountain
Loose?
Oh, loose formation on the crawlers
Mechabellum experts: what should I have done against this field?
My opponent was elite specialist, heavy on marksman, mustangs, and scorpions
you're pretty low on chaff and the ER mountain is kinda dubious imo
deploy counts on both sides are pretty low. What round is this?
ah
levelling fangs is imo rarely worth it
scorch on the vulcan isn't really doing anything for you here except against the sledges and that's an iffy exchange, plus you have overlap with the spiders
storms would have been decent here
actually hold on if its round 8 where are all of your units?
It's round 6
I skipped a drop to buy the mountain
that still seems really low to me
So, just more fangs and crawlers? They were dying very fast to the mustangs and scorpions
end
what did you get for your unit card?
beats me
and/or how many units were you selling?
I sold one
only one?
ok so this is a game I just played
and I have 26 units on the board at the end of round 6
your opponent had 19
Is your advice "have more units on the field?"
so your board is just physically kinda sparse which is a problem
you should aim to use up both of your drops every round
on this board I would go crawlers over fangs
fangs have a lot less HP and fewer models per unit, scorps fire very slowly and mustangs don't have a ton of DPS so they take a long time to chew through crawlers
you also need more chaff clear
2 zero tech spiders will not clear 6 packs of mustangs in a timely fashion and because they don't have tech they'll probably die beforehand
Thanks
range vulcans would have done pretty well here
oil + fire vulcans would also have done pretty well here
the fangs in the middle aren't doing anything for you since they're not screening for anything
marks pretty desperately want range
and I don't think stangs do anything for you with this board so I wouldn't have gotten two packs of them
were you elite recruiting?
No, those levels are from experience
ok good
I am wondering where all your money went because you only have one tech, you don't have many units, you haven't picked up specialist cards or abilities or equipment
a titan is 1150 but even then you should have more imo
oh wait you got ER ammo that's like 400 because titan techs are expensive
also I don't think ER ammo on mountain is actually very good
the range increase is huge but the DPS decrease is so bad that your very expensive titan ends up not doing much
That's what ended up happening
When they're running way in the back like that with marksmen midline and mustangs in the back I try to crash the front line with high HP units that can dive the towers / marksmen since the chaff will get blasted
WIth a Fang/Spider start like you had armor would've been a good pickup on the spiders versus the stangs and the fangs with energy shield can really sandbag the marksmen midgame, the early play would have been to get a little air like phantoms to sail in behind the fangs/spiders and hit the marksmen and scorpions
Range Vulcan can kinda melt a infinite number of mustangs which gets better with HP boosts like you had, it probably was getting popped by the scorpions though
I've been finding the newly buffed Arclights with armor to be a great anti-mustang play too, not too much investment
Scorps will kill anything big you throw though
Yeah a little air is the play there, wraiths will get popped by the marksmen and shield wasps will be a grinder from the stangs so stealth phantoms are versatile
the usual counter to scorp stang is an abyss
and then yeah with more chaff on the board as mentioned, to keep it alive
he's also allowing you a free tower cheese on the right side via stormcaller on the line. that's a won round right there
something with armour in the corners like a sledge would also distract a lot of mustangs until the scorpions make their way over. would split up the line a lot
I haven't been playing since buildings, is it still stormcaller hell or have they changed it/players found some way to make other things work again?
