#Mechabellum

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spark rain
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expensive to buy both but the payoff is situationally there

scenic rock
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Oh that's a clever way to get around missile interception tech

leaden jacinth
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Untill the interception is on stangs

bright parrot
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Unless there's about 2 mustangs per stormcaller, I find that EMPcallers are still useful for knocking out tech

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Can still tickle the frontline

scenic rock
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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

quiet oriole
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it soaks

bright parrot
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Ye, shields of any kind blocks any amount of damage at least once

leaden jacinth
bright parrot
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Do they go through personal shields too?

leaden jacinth
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Yes i belive

bright parrot
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ALL HAIL LORD TUNGSTEN OF ROD

scenic rock
spark rain
scenic rock
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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

median wraith
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wow the farseer actually got the promised 10% increase now after the fake one earlier

quiet oriole
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isn't this the patch from last week

quiet oriole
spark rain
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I blame bad steam UI design

scenic rock
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Farseer tweak seems pretty reasonable considering the burst mode is a good blast of missiles

spark rain
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this new farseer tech is fucking op

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150 to make it do 6x damage and fire at 1/3 the normal rate?

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yeah i'll take double damage

clear heron
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actually it's Amplify Damage now

scenic rock
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Yeah it busts bubble shields pretty good

spark rain
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the downside doesnt even seem rea

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if its shooting at max range and kills it will always shoot another shot afterwards antway because of how slow the missiles are

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so if i'm overkilling like 1/3 of the total damage who cares

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or if i'm shooting the front of the crawler pack more will just walk into the later missiles

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i guess the downside is that the other techs on it all cost 200 more now

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farseers have 3 tech slots now, cost 200 to unlock instead of 50, and all their techs cost 200 more

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that's what this tech means

scenic rock
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The burst tweak puts it on the same kind of situation as Phantom Rays now, you just got better range with no flight

spark rain
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i think burst mode phantom rays also increases the time it takes to recloak

scenic rock
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EMP missiles are also fun with the burst mode

spark rain
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antimissile this, idiot

scenic rock
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Worms seem to bust them okay and sabertooths seem like a gamble if you can punch through the front lines

quiet oriole
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burst farseers were definitely crazy good last patch

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not really convinced that the rate of fire change is enough to make that not true

quiet oriole
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I keep matching into people I recognise as mechabellum streamers. weird feeling

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<@&1119755262992068658> anyone for some 2v2s?

scenic rock
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<@&1119755262992068658> Would folks like to robot it up on a Saturday?

quiet oriole
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I can play but we'll probably have a bit of an mmr disparity

scenic rock
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Yeah, not the worst, I'm in the 500s and can communicate so shouldn't be too rough

fallow vapor
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I can play

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If we get one more, we can do a FFA

spark rain
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oh i forgot to add you clem

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next time

quiet oriole
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four marksmen almost did it negative

scenic rock
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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

scenic rock
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Big fan of Ignite + Energy shield Fangs as late game gremlins with a dream

scenic rock
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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?

fickle temple
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you probably need more consistent, staggered chaff if you're having issues with scorpions & marksmen

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by the mid-late game you should have a continuous stream of chaff from the front of your board to the back basically

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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

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and for stormcallers, AM devices or AM techs can help mitigate them

scenic rock
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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

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Are there any sources of non-spell acid besides the dead crawlers tech and the scorpion tech?

fickle temple
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those are the only two yeah

quiet oriole
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generally speaking scorps are the better delivery mechanism in most cases

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if they have scorpions it pays to go air

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if you buy wasps they will buy mustangs and then you can buy an abyss which absolutely wrecks a scorp/stang comp

scenic rock
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That's a pretty reasonable rock-paper-dynamite escalation yeah; double tap acid scorpions have been really fun burst damage so far

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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

quiet oriole
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the main thing is that abyss missiles really shred mustangs

scenic rock
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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

spark rain
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for replicating to payoff they have to do damage

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i think i currently use spread+mechrage+acid+replicate

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should probably swap acid to burrow

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one way to get "stickier" crawlers is mechanical division on steel balls

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they will split into lv1 crawlers on death

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so they get shot by a scorpion and thn get shot again

storm hatch
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alternatively sandstorm worms can help brick long range comps if they can make contact

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alternatively if they've got siege scorps they don't really have the DPS to chew through fort shield so that's an option

scenic rock
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Wow yeah now that I look at it Fortress shield doubles their health, that's no wonder it costs so much

storm hatch
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also forts are just super tanky

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if your opponent doesn't have double shot or acid MMs and scorps take a while to punch through equal level forts

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and siege mode scorps take forever

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I'm partial to sandstorm worms because they can be mobile beaconed really well and are also huge chunks of HP

scenic rock
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Yeah I was trying Strike/Mechanical rage to get them DPSing faster but sandstorm sounds real good for surviving to DPS

spark rain
spark rain
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<@&1119755262992068658> them robot

scenic rock
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USA work schedules keep me occupied until <t:1754521204:t>, otherwise I'd join

storm hatch
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Something like this where you have multiple options for worm paths to keep your opponent guessing

scenic rock
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Dang I need to buy more crawlers

storm hatch
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I buy a lot of chaff

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honestly I buy a wasteful quantity of chaff

