Overexplaining a Mechabellum game: th-cam.com/video/9005aDsQgCU/w-d-xo.html UPDATE September 2024: I see people asking if the rules are still relevant and the answer is YES. Every single one of them is correct and you should OBEY THEM. Some changes: Rule #4 (counter one unit type with one unit type): Obey this rule, but sometimes you have two unit types to counter one unit type because of the free unit drop. It's ok to take a duplicate role, but never tech multiple units that do the same role. And sometimes in this scenario start selling out of the worse one. Rule #5 (never tech units before round 4): This is a little bit more flexible now. A hard rule here is to never tech units before you see the first unit drop. But in 90% of cases it's not a good idea to tech units before round 4 still. Spells are also a lot better since games are faster now. Picking the best spells like underground threat on round 2 or 3 is ok. Additional advice: Skip most of the economy cards, they are not good Pick every spell round 6+
lyrics: ALWAYS use all of your available free deployments ONLY counter ONE unit type with ONE unit type DON'T pick starting specialists without chaff DON'T pick cards that you are not going to use this turn On Round 1: ALWAYS buy two chaff (or 1 chaff + 1 arclight, but only if you didn't start with arclights) Before Round 4: DON'T tech any unit DON'T upgrade chaff DON'T buy a single sentry missile, shield, or any kind of temporary device or upgrade DON'T pick any usable spell DON'T upgrade ATK or DEF from the tower Before Round 7: DON'T loan After Round 7: ALWAYS loan
great rules of thumbs! i actually really liked the : Dont take a card you wont use this turn. its good to stop ''what-if'' scenarios from crowding your game plans. and 50 credit is 50 credit.
1. 1:40 Don't pick starting specialists without chaff 2. 1:50 On round 1, always buy 2 chaff (substitute 1 arclite if none) 3. 1:56 Every round, use all your available free deployments 4. 2:07 Counter one unit type with one unit type 5. 2:49 Don't tech any unit before round 4 6. 3:16 Don't upgrade chaff 7. 3:39 Don't buy sentry missile, shield or anything temporary before round 4 8. 3:51 Don't pick any usable spell before round 4 9. 4:00 Don't upgrade ATK or DEF from tower before round 4 10. 4:07 Don't pick cards that you are not going to use this turn 11. 4:15 Loan every round after 7, never before Bonus: 12. 4:40 Always leave 3 spaces between units Build the right chaff, build 3x more than you think th-cam.com/video/nFhlX6JG77A/w-d-xo.html And one from me Sell your weakest unit (perhaps something just countered) each turn. Thanks for your tips Surrey
Excellent guide. Really understanding these principles and working them into your play will improve your results 100%. Follow them to a T until you reach 1500+, "Learn the rules like a pro, so you can break them like an artist.". Shifting from trying to win early rounds into setting up for success in later rounds alone is a big upgrade. Another angle to think about is refining/upgrading mindset; if something works against you, practice calming down and reflecting/analyzing to the root of WHY and what you can do differently next time - rather than succumbing to emotions, impulsively insulting your opponent & their tactics, then jumping into the next game tilted and having learned nothing. Bad mindset stifles progress in game and every other domain of life so taking the opportunity to work on it here pays off incredibly well.
This is one rare game where I don't mind matching with high level /experienced players because it's not so much skill based, it's all tactics and mindset. I play it like it's a grand mech chess game and while there's obvious hard counters for units, the tech upgrades give so much variety and options for how you play. One game you're using Fangs as sheer fodder so that your rockets can fire on them, the next game the Fangs are fully upgraded with fire ammo actively doing work on the enemy front line. I truly hope the best for this game. For any new players - patience is a virtue and OP is right about maintaining cool. I've had complete wipe outs for the first 5 rounds and then suddenly did the perfect upgrades and completly turned the tide, forcing them to spawn other units in, that I'm already set up to counter. My favourite "tide turner" is to simply put 2 crawlers on the far flanks in round 4 or 5. Worst case they distract units and force the opponent to spend resources on the flanks, best case they get through and take a tower, giving you the debuff needed to win the round and even the score!
I said something similar on league of legends comment section and I was battered with so much hate it's unbelievable xD Guess people never change :v I recently started playing mechabellum and it's alright but I don't intend to become a pro. Just a nice time killer ;)
These are great, RAT. I’ve been posting Mechabellum content for over a month. I’ve participated in tournaments, had coaching from high level players, etc. Yet my MMR has now crashed below 600. I need to get back to basics with the game.
I love roleplaying with the organised mech army, 80% fangs 20% fodder. They think you're a noob until you fully upgrade the fangs and start cutting through them with immense firepower (and shield gens to protect the Fangs!)
@@SurreyEZThanks! Been looking for advice on how to improve for a while. My biggest takeaway was choosing 1 unit to counter another. I'm enjoying the game much more now, even when I lose.
nice! good job! The game has changed a bit because of the free units but most of the stuff from my guides still apply. There's new stuff to teach but im waiting for the game to stabilize a bit
Watched this video, spectated a 2k MMR game and your "the game is won in the final rounds" comment was so on point. I came in at round 6, one guy was winning with 4k+ HP while the other guy has 200hp. The guy is 200hp came out of nowhere and smoked the one who was winning all game.
commenting to say thanks for the guide. I am far more competitive, making games more fun (and winning more) after only a couple hours of practicing these rules. I now watch this video before each play session to remind myself of mistakes NOT to make. two thumbs up!
Man, my MMR was around 900 when I saw your video, was winning like 60% of games. I tried the tips in the video, won 10 games IN A ROW, and now my MMR is 1350. Thank You!