Stormcallers cost 50 to unlock right now and don't show up in starting cards no more so that scaled it back tremendously
I'm surprised 50 credits is enough to stop it but that's good to hear
Yeah what was happening was round 1 folks would slam the 2 stormcaller cards then buy one then round two buy two more so it was up to five stormcallers off the bat whereas now it's half at best and more often folks just buy marksmen
it's competing for space with the round 2 air unit
50 bucks is a lot in early rounds
also important si that the towers dont shoot up. they made storms 50 to unlock AND took out tower up shoot
now you need to skip on round 2 in order to get a stormcaller
what do you mean skip
yeah if you want two stormcallers. just one is still plenty affordable
I think right now most stormcallers you see are from unit drops
where they are quite frankly often the best choice
Stormcaller 180 range base matching marksman range upgrade 140+40 is really nice
Stormcallers have pushed the games balance in a real fuckass way imo, so many AM techs and a structure basically just to counter storms being busted good if no AM is present and then anything else with missiles has had to be buffed to compensate for daring to exist in the same game as the stormcaller
I kinda like the rock paper scissors of "stormcaller" - "anti missile" - "so many missiles they can't shoot all of them down"
That's rock/paper/more rock
Stormcaller should get anti-missile missiles as a tech
there is the increased fire rate one
If any player in a match already has a Sledgehammer, the [Extended Range Sledgehammer] variant will not appear in reinforcements cards. thank goodness
I run a lot of Fortresses so the Sledging was pretty beneficial for me and as a sledge enjoyer this sounds entirely reasonable
Pink Hounds are the reward that keeps on giving

<@&1119755262992068658> who shall we robotfights
New Tech [Scorching Charge]: Increases the Fire Badger's base HP by 50%. When its HP drops below 50%, it charges an enemy and detonates, dealing damage equal to its remaining HP to all enemies in a 40m radius and igniting the ground at the impact site.
New Tech [Counter-Fire]: Taking damage increases the Fire Badger's Range by 40 and ATK by 80% for 4s.
if counter-fire truly is "taking damage" there's gotta be some way to cheese it
My Fire Badgers do a lot of getting shot so I'm very excited for techs that feed off that
the flipside is I'm also really excited to see a fire badger get hit, charge in, and then explode for like 100 damage
Ground ignite going down a bit also means high level crawlers might actually make it out
I'm also excited to see how Typhoon changes as it becomes a regular unit
and if it gets any funky techs
Yeah Typhoons are really neat now with the very different techs letting them spec different so more techs will be wild
Yeah badger det is hp dependent so there is counterplay
that charge is very funny
I think field maintain charge badger is what they're hoping will have legs
will have to see it in action
BANELING FIRE BADGERS
YES
AND IT'S AT HALF HP SO HACKERS DON'T AUTOCOUNTER IT
`Phantom Ray
[Sticky Oil Bomb] Ground fire duration after ignition 12s → 7s`
that is a huge buff
now my crawlers won't walk in
if that tech turns out to be good the level 3 badger drop is gonna be so fucking annoying
Developer's Note: This is a bit of a silly accident. Our developers accidentally used the player's local number format when parsing Fire Badger data. Since many European countries outside the United Kingdom use \[ , ] instead of \[ . ] as the decimal separator, 0.5 was parsed as 5. Therefore, most European Fire Badgers become extra aggressive and charge when their HP is less than 500%. We are very sorry for today's accident, and we will conduct training for our team to prevent similar issues from happening again.```
DAMN
that's so funny
lmao
HAHAHA
That's a really good bug
Brb moving to the EU so I can have more aggressive badgers
It crashed games because the client and server severely disagreed
I ended that season at 98,000 combat power :(
2,000 off of the dog
the arclight skin is cool though
I almost won... but then there were too many phantom rays
The Fire Badger has ascended from the rare unit roster, bringing along some new EXPLOSIVE tricks. Watch as your frontline engulfs enemies in a blazing storm of fire and devastation.
Mechabellum is an infinitely replayable tactical auto-battler, developed by Game River and published by Dreamhaven, in which you command a mech army while competing...
https://youtu.be/UsDi02w1yGI <@&1119755262992068658>
Mechabellum is one year old today! From epic unit clashes to unforgettable tournaments, it’s been an incredible journey. Let’s look back at the highlights, victories, and the moments that made this first year legendary.
Thank you for supporting this project. We’re excited for what’s to come in the year ahead.
—---------------------...
Hey! I take a lot of you play?
yep!
there's a role that gets pinged occasionally, you can pick it up in bot stuff with ?rank Mechabellum
There's a whole new season for 2v2 blasting yeah
yeah it's a good un
I never played it but I was interested in it
Would you like to play some now? I can hop on
I think it's pretty intuitive once you figure out what the individual units do
Don't own it yet, but I probably will soon. I do appreciate the offer.
<@&1119755262992068658> who robot?