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but better too much than not enough imo

quiet oriole
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I mean in that screenshot they have way too little chaff clear

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so a million crawlers is the right idea

wraith glen
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why did he get emp missiles on the meltings and AM on mustangs?????

scenic rock
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Usually I need my Mustangs killing but maybe anti missile might be the play if I can't get them leveled

quiet oriole
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I click AM stang only if there's a bunch of stormcallers on the field

scenic rock
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Yeah I rotated the AM mustang tech off for AP bullets and use Sabers/Farseers for anti missile and I haven't felt lacking

wraith glen
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Ive always felt that saber and farseer is horriblely bad compared to stang and factory

quiet oriole
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there are situations where you spam a ton of sabers and then it can be okay

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definitely not on this patch's farseers

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you must spend your tech money on burst mode and one of AA spec or range

scenic rock
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I'd been running burst / EMP and yeah range is probably the play

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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

quiet oriole
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burst and emp are redundant. burst is killing them dead, they don't need to be emp'd during that

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this is my bar

scenic rock
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That makes a lot of sense and helps bust Abysses and Overlords good

scenic rock
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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

clear heron
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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.

scenic rock
quiet oriole
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rhinos usually inspire responses that aren't ideal to deal with anything else on the board, and then the rhino gets sold

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there's way more obnoxious flank options than that though

scenic rock
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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

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I've been trying Rhino specialist when it comes up but it's been tough

clear heron
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just crawlers in front, maybe mech rage to get in faster

quiet oriole
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it's a crawler

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I typically only click armour on my rhinos unless I'm cheesing

clear heron
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rhino specialist always feels really underwhelming

scenic rock
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My crawlers also get shot to pieces by arclights so maybe the Rhino is the play to beat the arclight

clear heron
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mass produced rhino, on the other hand

quiet oriole
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rhino specialist really wants you to try and make the opponent buy units that are bad into rhino

clear heron
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is the absolute funniest card

quiet oriole
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like getting some wasps so they invest massively into mustangs

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you need to be in an aggro setup too to make it work

scenic rock
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The whirlwind does seem kinda neat but delays the armor

quiet oriole
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I think I ended up taking whirlwind off my bar

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it punches well enough. if it's getting stuck on chaff I can probably buy a chaff clear unit instead

scenic rock
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Yeah I was taking it for sledges/balls but probably could just spend the 200 on arclights instead so the Rhino can punch sequentially

quiet oriole
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sledges don't do a thing to a rhino

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steel balls is a case where I would just sell the rhino

scenic rock
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They're not a huge investment for unlock so yeah sale makes sense

quiet oriole
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if you're up against a line of sledges you can probably just beacon the rhino straight into the tower and punch through

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it's a niche unit though compared to a lot of the roster

scenic rock
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Speaking of niche units is there a good calculus on when to go Vulcan because the unlock cost seems a little steep

quiet oriole
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you can get them from unit drops or unlock for free with giant spec

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I tend to only buy them otherwise if the extended range vulcan card if offered early and I can setup for it

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with the scorch tech they can churn through medium units pretty quick too

fickle temple
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vulcans are only good if you play standard

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only boring people play standard

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put all your units on the line and enemy flanks like Bearlike intended

leaden jacinth
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it largely depeonds

leaden jacinth
fickle temple
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what

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my world is shattered

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no wonder he added burst AA farseers so wraiths are just like, kinda bad rn

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and overlords and abyss

leaden jacinth
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ive watched him play and ive played against him and he almost always plays standard from what ive seen

fickle temple
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vulcans can be fine but like, they're only good for half your board in that situation

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so theres usually better options

leaden jacinth
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tho what i can accuse him of is balancing without listening to the community and purely off of statistics

fickle temple
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eh, the community often has a lot of terrible suggestions

leaden jacinth
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yes and no

fickle temple
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overall im pretty happy with mechabellums balance over the years

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i do think you still need to balance off community perception though

leaden jacinth
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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

fickle temple
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yeah you need to fix frustration

leaden jacinth
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but the balance of mecha has largely been very good

fickle temple
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rn people are frustrated over titans and farseers

leaden jacinth
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so i cant complain a lot

fickle temple
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even if the game is objectively still in a fine state

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so i dont mind another patch for those

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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

leaden jacinth
fickle temple
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the platonic ideal of a Bearlike

leaden jacinth
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he is a good player, but goddamn does he have horrible ideas and personality XD

quiet oriole
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I don't really enjoy the titanbellum meta but otherwise I think things are in a good spot

leaden jacinth
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yea, they do need to nerf it if only(its not only) cause it causes a shitton of frustration in the community

quiet oriole
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add a titan hunter card

leaden jacinth
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just make it so they cant actually ignore their upkeep for 150 credits

quiet oriole
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I wouldn't mind it if there was also some economic ramping on the other side yknow

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I genuinely think a titan hunter card would go a long way to making them less risk free to get in every game

clear heron
leaden jacinth
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please dont make countering titans depend on getting the card

scenic rock
scenic rock
clear heron
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I want Assault Stormcaller as a regular tech :(

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(to combine with Launcher Overload)

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16 speed Stormcaller my beloved

fickle temple
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and you rely on range like stormcallers/vulcans/marksmen

