Mechabellum | Multiplayer Matchmaking #14
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- Опубликовано: 4 сен 2024
- Having a go at some PvP games in Mechabellum. Robots innit.
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Indrid: "So expensive though!"
Señor Attack Specialist:
You should keep in mind that units which are unlocked - will not apear as drops - so u can unlock a unit to prevent it from being dropped to the enemy. So they should actually unlock those.
Indrid is starting to match up against much better players now that he has leveled up some. I’ll stay tuned to see how well he learns from his defeats. He’s done a good job of that so far.
Bob Ross painted a happy ole beating in that last one. I always loved Bob.
U shd hv just got ekectromag shots on ur snipers to disable those tech phoenixes
Leaning heavily into any specific type of unit early on tends to lead to trouble in later rounds. Being an aerial specialist and going heavy on phoenix’s led to your opponent countering with better phoenix’s later. Especially when it’s your specialism, as soon as the enemy start dropping anti air early you’re in for a rough ride. The typhoons should have been countered with marksmen, your arc lights were doing fine against the chaff but a Vulcan would have tipped it more, the marksmen then come into deal with the high HP units like typhoons which are decimating your chaff and aerial units.
I don't have the game yet, but "more chaff" as an answer to everything won't always work lol. Very surprised you didn't go tech disable on match 1, that should have shut down the biggest weakness hard.
I've been saying this since the first few videos. Fangs aren't the answer to all questions and more of one specific unit as a spam doesn't always bode well (looking at you Phoenixes)
My heart sank when he said no to the tech disable for marksmen - literally the perfect counter to ultra-buffed phoenix strat.
A suggestion: play ten matches without fangs. Learn what else works and break your dependency on that one unit so that you start using them appropriately rather than all the time.
It may not be the smartest play but whenever I see a unit I cannot unlock as a option I usually take it. Typhoons being a big one since their shield can be omni-useful.
The wasps decision in the first game I think was right process, wrong decision. Tanking for the phoenixes was a good idea, and it might have worked, but it's really really hard to keep the wasps safe from the mustangs.
Personally, my favorite way to punish an opponent with too many phoenixes is to spam forts with the AA tech. It's not subtle, but it often works extremely well - especially because an opponent with phoenixes is often relying on them for single target damage. With them gone, the forts live forever. The usual response to that is wraiths to tank the missiles, but you already had phoenixes yourself, so you're not really scared of that. On top of that, bubble keeps your chaff safe from at least a few storm volleys, and stops the mustangs from chewing them up. Shielded fangs and forts are a disgustingly durable combination.
Also, your opponent made the same positioning mistake you did with the mustangs a few games back, putting them right up against the flank line. Badgers right in their face would have removed a lot of their AA if you did want to go the wasp route. And you can back them up with wasps right behind if you like.
I love this series! Couple random thoughts, not that I'm an expert:
Don't forget mustangs have the missile interception tech, as do war factories. You don't necessarily need to hold out for a sabretooth drop. Also fangs counter wasps, so if you're going to buy wasps against a fang line you should at least place them behind your crawlers. If the fangs were shooting at something else the wasps would do a lot better. Also wraiths are more of an AOE damage dealer, not as great vs single target. Lastly, you seem to have an aversion to giant units but I've found that a wall of melting points, fortresses, or overlords can be absolutely crushing in the right situations.
I was thinking the same thing about the giant units. He had a lot of victories using the chaff and cheaper units but now that he is matching up against better players he’s probably going to need to start using the giant units too.
Just a thought, I'm not a big mechabellum player, but would some kind of long range AA with electromag have been a solution for match 1? Maybe something like mustangs with electromag and range could have theoretically disabled the respawning?
Double shot marksman with electromag. They counter shield and revive
@@willemvanderwath1178 Ah nice, so I had basically the right idea but the wrong unit :)
mustangs dont have disable tech.
The answer was AA Fortress for most of the game. It destroys that board. You simply can't build that much low HP air and hope to get away with it.
You really should start experimenting with typhoons, they can be upgraded with barriers and missiles
You always seem to struggle with air but i rarely see you getting Stangs, for me they are a top tier unit especially if upgraded correctly
Not trolling - genuinely want to know - why do you never take the typhoons?
Robots, innit?
We neeeeeed moooore! 😅
Why don't u invest tech into mustangs early?
Theyre soo good at air an ground units early on
EMP deals with all tgech bullshit soo emp on your marks would have lessened the amount that popped back up
why never get high health units lol