I am otherwise occupied
I can robot this afternoon if you still wanna robot
i think we possibly will
Right on, drop a ping when it's time and I'll hop on voice comms, can 2v2 queue it up
did not see that message and was awaiting your ping i sleepy now rip
No worries! Should be around on Tuesday for more bellum!
i just watched that and there's no way they put n_sacco's Standard Andy tutorial for Children in the video LOL
that's amazing
my volcano goes here, and my stormcalla goes here
<@&1119755262992068658> lets robots time https://discord.gg/d3EFzu8E
Regrettably, I am not available
I'll be available in about 10 minutes to Bellum if there's still a spot
me: you're really huffing some "get missiled as much as possible gas
clem: that's aggro baybeeeeee
For context, this was a round 1 deployment of 3 sledges and 3 fangs in the center of a compact board
They got missiled round 2
these wall in the middle layouts kinda fucking suck
I say missile the wall
Do missiles attack buildings?
Yeah they got just enough range to pop a turret
Got Mechabellum working a week and a bit ago, did a bit of different vsAI stuff, but gosh is the idea of playing other players intimidating
Esp w/ the size of the unit roster
Come play a 2v2 or FFA with us sometime.
I should ye
Yeah there's a ton of units overall and the way I kept them straight during onboarding was to divide them up by price tiers mentally (like 100/200/400) and separate them by "good vs single target" and "good vs lots of targets" and the littler groups helped keep straight what was what
It doesn't help the Mechabellum wiki is down for a few months now so the closest site that has a full unit list is this one that hasn't been updated for Farseers or Fire Badgers becoming core units:
https://mechamonarch.com/unit/
You do pick up what each unit does with experience and there "core" units that you will play far more than the rest
I.e. you will always, without question, have fangs and crawlers
You may or may not have sledges and raidens are firmly in counterpick territory
Got a quick list of core units to know?
Crawlers and fangs are chaff, you will use these every time without question
You will always want chaff clear of some type. Current FOTM is tarantulas iirc but chaff clear is:
Arclights (need a lot), Hounds, Sledges (need a lot/mech rage), Tarantulas, Fire badgers, typhoons, wraiths, vulcans
Snipers are long range, medium DPS, slow rate of fire units, typically good against mediums/larges but without levels and/or tech can struggle with the large health pools of giants: Marksmen, Void Eyes, Phoenix, Sabers (Sabers are a hybrid large/sniper unit with substantially better hp pools and damage output)
When I think core units I'm thinking primarily units that cost <400 and aren't heavily polarized
Storms are good but can produce weird matchups and are heavily countered by crawlers
Giants are usually application specific i.e. you run vulcans to kill all chaff forever
Similarly you run meltings to kill very, very big targets
Some of this is player preference, my playstyle emphasizes chaff and tends to transition into giants to close out games
But you do want chaff and a decent amount of it
I usually clock it as 2+round chaff units
Sledgehammers count as chaff, sometimes
Sledges can be used as heavy chaff because they've got good health pools but they're vulnerable to levelled snipers, scorps, boats, raidens, etc
And they are twice as expensive as normal chaff units
(boats = overlord)
Oh yeah sorry slang
Boats are overlords
Spiders are tarantulas
Dogs are hounds
Sabers-sabertooth
Storms-stormcaller
Another tip: don't place expensive units right on the border of your deployment zone. You want to be able to screen with something if your opponent puts a counter in its face
Also you can make rhinos explode on death so if your opponent has stuff on the line boom rhinos are a potent counter
Flank units will take time to warp in the first round they're placed but afterwards come in at 100%
Anti missile systems can shoot down sentry missiles
Shields and AM persist between rounds if not destroyed
Maybe too in-depth but they'll warp in instantly anywhere on the same side. That means with Jump Jet or the Reposition power you can deploy something close to your half of the map, then reposition it to the rear, and it won't need to warp in.
Oh, that's a neat trick I didn't know about.
This can be useful if you think they're gonna drop flank missiles on wasps and you move 'em to the back and put crawlers in the front and the missile will target the crawlers and not hit air
Got back to this channel and dang that's a lot
Probably lots of us over-eager to explain.
I think I just did the same thing over in the Dota thread.
one thing that ain't obvious when looking at unit numbers is how big 10 meters is - it's one square on the map, so like a 3x5 square unit of crawlers is 30x50 meters and so a 12 meter splash radius is tagging a big chunk of that
huh, that's good to know.