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its very boring

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very lame

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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

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aggro v aggro where they are on both sides of the board or asym but both on the same side is a headbutt game

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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

scenic rock
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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

spark rain
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chiming in on rhinos

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for me the important rhino tech is self destruct

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and everything else on the card just helps the rhino get in to explode

fickle temple
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yeah armor and self destruct are both one tech wonder things you can do with rhino drops

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armor rhinos are p nice, just a few hefty chonkers you can send in vs stangs or w/e

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although they get swiftly countered usually so you typically have to sell out of them

spark rain
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<@&1119755262992068658> who robots

scenic rock
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I'll need 5 and can log on shortly

scenic rock
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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

quiet oriole
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never click the make my units worse card

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when you already have said units

fickle temple
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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

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but its very rarely worthwhile

quiet oriole
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yeah it's a pretty niche thing to keep in mind

scenic rock
quiet oriole
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buy more chaff that streams in to take marksman shots and get on the flanks

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flanking and boxing a side in is pretty valuable when playing aggro

spark rain
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You can create a really strong concave

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And if they are really struggling you can even extend your aggro line further across the board to collapse the more unit on

median wraith
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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

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so you might also need to push your advantage more if you are winning early

quiet oriole
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it is quite tempo focused but the game in general kinda is

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the meta right now is very much try to get your opponent below 2K hitpoints > level 2 titan to get the kill

scenic rock
median wraith
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the latter

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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

quiet oriole
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yeah the titan just clears a lot of stuff and deals 500 hp damage

scenic rock
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I have used war factories and Abysses as emergency pushes versus tons of medium units so it hangs in there until melting points proliferate

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Mountain seems kind of weird though because it doesn't have a lot of splash unless you take the fist cannons

quiet oriole
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the mountain is a bit weird

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saturation is what I see most people pick

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that or plating to just tank a whole board

median wraith
# scenic rock Any tips for a defense vs aggro scenario when your side is doing aggro? Running ...

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

▶ Play video
scenic rock
median wraith
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ah yea using some of each chaff is good

clear heron
scenic rock
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Do hounds and void eyes count as chaff equivalents or do they not have enough bodies to really soak attention

fickle temple
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hounds can be semi-chaff; it depends what they're up against

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void eyes not really; electromag armor can lead to them being used like "tanks" but thats a bit different than chaff

scenic rock
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Yeah electromag seems like a good way to get a little EMP into a composition that isn't Raidens / Arclights / Marksmen

spark rain
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how do i beat hackers

fickle temple
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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)

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basically, win faster or don't be hackable

scenic rock
spark rain
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<@&1119755262992068658> robots

scenic rock
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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?

leaden jacinth
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They are best used when your opponent is playing a lot of medium units

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And when you get elite hacker

scenic rock
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Are they like Steel Balls where the beam ramps up over time?

leaden jacinth
quiet oriole
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if anyone ever clicks assault marksmen at you, emp hackers hard counter them

scenic rock
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I liked the idea of assault marksmen until I realized EMP turns it off and I could use sledges instead

quiet oriole
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only a little short to be able to buy blaze stormcallers negative

clear heron
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never predicting again

scenic rock
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the discounts, that's how they get you, haha
edit: heck yeah, that's an elite prediction score

clear heron
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I voted 8 on Thijs, enemy voted 200 on themselves

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and that makes 10,336 apparently

quiet oriole
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tom the insightful

leaden jacinth
median wraith
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lol

fickle temple
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buildings seem like they make the game worse, just a weird uninteractive buff for standard play

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i like the titan change though, hopefully it's enough

scenic rock
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Apparently you can sell the building bits so seems like aggro can use it for income

leaden jacinth
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You can sell them for 50 bucks each

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Thats not a lot

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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

quiet oriole
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the developers do really love standard

median wraith
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are there details in text yet or still just videos?

scenic rock
# median wraith 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...

▶ Play video
scenic rock
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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

fallow vapor
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Steel balls

quiet oriole
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I would probably click void eyes for that

storm hatch
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Balls

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Balls are risky but highly rewarding

scenic rock
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I gotta get better with screening balls because they keep getting popped by backliners so maybe range upgrade is the play?

storm hatch
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Balls are pretty tanky and neither sabers nor arcs do particularly well against them

quiet oriole
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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

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different story if a unit drop gives you a set of leveled ones though, then range really shines

storm hatch
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Yeah I'm thinking specifically against saber/arc start

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levelled balls with beacon are a fucking menace though

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Very similar use case to worms where you slam them into shit and keep your opponent guessing

scenic rock
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Sandstorm worms are kinda wild

storm hatch
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worms in general are slept on

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Very tanky and very fast

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And sandstorm severely fucks with targeting

leaden jacinth
sterile burrow
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i feel like late backline steelballs work best

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that or aggro

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like rhinos sometimes they're just tanky enough that the remnants of the army just can't deal with them and they clean up

clear heron
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link them across the whole board and get the crawler spawn
Is it good? not always
Is it funny? yes always

scenic rock
sterile burrow
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so we're not gonna be placing them we just start with them

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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.
scenic rock
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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

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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

sterile burrow
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cant wait for buildings and another 3% tarantula hp nerf MinfiliaHappy_gif

sterile burrow
scenic rock
sterile burrow
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oh that makes sense

