In this mechabellum gameplay video RAT is facing @n_sacco . The game features linked sledgehammers (Sledgehammer Damage Sharing). RAT Shop: shop.mechamona...
Lol, I was also wondering why he skipped the card then bought the upgrade. I believe the card lowers damage, sp maybe they wanted the range without the damage nerf
by about a min 20 I'm thinking... O_O Rats not talking, playing back line, Shirley he got up to get water and someone sat down to play the first round... 'new stand meta' WHO ARE YOU AND WHAT HAVE YOU DONE WITH THE RAT!?
i have a quick question : whatever you pick on command center towers, you lose money doing it, (money that you could invest in teching/recruiting/upgrading unit) ?
I wouldn't regard it as a loss of money. Take the temporary range, for one turn have higher range, even if it's 10m, and this allows to win the round in certain situations. Can be decisive for some games. Same thinking with mobile beacon, you pay 100 just once and have this unlocked for every turn the entire game. Allows you to maneuver units around and if the conditions are there, again you can win the game with it
Temp range is one of the most broken thing in the game. It boosts range on techs (like ground canons, AA barrage, typhoon missiles, AM, etc.) unlike items, cards, range tech. Temp speed is mandatory when you play aggro. Loan is risky and you should tank with health most of the time, unless you're afraid of giving too much XP or to lose in one turn.
I was wondering what happens if you hack a linked sledge? Does it do anything to the other sledges since you kind of hacked their health pool too? Or would it simply just make that 1 singular tank tougher to hack since it has a much bigger health pool?
@@benwilliams3539 Hacker doesn't deal dmg (unless unit has equipped anti static powerup). Think of it as a non dmg effect. Link only transmittes dmg, thus the hack effect is uneffected and has to build up as much "stack" as a single units hp pool holds.
@@benwilliams3539 link shares dmg, hacker doesn't deal dmg (unless it attacks tower, shield, or unit with anti-hack item, but then you deal dmg equal to 1/3 of your ATK value).
Nooooo Surrey! You were the Chosen one! Meant to restore the balance, not play standard balls!
I asked chat if triple defense tech sledges are a meme and they said yes, and here we are.
Me: can we stop and get extended range vulcan?
Surrey: we have extended range vulcan at home
extended range vulcan at home:
Lol, I was also wondering why he skipped the card then bought the upgrade.
I believe the card lowers damage, sp maybe they wanted the range without the damage nerf
by about a min 20 I'm thinking... O_O Rats not talking, playing back line, Shirley he got up to get water and someone sat down to play the first round... 'new stand meta' WHO ARE YOU AND WHAT HAVE YOU DONE WITH THE RAT!?
Interestinsg lost, vulcans are fun to watch just scorching everything.
Play more, it won't be fun for long :P
Why tech range insted of the extended range card?
to have more health
Strange game , vulcan carry at R7 , looks good but not so strong at all
with the right tempo you can shut anything down if you play correctly
i have a quick question : whatever you pick on command center towers, you lose money doing it, (money that you could invest in teching/recruiting/upgrading unit) ?
I wouldn't regard it as a loss of money. Take the temporary range, for one turn have higher range, even if it's 10m, and this allows to win the round in certain situations. Can be decisive for some games.
Same thinking with mobile beacon, you pay 100 just once and have this unlocked for every turn the entire game. Allows you to maneuver units around and if the conditions are there, again you can win the game with it
Temp range is one of the most broken thing in the game. It boosts range on techs (like ground canons, AA barrage, typhoon missiles, AM, etc.) unlike items, cards, range tech.
Temp speed is mandatory when you play aggro.
Loan is risky and you should tank with health most of the time, unless you're afraid of giving too much XP or to lose in one turn.
Interception mustangs might have been a option, completely destroying his chaff clear...
then im stuck with mustang vs sledge. I think you cant go am early
I was wondering what happens if you hack a linked sledge?
Does it do anything to the other sledges since you kind of hacked their health pool too? Or would it simply just make that 1 singular tank tougher to hack since it has a much bigger health pool?
You just get one unlinked one
@@einstein9891 right i see. i imagine it still takes 5X as long to hack though since you need to hack a whole groups HP?
@benwilliams3539 there is Ero sharing of hacker dps. The hacker will only take longer to hack a linked unit because the linked unit has more health.
@@benwilliams3539 Hacker doesn't deal dmg (unless unit has equipped anti static powerup). Think of it as a non dmg effect. Link only transmittes dmg, thus the hack effect is uneffected and has to build up as much "stack" as a single units hp pool holds.
@@benwilliams3539 link shares dmg, hacker doesn't deal dmg (unless it attacks tower, shield, or unit with anti-hack item, but then you deal dmg equal to 1/3 of your ATK value).
Isn't it a waste to get +10% attack when your main dmg source is scorch vulcans?
Pretty sure it's literally the best case scenario for this upgrade. Just strait dps buff without any overkill damage
@@lexsdragon1554 makes them go from 225% to 235%
As far as I know thats how that works. I dont think the tower stat boosts are multiplicative
yes it's not good