UEBS 2: Ultimate Unit Battle - Who Will Reign Supreme? (Part 2) - Ultimate Epic Battle Simulator 2

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  • Опубликовано: 2 окт 2024
  • We're hosting a tournament featuring all units in UEBS 2, excluding invincible ones (like Chunk Norris)
    44 different units have entered an unavoidable battle for the championship.
    Which unit will emerge victorious?
    Share your predicted winner in the comments below!
    This video was made with a new editing style, which was more challenging than usual but also a lot of fun.
    I hope you enjoy it, and I'd love to hear your feedback!
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    Keyboard - Logitech PRO X
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Комментарии • 18

  • @TheLaprasMan
    @TheLaprasMan 4 месяца назад +5

    I think John Wick was always gonna win but if he fought Annie Oakley in a more open field the fight would have been closer, the penetrating bullets made it way too easy to kill them once they became bunched up at the top of the mountain.

  • @trevinormandy14520
    @trevinormandy14520 4 месяца назад +7

    Jon Wick is unbeatable

  • @thebossmods8
    @thebossmods8 4 месяца назад +5

    Ranged units will always beat melee units in this game

    • @battlesimulatorgamer
      @battlesimulatorgamer  4 месяца назад +1

      Hmm... not always. For example, Roman soldiers.

    • @thebossmods8
      @thebossmods8 4 месяца назад

      @@battlesimulatorgamer true, but 80% of the time

  • @stregg01
    @stregg01 4 месяца назад +3

    I find it interesting that in large battles ranged units like artillary, tanks (except super tank), catapults get wiped out every time. US Soldiers (WWII era) simarliarly. modern soldiers, archers, or any other will become overrun with melee guys. I have seen where guys like rambo time and again do what any soldier will do and that is back away from melee, all other soldiers too. However why do most people just place the WWII soldier in guard mode and let them get wiped out. When sending in the laser knights the player just lets them get flanked. WHy not allow the laser knights to fall back if they start to get overwhelmed like the range soldiers? or any melee for that matter. Now most videos I have seen is millions of melee go against much fewer ranged, and even some melee. I love watching these battles. Although, I always root for the underdog.

    • @battlesimulatorgamer
      @battlesimulatorgamer  4 месяца назад +1

      The reason for this might be due to the game's interface being somewhat crude. When manually issuing commands, the units in this RTS game often don't respond as quickly or intelligently as they should. For instance, in urgent situations, you might see units lining up and waiting or getting stuck in place due to pathing issues.
      Because of this, once they engage in an attack, the most efficient way to use them is to keep them in attack mode until they are all wiped out.
      As many players desire attack strategies that leverage each unit's unique characteristics, I hope future updates or similar games will feature more responsive and intelligent AI. That would make the game much more enjoyable, right?
      Thanks for your insightful comment!

  • @RichUncleSkellington
    @RichUncleSkellington 4 месяца назад +3

    This would be a great thing to lose a lot of money on lol. But seriously these have been great, I've been genuinely waiting for this to come out, well done, please do more like it!

    • @battlesimulatorgamer
      @battlesimulatorgamer  4 месяца назад +1

      Thank you so much for your support! We're thrilled to hear that you've been eagerly waiting for this.
      Creating content like this is definitely enjoyable, but it takes much more time than we initially expected. We will work hard to find ways to reduce the production time for future projects. However, this is not the last you'll see of content like this. Stay tuned!
      And thank you again for joining our membership!

  • @maximtkachow
    @maximtkachow 4 месяца назад +3

    The thing with the archers (and I guess, all the units') rate of fire is that's not the actual time, it is multiplier. Like, their real rate of fire is 2.1 second per shot. With multiplier 1 they, of course, will fire one arrow every 2,1 second. If we set multiplier to two, we will get 4.2 seconds per shot, etc.

    • @battlesimulatorgamer
      @battlesimulatorgamer  4 месяца назад +1

      Yes, in the custom editor in Unity, you can set the attack speed in seconds for each unit.
      From my experience, it's more intuitive and better to display the attack speed in seconds in the in-game unit settings as well.

  • @grinreaperdutchphil
    @grinreaperdutchphil 4 месяца назад

    I like your battles otherwise but most of these set ups are blink-and-miss-the-action sort of split-second type of extermination operations. The ones that had me wondering were: soldiers vs archers and the redcoats vs trex and the shotgun vs romans.

  • @wesleydeng71
    @wesleydeng71 4 месяца назад +1

    Nice! Interesting, so many people had faith in Jedi.

    • @battlesimulatorgamer
      @battlesimulatorgamer  4 месяца назад

      They seemed to live up to the expectations when fighting German soldiers, but even they couldn’t withstand heavy damage and splash damage.
      I was quite satisfied to show how much having splash damage and impact force, in addition to the simple high stats of the units, can influence the outcome of battles. Thanks for enjoying my content!

  • @zanpatu_kantyunimau
    @zanpatu_kantyunimau 4 месяца назад

    ローマ兵大健闘

  • @KevinSmith-cj1gw
    @KevinSmith-cj1gw 3 месяца назад

    So dumb

  • @Cypherlockey
    @Cypherlockey 4 месяца назад

    Loved it!