Holly rat! Just do nothing but rules and units and... won 5 games a row ea si ly. Bloody miracle. Thx dude and gl. Gr8 channel btw, love yr avatarat a tot )
So there I was at 850mmr slowly building a board up. She had been using missiles and spells throughout the game while I had been building up a board with chaff, enough clear for the little she laid down, and a generally balanced board ready to quickly clear her sledges. Naturally I had lost 4 straight turns , having been whittled down. A swingy lvl 3 wraith drop and it turns out mustangs I had down didn't do much. I responded with marksmen and learned that 3 lvl 1 marksmen don't do much to 2 wraiths as I'm down to 160 hp having cleared everything, but the wraiths. Learning a marksmen counter will never work, I turn 7 loan with ranged melters and wipe the floor with my better board over the next several turns. Great beginner tips!
I have an MMR of 400, and this is one of my favorite games ever... but if I stopped playing the way I wanted to in pursuit of a higher MMR, I wouldn't enjoy it nearly as much.
Just tried it, got 6w 1L, +100MMR from 1052. Thanks Surrey, website is very helpful too! Won three with mass factory win and just out tempo-ing in general!
I'd make mechamonarch on a seperate screen a rule, I often just pick units from there. On a 15 win stream after getting the game yesterday using most of these rules.
Rule 1: Don't pick starting specialists without chaff Rule 2: On round 1, always buy 2 chaff (or 1 chaff + 1 Arclight, but only if you didn't start with arclights) Rule 3: Every round, use all your available free deployments Rule 4: Counter one unit type with one unit type Rule 5: Don't tech any unit before round 4 (same with giants) Rule 6: Don't upgrade chaff The goal of the game is to win the last rounds, not the early rounds. Rule 7: Don't buy a single sentry missile, shield of any kind of temporary device or upgrade before round 4 Rule 8: Don't pick any usable spell before round 4 Rule 9: Don't upgrade ATK or DEF from tower before round 4 Rule10: Don't pick cards that you are not going to use THIS turn Rule11: Don't loan before round 7 and always loan on round 7 and after Rule12: Always leave 3 spaces between units you deploy
don't upgrade them or tech them unless you are going mass fangs early. If a situation arises in the midgame that fangs actually seem like they do something and the enemy has no counter for them, tech and upgrade them and build more of them all during the same turn
@@JohnDoe-ro4nf Not consistent. But it can work very well if enemy's board is weak to it (marksmen, storms, etc.) or you get very good cards (sub crawler, speed spec)
I think around 1500-1600 mmr the skill is very varied - I have definitely faced some good players, possibly not main accounts. When I started playing mechabellum and around the time mmr was introduced, I was about 1850 player, playing more often then I do now. I took a break and came back - I quickly rose to 1700 but then lost some games to lower rated players trying not to playing boring (as a rule I try not to play any set type of units as that makes the game boring, part of the fun is suboptimal play). So i went from 1700 to 1500 - yes that means I am not very good at the game but I tend to win vs 1700+ players and lose more often to lower rated players who play certain meta strats especially if I am not familiar with that strat - it takes a lot of time to understand every unit interaction especially with some new units I have never played against. I dont have time to play more than a game or 2 a day and even then not every day. I guess what I am getting to is even playing at a fairly decent level (winning games against tournament winners many times) you can run into many issues because its hard to pivot out of many untraditional units and especially at lower MMR your opponents all play very different than you would expect - i have an easier time vs higher rated players. That being said I dont play standard and I rarely play a unit just because its considered good so this is not an optimal winining strategy.
thanks! Yea, hopefully they are just overly cautions and don't limit my videos :D Didn't really cross my mind to avoid these terms in the video titles and description
Hmm about the macdonlds study it makes sense. I did computer science and in some optimisation problems you find out that you can hit a local maximum. Meaning that your system is very good at doing X thing. Selling burgers here. Since it is a local maximum deviation form it( the MacDonald system in this case) will only go down... BUT this does not mean that there are no higher maximums. For you to reach them you have to accept that you will do many many things that will lower your output UNTIL you start getting closer to another local maximum. TLDR following an established system is good. But though luck or sheer effort you might find a whole new system that is actually BETTER. Selling burgers to humans or playing mechabellum might both be NP difficult computational problem XD
Ключевое правило - не всегда стоит следовать правилам) И еще одно главное правило. Увидел что то хорошее у врага, запомни и используй в будущем. Я например так Рино с бомбой и фотонкой подсмотрел. Не знал что она блокирует электромагнитку. Но вот с хакерами проблемы) Которые впрочем решает артиллерия и т.д.)
Clarification on Rule #7. What do you mean by upgrade? Like dont upgrade any units? Or are you talking about temporary upgrades like the mass photon coating?
for example the 1 round speed and range from tower, don't know what else to call them :) I'm suspecting more of them will be added to the game so tried to invent a general name for them
Thank you so much! Love your videos! Is there any chance you could do an in-depth review of one of the games: why buy this unit, this tech, place it here at this moment? I want to understand the logic behind some of the choices and it's not always clear how, say, mobile beacon works, or which unit counter work for a current situation and which aren't. For example, I saw many people struggle with combination of enemy units, that aren't difficult to counter by themselves, but together are very tought to deal with - say, phoenixes, balls and crawlers
I could do like an overexplained game sure! I have a couple replay analyses on my channel where I talk a little bit more than usual but probably don't contain the kind of information you are looking for. But here's some examples: th-cam.com/video/wqSpCJXkElI/w-d-xo.html and th-cam.com/video/AROrKEFWbd0/w-d-xo.html
Hey Rat, I was wondering if youd still recommend always choosing a starter with chaff as a hard and fast rule. It seems now Im getting starts where only 1 card of 4 has chaff, and that can sometimes be a less than optimal choice. This video has helped me a lot though thanks
I’ve been fallowing the rules 90% of the time and I’m still losing! I don’t know what I’m doing wrong. All my opponents rush one side and get a level2 overlord turn 3 because they are giant/air spec. Also I can’t deal with archlight spam
you need to work on your counters! Arclights are easily dealt with fortresses. Against early boats, it's ok to lose a couple of rounds. If you win the chaff war, even one phoenix will clean up his air
Hey great content. I was wondering about rule 11 dont loan before 7 and always loan on round 7 and after. Dont you loose 100 credits for each loan? So why would i do that every round after seven?