I almost won, then got killed by mountains 
more crawlers could have done serious work there as would subterranean or loose over replicate
also I think siphon isn't being helpful on the meltings
EMP would have probably been really good on the meltings
maybe range on the badgers too
Ranged mountains are really good vs Sledges which is tough, I've pulled through before by dogpiling with AP Ammo tech and a similar play in theory is burst phantom rays if they didn't take armor and charged shot phoenixes if they did
a very mountainous opponent
but yeah I think the way to beat mountains is air
probably an abyss
but what if they get anti-air mountain tech
the answer is always more scorpions love me some scorpions
Does the Abyss laser tag the mountain on multiple ticks?
yeah it damages for the whole time the sweep is hitting
which adds up quite a bit
the percentage hp damage cloud is also nice
Oh I did not know that
Abyss is really really good against big stuff
Photon boats for the win
I should start mixing and matching my Fangs and Crawlers for fun, I usually only do one or the other
fangs are good for delayed chaff
in that game they didn't last once the doubleshot scorps came out
but in theory they will cluster around your frontline and eat single target stuff instead of the important guys
like the horde of void eyes and phoenixes my opponent has
Yeah ranged void eyes can be kind of tough since you can't stormcaller them in the air so just gotta shoot 'em down with wasps or phantoms
<@&1119755262992068658> who would like to play?
I must sleep soon 😔
buildins makes it feel like if i just move my units back 2 spaces im just more likely to win 1st round
im very special
This just in: mustangs good
yeah they are so instrinsically good
there's a lot of things with how the game is intrinsically structured that favor them so heavily
BTW those level3 stormcallers on the left have super heavy armor and i have the assault stormcaller card
you're making tom jealous
tom is going to be so happy for me that my super heavy armor assault stormcallers got to fight that line of marksmen
I should have tried Abyss I guess
mountain ER ammo doesn't actually hit very hard
you can tank surprisingly long with WF or giants or similar
EMP can actually make a extra range mountain more dangerous by the debuff removing the 75% damage penalty which is unfortunate
I've had success versus early mountains with doublefire acid scorpions or doublefire side gun sabertooths screened by chaff if I didn't have leveled balls but it gets tough to make sure they don't get caught on chaff
balls with range and fortified lock can go hard
mountain plating makes steel balls a bit sad
acid scorps are always nice. I would still just try throwing an abyss at the problem tho
oh wait I hadn't even thought about that but huh the flat damage block actually would perform decent against steel balls wouldn't it
I remember that balls and melters ramp up their damage differently, I assume melters still don't really care?
melters ramp up to a much higher number so yeah they'll not notice as much
unless they're multi melting in which case: lol
I still haven't really played more than a couple games since they added buildings, something about how bad that patch seemed kinda turned me off the game...
someone tell me that mechabellum is still basically the same game and fun and I'm being stupid please
well unfortunately the buildings are still there
😔
I don't have a good sense for how much they actually matter
their stats seem kinda wimpy after the first couple of rounds but it does feel bad feeling like the more fun ways to play involve you having to deal with all your opponents buildings and they deal with none of yours
that is mostly my problem with them yeah
and they get in the way of deploying in ways I want more often than not
As an aggro fan, for me the buildings just kinda help me guess which way the enemies are gonna push round 1 instead of it being a total question mark filled with sabers and arclights
You can sell the buildings for 200 net extra income if you think you don't need them and the walls stay relevant for a good while at least
the buildings make me feel like i should place my units first round and then move them all back a couple squares so that the fight happens under my turret
It's kind of weird too because Marksmen outrange both turrets so a really consistent opening strategy is grabbing marksmen to pop the turrets for friends which then gets crawler'd up quick to soak the marksmen
i already really enjoyed "buy 2 marksmen first round every round"
but the marksmen naturally beating buildings really makes it
https://store.steampowered.com/news/app/669330/view/537742665301625400?l=english <@&1119755262992068658>
how good is this game?
I remember playing the demo
but not much abt it
It's real good, there's a back and forth to the rounds from cards drawn by all the players so you can respond to changes you think they're gonna do, and all the tooltips work good too
Oh I hadn't fired up the new update this week yet - I thought it was just a thing for the replays; you mean to say it's a thing for regular matches for funsies?