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you can't play around it cause it can happen anytime

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and it swings games too hard

scenic rock
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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

leaden jacinth
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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

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Id love it if they removed it

fallow vapor
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I haven't gotten spider mines to work

sterile burrow
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i feel like i only every go spider mines when i have quick supply spec and can start with 4

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if they have slow attacking units or just not enough clear for slightly tankier units they can just suddenly overwhelm

scenic rock
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Usually I was going extra splash or Ap rounds on my spiders and I heard the mines were neat was what

quiet oriole
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in most situations you're going to be clicking range and HE on spiders first

spark rain
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oil bomb on card is a lot healthier imo

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because it's not hard to have a board where you just lose if they place oil well

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i think the purpose of spider mines on tarantulas is to have your chaff clear keep spawning more fake chaff

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if the mines damage something it's probably a tower

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but the fact that those phoenixes shot a spider mine? BIG

sterile burrow
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yeah

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also if you're stomping your opponent in 2v2 the spawns will stack up when they slowly crawl to the second player

spark rain
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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

storm hatch
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The slow can stall big chunks of the enemy board for a long time

storm hatch
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also leaving the oil doubles uptime

sterile burrow
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makes sense romNod

spark rain
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it kinda feels like whoever spends more money on mustangs often wins

median wraith
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mustangs have felt pretty strong to me for like 2 patches now, yea

scenic rock
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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

fickle temple
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mustangs also lose to swarm missile abyss

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but yeah they are a strong generalist unit

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rarely bad

storm hatch
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opponent played many scorps

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they did not win

quiet oriole
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what on earth was this guy thinking

storm hatch
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more scorps

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also idk 1200 mmr is a weird place

median wraith
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sometimes you just need 7 flanking scorps

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kinda awesome tbh

spark rain
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scorps claim to be an anti swarm unit

median wraith
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did they really have to increase every titan tech cost by 200...

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but otherwise looks cool hopefully

scenic rock
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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

storm hatch
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Also no upkeep cost anymore

leaden jacinth
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Yea, its basicly making every tech cost the same as they did before if you took efficient maintenece first

storm hatch
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also the eco "gain" of 150 per unit per round

spark rain
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okay buildings would be really cool but stormcallers outrange them

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that usit doesn't need to be even better in the beginning

scenic rock
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Them going early stormcallers just means more money for air

spark rain
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nice try big mustang

quiet oriole
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I haven't played the patch yet but looking at streamed games it does seem every game is just the longest ranged standard match

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marksmen, stormcallers, phoenix, vulcans

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boring shit

quiet oriole
scenic rock
clear heron
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I assume this means Stormcallers are 50 to unlock now?

scenic rock
clear heron
#

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).

quiet oriole
#

it appears the servers are momentarily dead so I can't check

median wraith
#

I believe they specifically called out "flyers and rhino" though, so I'd be surprised if they changed stormcaller without calling it out

quiet oriole
#

I think they'd explicitly mention it i they changed the unlock cost though

scenic rock
#

The walls were functionally half a sledge of each node so cutting the HP in half helps void eyes bust 'em good

quiet oriole
#

I keep laughing at the justification for removing stormcallers

median wraith
#

yea it is a little goofy

quiet oriole
#

elfplayer 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

median wraith
#

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

quiet oriole
#

yeah or just roll quick supply stormcaller specialist

spark rain
#

anyone wanna 2v2 robot fights right now

quiet oriole
#

the servers are still down afaik

spark rain
#

o

#

also its REALLY ufnny they made the small turret not shoot up anymore

#

i remember watching it kill flank wasps in a trailer

scenic rock
#

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

clear heron
spark rain
#

<@&1119755262992068658> game is up who wants to buy stormcallers round 2

storm hatch
#

Against aggro starts one of the problems is that they end up so clustered that bomb rhinos pop like half the enemy army

spark rain
#

this is why it's good to click anti interference module if you want banelings

median wraith
#

it would make me happy too

storm hatch
#

I mean yeah but clusters of enemies are why bomb rhino exists

spark rain
#

i have won all my games now that buildings exist

quiet oriole
#

the building whisperer

scenic rock
#

As long as today's patch keeps my arclights from getting drunk and shooting walls instead of flanking crawlers I'm happy

spark rain
spark rain
#

Two squad of fang will kill the anti armor tower

storm hatch
#

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

median wraith
#

tanky bois

storm hatch
#

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

pure parcel
#

Defense Wall
HP 2030 → 1112 (-45%)

#

LOL

fallow vapor
#

Building HP down, I assume?

pure parcel
#

yes sorry, edited the title in

#

that's so fucking funny

#

day 1 patch: -45% hp

#

is such a comedy fucking design arc

pure parcel
storm hatch
#

yeah the buildings have had effects

scenic rock
#

The effects being ten double shot ranged marksmen at a go

storm hatch
#

I have no idea why they did that and it didn't work

quiet oriole
#

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

spark rain
#

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

spark rain
#

And then the crawlers can arrive in time to tank more hits

scenic rock
#

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

storm hatch
#

you can sell turrets, can't you?

