I really love the music choices you made in this video. I think the synthwave really fits the game in your style quite a bit. I'm watching your bizarre videos as well, but even if you don't update as much, having the occasional mechabellum video is really cool too and an automatic click from me.
49:12 The crawlers scoop up a mustang and carry it with them on a Banzai charge, then it happens again a few seconds later! They are just like "naw, ur comin' with us. let's show you chaff life."
Honestly a night and day difference every time you clicked the cloaking option. Genuinely makes me think it's going to get a big cost increase when a balance patch comes around. Oil seems quite funny in that the only time you ever contemplated it you eventually went "eh, nah". It's probably really good for chaff clear if you have another source of fire, but it seems hard to justify the cost. I'd always be tempted to replace oil with the burst fire just so phantom rays don't get stuck on non-chaff things for too long.
The phantom rays seem to be better at killing non-chaff things rather than chaff actually. Their low AOE range makes them quite terrible agaisnt chaff as best seen in the first game where a phantom ray pack struggled to clear a singular fang pack and even lost 1 phantom ray before clearing it.
@@addi5961 Yeah, just to clarify, when I mentioned chaff it was in the context of oil and fire. Phantom ray is not particularly good at chaff without that, and I'm not even sure their HE upgrade is worth it considering you could instead hyperspecialize them to taking out bigger units or tying up smaller ones and getting some other sources of chaff clear.
These units are crazy, in a game I had, one unit snowballed to level 8 and had 1.4M damage in the game, and one on the other side was lvl 2 and barely did anything, they snowball way too hard, and cloak is really good against certain comps
My experience with phantom ray is that it snowballs games if they don't respond correctly/quickly. Hard for them to come back once it gets levels and techs.
Hmm, I've been out of things for a while, but wouldn't the Phantom Ray be great in Fang Carry? Take Armor to protect your Fangs against Mustangs, while the Fangs shoot down Wasps and clear chaff so your Rays can do their single-target DPS. Normally the big weakness of going, say, Armor Sledges to protect your Fangs is that the enemy can just hack them... but hackers can't target air units. That was the single biggest thing that immediately stood out to me about the Phantom Ray, in fact: it's a medium unit that can take Armor without bring vulnerable to Hackers. It also helps that Fangs and Phantom Rays have about the same range -- Rays have 65m, while Fangs have 75m, so your Rays will naturally stand in front of your Fangs and draw Mustang fire. And that even with this separation, your Fangs will still have enough range to shoot at any Wasps attacking your Rays -- your Rays will stand 10m in front of your Fangs, and Wasps will shoot them from 50m away, placing them 60m away from your Fangs. And finally, Rays having Burst Mode for giant-killing means you can probably swap Ignite off your Fangs in favor of AP Bullets, and make them even *better* at chaff clear. I'm probably missing something, but it almost seems like the Ray was purpose designed to synergize well with Fangs and offer an alternative Fang Carry to Fang-Fort and Fang-Hacker. It'd only be more perfect if the Rays had some form of ground fire clear, like people sometimes suggest. I probably *am* missing something though... no one else seems to be talking about the Fang synergy on the Rays. What fo you think, though?
I play mostly phantoms this like few days like over 30 matches. it took me from mmr between 800 to 900 to mmr between 1200 and 1300 and I can tell you it can be good agains wasp, with stealth and burst mode, phantoms can melt through anything. they are amazing units. it can destroy melting points, fortress, vulcans, anything that gets in its way. It is now my most common use unit in my profile lol. They are force of destruction. They are good for pushing, backdooring, melting, turning the battle around. They are amazing!
I’m not a player currently. But from the countless games I’ve seen burst mode not worth it. Don’t get me wrong damage potential is there on deleting giants and most medium units. It’s the reload and staying still after they shoot. I would run shield, armor, HE/range, stealth. Run min of 4 packs
So far I found the most success using phantom ray to tank for other units or using it as a late game clean up or giant killer with burst. Its defensive techs are quite good. Base damage is good but chaff clear and range sucks so it takes effort to arrive late round but if you can it generally sweeps any non chaff. Oil is probably okay defensively but I don't run it personally. Undecided yet if the unit is particularly good or not.
with this unit having stealth do you think there will be an anti stealth unit ability in the next 3 units somewhere? surely right? thanks for the videos you are a very good source of information i appreciate each one i have watched sofar :)
I've been experimenting with the ray quite a bit. Really been liking Ray/Mustang/Balls then add whatever is needed to respond to his board. Ray tanks pretty well, needs quite a bit of chaff. Flanking ray and mustang can be decent.
In my testing it seems like the phantom ray works best as giant assassins, they require strong chaff clear to make work but 1 squad of rays with burst/cloak/tower attack 1 can one burst everything down except war factory at the same level.
I rather like pairing them with sledges. works great if you feel like being a firebug using oil and fire to burn everything while the ground is held by sledges.
Cloak/HE for mass control and Cloak/Burst for single target dmg. In the endgame.. i use Cloak/HE/Range.. only Vulkan can kill a group of mustangs faster.. or Cloak/Burst/Range onehit a Melter.
marksman, phoenix, and mustangs are no good against rays I feel, they are like flying sledges except they can also have armor AND energy shield, AND they behave like worms. If we think about worms and their counters, you need high damage but also high fire rate, as well as something to keep them stuck. I find that AM actually do a really good job nullifying Ray damage until they get burst mode, but if they do go burst mode, they will get stuck much easier on chaff. I think Farseers and multi-melters I think are best for killing them. They have the right damage profile. Farseer comes with very good AM as well. Carry Arclights eat them for breakfast but it requires 3-4 techs and levels. AA carry Tarantula? Never tried them but seems feasible. AA Wasp and Overlord with Launcher Overload can also kill Rays quickly, but I feel they are too easily countered by other things. Overall, the most important thing is keeping them stuck and winning the chaff war.
