Tell me what you learned! Or did you not learn anything? I want to know if this was useful or not. I want to make these videos for a different mmr range so there's something for every player. Instruction on how to post a replay to my analysis pool: ruclips.net/user/postUgkxM04AOqGXepWKeB0MGzzdkEhuSEBJstNA
I learnt that men should be careful what they do with their balls. It's not about having big meaty high level balls. No instead you should be careful where you put your balls and focus on other things instead.
Why would pivoting into Fortress be good here? The Fort has a slow movement speed. Everything else in the composition: Crawlers, Balls, Mustangs, move faster. Wouldn’t the fast moving units separate from the Fortress, and the Fortress would be left too far behind to tank damage?
@@BillyMcMorran you sell the balls, the crawlers are chaff so your comp is just mustang+fort. So the mustang stays behind the fort and the fort shields the mustang!
Great insights. Loved the explanation on how your were using the flank to pull and create space for beacon. I find that balls are generally really hard to force and are a more reactionary unit now to certain situations.
So, I skimmed fast what I recorded and the best starting spec was rhino. Arcs are quite ok now since crawlers are so strong and people keep picking only them. But it worked out with the mustangs since the enemy had fangs. Also I was a bit too focused on the fortresses from the round before so given what the play was here the correct pick for the second unit drop was definitely the lev2 boat and go photon. Also i talk about the flank being too early. It's fine i guess, but if you wait a little bit you give the enemy the opportunity to make mistakes by building more units to be pulled behind the tower. But the enemy does it anyway even though he sees the flank already
Great video. =) Making space for ball/beacon was great insight. Usually I just use flanks to pull/distract units so the front line can push harder. I see how clearing a path for a strong tower rush unit is a good strat now.
I loved the analysis, but found it less fun than normal. Maybe space put the coaching videos between regular videos to not burn us out on these. I learned a lot about positioning, countering, and running a push in one side. Overall extremely helpful.
Love this type of content! On a personal note, I have been climbing since coming back thanks to your videos. Unfortunately, as I hover around 1200 I am having to accept that defensive formations are just better. I was playing one side far up, and then "sac" one side by mobile beacon dragging their units with 1 chaf unit. However, if opponent starts defensive, my units will always go to their side. This means late game any field effect is uncounterable. I have lost so many won games because of fire and acid on their side. Sad, but it seems I will be joining the defensive formation side.
yep, the free units plug all the positional holes for the defender. Also the games are faster and you need to commit faster and once you commit the defender just buys oil and you do nothing for 2 turns
I feel like i learned something every round of your commentary. Why and how to use the front corner flank to create openings (and how to "see" an opening by creating certain draws on unit aggro). Looking for powerful units that the enemy has "invited" you to use (like the boardwide weakness to fort). If a proper fort pivot had been made the turn the enhancement module came down what technologies would you prioritize on them? I would think bubble or LO would be key since Kepals was winning so hard at that point in the game so you could close it out. *note im a 1650 MMR player who is much more comfortable with standard and would love to have a chance to submit a review if his style of video is going to be more common.
Glad it was of help to you! Just barrier to protect the mustangs. If the game goes longer and i end up attacking the other tower with forts I would go fang summoning also since its hard for the enemy to add melters + chaff + chaff clear to the other tower. There's a link in the pinned comment to submit a replay
I feel like the Intensive Training does give you the option to pivot- you can sell that unit for a full refund, at least of the credits, not the levels. So you can invest in a unit and try to force a counter, but not commit as hard as with a technology.
Sure! But it costs 100 to pickup, its pretty costly, the transition turn is quite important to get right. It has an upside though, if you find a good item or enhancement module the training is solid
most of the enemies forces were clumped around the tower, while putting the fort on the other side was the wrong play, those level 3 storms would have cracked the enemy shields that were constantly put down with one barrage, and would have gotten great value with the clumped units. I think would have been the better choice over the fort.
Looks like Typhoons just behind Sledgehammers is excellent combo. Especially high level Typhoons with shields - it can tank a lot of damage and clear a lot of chaff. Now I'm thinking, maybe shielded Fortress and shielded Typhoons.
round 3, i was more like you : probably skip. But if i was force to pick intensive training, i would have probably level the mustang to level 3. And yeah not picking enhancement module was a big mistake, far too much value with intensive training (even if he didn't use it to switch to a better comp). And the lvl 2 fort on the right tower was inexplicable, just one pack of fang in front to slow a snipe, and missile is clearly enough, we had the hp to tank one big loss anyway.
yea mustang level also solid. But I think if the balls are tanky enough the mustangs will level naturally. There's also more armor items than damage items so levels on the balls are quite good. Hard to say which is better to level. Balls are naturally easier to hard counter.
there were like 1200 dead resources with the fort and phoenix and the wasted haste module + the missile on the second tower. It would have ended in 1 or 2 rounds if all that was on the frontline.