scenic rock
#

I couldn't find the button but maybe I gotta do it with field reclamation

storm hatch
#

you need to use field reclamation

scenic rock
clear heron
#

Infinite money was my last game where I was supply specialist, got 2x Super Supply cards, then Efficient Light Manufacturing.

scenic rock
#

Is it possible to get 0 money units that used to cost 100 if you get two efficient light manufacturing cards?

clear heron
#

yep

#

or subsidized x

quiet oriole
#

this is what the mechabellum developers want

#

vulcan melter

scenic rock
#

Did it work? Because they only had like 7 crawlers on the board, you'd hope vulcans would melt those

quiet oriole
#

he was selling stuff to pay for the abysses

#

there were more when I started. but mostly this has very little counter

scenic rock
#

Solid chaff + chaff clear + single target DPS is a pretty great well rounded force yeah

quiet oriole
#

scorch vulcan just kinda kills every medium unit on top of chaff too is the main problem

scenic rock
#

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

scenic rock
#

Dang I like AP sledges

spark rain
#

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

spark rain
#

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

scenic rock
#

I'd say that's 25 marksmen but some of the arclights are throwing me off

storm hatch
#

oil+fire vulcans is basically the last word in chaff clear

#

so much fire

fickle temple
#

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

storm hatch
#

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

scenic rock
#

A scorpion with a dream

storm hatch
#

this was a weird one

spark rain
#

people just click the extended range cards and build that unit

#

buildings are not good

scenic rock
#

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

storm hatch
#

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

scenic rock
pure parcel
#

<@&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

storm hatch
#

building xp incentivizes selling weakside turrets ASAP

fickle temple
#

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

scenic rock
#

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

storm hatch
scenic rock
#

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

leaden jacinth
# fickle temple haters got their way with the crawler nerf

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

fickle temple
#

arclights can now splash multiple crawlers even through loose

wraith glen
#

Nerf it again, i wanna see crawlers rotated out of meta at least once

scenic rock
#

Crawlers serve a very valuable purpose of being a great drop in round 9 at level 5

storm hatch
#

Crawlers are a chaff unit they basically can't exit the meta

wraith glen
#

What a bad problem to have, remove them from the game and see what happens is my vote

fickle temple
#

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

scenic rock
#

24 m/s crawlers are a work of beauty

quiet oriole
#

highly creative gameplay by my opponent

clear heron
#

could have been a line of linked, crawler-spawning steel balls

quiet oriole
#

if only

scenic rock
storm hatch
#

I think I lost to that guy

quiet oriole
#

did he build a huge line of rays at you as well

storm hatch
#

yes

#

starting to figure this out

quiet oriole
#

most abyssable board I've ever seen

spark rain
#

Also so very scorpion or Storm caller weak

scenic rock
#

Popping a tower with a frontline siege scorpion is its own reward

storm hatch
#

Opponent never did though

#

And a siege scorp won't kill a level two tower with one shot

storm hatch
#

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

scenic rock
# storm hatch Opponent never did though

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 💪

storm hatch
#

man these are weird games

#

I have genuinely no idea why my opponent took fang range there

#

ign would have been considerably more threatening

scenic rock
#

Definitely a weird board for top with not a lot of air presence

fallow vapor
#

<@&1119755262992068658> who's up for some robot fights

scenic rock
#

I gotta log off for tonight and can 2v2 robot tomorrow evening about the same time

storm hatch
#

yall doing 2v2s?

spark rain
#

ye

#

peri and i are tearing up the ladder

#

tore up the ladder

storm hatch
#

esp because I halved my chaff clear with charge shot

storm hatch
#

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

storm hatch
#

prod wf....good

quiet oriole
#

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

quiet oriole
storm hatch
#

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

storm hatch
#

but oh well I bought a third WF instead

#

also that phoenix fucking saved the day

wraith glen
#

Get those shotguns out to normal marksmen range with the tower tech and its jover

storm hatch
#

Its like three packs of balls, four packs sledges etc

wraith glen
#

what did you have to kill the abysses?

storm hatch
#

One pack of level one phoenixes

#

And by god

scenic rock
#

Some days you get a 2v2 matchmaking match that chases 4 extended range Mountains and those are fun days

scenic rock
clear heron
#

arclight buffs!

quiet oriole
#

loose formation nerf is quite welcome too

quiet oriole
#

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

scenic rock
#

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

clear heron
#

They should give crawlers Armor Enhancement.
-# no they shouldn't

scenic rock
#

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

storm hatch
#

Even when loose was bad underground was good

#

Crawler chain would be hilarious

fallow vapor
#

I managed to get a level 3 war factory

#

It was scary!

scenic rock
#

There's a certain joy in life in seeing the 2v2 partner decided to go round 3 Mountain

storm hatch
#

loose only gets you one round

#

but it does get you one round

fallow vapor
#

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

storm hatch
#

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?

fallow vapor
#

It was a desperation play. I was entirely out of ideas

#

round 8

#

6

storm hatch
#

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?

fallow vapor
#

It's round 6

storm hatch
#

you only have 15 units on the board which is really low

#

were you missing drops?

fallow vapor
#

I skipped a drop to buy the mountain

storm hatch
#

that still seems really low to me

fallow vapor
#

So, just more fangs and crawlers? They were dying very fast to the mustangs and scorpions

storm hatch
#

hold on I"m pulling up a replay

#

was this at the start or end of round 6?

