So close, man!! I almost had 'em both times. I think I could have if I didn't mess around a little bit and go overboard on teching or borrowing so early. 1,000 is just the beginning 😎 But it's all about the journey. I'm in no rush.
@@davidvanmeelis3159 3 units of level 1 mustangs without upgrades isnt going to get you very far but it gives you some small air defense. its sad to see games just come down to if the opponent notices lack of air defense.
I see no issue with treating Mustangs as chaff, they get torn apart by Arclights, vulcans, and so forth just like regular fangs and crawlers do. They require levels, items, and tech for them to become a problem cause otherwise they are made of tissue paper and their firing rate amounts to little when they are trying to paper cut things to death.
Oh noes, the steel balls just pushed the first game over the limit! Also, second call for the Mothership and photon shield overlord to deploy your own Protos carriers. If you want a combo, hackers with them for your own makeshift Dark Templar :)
@@WhoopedGG It appears that mustangs and wasps seem to fill similar roles. Wasps imho have more versatility and less counters. Can you explain what makes those two units different? Strengths/Weaknesses??? Or point me towards a video that does please.
[Edit: I just watched a Steel Ball / Wasp game. It almost worked. Was awesome to watch.] Wasps with levels can take over games and dropping unsuspecting Wasps can be round-winners. Mustangs don't have the same power potential that Wasps have due to their tech, but Mustangs can also be carries, though they don't typically take over rounds as immediate threats. It's more of a slow build up with levels, tech, and tower upgrades (and equipment). For me, Mustangs fit into a few roles (and there can be overlap): secondary/tertiary chaff, chaff clear, anti-missile, anti-air, and carry. With High Explosive Ammo, they can be a solid option for chaff clearing. With Aerial Spec, they're amazing against Wasps and other air that don't have Armor Enhancement equipped. Missile Interceptor is pretty strong right now for them. And they can be used as carries with Range and Armor Piercing Bullets (also Attack Enhancement from the tower) and equipment if you have it. They're a pretty versatile unit and I personally like having them as part of my core composition. Their two biggest weaknesses in my opinion are Incendiary Bomb and Armor Enhancement. To me, Wasps can play many roles. But the roles seem a little temporary because it's easy to adjust to them. They have the potential for a tremendous amount of power. Getting the Ground Spec can absolutely wreck havoc on the opponent's board. They can also be a viable anti-air option. And they can be great as chaff, especially with shields. They have great flank potential, especially early. It's something your opponent has to keep in mind for sure. That said, they aren't great into Fangs, especially Fangs with Range. They are bad into Mustangs and they are terrible into Mustangs with Anti-Air. If they have levels and you can get some tech into them, they can still be great carries. This is especially true when it's paired with something like Wraiths or Worms (or in your case, Steel Balls). This is just my opinion, but to me, Mustangs are a safer investment because I can get anti-missile, a little chaff clear, and some chaff out of them without having to invest much into them. I also like going Wasps, but usually it's just to put a little pressure and/or force them into a direction they didn't want to go, like Mustangs earlier than they wanted to. I'll then sell 'em and might pick them back up in the later game depending on (1) if I'm trying to close out the round and (2) if my opponent has something like Marksman or Phoenix but not a lot of anti-air otherwise.
@@WhoopedGG Thank you so much for such a detailed explanation. I will definitely consider mustangs as an alternative. I appreciate your response Wooped
Ok, all that's left now are storms and steel balls for the ground-only units. Every other one has some way to attack air units. My vote is Steel balls personally, since stormcallers are unironically really fucking good when spammed. A strat for when you DO do storms would be to have fangs for your chaff and then full send the storms with range, launcher overload, emag and HE ammo. No fire, since it'll cause your own stormcallers to decimate themselves once a melee unit/ steel ball gets in close and no AP rounds because they make you attack slower and frankly you already do stupid damage to literally everything even with the nerf from HE, 8k or so per volley, per group of storms, alongside the HE doubling the splash, making it so they're even more likely to hit with all their shots. With balls you just go range, succ, mech div, armour. No real strat past that, they move fast, don't die easy and heal off damage. Not much else to say, at least you can flank with them, unlike storms. So yeah, consider this a vote for balls up next.
