This was recorded live. I just poured my mind out. Probably missed something. Text version of technologies: mechamonarch.com/unit/ Other guides: Mobile beacon guide: th-cam.com/video/6H_tQ1eEvhM/w-d-xo.html Starting spec guide: th-cam.com/video/8vpGIqMwGYk/w-d-xo.html Item Guide: th-cam.com/video/NbK9XBTKlqE/w-d-xo.html Double MMR rules: th-cam.com/video/09pbB0q4Vrs/w-d-xo.html Chaff guide: th-cam.com/video/nFhlX6JG77A/w-d-xo.html Free unit drop guide: th-cam.com/video/B11kAYjJ6ew/w-d-xo.html Vertical/Horizontal position: th-cam.com/video/5Dr-d-WENSk/w-d-xo.html
By the way I didn't want to include an overview shot because I don't want people to copy my setup. I play only aggressively, I use some units for very specific purposes and it does not do any good for you to copy my load out if you don't know how to use it. Watch the video and let me explain when you should use certain techs.
100% agree. Something not a lot of people think about is that I like to listen to TH-cam more than I like to watch it. And if you're busy playing a game against someone, I can't necessarily tell what's going on. But I can listen to this while I'm working and it makes the hours go by and I learn it the same time
I played around with ball range+target lock last night at 1400-1500 mmr. It worked reasonably well in standard and aggressive positions. Especially paired with the extended range card. One game I had 4 level 3 balls with range + extended range card balls. I did a replay test with target lock and without. With target lock I did 1k more damage than without.
@@SurreyEZ Target Lock seems to be a 2nd tech on the balls. Without the range to reach out and touch the chaff clear units, it's worthless. Your big balls need a long shaft to deliver their load onto the right targets.
I find carry sledges work very well if you only plan on winning the ground chaff war with them. The only units that reliably beat them is scorpions with range and hackers with some tech. So you bait the enemy into committing into scorpions/hackers and then either go hard into jump drive wasps or overlords with photon coating. It tends to be my go to in standard games, where my starting units are slow. People seem to think stormcallers beat them at my mmr, but with some distraction chaff and mech rage you tend to win. This might be different at higher ranks, but I seem to do pretty well with them at 1400mmr as of this message. As a side note, emp sledges are my go to answer to suicide rhinos since they can clear chaff and only shoot ground units.
I REALLY like phoenix with EMP against anything cheesy like suicide rhinos, phoenix makes sense in almost every comp and its really good emp against rhino, melter, factory.
6:48 I think its noteworthy for the Marksman, that Quickreload is good against multiple weaker targets (like the mentioned wasps) but it not just lowers the damage but halfes it! That can become significant against leveled units. I would think that added Electromag Shot could somewhat compensate this loss of usefullness but that also depends on the board and on how many marksman you have. At some point it might be worth more to sell some leveled marksman to finance the change to another unit or tech.
This is very useful! Also thank you for the heads up regarding your playstyle and choice of tech. Tech loadouts change based on if you prefer aggro or standard
Imo, the issue with Farseer range upgrade is that there is a higher chance it wastes shots... It can fire a second time before its missile hits and kills a target resulting in overkill. The usefulness against lower health enemies goes down. If the range enhancement improved missile flight speed it would be good.
Sledges need to be played with the damage sharing ability, and the health regeneration in my opinion. Damage sharing early is a good tempo swing, and then it can become a nuisance and force them to invest heavily into anti unit things to counter...while you're using a cheap buildable unit that you can stack over time. With such a bullet sponge you've got feeble high dps options to put behind it. You can death ball them, or not depending on the situation, they're still huge bullet sponges. Damage sharing is their best one click option. In my opinion.
I personally have them as my biggest tank as i get them all three tank techs and mech rage. Depending on how much hp they get, they can get unkillable and while emp can shut it down, overlord photon emmission counters that counter for 25 or so seconds at least.
@Anthony_Goncalves the same as any giant. It's still good to be able to tank several small hits longer as It gives 120% more hp for it. And more that it has field maintenance since it heals even more and more hp. Even at lv1, you'll have 5 tanks that will soak more than 40k health, and it will heal 4.5% of that total per second, making it the highest self-healing unit that doesn't require killing things.
Marksman Assault mode, Quick Reload, Range, Elite and click range Buff every turn is my favorite thing to do in 2v2 :> Also I think saying thinks like "never click missile interceptor" is not a good thing to say. I understand in pro level games this makes sense but in low mmr games 500-1500 you will find A LOT of stormcallers every game and most people do not know how to play against it. If you dont get Missile interceptor in these games you will most likely lose every round. I recently played a game where I lost all rounds until i put down 12 missile interceptors (over 2 rounds) and won the game. This is how crazy low mmr games are really with stormcallers... I think Mustang interceptors is not good, but sabertooth and Farseer is.