fallow vapor
#

end

storm hatch
#

what did you get for your unit card?

fallow vapor
#

beats me

storm hatch
#

and/or how many units were you selling?

fallow vapor
#

I sold one

storm hatch
#

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

fallow vapor
#

Is your advice "have more units on the field?"

storm hatch
#

so your board is just physically kinda sparse which is a problem

#

you should aim to use up both of your drops every round

storm hatch
#

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

fallow vapor
#

Thanks

storm hatch
#

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?

fallow vapor
#

No, those levels are from experience

storm hatch
#

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

fallow vapor
#

That's what ended up happening

scenic rock
# fallow vapor Mechabellum experts: what should I have done against this field?

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

storm hatch
#

Scorps will kill anything big you throw though

scenic rock
#

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

storm hatch
#

Idk if I would have gone air though

#

Mustangs and MM are already on the board

quiet oriole
#

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

median wraith
#

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?

scenic rock
#

Stormcallers cost 50 to unlock right now and don't show up in starting cards no more so that scaled it back tremendously

median wraith
#

I'm surprised 50 credits is enough to stop it but that's good to hear

scenic rock
#

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

quiet oriole
#

it's competing for space with the round 2 air unit

storm hatch
#

50 bucks is a lot in early rounds

spark rain
#

now you need to skip on round 2 in order to get a stormcaller

quiet oriole
#

what do you mean skip

spark rain
#

like when it shows you cards

#

you gottac skip for 50 bucks

#

so that you have 450

quiet oriole
#

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

scenic rock
#

Stormcaller 180 range base matching marksman range upgrade 140+40 is really nice

wraith glen
#

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

scenic rock
#

I kinda like the rock paper scissors of "stormcaller" - "anti missile" - "so many missiles they can't shoot all of them down"

fallow vapor
#

That's rock/paper/more rock

bright parrot
#

Stormcaller should get anti-missile missiles as a tech

spark rain
spark rain
#

If any player in a match already has a Sledgehammer, the [Extended Range Sledgehammer] variant will not appear in reinforcements cards. thank goodness

scenic rock
#

I run a lot of Fortresses so the Sledging was pretty beneficial for me and as a sledge enjoyer this sounds entirely reasonable

quiet oriole
#

finally

#

can't make it to the funny melter emote but at least I got the pink paws

scenic rock
#

Pink Hounds are the reward that keeps on giving

pure parcel
spark rain
#

<@&1119755262992068658> who shall we robotfights

clear heron
#

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

scenic rock
#

My Fire Badgers do a lot of getting shot so I'm very excited for techs that feed off that

clear heron
#

the flipside is I'm also really excited to see a fire badger get hit, charge in, and then explode for like 100 damage

scenic rock
#

Ground ignite going down a bit also means high level crawlers might actually make it out

clear heron
#

I'm also excited to see how Typhoon changes as it becomes a regular unit

#

and if it gets any funky techs

scenic rock
#

Yeah Typhoons are really neat now with the very different techs letting them spec different so more techs will be wild

storm hatch
#

Yeah badger det is hp dependent so there is counterplay

quiet oriole
#

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

spark rain
#

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

quiet oriole
#

if that tech turns out to be good the level 3 badger drop is gonna be so fucking annoying

spark rain
#

it also appeared to get photon coating during the charge

#

fire badger

spark rain
#

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

quiet oriole
#

lmao

pure parcel
#

HAHAHA

median wraith
#

That's a really good bug

#

Brb moving to the EU so I can have more aggressive badgers

storm hatch
#

It crashed games because the client and server severely disagreed

clear heron
#

I ended that season at 98,000 combat power :(

#

2,000 off of the dog

#

the arclight skin is cool though

fallow vapor
#

I almost won... but then there were too many phantom rays

pure parcel
pure parcel
#

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.

—---------------------...

▶ Play video
dull bone
#

Hey! I take a lot of you play?

clear heron
#

yep!

#

there's a role that gets pinged occasionally, you can pick it up in bot stuff with ?rank Mechabellum

scenic rock
#

There's a whole new season for 2v2 blasting yeah

storm hatch
#

yeah it's a good un

dull bone
#

I never played it but I was interested in it

fallow vapor
#

Would you like to play some now? I can hop on

storm hatch
#

I think it's pretty intuitive once you figure out what the individual units do

dull bone
spark rain
#

<@&1119755262992068658> who robot?

fallow vapor
#

I am otherwise occupied

scenic rock
spark rain
#

i think we possibly will

scenic rock
#

Right on, drop a ping when it's time and I'll hop on voice comms, can 2v2 queue it up

spark rain
#

did not see that message and was awaiting your ping i sleepy now rip

scenic rock
#

No worries! Should be around on Tuesday for more bellum!

fickle temple
#

that's amazing

#

my volcano goes here, and my stormcalla goes here

quiet oriole
#

it's the way they want mechabellum to be played

#

everything else must go

spark rain
#

<@&1119755262992068658> robotsies

spark rain
fallow vapor
#

Regrettably, I am not available

scenic rock
#

I'll be available in about 10 minutes to Bellum if there's still a spot

spark rain
#

me: you're really huffing some "get missiled as much as possible gas
clem: that's aggro baybeeeeee

scenic rock
#

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

spark rain
#

these wall in the middle layouts kinda fucking suck

scenic rock
#

I say missile the wall

fallow vapor
#

Do missiles attack buildings?