@@WhoopedGG They are when you have something in front of them, otherwise they’ll just kill themselves the second a melee unit sneaks through, plus you’ll kill your own chaff and probably your AA starter too.
Still holding out for the melting point gameplay although steelball will likely be more challenging, favorite unit combo is actually the firebadger + vulcan not because its any good but because it's funny although best legit 2 unit strat is all underground(worms +crawlers)
Yeah, I liked the hacker plus mustang concept much better. Not being able to buy any anti-air when opponent is only buying air, is just stupid. Then it is only a matter of playing enough games until you find an even more stupid opponent, who doesn't counter your units...
Please consider adding a rule where your opponent needs to have a MMR of 1k+ or at least 800+. If you can do these in 1 attempt it's not really a challenge.
@@WhoopedGG Sure you do, just play to win until you hit 900 MMR then start screwing around again. Anyway it was just a thought, still fun vids either way.
Scorps my favorite unit. Awesome video!
There's just something about 'em that's so fun.
Criminal you haven't hit 1000 subs yet, so dam close! Also so unfortunate on the last two games, makes the scorpion start look almost op.
So close, man!! I almost had 'em both times. I think I could have if I didn't mess around a little bit and go overboard on teching or borrowing so early.
1,000 is just the beginning 😎 But it's all about the journey. I'm in no rush.
You should start counting mustangs as chaff
Think thats bending rules too far idk
@@davidvanmeelis3159 3 units of level 1 mustangs without upgrades isnt going to get you very far but it gives you some small air defense. its sad to see games just come down to if the opponent notices lack of air defense.
I see no issue with treating Mustangs as chaff, they get torn apart by Arclights, vulcans, and so forth just like regular fangs and crawlers do. They require levels, items, and tech for them to become a problem cause otherwise they are made of tissue paper and their firing rate amounts to little when they are trying to paper cut things to death.
@@DeadHeroRob Honestly not a bad idea as long as I use it proportionally.
Oh noes, the steel balls just pushed the first game over the limit!
Also, second call for the Mothership and photon shield overlord to deploy your own Protos carriers.
If you want a combo, hackers with them for your own makeshift Dark Templar :)
haha I never remember to sell units. I think I have forgotten almost every single challenge
@@WhoopedGG Don't worry, we forgive you, check out my combo suggestion in my edited comment above.
Nice serie! It does give me a lot of insights and very fun to watch.
I cant find a marksman-only, i think that would also be very interesting.
Marksman was a fun one to do. ruclips.net/video/WdCoOl4Uwys/видео.htmlsi=q645VrSpJAMtI6TV
My favorite unit combo is Steel Balls + Wasps
High speed, kills all kinds of enemies, whether heavy or airborne. My go-to
That sounds fun. I've been liking Steel Balls and Mustangs a little bit recently. Wasps are just fun to use though.
@@WhoopedGG It appears that mustangs and wasps seem to fill similar roles. Wasps imho have more versatility and less counters. Can you explain what makes those two units different? Strengths/Weaknesses???
Or point me towards a video that does please.
[Edit: I just watched a Steel Ball / Wasp game. It almost worked. Was awesome to watch.]
Wasps with levels can take over games and dropping unsuspecting Wasps can be round-winners. Mustangs don't have the same power potential that Wasps have due to their tech, but Mustangs can also be carries, though they don't typically take over rounds as immediate threats. It's more of a slow build up with levels, tech, and tower upgrades (and equipment).
For me, Mustangs fit into a few roles (and there can be overlap): secondary/tertiary chaff, chaff clear, anti-missile, anti-air, and carry. With High Explosive Ammo, they can be a solid option for chaff clearing. With Aerial Spec, they're amazing against Wasps and other air that don't have Armor Enhancement equipped. Missile Interceptor is pretty strong right now for them. And they can be used as carries with Range and Armor Piercing Bullets (also Attack Enhancement from the tower) and equipment if you have it. They're a pretty versatile unit and I personally like having them as part of my core composition. Their two biggest weaknesses in my opinion are Incendiary Bomb and Armor Enhancement.