What about spending an additional 50 to allow for another unit deployment? This is something I do frequently. 50 seems cheap, and getting to put an additional down seems good value.
It's a tricky ability since it's so board dependent. I find it often to be a mistake to use it early on unless you get a subsidized or mass produced card. It's good to save a little bit of money when you are approaching mid game so you can do a powerful turn that counters everything the opponents has been developing. Later you should use it every round probably
I struggle the most with the early game. I hate going chaff into arclights and it always feels Like I have to dedicate 2-3 rounds to deal with starting stormcallers
go fangs into arcs and sledges, crawlers into mustangs and storms. In this situation, when you get shield mid game the game changes in your favor by a lot if he has been building arcs or sledges and you have a counter for them behind your fangs. If enemy is often starting with 3 arcs they usually deploy them symmetrically, 1 in front of both towers and 1 in the middle. You can try for example rushing one side with all your stuff so it's only 1 arc vs all your 3-4 crawlers and then you kill the rest while his tower is dead
I watched the video, and then I clicked on one of your videos where you unlocked tech on round 2 (range on fangs) lol. But also, do you really always buy chaff on round 1? What about in a situation where you start phoenix crawlers and need some anti-chaff clear? Is it ok to pick up arclights or should I pick up fangs? For context, my mmr is 1300.
The rules apply to most situations! when doing fang push you need to go range on round 2. For techs, I sometimes go early replicate or early mustang range or phoenix/wasp jump drive but that's about it. In your specific situation it depends if the enemy starts with fangs or crawlers or arcs. If they start with 3 arc, i go 2 fang turn 1, if they start with fang i go 2 crawlers turn 1 and round 2 i build 2 mustang or 2 storm caller. If they start with crawler I deploy aggressively on one side and go 1 arclight with army and 1 fang to defend the lone tower. Going chaff turn 1 enables you to counter the enemy better in the future. It's not the best unit to win round 1 or even 2. It's about building a board that is better in the future while trying to take minimum damage.
Excellent advice, a little lacking in the Empathy department, but Rat is a hardened veteran in a game who's main objective centers around domination. This should be labeled "Mechabellum basic training", do this first before you have thoughts of your own.
I would completely avoid marksmen and wasps. And use arc lights only early game. You should probably build 1-2 storms in almost every game. Sledges and balls are good when the right situation arises, but they are not good in most boards because they have big counters.
hi, is the temporary tower upgrade to recruit rank 2 units instead of rank 1 a bait? sometimes especially in mid game i feel like even if i hard-counter what an enemy does with a rank 1 unit, they get evaporated by random stuff before they can be relevant
Usually. There is very little use cases for it before like round 5. Sometimes for example you need lev2 marksmen to counter enemy wraith push or something, but very rarely. In mid game they are good to recruit 3x lev 2 medium units like sledges or balls. Sometime good late game to recruit lev2 factory or forts.
@@SurreyEZ thanks for answering. i'm doing much better thanks to the rules in this video. however, today i got completely rekt by someone who aggressively used consumables and spells starting from round 1, he always missiled, shielded, used a spell every single round and the game ended before i could put a board together. how do i deal with this?
@@shrandis you can match his spending by spending a little bit less than him. Or going more heavily into units that are very good early game and worse lategame (like arclight, sabertooth, rhino)
@2:20, how can a board of many crawlers defeat some mustangs, and some Vulcans, and some Rhinos? I mean clearly you supported your crawlers, but a Vulcan would seemingly wipe out 20x crawler numbers. You must have also been dropping damage over the top of your crawlers to such a degree that some crawlers persisted despite a large portion of them being wiped out.
What's the logic behind the rule 11? I've seen you do the loans in your games, but I've never understood why - seems like you're just consistently down 100 supply after turn 7.
The game is about to end. Time to get the free money. Upgrading chaff is not worth it for how much longer they survive. Better to use the economy somewhere else. It also gives a lot more experience to the enemy so his valuable units will level faster thus creating economy for the enemy as well
@@SurreyEZ jesus I cant read... thanks... I try to keep up with your ideas, but it's hard, you ever thought about to give some lessons. I lost so much MMR due to testing and it sucks to not see the own mistakes.
started with mustangs crawlers, I got 2 fangs round one. He had arclights. I died very fast. Got arclights round 2 he had phenix I died very fast. Got hammers round 3 he had a vulcan. And then it was over cus he mass missiled.
mustang + crawler hard opener because they get countered early game by the same unit (vulcan/arclight). It's a lot better when you deploy aggressively on one side
I find that playing around 1400 mmr you find all sorts of retarded bullshit especially people selling units and going into tech switchs, lots of rushes, people who are just full on autistic and know prescisely how to get your counter units stuck on tanks while phoenixes shoot you or throw crawlers on your flanks to screw up storm callers, and my personal favourite are people who abuse the mobile beacon for the purpose of killing your towers or distracting units or getting their war factories to dodge your stuff. Its just not fun even when I win because its stressful and frustating to deal with people who just go go from cheese into more cheese or again are just so autistic they know how to perfectly counter you. The other problem I have is that many of the games I win id say 50% im completely dominating the entire match while others are back and forth see saws where I find the last rounds are incredibly swingy due to one person suddenly dumping all their resources into a final tech like photon overlords. My losses however are usually close and I find a lot of them I get trapped near the end or I dont know how to finish the other person off and I throw the game, id say thats 90% of my losses where maybe another 10% are like Mustangs dont counter Wraiths with armour upgrade or someone got lucky with a card that clinched the game. I think one massive problem I find with the game is that I have prefered starting compositions and things I like to start with like the speed upgrade, aeriel spec, giant spec or heavy armour with certain unit comps. I absolutely hate using sledge hammers and storm callers because I do not know how to use them effectively and some times I just get trapped into using them and I lose. Another aspect is that fully upgraded arclights do not counter fangs with sheild upgrade, I find using Vulkans are mandatory. All in all im just not really enjoying this game and I think the biggest problem is that I want a standard opener and composition that I can always use instead of being hit with RNG. It comes to the point of the flaws of Mechabellum in why an auto battler game sucks is because it boils down to controlling your units to attack the right things is a lot more skill demanding and rewarding than people who autistically know how to exploit game mechanics and memorize counters, anit counters, unit possitioning, tech choices etc. It ceases to be a fun game that rewards people and instead I think it devolves into a situation where I find the majority of my games fall into three different sorts of categories. I thought the game was more fun at lower mmr brackets where I didnt know what I was doing but I would immediately tech into linked balls and then the draining balls, fast forward to today im usually selling my balls or only teching into the thing that drops crawlers on death.