Would you recommend high explosive ammo on any unit? A bunch of units have some version of it, but I never see it get recommended for anyone by anyone. Is it just a bad tech concept?
good on overlord and tarantula and storm. You can just tech it whenever the enemy has a bunch of small stuff. HE vs sledges is also like +-0 effect so dont skip on it if theres mediumunits mixed in
Just fyi, you said mech rage on rhino gives about a 30% damage increase but that's incorrect. If we do the math a 33% decrease in attack delay turns into a 50% damage increase. In this case let's look at the LCD which is 1.8 seconds, without rage you do two attacks with one every 0.9 seconds but with rage you do 3 attacks with one every 0.6 seconds. Also, attack speed increases are multiplicative with damage increases which is why pretty much all mech rages are good and why I love assault scorpion so much.
sure it can be yes! Especially vs shielded fangs. But Range clears stuff faster so you would need range and HE and at that point you are pretty heavily in wraith and the enemy stops chaff production and moves into something like field maintenance sledges
@@SurreyEZ Yeah, definitely range first always. With a ball push I'll click HE round 7 or 8 or something to force it through if the opponent has just thrown down a ton of fangs, then you just walk to the tower pretty easily. I don't run degen, which I feel like is more useful defensively
Question about wasp. I don't run air spec, but shield instead. I find shield gives better advantage to beat both other wasps and other air units. Range would usually be enough to beat wasps unless they also go range, but I don't like air spec much and find shield helps much more with survival against anti air (fortress barrage) and missile power. What's your reason for not going shield?
Did they buff the attack speed on the Overlord Artillery (I don't remember seeing anything about it in the patch notes)? I thought it used to be 6 seconds...
The reload time was also 3 seconds the previous patches, the only "buff" it got was increasing its range. It was nerfed to the ground otherwise. Imo, as the tech is right now, it should cost like 100 (or 150 max) and there might be some use for it, but no one is going to pay 350 for a gun that doesn't even one-shot a lvl 3 marksman...
I'm not sure if I'm missing something but aren't wraiths one of the better counters to wasps? you mention fortress anti-air as one of the only counters to them late-game and I'm kind of curious why given the big aoe blasts.
Bro you are sleeping on range farseer. They are super useful in range wars because of their high fire rate and long range. I had a game were 4 farseers defeated a army of meting points because they couldn't reach them
well you would need to build like 3 farseers, probably miss some deployments or if the enemy would do something you would need to react to you wouldn't have the money to do it and the temp range, you basically use it the 2 last turns of the game, r7 to r8
I like EMP hacker for stealing assmen, feels less niche than healing blitz rhinos I identify as wasp-HE-ammo-curious, they sometimes get stuck killing the first two crawlers, then the next two etc. I've never tried it because range + ground spec + HE sounds a bit much but I am always expecting the HE ammo meta
it's not good. Very niche. In a heavy factory meta i think it's ok to run. Ok also against fort aggro etc. but it's very situational and even in the right situations it's hard to get working
@@SurreyEZ Thanks for the response. Pretty much my experience too at 1400mmr, almost never see war factories. I'd be hard to take even if it cost only 100.
This was recorded live. I just poured my mind out. Probably missed something. Text version of technologies: mechamonarch.com/unit/
Other guides:
Mobile beacon guide: th-cam.com/video/6H_tQ1eEvhM/w-d-xo.html
Starting spec guide: th-cam.com/video/8vpGIqMwGYk/w-d-xo.html
Item Guide: th-cam.com/video/NbK9XBTKlqE/w-d-xo.html
Double MMR rules: th-cam.com/video/09pbB0q4Vrs/w-d-xo.html
Chaff guide: th-cam.com/video/nFhlX6JG77A/w-d-xo.html
Free unit drop guide: th-cam.com/video/B11kAYjJ6ew/w-d-xo.html
Vertical/Horizontal position: th-cam.com/video/5Dr-d-WENSk/w-d-xo.html
Wow, you made a whole video on it again? I just thought you hover over your stuff when i asked in stream. Thanks a lot!
@@BernettoJupiter No problem! made it just for you !
@@SurreyEZ I know (plural!) :D
By the way I didn't want to include an overview shot because I don't want people to copy my setup. I play only aggressively, I use some units for very specific purposes and it does not do any good for you to copy my load out if you don't know how to use it. Watch the video and let me explain when you should use certain techs.
0:25 *exists*
@@FFAs true
Could you show us how to play against storm callers? What do you if you don't take interceptor on mustang?
This is incredibly helpful. I’ve put about 90 hours into this game and still feel like I dunno wtf to do half the time.
"One of" smdh... RAT you're the greatest Mechabellum player of all time and I will NEVER think otherwise!!!