scenic rock
#

Yeah they got just enough range to pop a turret

brazen owl
#

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

fallow vapor
#

Come play a 2v2 or FFA with us sometime.

brazen owl
#

I should ye

scenic rock
#

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/

storm hatch
#

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

brazen owl
#

Got a quick list of core units to know?

storm hatch
#

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

fallow vapor
#

Sledgehammers count as chaff, sometimes

storm hatch
#

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

fallow vapor
#

(boats = overlord)

storm hatch
#

Oh yeah sorry slang

#

Boats are overlords

Spiders are tarantulas

Dogs are hounds

Sabers-sabertooth

Storms-stormcaller

fallow vapor
#

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

storm hatch
#

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

clear heron
fallow vapor
#

Oh, that's a neat trick I didn't know about.

scenic rock
#

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

brazen owl
#

Got back to this channel and dang that's a lot

clear heron
#

Probably lots of us over-eager to explain.
I think I just did the same thing over in the Dota thread.

scenic rock
#

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

clear heron
#

huh, that's good to know.

fallow vapor
#

I almost won, then got killed by mountains sadcowboy

storm hatch
#

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

fallow vapor
#

The badgers were doing their job (killing the fangs)

#

Otherwise, good thoughts

scenic rock
#

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

quiet oriole
#

a very mountainous opponent

#

but yeah I think the way to beat mountains is air

#

probably an abyss

clear heron
#

but what if they get anti-air mountain tech

wraith glen
#

the answer is always more scorpions love me some scorpions

scenic rock
quiet oriole
#

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

fallow vapor
#

Oh I did not know that

storm hatch
#

Abyss is really really good against big stuff

quiet oriole
#

round 13

#

I hate this game

scenic rock
#

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

quiet oriole
#

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

scenic rock
#

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

fallow vapor
#

<@&1119755262992068658> who would like to play?

quiet oriole
#

I must sleep soon 😔

spark rain
#

buildins makes it feel like if i just move my units back 2 spaces im just more likely to win 1st round

spark rain
#

im very special

fallow vapor
#

This just in: mustangs good

spark rain
#

yeah they are so instrinsically good

#

there's a lot of things with how the game is intrinsically structured that favor them so heavily

spark rain
quiet oriole
#

you're making tom jealous

spark rain
#

tom is going to be so happy for me that my super heavy armor assault stormcallers got to fight that line of marksmen

fallow vapor
storm hatch
#

mountain ER ammo doesn't actually hit very hard

#

you can tank surprisingly long with WF or giants or similar

spark rain
#

mountain plating might also win the 1v1

#

although it being levelled complicates

scenic rock
#

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

spark rain
#

balls with range and fortified lock can go hard

quiet oriole
#

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

median wraith
#

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

quiet oriole
#

yep

#

especially with levels on the mountain

median wraith
#

I remember that balls and melters ramp up their damage differently, I assume melters still don't really care?

quiet oriole
#

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

median wraith
#

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

quiet oriole
#

well unfortunately the buildings are still there

median wraith
#

😔

#

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

quiet oriole
#

that is mostly my problem with them yeah

#

and they get in the way of deploying in ways I want more often than not

scenic rock
spark rain
#

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

scenic rock
#

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

spark rain
#

i already really enjoyed "buy 2 marksmen first round every round"

#

but the marksmen naturally beating buildings really makes it

pure parcel
quiet oriole
#

public test server you say

#

testabellum

earnest raptor
#

how good is this game?

I remember playing the demo

but not much abt it

scenic rock
#

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

spark rain
#

There is a "retry final round" button

#

It's really cool

scenic rock
#

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?

spark rain
#

Yep!

scenic rock
#

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"

median wraith
#

I'm thinking it's sledgehammer time

scenic rock
#

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

spark rain
#

vulkan marksman buddy fang buddy is really cool because you kinda get a ton of delayed chaff

storm hatch
#

Vulcan oil+ fire is the last word in AoE damage

#

MP forts plus rocket punch/shield/fangs are solid

spark rain
#

my opponent bought no good units

#

thijs will enjoy this building free image

storm hatch
#

I would not have taken range hackers against that board

median wraith
#

it doesn't look like your opponent bought any chaff either

spark rain
#

there are some fangs in the back

storm hatch
#

they are critically low on chaff for round 6

#

I'd expect like 8 units of chaff at that point in the game

quiet oriole
spark rain
#

<@&1119755262992068658> anyone for some friday afternoon mechbattle?

fallow vapor
#

I can do one

scenic rock
#

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

scenic rock
scenic rock
#

It turns out Raidens with the chain are pretty cool

spark rain
spark rain
#

<@&1119755262992068658> good evening who may robots

scenic rock
#

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

spark rain
#

i think buildings completely fail at their stated purpose of reducing ronud 1 varaince

scenic rock
spark rain
#

i guess it kinda makes it a little more predictable where aggroers are gonna ggro

quiet oriole
#

that was the intent I think

#

it was definitely an anti-aggro measure

scenic rock
#

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

median wraith
#

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

scenic rock
#

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

spark rain
#

<@&1119755262992068658> anyone for robot fighting?

scenic rock
#

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)

scenic rock
#

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.```
spark rain
#

So I need to buy 19000000 tickets to multiply my money slightly

scenic rock
#

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

pure parcel
spark rain
#

big news there might be a no buildings mode

scenic rock
#

Dimensional rift testing in December will probably be interesting, Dec. 18 for public release is faster than I expected

scenic rock
clear heron
#

I wonder what happens if you mobile beacon a unit that your opponent interferences...
These seem fun.