Against many pushes it comes down to how you deploy your starting units so that they don't get pulled in the flank. Also you are probably building way too few chaff and panic by trying to counter the enemy instantly. It's ok to lose 4 rounds in a row while building a board that eventually wins. Big swings in late game happen usually because many of your unit types are countered by a single unit type, making your whole composition very vulnerable. Need to build more synergetic comps to not get into this situation late game
I am in a similar situation where these cheesy comps are played and it can be very difficult to think of the solution off rip. You almost never see this stuff played at higher levels. I'd just love to see a higher mmr player smurf so I can see how they counter this so easily
Deciding people who play differently than you must have Autism is a terrible idea, either don't do it, or if you must do it, consider not sharing those ideas with others.
@@G3arsguy529 There are some "knowledge constraints" in this game. When you rise in mmr you will encounter a lot of these special strategies that one player has been doing for 150 games in a row. And if you don't know the proper answer right away it's auto lose. Just have to analyze the game and beat it next time. But can be frustrating sometimes because it feels like you don't even get to play the game
I went from 300 to 650 in two days but honestly it became another game and not is fun anymore 🥲 How the ancients say the knowledge grow sadness, i suppose that on high mmr it’s more mind-tricks-fun or bluffing-fun, but the first ten hours of me playing mechabellum, when you just spam whatever you like or cosplaying something, i think this was the best time, now im sitting here, learning openers and etc 😢
Overexplaining a Mechabellum game: th-cam.com/video/9005aDsQgCU/w-d-xo.html
UPDATE September 2024:
I see people asking if the rules are still relevant and the answer is YES. Every single one of them is correct and you should OBEY THEM.
Some changes:
Rule #4 (counter one unit type with one unit type): Obey this rule, but sometimes you have two unit types to counter one unit type because of the free unit drop. It's ok to take a duplicate role, but never tech multiple units that do the same role. And sometimes in this scenario start selling out of the worse one.
Rule #5 (never tech units before round 4): This is a little bit more flexible now. A hard rule here is to never tech units before you see the first unit drop. But in 90% of cases it's not a good idea to tech units before round 4 still.
Spells are also a lot better since games are faster now. Picking the best spells like underground threat on round 2 or 3 is ok.
Additional advice:
Skip most of the economy cards, they are not good
Pick every spell round 6+
lyrics:
ALWAYS use all of your available free deployments
ONLY counter ONE unit type with ONE unit type
DON'T pick starting specialists without chaff
DON'T pick cards that you are not going to use this turn
On Round 1:
ALWAYS buy two chaff (or 1 chaff + 1 arclight, but only if you didn't start with arclights)
Before Round 4:
DON'T tech any unit
DON'T upgrade chaff
DON'T buy a single sentry missile, shield, or any kind of temporary device or upgrade
DON'T pick any usable spell
DON'T upgrade ATK or DEF from the tower
Before Round 7:
DON'T loan
After Round 7:
ALWAYS loan
Lyrics????
@@HammerFell- So you can sing along
As a McDonald's franchise owner, these tips were super helpful! Thanks Rat!
glad to help your chain ! :D
great rules of thumbs! i actually really liked the : Dont take a card you wont use this turn. its good to stop ''what-if'' scenarios from crowding your game plans. and 50 credit is 50 credit.
1. 1:40 Don't pick starting specialists without chaff
2. 1:50 On round 1, always buy 2 chaff (substitute 1 arclite if none)
3. 1:56 Every round, use all your available free deployments
4. 2:07 Counter one unit type with one unit type
5. 2:49 Don't tech any unit before round 4
6. 3:16 Don't upgrade chaff
7. 3:39 Don't buy sentry missile, shield or anything temporary before round 4
8. 3:51 Don't pick any usable spell before round 4
9. 4:00 Don't upgrade ATK or DEF from tower before round 4
10. 4:07 Don't pick cards that you are not going to use this turn
11. 4:15 Loan every round after 7, never before
Bonus:
12. 4:40 Always leave 3 spaces between units
Build the right chaff, build 3x more than you think th-cam.com/video/nFhlX6JG77A/w-d-xo.html
And one from me
Sell your weakest unit (perhaps something just countered) each turn.
Thanks for your tips Surrey
Excellent guide. Really understanding these principles and working them into your play will improve your results 100%. Follow them to a T until you reach 1500+, "Learn the rules like a pro, so you can break them like an artist.". Shifting from trying to win early rounds into setting up for success in later rounds alone is a big upgrade. Another angle to think about is refining/upgrading mindset; if something works against you, practice calming down and reflecting/analyzing to the root of WHY and what you can do differently next time - rather than succumbing to emotions, impulsively insulting your opponent & their tactics, then jumping into the next game tilted and having learned nothing. Bad mindset stifles progress in game and every other domain of life so taking the opportunity to work on it here pays off incredibly well.