21:35 yes it is and not at all, thanks for sharing your time and knowledge with us
100% agree. Something not a lot of people think about is that I like to listen to TH-cam more than I like to watch it. And if you're busy playing a game against someone, I can't necessarily tell what's going on. But I can listen to this while I'm working and it makes the hours go by and I learn it the same time
Very helpful, especially with the new patch, thank you.
Excellent video. I appreciate the commentary on how playstyle affects the choices, I rarely play aggressive so this is useful
I watch your videos went from 400 to a 1000 in 2 days lol
good job!
Thanks for the guide! Super useful :)
I played around with ball range+target lock last night at 1400-1500 mmr. It worked reasonably well in standard and aggressive positions. Especially paired with the extended range card.
One game I had 4 level 3 balls with range + extended range card balls. I did a replay test with target lock and without. With target lock I did 1k more damage than without.
yea the ER ball card is pretty insane with it !
@@SurreyEZ Target Lock seems to be a 2nd tech on the balls. Without the range to reach out and touch the chaff clear units, it's worthless.
Your big balls need a long shaft to deliver their load onto the right targets.
I find carry sledges work very well if you only plan on winning the ground chaff war with them.
The only units that reliably beat them is scorpions with range and hackers with some tech. So you bait the enemy into committing into scorpions/hackers and then either go hard into jump drive wasps or overlords with photon coating.
It tends to be my go to in standard games, where my starting units are slow. People seem to think stormcallers beat them at my mmr, but with some distraction chaff and mech rage you tend to win.
This might be different at higher ranks, but I seem to do pretty well with them at 1400mmr as of this message.
As a side note, emp sledges are my go to answer to suicide rhinos since they can clear chaff and only shoot ground units.
I REALLY like phoenix with EMP against anything cheesy like suicide rhinos,
phoenix makes sense in almost every comp and its really good emp against rhino, melter, factory.
Appreciate you talking faster.thanks
6:48 I think its noteworthy for the Marksman, that Quickreload is good against multiple weaker targets (like the mentioned wasps) but it not just lowers the damage but halfes it! That can become significant against leveled units. I would think that added Electromag Shot could somewhat compensate this loss of usefullness but that also depends on the board and on how many marksman you have. At some point it might be worth more to sell some leveled marksman to finance the change to another unit or tech.
This was great thanks’
Very good info!
This is very useful! Also thank you for the heads up regarding your playstyle and choice of tech. Tech loadouts change based on if you prefer aggro or standard
Hello, I'm one of the worst players in Mechabellum
hello!
Made my day
Nice meeting you, but i am worse
@@eulenkaese Nein das glaube ich nicht
No! I'm the worst!
Thanks
What do you use when need missile interception? I thought sabertooth or augur was good because they keep shooting, unlike mustangs
ignore the missiles early, go war factory later if they overcommit
@@SurreyEZ thanks for the reply!
Imo, the issue with Farseer range upgrade is that there is a higher chance it wastes shots... It can fire a second time before its missile hits and kills a target resulting in overkill. The usefulness against lower health enemies goes down. If the range enhancement improved missile flight speed it would be good.
Sledges need to be played with the damage sharing ability, and the health regeneration in my opinion. Damage sharing early is a good tempo swing, and then it can become a nuisance and force them to invest heavily into anti unit things to counter...while you're using a cheap buildable unit that you can stack over time. With such a bullet sponge you've got feeble high dps options to put behind it. You can death ball them, or not depending on the situation, they're still huge bullet sponges. Damage sharing is their best one click option. In my opinion.
I personally have them as my biggest tank as i get them all three tank techs and mech rage. Depending on how much hp they get, they can get unkillable and while emp can shut it down, overlord photon emmission counters that counter for 25 or so seconds at least.
Dmg share is trap. 1 high dmg unit make it now complete useless
@Anthony_Goncalves the same as any giant. It's still good to be able to tank several small hits longer as It gives 120% more hp for it. And more that it has field maintenance since it heals even more and more hp. Even at lv1, you'll have 5 tanks that will soak more than 40k health, and it will heal 4.5% of that total per second, making it the highest self-healing unit that doesn't require killing things.
@@markos50100 then go play with it incan tell u above 1400 mmr its trash
@@Anthony_Goncalves i do when I can. But having two jobs doesn't give me much free time to climb
Marksman Assault mode, Quick Reload, Range, Elite and click range Buff every turn is my favorite thing to do in 2v2 :>
Also I think saying thinks like "never click missile interceptor" is not a good thing to say.
I understand in pro level games this makes sense but in low mmr games 500-1500 you will find A LOT of stormcallers every game and most people do not know how to play against it.
If you dont get Missile interceptor in these games you will most likely lose every round.
I recently played a game where I lost all rounds until i put down 12 missile interceptors (over 2 rounds) and won the game.