Could you give an example of what you mean by staying more flexible in the early game? Would something like phoenix be less committal since you need to buy single target dps anyway?
Don't remember what I talked in the video, but usually i would mean: 1. to not tech anything 2. to not unlock anything expensive (it's fine to unlock like 50 cost sledgehammer) 3. to not build many squads of same unit (you have kind of committed into a build when you have 4x sledgehammers on the board for example). Basically a board that doesn't have resources sink into it so you could sell any unit or take the board to any direction you want in the future.
if you were referring to the free unit drops and the fact that kepals unlocked the steel balls. So we have chaff + chaff clear + a little bit of single target dmg with the mustang crawler sniper opening. So we need a tank for the mustangs and something for single target damage. In these situations when the free unit drops are coming, instead of unlocking the balls its usually better to wait what options the drop will give. This way you can see what the enemy picks also. There could be a free fort for us which would be a lot better than balls. And if we get the fort we kinda want to get rid of the balls so it will become a useless deploy. So its a trade between be stronger now or have better resource management for a better late game comp.
Tell me what you learned! Or did you not learn anything? I want to know if this was useful or not. I want to make these videos for a different mmr range so there's something for every player.
Instruction on how to post a replay to my analysis pool: ruclips.net/user/postUgkxM04AOqGXepWKeB0MGzzdkEhuSEBJstNA
I learnt that men should be careful what they do with their balls. It's not about having big meaty high level balls. No instead you should be careful where you put your balls and focus on other things instead.
@@MrHighRaw💀💀💀
Why would pivoting into Fortress be good here? The Fort has a slow movement speed. Everything else in the composition: Crawlers, Balls, Mustangs, move faster. Wouldn’t the fast moving units separate from the Fortress, and the Fortress would be left too far behind to tank damage?
@@BillyMcMorran you sell the balls, the crawlers are chaff so your comp is just mustang+fort. So the mustang stays behind the fort and the fort shields the mustang!
@@SurreyEZ What technologies would you use for the Fort? Barrier is a given for missile protection. Would you use Fang production as well?
Thank you for analyzing and commenting my replay, wise lad Ratblud!
uwu :]
Great insights. Loved the explanation on how your were using the flank to pull and create space for beacon. I find that balls are generally really hard to force and are a more reactionary unit now to certain situations.
So, I skimmed fast what I recorded and the best starting spec was rhino. Arcs are quite ok now since crawlers are so strong and people keep picking only them. But it worked out with the mustangs since the enemy had fangs. Also I was a bit too focused on the fortresses from the round before so given what the play was here the correct pick for the second unit drop was definitely the lev2 boat and go photon.
Also i talk about the flank being too early. It's fine i guess, but if you wait a little bit you give the enemy the opportunity to make mistakes by building more units to be pulled behind the tower. But the enemy does it anyway even though he sees the flank already
wonderful, please more of this ! Thank you !
I'm planning to! doing the same for maybe 5 videos of different MMR players
I read that title as "programer" for a minute there. I was thinking wow they finally hired him!
thanks Rat - I really enjoyed this - and learned a lot
Great video. =) Making space for ball/beacon was great insight. Usually I just use flanks to pull/distract units so the front line can push harder. I see how clearing a path for a strong tower rush unit is a good strat now.
I loved the analysis, but found it less fun than normal. Maybe space put the coaching videos between regular videos to not burn us out on these. I learned a lot about positioning, countering, and running a push in one side. Overall extremely helpful.
studying is not fun =)
Love this type of content! On a personal note, I have been climbing since coming back thanks to your videos. Unfortunately, as I hover around 1200 I am having to accept that defensive formations are just better. I was playing one side far up, and then "sac" one side by mobile beacon dragging their units with 1 chaf unit. However, if opponent starts defensive, my units will always go to their side. This means late game any field effect is uncounterable. I have lost so many won games because of fire and acid on their side. Sad, but it seems I will be joining the defensive formation side.
yep, the free units plug all the positional holes for the defender. Also the games are faster and you need to commit faster and once you commit the defender just buys oil and you do nothing for 2 turns
This was great. I tend to do exactly the type of mistakes seen here. I can be ahead the first half, and then just fumble the end.