This is one rare game where I don't mind matching with high level /experienced players because it's not so much skill based, it's all tactics and mindset. I play it like it's a grand mech chess game and while there's obvious hard counters for units, the tech upgrades give so much variety and options for how you play. One game you're using Fangs as sheer fodder so that your rockets can fire on them, the next game the Fangs are fully upgraded with fire ammo actively doing work on the enemy front line. I truly hope the best for this game. For any new players - patience is a virtue and OP is right about maintaining cool. I've had complete wipe outs for the first 5 rounds and then suddenly did the perfect upgrades and completly turned the tide, forcing them to spawn other units in, that I'm already set up to counter. My favourite "tide turner" is to simply put 2 crawlers on the far flanks in round 4 or 5. Worst case they distract units and force the opponent to spend resources on the flanks, best case they get through and take a tower, giving you the debuff needed to win the round and even the score!
I said something similar on league of legends comment section and I was battered with so much hate it's unbelievable xD
Guess people never change :v
I recently started playing mechabellum and it's alright but I don't intend to become a pro. Just a nice time killer ;)
@@TheAzorg That's to be expected from the Ligma Legends community
Fantastic tips. My MMR doubled in two days. Your Channel is as excelent as your gameplay. Best regards and thanx!
nice work!
These are great, RAT. I’ve been posting Mechabellum content for over a month. I’ve participated in tournaments, had coaching from high level players, etc. Yet my MMR has now crashed below 600. I need to get back to basics with the game.
I love roleplaying with the organised mech army, 80% fangs 20% fodder. They think you're a noob until you fully upgrade the fangs and start cutting through them with immense firepower (and shield gens to protect the Fangs!)
Great guide. Would also be nice to maybe release a guide on basics of positioning (late arriving chaff etc.) and importance of chaff in general.
thanks for suggestion!
Followed the rules and I've gone from 70 mmr to 400 mmr today 😎
good job! :D
@@SurreyEZThanks! Been looking for advice on how to improve for a while. My biggest takeaway was choosing 1 unit to counter another. I'm enjoying the game much more now, even when I lose.
I'm just here to say thank you, brother. The tips work wonders in low elo and I'm well on my way to the 1000+ MMRs.
nice! good job! The game has changed a bit because of the free units but most of the stuff from my guides still apply. There's new stuff to teach but im waiting for the game to stabilize a bit
this actually helped a lot, i knew some rules and some were just naturally clear. But some were totally new ! THANKS
glad it helped !
Watched this video, spectated a 2k MMR game and your "the game is won in the final rounds" comment was so on point. I came in at round 6, one guy was winning with 4k+ HP while the other guy has 200hp. The guy is 200hp came out of nowhere and smoked the one who was winning all game.
commenting to say thanks for the guide. I am far more competitive, making games more fun (and winning more) after only a couple hours of practicing these rules. I now watch this video before each play session to remind myself of mistakes NOT to make. two thumbs up!
Man, my MMR was around 900 when I saw your video, was winning like 60% of games. I tried the tips in the video, won 10 games IN A ROW, and now my MMR is 1350. Thank You!
nice! :D
Thank you for this easy guide. I will try to apply them in my games and will update when my MMR rises.
Thanks for this short yet very detailed guide !
This video is after 10 months, but it still helps. Ty.
no problem! Yes still relevant. Spells are a lot better now than they were 10 months ago.
Holly rat!
Just do nothing but rules and units and... won 5 games a row ea si ly.
Bloody miracle.
Thx dude and gl.
Gr8 channel btw, love yr avatarat a tot )
Ha, I was one of them. I was going through some testing...when a 2.2k rat came and ruined my day
I was forcing Crawler Boats :(
Mamma always aid: "Don't break two laws at once"
Think that goes for these rules too.
thats a good saying :D
. (Tactical dot to increase engagement for TH-cam search engine)
thanks :D
Fantastic tips! I will attempt to do better.
So there I was at 850mmr slowly building a board up. She had been using missiles and spells throughout the game while I had been building up a board with chaff, enough clear for the little she laid down, and a generally balanced board ready to quickly clear her sledges. Naturally I had lost 4 straight turns , having been whittled down. A swingy lvl 3 wraith drop and it turns out mustangs I had down didn't do much. I responded with marksmen and learned that 3 lvl 1 marksmen don't do much to 2 wraiths as I'm down to 160 hp having cleared everything, but the wraiths. Learning a marksmen counter will never work, I turn 7 loan with ranged melters and wipe the floor with my better board over the next several turns.
Great beginner tips!
Bruh i followed your tips and went on a dank win streak to 400mmr. Paholaisen voima perkele!
Nice! Well done! :D
I can work with every other rule, but telling me not to gamble on cards?? noooooo I can't give that up
I have an MMR of 400, and this is one of my favorite games ever... but if I stopped playing the way I wanted to in pursuit of a higher MMR, I wouldn't enjoy it nearly as much.
Just tried it, got 6w 1L, +100MMR from 1052. Thanks Surrey, website is very helpful too! Won three with mass factory win and just out tempo-ing in general!
nulling my first comment had a bad streak against smurfs, these rules are awesome
I'd make mechamonarch on a seperate screen a rule, I often just pick units from there. On a 15 win stream after getting the game yesterday using most of these rules.
nice! glad it was useful. Keep on climbing !
Amazing! Thank you!!!
This is nice, thanks ratsy!
I'm 900 mmr. Ive been playing donut rush and I've been crushing it this week.
Nice! It's a good strat especially with aerial specialist
Thanks for the help!
more rules please!
