Double Giants in the Flank Round 2 (Entertaining Defense) | Mechabellum Gameplay Review
HTML-код
- Опубликовано: 22 авг 2024
- Giant Flank Defense
Update 0.7.44 The Rules behind Free Unit Cards
Balance Adjustments
Hi! This is the first balance patch after the launch of the three experimental features. In this patch, we have rebalanced most of the free unit cards. And we also hope to take this opportunity to explain the rules behind the free unit card.
Balance Adjustments
Nerfed the free unit cards of Hacker and War Factory.
Nerfed the free unit cards of high-level Phoenix, Wasp, Marksman, Arclight, and Mustang.
Nerfed all free unit cards with a squad count greater than 1.
The Rules behind Free Unit Cards
Free unit cards will appear once in each of the four ranges (rounds 2-4, rounds 5-7, rounds 8-10, and rounds 11-13).
Units already on the field will not appear as free unit cards.
The single-round budget of free unit cards = 200 x Number of rounds
In addition to the basic cost of the units, when calculating the value of free unit cards, the unit's level, squad count, maintenance fee, etc. will also be included in the calculation.
More Discussions
We understand that many players have their own opinions on the three experimental features, so we will publish a post in a few days to explain our design goals and answer the many questions you have raised during this time. We welcome you all at that time go read it and have a discussion.
Update 0.7.42 Chaotic Fun
Three experimental features
Three experimental features
Random Free Units
During a game, players will encounter several opportunities to obtain units for free. Get 5 squads of Sledgehammer, or 3 Wraith, or 1 level 7 Rhino for free? Players will encounter many such difficult choices.
To ensure that the game doesn't end too quickly, the player's base health has been increased by 500.
If this feature proves popular, we will introduce rare units through this feature in the future.
Duplicate Reinforcement Cards
Many reinforcement cards now appear multiple times in the game. 2 Laser Sights? 4 Ranged Specialists? 3 Nukes? It's possible.
Changing Deployment Zone
The deployment zone for the first round will now be slightly smaller than before. We hope this will improve the first round layout diversity of certain MRR ranges.
Balance Adjustments
Melting Point
The production interval of the Tech [Crawler Production] has been adjusted from 30 seconds to 32 seconds.
Scorpion
HP increased from 19677 to 20661
Attack increased from 10305 to 10821
Equipment
[Enhancement Module] adjusted from level 2 to level 3
The effect of [Absorption Module] is adjusted as follows: Increases the equipped unit’s HP by 30%, and converts 90% of the damage dealt to HP.
#autobattler #mechabellum #paradox
I think fang production on the fortresses could have helped a lot, sadly it wasn't equiped.
23:20 - yes, it did start out with four techs, it was patched to six techs pretty much immediately, though!
Thanks Idlecub, this is my youtube account (Zak aka SaltMonkey). Thanks for the replay, loving your thoughts. Trash Masters will happen soon, and I will give you a date... :D Yeah the acid was a bit funky, probably should of just gone supply, but i thought he would want to keep the tempo going!
awesome entertaining match, thanks for submitting :D and I am really looking forward to more trash masters, yay
If I was red I would just go some stormcallers at spot where he put that random overlord at round 8 and mobile beaconed them to the corner to his giants. Range, emp and even fire would be epic against those melters.
I'm pretty sure that in this game red was just trying out some stuff, and I'm all for it.
Honestly war factory going back to 4 techs might make a lot of sense, depending on how the unit cards happen going forward from this patch.
I thought the acid was red's lmao
When I saw how it was placed I audibly groaned. He had a perfect vision of where to put it to make it work...
dunno whose acid it was. But it was placed horibly - in the middle of previous round battle. And because of tower debuff, red units were killing tower so long that acid there would do a lot of dmg even without extra dmg when being shot at.
But both players were very creative :) sadly no production on red giants :( would helped a lot
Does lasersights combined with ground cannon make sense?
I think this was a mistake, as the ground cannon doesn't shoot because nothing is in range.
I would have loved to see blue go for vulcan drop in round 5, it would be an airstrike to 1shot the level 2 overlord
I will try the giant rush but a bit different 😂
noob question : how do you afford 2 giants on turn 2?
selling stormcallers round 1 and then selling again round 2
+ unlocking giants for free with giant specialist