14:30 The melting point targeted the fortress it did because that didn't require rotation and the ai considers rotation as movement now, I think it's a good idea in concept but it's definitely too averse to rotating currently imo
it adds depth to the game because you can actually rotate units using movement beacon and thats what the correct move is. if you movement beacon a unit in a direction you can then cancel the beacon and the unit will still spawn facing that direction, assuming theres enemies there. in that way you can actually manipulate the target selection of any frontline units in a round. this can be important for example to avoid a vulcan locking onto a shield but instead target something outside that shield so it doesnt get locked up, or making sure a melting point locks on the target you prefer etc.
genuinely, thank you for being one of the few (and best) dedicated Mechabellum creators. I know this replay system is a struggle to deal with, but you genuinely make this game very enjoyable and fun to watch.
Worth noting that these are the older version. New one for-go's forts for 2 overlords on the flank with arty, jumpdrive, and the vulc. So even if they do counter the flank, you move them with jump drive and he's invested everything on the back flank while you take the buildings. Next round you go mothership and it's gg. The ONLY counter I've come across is a lvl 2 rino(specialist helps) round 4 with photon. Has enough hp to stall the flank. Arial or giant spec is a requirement. First round you sell a 200 unit while buying 2 crawlers. Round 2 buy an overlord with crawlers in front. This would have worked that first game I got immediately countered by the Phoenix. Round 3 is vulc with another Crawler and grabbing replicate if it's viable. Round 4 is tech or more overlords. You have to respect it asap or the damage stacks up
So, I guess, the core point is that enemy units start the battle already flanked. I wonder if outflanking is the option here: when 1 Player invest heavily in a tiny part of the map, you can easily drop crawlers or wasps in their rear. And crawlers with acid + flying donuts with the debuf field might be a good option. Overlords with photon coating also would greatly help... So far from being an uncounterable strat, but a fun one - for sure!
My counter to the overlord + Vulcan flank is melting point plus sledgehammer or balls with armor. The armor tech makes them take near 0 damage from most chaff and the Vulcan. Balls take out the Vulcan faster but sledges get through any chaff placed down and can put some damage on the Vulcan.
@@redgalaxy5199 How would you balance it though? My first instinct would be base at least a part of the warp-in time on unit size, so that giants take longer to come online when flanking compared to other units. Simply nerfing the range of these units would most certainly impact everything else, you nerf OV range and suddenly it gets a lot worse. Though let's be real, I think the Vulcan deserves a nerf right now.
@-NR-SirLimbo I don't want it balanced until more people play against it and a good counter is made. Might not be op afterall and we're just not seeing it yet
@@redgalaxy5199 Out of curiosity (and in case I get to "enjoy" this again), what has worked so far. In my mind putting metling points with EMP missiles there is the only way to break through the shields and really shut that tech down on the ground. EMP Phoenixes could do the rest if the chaff is cleared, so... Vulcan-Phoenix-Melting Point is the way to go, maybe?
Round 7 deployment module would have been huge for blue. If he had Jump Drive on the Overlord he could have moved them to the right flank, moved the Fortress with the item, sold and rebuy the Vulcan, buy another Overlord and mustang. Would have moved the whole line to the right flank, or even the front line. Then all of the red investment on left flank would have been stuck. Would have forced him to jump drive the Wasps the next turn, but by then you have one Mustang already down and could buy extra if needed.
You can tell it is a low MMR game when you see how the ppl fail so hard with useless counters to the flank. Also it is nice to see 1/4 of a battle every time.
And my dad can beat your dad @@opposed2logic His opponents where trash and garbage and had no clue what they where doing. They where not high/medium mmr there is no way in hell they where above 1300.
The asian guy already had steel balls unlocked. he should have deployed two steel balls on the left early on to take down the shields of the vulcan. He kept going wasps air for some reason I cannot undertand.
Only a few minutes in and I've already seen the exact plays done by Red Galaxy. No respect from me to players who have the same script every round, like do you even have fun playing??😅
14:30
The melting point targeted the fortress it did because that didn't require rotation and the ai considers rotation as movement now, I think it's a good idea in concept but it's definitely too averse to rotating currently imo
it adds depth to the game because you can actually rotate units using movement beacon and thats what the correct move is.
if you movement beacon a unit in a direction you can then cancel the beacon and the unit will still spawn facing that direction, assuming theres enemies there. in that way you can actually manipulate the target selection of any frontline units in a round.
this can be important for example to avoid a vulcan locking onto a shield but instead target something outside that shield so it doesnt get locked up, or making sure a melting point locks on the target you prefer etc.