Thank you
Played some 2v2 with a buddy last night, he was very new, and he had some strange compositions and such,g ave him many of these tips :)
Rule 1: Don't pick starting specialists without chaff
Rule 2: On round 1, always buy 2 chaff (or 1 chaff + 1 Arclight, but only if you didn't start with arclights)
Rule 3: Every round, use all your available free deployments
Rule 4: Counter one unit type with one unit type
Rule 5: Don't tech any unit before round 4 (same with giants)
Rule 6: Don't upgrade chaff
The goal of the game is to win the last rounds, not the early rounds.
Rule 7: Don't buy a single sentry missile, shield of any kind of temporary device or upgrade before round 4
Rule 8: Don't pick any usable spell before round 4
Rule 9: Don't upgrade ATK or DEF from tower before round 4
Rule10: Don't pick cards that you are not going to use THIS turn
Rule11: Don't loan before round 7 and always loan on round 7 and after
Rule12: Always leave 3 spaces between units you deploy
Don't upgrade chaff is tricky for me. Sometimes I don't know whether my fangs are going to be chaff or actually important.
don't upgrade them or tech them unless you are going mass fangs early. If a situation arises in the midgame that fangs actually seem like they do something and the enemy has no counter for them, tech and upgrade them and build more of them all during the same turn
@@SurreyEZ Moro! What is your opinion on massed crawlers with the speed and damage techs?
@@JohnDoe-ro4nf Not consistent. But it can work very well if enemy's board is weak to it (marksmen, storms, etc.) or you get very good cards (sub crawler, speed spec)
I think around 1500-1600 mmr the skill is very varied - I have definitely faced some good players, possibly not main accounts. When I started playing mechabellum and around the time mmr was introduced, I was about 1850 player, playing more often then I do now. I took a break and came back - I quickly rose to 1700 but then lost some games to lower rated players trying not to playing boring (as a rule I try not to play any set type of units as that makes the game boring, part of the fun is suboptimal play). So i went from 1700 to 1500 - yes that means I am not very good at the game but I tend to win vs 1700+ players and lose more often to lower rated players who play certain meta strats especially if I am not familiar with that strat - it takes a lot of time to understand every unit interaction especially with some new units I have never played against. I dont have time to play more than a game or 2 a day and even then not every day. I guess what I am getting to is even playing at a fairly decent level (winning games against tournament winners many times) you can run into many issues because its hard to pivot out of many untraditional units and especially at lower MMR your opponents all play very different than you would expect - i have an easier time vs higher rated players.
That being said I dont play standard and I rarely play a unit just because its considered good so this is not an optimal winining strategy.
The video has been flagged with information about MMR vaccines. So good job TH-cam!
Otherwise, TH-cam fuckery aside, great rules Surrey!
thanks! Yea, hopefully they are just overly cautions and don't limit my videos :D Didn't really cross my mind to avoid these terms in the video titles and description
Yeah, I wouldn't have thought about it either!
Thank you great video
Hmm about the macdonlds study it makes sense.
I did computer science and in some optimisation problems you find out that you can hit a local maximum.
Meaning that your system is very good at doing X thing. Selling burgers here.
Since it is a local maximum deviation form it( the MacDonald system in this case) will only go down...
BUT this does not mean that there are no higher maximums.
For you to reach them you have to accept that you will do many many things that will lower your output UNTIL you start getting closer to another local maximum.
TLDR following an established system is good. But though luck or sheer effort you might find a whole new system that is actually BETTER.
Selling burgers to humans or playing mechabellum might both be NP difficult computational problem XD
Rulr 6... like dont level up chaff or dont give upgrades ever?
Ключевое правило - не всегда стоит следовать правилам)
И еще одно главное правило. Увидел что то хорошее у врага, запомни и используй в будущем. Я например так Рино с бомбой и фотонкой подсмотрел. Не знал что она блокирует электромагнитку. Но вот с хакерами проблемы) Которые впрочем решает артиллерия и т.д.)
i love the website, thank you
Clarification on Rule #7. What do you mean by upgrade? Like dont upgrade any units? Or are you talking about temporary upgrades like the mass photon coating?
for example the 1 round speed and range from tower, don't know what else to call them :) I'm suspecting more of them will be added to the game so tried to invent a general name for them
@@SurreyEZ oooh, yeah that makes a lot more sense 👍
So there is some MMR vaccine warning under your video and it just works. lol
:D yea this is the cure for mmr loss
Thank you so much! Love your videos! Is there any chance you could do an in-depth review of one of the games: why buy this unit, this tech, place it here at this moment? I want to understand the logic behind some of the choices and it's not always clear how, say, mobile beacon works, or which unit counter work for a current situation and which aren't. For example, I saw many people struggle with combination of enemy units, that aren't difficult to counter by themselves, but together are very tought to deal with - say, phoenixes, balls and crawlers
I could do like an overexplained game sure! I have a couple replay analyses on my channel where I talk a little bit more than usual but probably don't contain the kind of information you are looking for. But here's some examples: th-cam.com/video/wqSpCJXkElI/w-d-xo.html and th-cam.com/video/AROrKEFWbd0/w-d-xo.html
Hey Rat, I was wondering if youd still recommend always choosing a starter with chaff as a hard and fast rule. It seems now Im getting starts where only 1 card of 4 has chaff, and that can sometimes be a less than optimal choice. This video has helped me a lot though thanks
I mean sure, you need to prioritize the chaff options A LOT. But sometimes you get garbage specialist etc. so you need to pick something else.
I’ve been fallowing the rules 90% of the time and I’m still losing! I don’t know what I’m doing wrong. All my opponents rush one side and get a level2 overlord turn 3 because they are giant/air spec. Also I can’t deal with archlight spam
you need to work on your counters! Arclights are easily dealt with fortresses. Against early boats, it's ok to lose a couple of rounds. If you win the chaff war, even one phoenix will clean up his air
Thanks for the hints.