Yep!
That's a good way to mess around with late game compositions since that last round tends to be made of lots of frantic decisions due to all the macroeconomics of "do I slam a Titan or nah"
I'm thinking it's sledgehammer time
New update from last week pretty fun in the 2v2s now you don't have to wait for drunk phantom rays to shoot buildings after a player's out; blasty assault Raidens from the new card are pretty great too
Anyone got good tips on giant unit combos outside the giant specialist? I tend to neglect them in favor of more air/chaff due to the 200 unlock cost and I'm thinking there's some fun techs there like the Vulcan marksman buddy one
vulkan marksman buddy fang buddy is really cool because you kinda get a ton of delayed chaff
Vulcan oil+ fire is the last word in AoE damage
MP forts plus rocket punch/shield/fangs are solid
I would not have taken range hackers against that board
it doesn't look like your opponent bought any chaff either
there are some fangs in the back
they are critically low on chaff for round 6
I'd expect like 8 units of chaff at that point in the game
playing mechabellum the old fashioned way....
<@&1119755262992068658> anyone for some friday afternoon mechbattle?
I can do one
Yeah I won't be around right now on account of work and can do 2v2 duos at <t:1762557332:t> if folks are around then
ping me then and we will see
Turns out a thing is cropping up at <t:1762561800:t> so I only got an hour to Bellum, let me know if now still works
LETS GO FAST
It turns out Raidens with the chain are pretty cool
<@&1119755262992068658> good evening who may robots
These are pretty interesting adjustments, particularly to Scorpions - I usually see folks slam Range, double shot, or acid on those so incentivizing the defensive techs is a pretty interesting side arc to Sabertooths going full offense
i think buildings completely fail at their stated purpose of reducing ronud 1 varaince
How do you mean? Do you mean standard players are gonna Standard it up from the back regardless of the turrets?
i guess it kinda makes it a little more predictable where aggroers are gonna ggro
I run aggro a lot and I see it as an extra 150 income over the match for the slight inconvenience of diving their towers while being shot a little extra
Yeah I tend to agree, I felt like the starting positions that people tended to use were already fairly logical and expected and the buildings if anything make people do more weird stuff, and then when people do end up missing each other and trading towers the result of that becomes a bigger crapshoot with turrets shooting stuff slowly filing in
That said, I don't really think reducing round 1 variance is that important to me as a goal
I play aggro less often and I'm sad about that because I really liked steel balls when they felt like good units but I've been having fun unlocking weirder choices round 1 than just solving chaff and I feel like buildings enable that a bit because especially the light turrets is so dumb if you can take an extended fight under it, so the extra variance is fun sometimes
Yeah I lost 4 in a row tonight because of not really being able to get an aggro build deep through against standard and thus getting either chewed up by the turrets or the midline behind the turrets and that's a pretty solvable problem, it's an interesting learning experience
It turns out fangs get got real good by oil bomb phantom rays comboed with Vulcans, the dream was real and it was a nightmare, haha
<@&1119755262992068658> anyone for robot fighting?
Work's got me busy today along with a Mechanized Bodies playtest so I'll be around tomorrow 11/19 5:30 pm UTC-6 for mecha (hammertime's down from the cloudflare outage)
1.8.2 on the PTS, fire badgers in starting packs, should be an interesting contrast to arclights, along with other minor changes.
https://store.steampowered.com/news/app/669330/view/608676515943547974?l=english
Including the high priority items:
The regeneration rate of Prediction Tickets has been increased from 1 per 6 hours to 1 per minute.
Prediction Tickets can no longer be purchased with Credits.
The storage limit for Prediction Tickets has been raised to 400.
Previously obtained Prediction Tickets exceeding the storage limit will be converted to Credits at a ratio of 1:15.```
So I need to buy 19000000 tickets to multiply my money slightly
They wound up patching to 1.8.2 on Thursday and 1.8.2.1 today and it's 1000 tickets in the stash so predict away
in the process they nerfed Fire Badger splash a bit (9m to 7m) since it was really good versus round 1 chaff
https://store.steampowered.com/news/app/669330/view/603047407120287841?l=english <@&1119755262992068658>
big news there might be a no buildings mode
Dimensional rift testing in December will probably be interesting, Dec. 18 for public release is faster than I expected
Minor patch today, slight nerfs to badgers, vulcans, void eyes, 5% buff to Phoenixes.