To me, Wasps can play many roles. But the roles seem a little temporary because it's easy to adjust to them. They have the potential for a tremendous amount of power. Getting the Ground Spec can absolutely wreck havoc on the opponent's board. They can also be a viable anti-air option. And they can be great as chaff, especially with shields. They have great flank potential, especially early. It's something your opponent has to keep in mind for sure. That said, they aren't great into Fangs, especially Fangs with Range. They are bad into Mustangs and they are terrible into Mustangs with Anti-Air. If they have levels and you can get some tech into them, they can still be great carries. This is especially true when it's paired with something like Wraiths or Worms (or in your case, Steel Balls).
This is just my opinion, but to me, Mustangs are a safer investment because I can get anti-missile, a little chaff clear, and some chaff out of them without having to invest much into them. I also like going Wasps, but usually it's just to put a little pressure and/or force them into a direction they didn't want to go, like Mustangs earlier than they wanted to. I'll then sell 'em and might pick them back up in the later game depending on (1) if I'm trying to close out the round and (2) if my opponent has something like Marksman or Phoenix but not a lot of anti-air otherwise.
@@WhoopedGG Thank you so much for such a detailed explanation. I will definitely consider mustangs as an alternative. I appreciate your response Wooped
Ok, all that's left now are storms and steel balls for the ground-only units. Every other one has some way to attack air units. My vote is Steel balls personally, since stormcallers are unironically really fucking good when spammed. A strat for when you DO do storms would be to have fangs for your chaff and then full send the storms with range, launcher overload, emag and HE ammo. No fire, since it'll cause your own stormcallers to decimate themselves once a melee unit/ steel ball gets in close and no AP rounds because they make you attack slower and frankly you already do stupid damage to literally everything even with the nerf from HE, 8k or so per volley, per group of storms, alongside the HE doubling the splash, making it so they're even more likely to hit with all their shots.
With balls you just go range, succ, mech div, armour. No real strat past that, they move fast, don't die easy and heal off damage. Not much else to say, at least you can flank with them, unlike storms. So yeah, consider this a vote for balls up next.
Something about Incendiary Bomb mass Storms seems pretty funny ngl 🤣
@@WhoopedGG They are when you have something in front of them, otherwise they’ll just kill themselves the second a melee unit sneaks through, plus you’ll kill your own chaff and probably your AA starter too.
Second opponent putting damage sharing on his steel balls was extremely unfortunate for him.
🤣🤣🤣
My favorite 2 unit combo is unironically Fang and Scorpion. I actually have a video featured on Cobrak's channel of me doing that very thing xD.
Oh that is awesome. I'll look it up
Energy absorpt just shouldnt work on shields imo
Vulcan lives!
*Stomp stomp*
I wanna see a Dakadaka of mustangs.
Still holding out for the melting point gameplay although steelball will likely be more challenging, favorite unit combo is actually the firebadger + vulcan not because its any good but because it's funny although best legit 2 unit strat is all underground(worms +crawlers)
Haha Worm / Crawler sounds insanely fun ngl
@@WhoopedGG I've only really seen it in FFA but melee only is a great style, just waiting for the melee flying units to drop
Marksman next :)
Only Scorpions, so just a regular Whooped match then?
🤣🤣🤣🤣
Yeah, I liked the hacker plus mustang concept much better. Not being able to buy any anti-air when opponent is only buying air, is just stupid. Then it is only a matter of playing enough games until you find an even more stupid opponent, who doesn't counter your units...
They're not stupid; they're likely new.
A Gaggle of Scorpions, because it sounds fun and the real names for a group of scorpions are boring
Please consider adding a rule where your opponent needs to have a MMR of 1k+ or at least 800+. If you can do these in 1 attempt it's not really a challenge.
I have no way of controlling that, bud. I did lose twice on this one though 🤣
@@WhoopedGG Sure you do, just play to win until you hit 900 MMR then start screwing around again. Anyway it was just a thought, still fun vids either way.
@@miker5905 Not a bad suggestion. Maybe once I'm done with this one, I'll up the mmr.