#

especially some of the new techs

median wraith
#

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

spark rain
#

if 0$ mobile beacon stays in reinforcement cards then that's a huge deal

clear heron
#

I didn't see this in the news post but this is hilarious

median wraith
#

The animation is really goofy too

#

It's great

clear heron
#

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

median wraith
#

You can also do anomalies in custom games if you want to check out some specific combination btw

#

I'm out ATM though

viscid kernel
#

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).

clear heron
#

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.

quiet oriole
#

I'm also out 😔

clear heron
#

RIP

quiet oriole
spark rain
#
[Kinetic Charge]: The Steel Ball gains 1 extra range for every 9m it moves.```
#

this sounds really funny

quiet oriole
#

god they should put that on more units

#

make it part of assault stormcaller for tom

scenic rock
#

These new techs all look really awesome, looking forward to land cruiser wraiths when the enemy slams anti-air marksmen

clear heron
median wraith
#

yep new game modes are fun still imo

#

do recommend

pure parcel
#

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...

clear heron
#

Maybe I return to the grind to get the christmas overlord

quiet oriole
#

the christmas skins do look really good

storm hatch
#

Oh these are fucked up techs

quiet oriole
#

the rift things are fun

#

only one that's been bad is the dominion core

scenic rock
#

Can you field reclamation the Dominion Core unit to move it to another?

quiet oriole
#

yeah

#

which means it ends up on an unkillable melter

scenic rock
#

Oh dang, the attack boost means the self heal gets boosted, that's pretty wild

scenic rock
#

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/

Mechabellum Wiki

Your comprehensive guide to Mechabellum - units, strategies, mechanics, and competitive play.

fallow vapor
#

I could not handle the massed Arclight and Marksman 😔

scenic rock
#

Oh yeah that's a tough combo, the arclights compensate for the chaff you want vs the marksmen

quiet oriole
#

that looks like an actual use case for a mountain

#

although there is the melter already

storm hatch
#

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

idle zealot
#

How do I counter massed Marksmen? (More than 4)

#

Feels like Marksmen with rapid fire plus chaff clear is nigh-impossible to deal with

quiet oriole
#

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

scenic rock
#

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

quiet oriole
#

thrilling gameplay

#

putting carry fang on the line seems like a poor choice to me but what do I know

scenic rock
#

Fangs just don't bust crawlers the best so replicate just turns them into piñatas

storm hatch
#

Mechdiv balls also decent and smoke is a cheat code

#

Prod wf can also work if no emp

storm hatch
#

holy shit

clear heron
#

they put Axe Dota 2 in Mechabellum!?

#

got a link to the larger notes?

scenic rock
# clear heron got a link to the larger notes?

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

quiet oriole
#

trench saber is admittedly really funny

#

that mustang upgrade is crazy though

#

why even bother with he rounds if this exists

clear heron
#

HE is really cheap right?

scenic rock
#

In theory HE would be better vs leveled Crawlers but the culling rounds scaling by mustang level kind of keeps up with that

storm hatch
#

this is shockingly polarized by relative unit level

spark rain
#

could culling rounds just kill wasp through shield

scenic rock
#

This may also put huge stocks in mustang fights in the +200 HP mustang card again

spark rain
#

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

scenic rock
#

Armor scorpions are real solid though I can never make my mind up vs Field Maintenance

storm hatch
#

I usually prefer FM because its better against stuff like mm

spark rain
#

my scorp techs are currently range ones

#

and if they get damaged they were usually gonna lose anyway

scenic rock
fallow vapor
#

Has anyone seen culling rounds used to good effect?

quiet oriole
#

I've not seen any testing server stuff at all honestly

scenic rock
#

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

fallow vapor
#

so close

storm hatch
#

that's a lto of balls

clear heron
#

I know the update is a bit old at this point but this is up there for funniest Mechabellum Change™ in the patchnotes.

scenic rock
#

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

scenic rock
#

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

scenic rock
#

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)

spark rain
#

those wasps will do it just believe

scenic rock
#

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

fallow vapor
#

Stormcallers, mustangs, phantom rays, fangs

storm hatch
#

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

quiet oriole
#

I had a good time using phoenix yesterday

#

it's like two marksmen in one

scenic rock
scenic rock
spark rain
fallow vapor
#

I just Could Not Handle the fire stormcallers

storm hatch
#

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

fallow vapor
#

augh, I did not consider worm

storm hatch
#

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

storm hatch
#

beaconing the side crawlers backwards would have also paid huge dividends

scenic rock
scenic rock
#

Shieldy hounds sound neat

scenic rock