Mechabellum | Multiplayer Matchmaking #23

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  • Опубликовано: 7 июл 2024
  • Having a go at some PvP games in Mechabellum. Robots innit.
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Комментарии • 15

  • @Srex
    @Srex 12 дней назад +13

    The final round they put the oil drop vertically instead of horizontally, so it stretched from close to the boundary line all the way back to your tower, covering the area where your stormcallers clumped. Then they set it on fire with their vulcan, and the fire killed all your stormcallers. It was a clever play and I probably wouldn't have been ready for it either, but I do believe that the drop-in shield you can buy for 100 blocks all of those debuff type drop-ins like smoke, oil, acid, etc. If you'd had shields down over your big clumps and they'd blocked the oil and electro, you probably would've won since your electro looked like it got blocked by their shields.

  • @tpnxy
    @tpnxy 11 дней назад +5

    Rhino builds play rather differently than your normal standard builds.
    -First they want to be deployed in the front rather than the rear, so they spend less time running towards the enemy while getting shot, while covered from the initial enemy volley with crawlers that move slightly faster than them.
    -Second they want the power armor tech to ignore sentry missile and tower destruction slows, as well as the temporary speed buff for 50 every round.
    -Third you want to deploy asymmetrically with all the rhinos at one side and your weak side defended by spaced out chaff to delay the enemy push, as well as fortifying your strong side's tower. The idea is to kill half of their army really fast while taking minimal losses and be on their side of the map while your weak side tower goes down, then come back and kill the second half of their army. You further this plan by buying the mobile beacon for 100 and send ~3 spinning rhinos in a group straight to the enemy tower ignoring the enemies outside the beacon zone.
    Then you sprinkle in some extra tower fortifications/sentry missiles to adjust the timing of when your weak side tower goes down.
    It's certainly not meta but really cool when it works. Asymmetrical play can get really interesting.

  • @dustandpolos8196
    @dustandpolos8196 10 дней назад +1

    Great last game. It felt really evenly matched, right up to the last round.

  • @user-cd6yq3xx9w
    @user-cd6yq3xx9w 11 дней назад +3

    I'm really enjoying your videos. I've recently gotten hooked on your Mechabellum videos and have been watching them in my spare time.

  • @jelleklap
    @jelleklap 11 дней назад +4

    I can't be the only one who has to always say "I've got balls of steel" using his worst Duke Nukem impression, whenever those Steel Balls go into play, right? Please?

  • @EIixir
    @EIixir 11 дней назад

    That Electromag they dropped in the last round was devastating. Never seen it be that effective.

  • @deanitis
    @deanitis 11 дней назад +2

    The quantum reassembly wasn’t working for your phoenixes first round because the Marksman were turning off their tech before killing them

  • @rocortega2064
    @rocortega2064 11 дней назад +1

    I'm a big Melting Point fan, they were the difference in the first game. I usually run them in FFA, phoenixes alone are not a good counter to them, especially when they're equipped with Range and Energy Absorption, best you can do is to get something with enough range and Electro Mag + Acid Scorpions/Crawlers. It's either, a good hard hitting mix and/or tons of chaff and something to take out fast the vulcans, maybe hackers. Exploding Rhinos are awesome and funny if you're using them as chaff and they're making it to their mid to back lines.

  • @razorsharp3010
    @razorsharp3010 11 дней назад +2

    Rhino builds are awesome !

  • @EluminAtiCK
    @EluminAtiCK 11 дней назад +2

    Few advices about last game:
    - no point in going Typhon's, as they have almost same role as Mustangs - if you would buy there 4 squads of lvl3 mustangs you would be in a lot better position
    -Despite typhoons and stormcallers, you lacked good chaff clear against enemy crawlers: again, more mustangs with range and DMG would fix that problem
    - DMG on stormies isn't best upgrade: launcher overload would not only help you with chaff clear, but also would make his anti air on tanks a lot worse
    - Don't even consider marksmen lategame - without lvls they are really bad.

    • @jelleklap
      @jelleklap 11 дней назад +1

      Don't agree with the last point per se, it can be advantageous to pair marksmans with beefy units late game, just to deliver EMP shots, if you don't have any other means of EMP delivery, but I guess that would be the only reason I might consider it.

  • @haltry
    @haltry 2 дня назад

    If only he would buff the units he got more off and are doing very well like electro for the storm rather then muffing units he got 2/1/maybe 3 of if lucky (2 and last game mustangs). Maybe you can do that buffing when they are a heavy hitting and big unit but 2 mustangs, nope.

  • @dao2
    @dao2 10 дней назад

    Again not sure as I don't play but I feel like I've seen there is something you can pay to redeploy one unit that round instead of just selling everytime?

    • @IndridCasts
      @IndridCasts  10 дней назад

      No. There is something you can buy to give a unit a specific path, but not redeploy it. You do that with unit tech or with a Reinforcement pick.

    • @dao2
      @dao2 10 дней назад

      @@IndridCasts Damn :( That would be a good thing to have.