Look closer to the lead up to it, 13:54, you can see crawlers getting closer to the melting point.
@@opposed2logic
Adding depth doesn't make something a good mechanic. Outside of the match start it really sucks imo.
genuinely, thank you for being one of the few (and best) dedicated Mechabellum creators. I know this replay system is a struggle to deal with, but you genuinely make this game very enjoyable and fun to watch.
Worth noting that these are the older version. New one for-go's forts for 2 overlords on the flank with arty, jumpdrive, and the vulc. So even if they do counter the flank, you move them with jump drive and he's invested everything on the back flank while you take the buildings. Next round you go mothership and it's gg. The ONLY counter I've come across is a lvl 2 rino(specialist helps) round 4 with photon. Has enough hp to stall the flank. Arial or giant spec is a requirement. First round you sell a 200 unit while buying 2 crawlers. Round 2 buy an overlord with crawlers in front. This would have worked that first game I got immediately countered by the Phoenix. Round 3 is vulc with another Crawler and grabbing replicate if it's viable. Round 4 is tech or more overlords. You have to respect it asap or the damage stacks up
So, I guess, the core point is that enemy units start the battle already flanked. I wonder if outflanking is the option here: when 1 Player invest heavily in a tiny part of the map, you can easily drop crawlers or wasps in their rear. And crawlers with acid + flying donuts with the debuf field might be a good option. Overlords with photon coating also would greatly help...
So far from being an uncounterable strat, but a fun one - for sure!
entertaining video and as a newcomer to this game i appreciate the educative commentary, mechabellum is more complex than i had initially thought
My counter to the overlord + Vulcan flank is melting point plus sledgehammer or balls with armor.
The armor tech makes them take near 0 damage from most chaff and the Vulcan.
Balls take out the Vulcan faster but sledges get through any chaff placed down and can put some damage on the Vulcan.
The wasp response is correct if not optimal just that he didn't even answer the shield+chaff problem for the wasps to make sense.
Why fight the flank, if the individual is using that many resources on that side, why don’t mirror him in the other side?
I've been on the receiving end of that strategy. Let's just say it's the most un-fun way to lose I've seen so far in this game...
This is why I want to bring attention to it. It's very hard to deal with and it's supper annoying to be on the receiving end. For now, easy mmr
@@redgalaxy5199 How would you balance it though? My first instinct would be base at least a part of the warp-in time on unit size, so that giants take longer to come online when flanking compared to other units.
Simply nerfing the range of these units would most certainly impact everything else, you nerf OV range and suddenly it gets a lot worse. Though let's be real, I think the Vulcan deserves a nerf right now.
@-NR-SirLimbo I don't want it balanced until more people play against it and a good counter is made. Might not be op afterall and we're just not seeing it yet
@@redgalaxy5199 Out of curiosity (and in case I get to "enjoy" this again), what has worked so far. In my mind putting metling points with EMP missiles there is the only way to break through the shields and really shut that tech down on the ground. EMP Phoenixes could do the rest if the chaff is cleared, so... Vulcan-Phoenix-Melting Point is the way to go, maybe?
@-NR-SirLimbo only thing so far is a lvl 2 rhino(specialist helps) with photon round 4. It has a big hp buffer to stall the flank long enough
Round 7 deployment module would have been huge for blue. If he had Jump Drive on the Overlord he could have moved them to the right flank, moved the Fortress with the item, sold and rebuy the Vulcan, buy another Overlord and mustang. Would have moved the whole line to the right flank, or even the front line. Then all of the red investment on left flank would have been stuck. Would have forced him to jump drive the Wasps the next turn, but by then you have one Mustang already down and could buy extra if needed.
Yeah this was the old version I had. New one has the jumpdrive. Insanely strong
You can tell it is a low MMR game when you see how the ppl fail so hard with useless counters to the flank.
Also it is nice to see 1/4 of a battle every time.
ive matched against galaxy, he was 1600 mmr. he is not low mmr or low combatpower, he is a good player, probably better than you anyway.
And my dad can beat your dad @@opposed2logic
His opponents where trash and garbage and had no clue what they where doing. They where not high/medium mmr there is no way in hell they where above 1300.
The asian guy already had steel balls unlocked. he should have deployed two steel balls on the left early on to take down the shields of the vulcan. He kept going wasps air for some reason I cannot undertand.
People who use this strat are the most beige folks ever.
Only a few minutes in and I've already seen the exact plays done by Red Galaxy. No respect from me to players who have the same script every round, like do you even have fun playing??😅
This is why I want to bring attention to it. It's very hard to deal with and it's supper annoying to be on the receiving end