That was SO helpful, thx for the video! ❤
I feel like i learned something every round of your commentary. Why and how to use the front corner flank to create openings (and how to "see" an opening by creating certain draws on unit aggro). Looking for powerful units that the enemy has "invited" you to use (like the boardwide weakness to fort).
If a proper fort pivot had been made the turn the enhancement module came down what technologies would you prioritize on them? I would think bubble or LO would be key since Kepals was winning so hard at that point in the game so you could close it out.
*note im a 1650 MMR player who is much more comfortable with standard and would love to have a chance to submit a review if his style of video is going to be more common.
Glad it was of help to you!
Just barrier to protect the mustangs. If the game goes longer and i end up attacking the other tower with forts I would go fang summoning also since its hard for the enemy to add melters + chaff + chaff clear to the other tower. There's a link in the pinned comment to submit a replay
I feel like the Intensive Training does give you the option to pivot- you can sell that unit for a full refund, at least of the credits, not the levels. So you can invest in a unit and try to force a counter, but not commit as hard as with a technology.
Sure! But it costs 100 to pickup, its pretty costly, the transition turn is quite important to get right. It has an upside though, if you find a good item or enhancement module the training is solid
More of these videos please!!
Putting the fortress bottom and over-committing with 2 teches on the balls is what killed him i think.
would like to see more of these
I would love to send you some 1.3k mmr videos of me losing, I think you could mention A LOT on even lower mmr videos
most of the enemies forces were clumped around the tower, while putting the fort on the other side was the wrong play, those level 3 storms would have cracked the enemy shields that were constantly put down with one barrage, and would have gotten great value with the clumped units. I think would have been the better choice over the fort.
I also would have hesitated to start selling the marksmen since they cost a full deploy each, gotta work on that sunk cost thinking
Looks like Typhoons just behind Sledgehammers is excellent combo. Especially high level Typhoons with shields - it can tank a lot of damage and clear a lot of chaff.
Now I'm thinking, maybe shielded Fortress and shielded Typhoons.
I think missiles for the typhoons almost always best first
@@SurreyEZ never seen this used succesfully; do you already have a vid? if not, pls make one
round 3, i was more like you : probably skip. But if i was force to pick intensive training, i would have probably level the mustang to level 3. And yeah not picking enhancement module was a big mistake, far too much value with intensive training (even if he didn't use it to switch to a better comp). And the lvl 2 fort on the right tower was inexplicable, just one pack of fang in front to slow a snipe, and missile is clearly enough, we had the hp to tank one big loss anyway.
yea mustang level also solid. But I think if the balls are tanky enough the mustangs will level naturally. There's also more armor items than damage items so levels on the balls are quite good. Hard to say which is better to level. Balls are naturally easier to hard counter.
there were like 1200 dead resources with the fort and phoenix and the wasted haste module + the missile on the second tower. It would have ended in 1 or 2 rounds if all that was on the frontline.
last turn he had 450 unused cash too, that's a crawler replicate plus missiles for every frontline fang
Could you give an example of what you mean by staying more flexible in the early game? Would something like phoenix be less committal since you need to buy single target dps anyway?
Don't remember what I talked in the video, but usually i would mean: 1. to not tech anything 2. to not unlock anything expensive (it's fine to unlock like 50 cost sledgehammer) 3. to not build many squads of same unit (you have kind of committed into a build when you have 4x sledgehammers on the board for example).
Basically a board that doesn't have resources sink into it so you could sell any unit or take the board to any direction you want in the future.
if you were referring to the free unit drops and the fact that kepals unlocked the steel balls. So we have chaff + chaff clear + a little bit of single target dmg with the mustang crawler sniper opening. So we need a tank for the mustangs and something for single target damage. In these situations when the free unit drops are coming, instead of unlocking the balls its usually better to wait what options the drop will give. This way you can see what the enemy picks also. There could be a free fort for us which would be a lot better than balls. And if we get the fort we kinda want to get rid of the balls so it will become a useless deploy. So its a trade between be stronger now or have better resource management for a better late game comp.
You're one of the programmers?
Surrey the rat is not employed by mechabellum, he does have good insight into the game, though.
Title is “Pro Gamer” not “Programmer” btw :)
@@reinhardruescher2134 technically the title is "proplayer."