Mechabellum gameplay: Game 27 and 28. We broke into the 1100 MMR range. All games here are 1100+MMR
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- Опубликовано: 11 сен 2024
- We are playing Mechabellum pvp matches, the goal is to get and stay in the 1100 MMR range. Trying my best to stay in the 1100 MMR bracket, and slowly work towards the higher tiers.
Let's go!
Mechabellum #pvp gameplay.
Discord:
/ discord
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#Mechabellum #gaming #strategy #autobattle #robots #letsplay
#youtubegaming #youtubegamingchannel #mmr
Quite Interesting, watch a bit of mechabellum when it was early access, so not familiar with all the new units, but it seems like a great game.
It is actually a very good game. It is well balanced and quite the hard experience. You can be ahead for the whole game and then suddenly it all turns bad, but the other side is also true. So, it is a very rewarding experience to play this game.
Thank you for making videos. :) I can sympathise with the potato laptop a bit lol.
How exactly is the MMR calculated is this game?
The art of forcing mistakes. If you can see your opponent setting up to force you to do something so they can counter you, you can out-counter them! Well, Napoleon said something about not interrupting your opponent when they make mistakes, maybe he should interrupt himself making the mistake of trying to force you into a counterpick too obviously. Gotta be subtle about it.
I always think of this story about a Google machine learning program from a few years ago that beat a Go Grandmaster 4 out of 5 games. The Grandmaster won the fifth game by doing random things for a few turns until the machine made some mistakes he could capitalise on. That is my excuse for doing random things in games sometimes, nothing to do with me not knowing what I am doing at all I swear! I guess that does not work too well in a game like this where many unit picks and upgrades synergise with each other.
Ok, it will prob take an entire video to explain MMR, but it works roughly as follows. You start at a set amount, let's call it 100. Now, when you play someone that is of equal MMR and you win, you get let's say 10. Now you are at 110 MMR. If you win against someone that is higher, then you are between 15 and 25 and if you lose to someone with lower MMR you lose between I think 10 tot 20. This game is particularly harsh on MMR. When you are on a winning streak 2 wins in a row or more, then they push your opponents MMR higher and higher and when on a losing streak they push you opponents lower and lower. The point of MMR is to create a environment where you should win 50% of your games, once you hit your skill level MMR. The strategy to do random things can actually work, when there is an established meta, people know by looking at your first couple of units and know what build you are going for, so you get what we call anti-meta plays, where you play specifically in a way to punish anyone going with the normal stuff.
Ah yes, the tarantula - the unit that is only any good when my opponent plays it.
Hahaha, 100% correct. It is such a powerful unit, until we try to use it and then it all falls apart. But on special occasions when all the planets align, they will work for us. :)
Mass produced tier 2 units can be used as chaff, if facing a makeup that is weak vs the unit. Mass produced rhinos in game 2 when they had no single target killers might have been fun.
To be exact: wasps, rhinos, stangs, sledges are all legit mass production units. Sabers and stangs with antimissile vs storms or boats also work with mass production. Another use is production tech, where you mass produce something that produced something you get an improvement card for.
Game one, the opponent clustered their balls and fangs. One center missile would have seriously punished that layout, not that you needed it that game.
Thanks for the shoutout!
It is a pleasure, no worries man. Yes, I have been looking for opportunities to run mass rhino out, but I struggle to find opportunities to do so. That being said, yes mass Rhino could definitely have been fun. I find that I like to use tier 2 units as chaff, when I can open with sledgehammers or tarantulas... but I have not considered wasps as actual chaff units. I have accidentally used stangs as chaff before. Haha. Again, I greatly appreciate your inputs and your advise. Thank you very much.
@@PshycGamingChannel wasps with armor are good as chaff vs marksmen and melters. If they go multimelter or assault marksman the counter is ranged hacker.
@@ACriticalGeek mmmm... I have tried hackers a few times, but they have never worked for me. But this explains why, I have been trying to push them into the game, when the game state did not support it. Thank you for all your help.
@@PshycGamingChannel yeah, hackers are only usable vs high damage low hp units that they outrange. Which means those two unit types when they choose range dropping techs, or spider mines. They have other theoretical uses, but I haven’t had the occasion to test those situations out.
Worms are similar: specific use cases vs balls and melters, or as tanks for wasps in high bad environment (fire, acid) situations.
Now, thought experiment: storms into wasps or vice versa when they add tech to their stangs… they can’t hit both missiles AND wasps at the same time….
mmm, interesting. Do they stop firing in order to launch the missiles? I think they can do that at the same time. But it could be worth testing and seeing what the result will be. The only fear then is Fortress with barrage. That being said, if the storms can land electro magnetic bombs, all upgrade will be shut down. I have seen that there is this blender build that makes use of worms, basically swapping over to them quickly and getting 3 or so at a time. Apparently that is also quite strong.