This is how crazy low mmr games are really with stormcallers...
I think Mustang interceptors is not good, but sabertooth and Farseer is.
yea i saw a guy only by storm callers mustang from round 1 to 6, since i started farseer it was just like ok ill take my free win
Would you recommend high explosive ammo on any unit? A bunch of units have some version of it, but I never see it get recommended for anyone by anyone. Is it just a bad tech concept?
good on overlord and tarantula and storm. You can just tech it whenever the enemy has a bunch of small stuff. HE vs sledges is also like +-0 effect so dont skip on it if theres mediumunits mixed in
Just fyi, you said mech rage on rhino gives about a 30% damage increase but that's incorrect. If we do the math a 33% decrease in attack delay turns into a 50% damage increase. In this case let's look at the LCD which is 1.8 seconds, without rage you do two attacks with one every 0.9 seconds but with rage you do 3 attacks with one every 0.6 seconds. Also, attack speed increases are multiplicative with damage increases which is why pretty much all mech rages are good and why I love assault scorpion so much.
yea that is true. I just glanced at the numbers for 2 seconds in the video
HE on wraith can be insane
sure it can be yes! Especially vs shielded fangs. But Range clears stuff faster so you would need range and HE and at that point you are pretty heavily in wraith and the enemy stops chaff production and moves into something like field maintenance sledges
@@SurreyEZ Yeah, definitely range first always. With a ball push I'll click HE round 7 or 8 or something to force it through if the opponent has just thrown down a ton of fangs, then you just walk to the tower pretty easily. I don't run degen, which I feel like is more useful defensively
Question about wasp. I don't run air spec, but shield instead. I find shield gives better advantage to beat both other wasps and other air units. Range would usually be enough to beat wasps unless they also go range, but I don't like air spec much and find shield helps much more with survival against anti air (fortress barrage) and missile power. What's your reason for not going shield?
How do you generally deal with stormcallers, especially early and mid game.
"its verrrrryyy guuuuuud"
Did they buff the attack speed on the Overlord Artillery (I don't remember seeing anything about it in the patch notes)? I thought it used to be 6 seconds...
The reload time was also 3 seconds the previous patches, the only "buff" it got was increasing its range. It was nerfed to the ground otherwise. Imo, as the tech is right now, it should cost like 100 (or 150 max) and there might be some use for it, but no one is going to pay 350 for a gun that doesn't even one-shot a lvl 3 marksman...
I'm not sure if I'm missing something but aren't wraiths one of the better counters to wasps? you mention fortress anti-air as one of the only counters to them late-game and I'm kind of curious why given the big aoe blasts.
they counter wasps in the early game but eventually the wasps will hard counter the wraiths
Wasps with Range+AA are great against anything that flies.
Just to be sure, strike on worms only buffs the first attack after tunneling, you dont get 10 m AOE on every attack, because that would be op right?
yes just the first attack after unburrow
@@SurreyEZ thx :)
Bro you are sleeping on range farseer. They are super useful in range wars because of their high fire rate and long range. I had a game were 4 farseers defeated a army of meting points because they couldn't reach them
No acid on crawlers is a shame....😊. Its rly good...melts high hp and and buffs your damage.
I also have it but normaly there are better options because some crawler from your backline will almost always acid your own units.
I skipped to Tarantulas because I don't remember you playing them and the first thing you say is that you have no idea about them.
i have been playing only tarantulas for the past 3 days
Radar to expensive for what it does on Faeaser? I mean at round 5-12 you spend 100 every round for 15 range more on all units.. kinda same thing
well you would need to build like 3 farseers, probably miss some deployments or if the enemy would do something you would need to react to you wouldn't have the money to do it and the temp range, you basically use it the 2 last turns of the game, r7 to r8
I like EMP hacker for stealing assmen, feels less niche than healing blitz rhinos
I identify as wasp-HE-ammo-curious, they sometimes get stuck killing the first two crawlers, then the next two etc. I've never tried it because range + ground spec + HE sounds a bit much but I am always expecting the HE ammo meta
Is assmen a community thing lol. I have seen grubby call marksman that but even here too
@@ImDeluxeSP33some yes
@@ImDeluxeSP33some "Ass"ault Marks"men" -> AssMen
I use double shot on fortress to counter Sandworm.
Would have liked to hear how bad crawler acid is. Every time I have used it, it has hurt my side more than my enemies.
it's not good. Very niche. In a heavy factory meta i think it's ok to run. Ok also against fort aggro etc. but it's very situational and even in the right situations it's hard to get working
@@SurreyEZ Thanks for the response. Pretty much my experience too at 1400mmr, almost never see war factories. I'd be hard to take even if it cost only 100.
Hello, I am a mediocre player in Mechabellum