Details are also out on the PTS for testing the Dimensional Rift mode, and also Season 5's over in a week! Who knew the season flew by!
https://store.steampowered.com/news/app/669330/view/490458677934818818?l=english
I wonder what happens if you mobile beacon a unit that your opponent interferences...
These seem fun.
especially some of the new techs
I tried that mode on the test server and at least currently the mobile beacon in the research tower gets replaced by a second interference beacon
no idea what happens/if it's available in the reinforcement cards
I played some dominion core games vs a friend and at least when you're in call with your opponent that mode feels very fun and goofy
if 0$ mobile beacon stays in reinforcement cards then that's a huge deal
I didn't see this in the news post but this is hilarious
meh, I've got some time to kill
<@&1119755262992068658> anyone want to play on the PTB a bit?
Specifically the Spatial Rift anomoly mode
this is the current stuff, changes soon
You can also do anomalies in custom games if you want to check out some specific combination btw
I'm out ATM though
Is it just me or does this game feel like it's dying a slow death?
Since the building changes things feel so dead (I do enjoy the buildings myself).
A little bit, unfortunately. I'm hoping the PTB will lead to the devs removing building in their current form, and finding some other way to implement them.
I'm also out 😔
RIP
[Kinetic Charge]: The Steel Ball gains 1 extra range for every 9m it moves.```
this sounds really funny
These new techs all look really awesome, looking forward to land cruiser wraiths when the enemy slams anti-air marksmen
They should put this back in as an anomoly.
Greetings, commanders! The 1.9.0 update has finally arrived. This update includes the long-awaited Season 6, the Dimensional Rift Mode, a large number of new Techs, and Holiday Events. The update will take place at 11:00 UTC (6:00 Eastern Standard Time, 12:00 Central European Time) on Thursday, December 18, 2025. During which the server will und...
Maybe I return to the grind to get the christmas overlord
the christmas skins do look really good
Oh these are fucked up techs
Can you field reclamation the Dominion Core unit to move it to another?
Oh dang, the attack boost means the self heal gets boosted, that's pretty wild
The Mechabellum wiki has been down since July which made me sad and now there's a new revived wiki on the official Mechabellum web site and that's rad:
https://wiki.mbxmas.com/
Your comprehensive guide to Mechabellum - units, strategies, mechanics, and competitive play.
I could not handle the massed Arclight and Marksman 😔
Oh yeah that's a tough combo, the arclights compensate for the chaff you want vs the marksmen
that looks like an actual use case for a mountain
although there is the melter already
I think more chaff would have done you good there
Both boards are very light on chaff
Also heavier pressure on the left side there since almost all of their chaff clear is on the right
How do I counter massed Marksmen? (More than 4)
Feels like Marksmen with rapid fire plus chaff clear is nigh-impossible to deal with
yeah vulcan marksman is unfortunately good again it seems
I haven't played much this patch but spamming fortresses did okay for me
been enjoying the solid shot sniper setup
When I see folks doing Marksmen I either bring out the Stormcallers to try to pepper at range (this usually forces a pivot to anti missile mustangs), all the wasps in the world (goes good with Rhino or Saber friends), or bubble Fortresses to try to tank a bit while crawlers and the like advance
Void eyes are kind of good versus Marksmen too because one gets popped and the other two pop the marksman but that calculus gets tougher when rapid reload is in play
thrilling gameplay
putting carry fang on the line seems like a poor choice to me but what do I know
Fangs just don't bust crawlers the best so replicate just turns them into piñatas
Rapid fire doesnt boost their dps and mm in general struggle with big beefy units so forts, repair sabers/scorps, worms, etc
Mechdiv balls also decent and smoke is a cheat code
Prod wf can also work if no emp
holy shit
Part of the PTR update that just hit
https://store.steampowered.com/news/app/669330/view/505100449559347925?l=english
Commanders, Greetings! The content of Update 1.9.1 is now available for testing on the Public Test Server, and it will be released on the official server on February 5th. Below is the preview of Update 1.9.1: New TechSabertooth [Field Entrenchment]: Deploys a trench at the start of battle. While entrenched, Sabertooth cannot move, HP increases b...