Was the AI stuffreally necessary? Your natural voice is totally fine
That voice at the end has be laughing. Is that an AI voice, RAT? It sounds like a real person. “Follow the f*ucking rules” 😂
:D yes it's AI. Lots of improvements in the AI sound department
@@SurreyEZDo you mind if I ask what AI voice you are using? It sounds terrific. Is it a specific program or software?
@@BillyMcMorran elevenlabs
Somehow youtube has a context warning about some insilico make believe stuff attached to the video.
Hey great content.
I was wondering about rule 11 dont loan before 7 and always loan on round 7 and after. Dont you loose 100 credits for each loan? So why would i do that every round after seven?
you get 200 credits instantly when you press the button, the game is almost always ending in 2 rounds
What about spending an additional 50 to allow for another unit deployment? This is something I do frequently. 50 seems cheap, and getting to put an additional down seems good value.
It's a tricky ability since it's so board dependent. I find it often to be a mistake to use it early on unless you get a subsidized or mass produced card. It's good to save a little bit of money when you are approaching mid game so you can do a powerful turn that counters everything the opponents has been developing. Later you should use it every round probably
I am pretty new to the game. Can you explain what it means to loan (rule 11). Thanks
rapid resupply from one of the towers
I struggle the most with the early game. I hate going chaff into arclights and it always feels
Like I have to dedicate 2-3 rounds to deal with starting stormcallers
go fangs into arcs and sledges, crawlers into mustangs and storms. In this situation, when you get shield mid game the game changes in your favor by a lot if he has been building arcs or sledges and you have a counter for them behind your fangs. If enemy is often starting with 3 arcs they usually deploy them symmetrically, 1 in front of both towers and 1 in the middle. You can try for example rushing one side with all your stuff so it's only 1 arc vs all your 3-4 crawlers and then you kill the rest while his tower is dead
@@SurreyEZ Thank you for the advice ill try it out.
Love the content btw
@@SurreyEZ Ok ya.. I climbed 800 mmr in one night. 10/10 would take advice again.
@@beware3586 thanks! really? :D nice job!
@@SurreyEZ 630ish up to 1338. so not exactly 800 but close enough. Seriously thank you!
Do the tips " don't upgrades your chaff " is still good ? i love upgrades my chaff but i'm just starting the game
mainly yes, usually like backline leveled crawlers area good idea
I was expecting some heavy memery here.
In that regard, I was let down. Or I am just too low elo to understand :D
no memes here! :D
I watched the video, and then I clicked on one of your videos where you unlocked tech on round 2 (range on fangs) lol. But also, do you really always buy chaff on round 1? What about in a situation where you start phoenix crawlers and need some anti-chaff clear? Is it ok to pick up arclights or should I pick up fangs? For context, my mmr is 1300.
The rules apply to most situations! when doing fang push you need to go range on round 2. For techs, I sometimes go early replicate or early mustang range or phoenix/wasp jump drive but that's about it.
In your specific situation it depends if the enemy starts with fangs or crawlers or arcs. If they start with 3 arc, i go 2 fang turn 1, if they start with fang i go 2 crawlers turn 1 and round 2 i build 2 mustang or 2 storm caller. If they start with crawler I deploy aggressively on one side and go 1 arclight with army and 1 fang to defend the lone tower.
Going chaff turn 1 enables you to counter the enemy better in the future. It's not the best unit to win round 1 or even 2. It's about building a board that is better in the future while trying to take minimum damage.
Excellent advice, a little lacking in the Empathy department, but Rat is a hardened veteran in a game who's main objective centers around domination. This should be labeled "Mechabellum basic training", do this first before you have thoughts of your own.
no empathy - only victory
Are there any units you should avoid building? Like are there units that are too weak to build or there are better units that do similar jobs?
I would completely avoid marksmen and wasps. And use arc lights only early game. You should probably build 1-2 storms in almost every game. Sledges and balls are good when the right situation arises, but they are not good in most boards because they have big counters.
hi, is the temporary tower upgrade to recruit rank 2 units instead of rank 1 a bait? sometimes especially in mid game i feel like even if i hard-counter what an enemy does with a rank 1 unit, they get evaporated by random stuff before they can be relevant
Usually. There is very little use cases for it before like round 5. Sometimes for example you need lev2 marksmen to counter enemy wraith push or something, but very rarely. In mid game they are good to recruit 3x lev 2 medium units like sledges or balls. Sometime good late game to recruit lev2 factory or forts.
@@SurreyEZ thanks for answering. i'm doing much better thanks to the rules in this video. however, today i got completely rekt by someone who aggressively used consumables and spells starting from round 1, he always missiled, shielded, used a spell every single round and the game ended before i could put a board together. how do i deal with this?
@@shrandis you can match his spending by spending a little bit less than him. Or going more heavily into units that are very good early game and worse lategame (like arclight, sabertooth, rhino)
These may have worked pre-release but most of these rules no longer apply
they certainly work and you should follow them. Small changes in the pinned comment
@2:20, how can a board of many crawlers defeat some mustangs, and some Vulcans, and some Rhinos? I mean clearly you supported your crawlers, but a Vulcan would seemingly wipe out 20x crawler numbers. You must have also been dropping damage over the top of your crawlers to such a degree that some crawlers persisted despite a large portion of them being wiped out.
they kill mustangs 1v1, kill the vulcan if you target lock it to a big unit and die to whirlwind
These rules don't apply to me, can you do some rules for people who are different too?
:D you can just reverse them!
Dictae Boelcke of Mechabellum
wait, rule 2, if your starting build is fangs do you still buy chaff?
usually 2 crawlers is the best, sets you up for the best unit drop turn
What's the logic behind the rule 11? I've seen you do the loans in your games, but I've never understood why - seems like you're just consistently down 100 supply after turn 7.
the game will end very fast, time to cash in the loans. If the game will end in 2 turns you are making profit
@@SurreyEZ Ah I see the math now. Thanks!
Any change to these rules with the new patch? 😮
spells are better since games are now faster. So it's ok to pick like underground threat round 2
Noob Question: What is meant with "loan"? How do i loan ingame?
from one of the two towers, rapid resupply
@@SurreyEZ Ah in my language it sounds a little bit confusing. Thank you!
Why should I always loan after round 7?
Also why neverbupgrade chaff? Wouldn't that make it chaffing longer?
The game is about to end. Time to get the free money. Upgrading chaff is not worth it for how much longer they survive. Better to use the economy somewhere else. It also gives a lot more experience to the enemy so his valuable units will level faster thus creating economy for the enemy as well
@@SurreyEZ thanks a lot
For rule 6, do you mean don’t upgrade chaff early game or ever. Cos some fang or crawler upgrade is essential mid to late game.
Never upgrade. And by upgrade i mean level up, you can buy a tech them for late game
yes please give me that juicy 2.7k mmr 🐀
🐀
Also why do i get a wikipedia article for MMR-Vaccination?XD
What a great voice (rules), where is this from?
its in the description!
@@SurreyEZ jesus I cant read... thanks... I try to keep up with your ideas, but it's hard, you ever thought about to give some lessons. I lost so much MMR due to testing and it sucks to not see the own mistakes.
Yeah… wtf 😂
Gone from 800 me to 1200 in two days.
Just follow the guide guys that’s all I’m saying.
Well, just tried it, first game, got destroyed at round 4 ^^'
started with mustangs crawlers, I got 2 fangs round one. He had arclights. I died very fast. Got arclights round 2 he had phenix I died very fast. Got hammers round 3 he had a vulcan. And then it was over cus he mass missiled.
mustang + crawler hard opener because they get countered early game by the same unit (vulcan/arclight). It's a lot better when you deploy aggressively on one side
I find that playing around 1400 mmr you find all sorts of retarded bullshit especially people selling units and going into tech switchs, lots of rushes, people who are just full on autistic and know prescisely how to get your counter units stuck on tanks while phoenixes shoot you or throw crawlers on your flanks to screw up storm callers, and my personal favourite are people who abuse the mobile beacon for the purpose of killing your towers or distracting units or getting their war factories to dodge your stuff. Its just not fun even when I win because its stressful and frustating to deal with people who just go go from cheese into more cheese or again are just so autistic they know how to perfectly counter you.
The other problem I have is that many of the games I win id say 50% im completely dominating the entire match while others are back and forth see saws where I find the last rounds are incredibly swingy due to one person suddenly dumping all their resources into a final tech like photon overlords. My losses however are usually close and I find a lot of them I get trapped near the end or I dont know how to finish the other person off and I throw the game, id say thats 90% of my losses where maybe another 10% are like Mustangs dont counter Wraiths with armour upgrade or someone got lucky with a card that clinched the game.
I think one massive problem I find with the game is that I have prefered starting compositions and things I like to start with like the speed upgrade, aeriel spec, giant spec or heavy armour with certain unit comps. I absolutely hate using sledge hammers and storm callers because I do not know how to use them effectively and some times I just get trapped into using them and I lose.
Another aspect is that fully upgraded arclights do not counter fangs with sheild upgrade, I find using Vulkans are mandatory.
All in all im just not really enjoying this game and I think the biggest problem is that I want a standard opener and composition that I can always use instead of being hit with RNG.
It comes to the point of the flaws of Mechabellum in why an auto battler game sucks is because it boils down to controlling your units to attack the right things is a lot more skill demanding and rewarding than people who autistically know how to exploit game mechanics and memorize counters, anit counters, unit possitioning, tech choices etc. It ceases to be a fun game that rewards people and instead I think it devolves into a situation where I find the majority of my games fall into three different sorts of categories. I thought the game was more fun at lower mmr brackets where I didnt know what I was doing but I would immediately tech into linked balls and then the draining balls, fast forward to today im usually selling my balls or only teching into the thing that drops crawlers on death.
Against many pushes it comes down to how you deploy your starting units so that they don't get pulled in the flank. Also you are probably building way too few chaff and panic by trying to counter the enemy instantly. It's ok to lose 4 rounds in a row while building a board that eventually wins.
Big swings in late game happen usually because many of your unit types are countered by a single unit type, making your whole composition very vulnerable. Need to build more synergetic comps to not get into this situation late game
I am in a similar situation where these cheesy comps are played and it can be very difficult to think of the solution off rip. You almost never see this stuff played at higher levels. I'd just love to see a higher mmr player smurf so I can see how they counter this so easily
Deciding people who play differently than you must have Autism is a terrible idea, either don't do it, or if you must do it, consider not sharing those ideas with others.
@@BeefSandwiches The hilarious part of his comment is that the "autistic" players are all beating him 🤣
@@G3arsguy529 There are some "knowledge constraints" in this game. When you rise in mmr you will encounter a lot of these special strategies that one player has been doing for 150 games in a row. And if you don't know the proper answer right away it's auto lose. Just have to analyze the game and beat it next time. But can be frustrating sometimes because it feels like you don't even get to play the game
This was utterly useless. Where's the video?!
wisdom comes to those who are worthy
Bullcrap
This AI voice makes it impossible to watch, super annoying.
I went from 300 to 650 in two days but honestly it became another game and not is fun anymore 🥲 How the ancients say the knowledge grow sadness, i suppose that on high mmr it’s more mind-tricks-fun or bluffing-fun, but the first ten hours of me playing mechabellum, when you just spam whatever you like or cosplaying something, i think this was the best time, now im sitting here, learning openers and etc 😢
true! internet and fast knowledge sharing has ruined the experience of life
Yeah… wtf 😂
Gone from 800 me to 1200 in two days.
Just follow the guide guys that’s all I’m saying.
nice! :D