They're also adding a siege mode to Sabertoothies
Mustangs vs Fangs is gonna be wild with that new tech
trench saber is admittedly really funny
that mustang upgrade is crazy though
why even bother with he rounds if this exists
HE is really cheap right?
In theory HE would be better vs leveled Crawlers but the culling rounds scaling by mustang level kind of keeps up with that
culling rounds get dramatically worse with level differences and dramatically better with level advantages
this is shockingly polarized by relative unit level
could culling rounds just kill wasp through shield
From the PTR thread on reddit about the culling rounds, looks like the shield adds to the HP threshold and doesn't prevent a 1-shot, so level 1 fangs with shield will get got by level 1 mustangs but level 2 fangs will survive.
This may also put huge stocks in mustang fights in the +200 HP mustang card again
damn
gonna be buying scorpions with armor just to protect my mustans when i go carry stang
which feels like every game when i played, that unit is just too good
Armor scorpions are real solid though I can never make my mind up vs Field Maintenance
I usually prefer FM because its better against stuff like mm
my scorp techs are currently range ones
and if they get damaged they were usually gonna lose anyway
https://store.steampowered.com/news/app/669330/view/540003980950896762?l=english
They wound up scaling back both the Saber and the Mustang techs a bit on live deployment, Mustang culling rounds are 300 HP cull + 100 per rank down from 300 and Saber trench only gives 50% health / 20 range down from 70% / 30 range
Has anyone seen culling rounds used to good effect?
I've not seen any testing server stuff at all honestly
The subreddit had a thread for the PTR version where people reported good effect comboed with high explosive rounds at the expense of making mustangs not be able to kill just about anything else or AP rounds to keep general utility but the scuttlebutt seems to be it's pretty expensive and comparable to a spider with AOE shots
so close
that's a lto of balls
I know the update is a bit old at this point but this is up there for funniest Mechabellum Change™ in the patchnotes.
It's actually a meaningful shootout modifier versus Fangs since it's one less hit to kill but yeah it's definitely not inutuitive how much a difference 18 HP per hound is
I'd been experimenting with using Hounds and Mustangs as the chaff instead of Crawlers / Fangs + Arclights and it's been kind of an interesting mix
The optimizations in the last few patches have been pretty noticeable, a board like this would slow things down for me a bit and it runs pretty smooth; coincidentally Dominion Core on a big Overlord is really funny to slam in if the enemy didn't have a whole lot of air
Patch this week noticeably improved performance in later rounds, 2v2s are pretty clear again after round 5. Can also confirm that going huge amounts of mech rage replicate drill crawlers is really funny to see (I got rocked)
those wasps will do it just believe
Anyone got any general anti marksman strategies? "Send in the crawlers" has been meeting the "Fire Badger convention" strategy and my wasps get eaten by anti air mustangs so I don't know if maybe stormcallers are the way
Stormcallers, mustangs, phantom rays, fangs
forts, crawlers
Field maintenance sabers (w/ level) or scorpions
Outranging them with something snipey of your own
EMP melting can sometimes help if they're teched
Fangs die slower to fire badgers because they don't move as fast
I had another screen shot turns out, I needed a couple wraiths on my side to cover for all the crawlers on my teammate's side
And if you get the cheap Phoenixes card, it's double the value!
double the cost, double the unit, same the deploys
I just Could Not Handle the fire stormcallers
burst fire on the rays didn't get you anyrhing here imo
same with mechrage on the crawlers
Also duplicate AMS on the farseer and stangs when selling the farseer and getting more stangs would probably have been better
a worm would have gone really hard here imo
augh, I did not consider worm
opponent had functionally zero chaff clear outside the storms so putting crawlers on the line probably would have done it too
also they have no answer to giants so wf wins there
beaconing the side crawlers backwards would have also paid huge dividends
Strike + burrow maintenance worms, I'm a big fan
Shieldy hounds sound neat
I'm really hype for the Vortex crabs on further investigation, the mirage copies look like they can serve as passable chaff a bit better than hounds and the shield bubbles and intangibility allow them some really interesting anti-mustang/badger/Vulcan opportunities