ALSO! I know several TH-camrs stream on twitch and TH-cam simultaneously. Can you do that? If I saw that there was a TH-cam live stream coming from you, I would watch you live but I don't really like twitch that much
A little bit different video. Quite the random set of games but it's me just building the Phantom Rays and trying them out against different opponents
I really love the music choices you made in this video. I think the synthwave really fits the game in your style quite a bit. I'm watching your bizarre videos as well, but even if you don't update as much, having the occasional mechabellum video is really cool too and an automatic click from me.
I have been jamming to the music the entire video. Hella good
Hey ! Just wanted to thank you Rat 😊 I learned so much from your vids 🎉 Really appreciate your fine work here !!
Glad you like them!
49:12 The crawlers scoop up a mustang and carry it with them on a Banzai charge, then it happens again a few seconds later! They are just like "naw, ur comin' with us. let's show you chaff life."
That Mustang was crowd surfing at @20:21. It kinda messed up the storms, too!
funniest shit i've ever seen
for the first game, against mass boats burst fire would be good.
Honestly a night and day difference every time you clicked the cloaking option. Genuinely makes me think it's going to get a big cost increase when a balance patch comes around. Oil seems quite funny in that the only time you ever contemplated it you eventually went "eh, nah". It's probably really good for chaff clear if you have another source of fire, but it seems hard to justify the cost. I'd always be tempted to replace oil with the burst fire just so phantom rays don't get stuck on non-chaff things for too long.
The phantom rays seem to be better at killing non-chaff things rather than chaff actually. Their low AOE range makes them quite terrible agaisnt chaff as best seen in the first game where a phantom ray pack struggled to clear a singular fang pack and even lost 1 phantom ray before clearing it.
@@addi5961 Yeah, just to clarify, when I mentioned chaff it was in the context of oil and fire. Phantom ray is not particularly good at chaff without that, and I'm not even sure their HE upgrade is worth it considering you could instead hyperspecialize them to taking out bigger units or tying up smaller ones and getting some other sources of chaff clear.
These units are crazy, in a game I had, one unit snowballed to level 8 and had 1.4M damage in the game, and one on the other side was lvl 2 and barely did anything, they snowball way too hard, and cloak is really good against certain comps
Cloak + HE is very good. range is good. shield is okay but i prefer burst fire.
My experience with phantom ray is that it snowballs games if they don't respond correctly/quickly. Hard for them to come back once it gets levels and techs.
When stangs get pushed in close combat by crawlers are hilarious 😂
Hmm, I've been out of things for a while, but wouldn't the Phantom Ray be great in Fang Carry? Take Armor to protect your Fangs against Mustangs, while the Fangs shoot down Wasps and clear chaff so your Rays can do their single-target DPS. Normally the big weakness of going, say, Armor Sledges to protect your Fangs is that the enemy can just hack them... but hackers can't target air units. That was the single biggest thing that immediately stood out to me about the Phantom Ray, in fact: it's a medium unit that can take Armor without bring vulnerable to Hackers.
It also helps that Fangs and Phantom Rays have about the same range -- Rays have 65m, while Fangs have 75m, so your Rays will naturally stand in front of your Fangs and draw Mustang fire. And that even with this separation, your Fangs will still have enough range to shoot at any Wasps attacking your Rays -- your Rays will stand 10m in front of your Fangs, and Wasps will shoot them from 50m away, placing them 60m away from your Fangs.
And finally, Rays having Burst Mode for giant-killing means you can probably swap Ignite off your Fangs in favor of AP Bullets, and make them even *better* at chaff clear. I'm probably missing something, but it almost seems like the Ray was purpose designed to synergize well with Fangs and offer an alternative Fang Carry to Fang-Fort and Fang-Hacker. It'd only be more perfect if the Rays had some form of ground fire clear, like people sometimes suggest.
I probably *am* missing something though... no one else seems to be talking about the Fang synergy on the Rays. What fo you think, though?
I play mostly phantoms this like few days like over 30 matches. it took me from mmr between 800 to 900 to mmr between 1200 and 1300 and I can tell you it can be good agains wasp, with stealth and burst mode, phantoms can melt through anything. they are amazing units. it can destroy melting points, fortress, vulcans, anything that gets in its way. It is now my most common use unit in my profile lol. They are force of destruction. They are good for pushing, backdooring, melting, turning the battle around. They are amazing!
I’m not a player currently. But from the countless games I’ve seen burst mode not worth it. Don’t get me wrong damage potential is there on deleting giants and most medium units. It’s the reload and staying still after they shoot. I would run shield, armor, HE/range, stealth. Run min of 4 packs
yeah 6 seconds is an eternity!
So far I found the most success using phantom ray to tank for other units or using it as a late game clean up or giant killer with burst. Its defensive techs are quite good. Base damage is good but chaff clear and range sucks so it takes effort to arrive late round but if you can it generally sweeps any non chaff. Oil is probably okay defensively but I don't run it personally. Undecided yet if the unit is particularly good or not.
with this unit having stealth do you think there will be an anti stealth unit ability in the next 3 units somewhere? surely right? thanks for the videos you are a very good source of information i appreciate each one i have watched sofar :)
I've been experimenting with the ray quite a bit. Really been liking Ray/Mustang/Balls then add whatever is needed to respond to his board. Ray tanks pretty well, needs quite a bit of chaff. Flanking ray and mustang can be decent.
In my testing it seems like the phantom ray works best as giant assassins, they require strong chaff clear to make work but 1 squad of rays with burst/cloak/tower attack 1 can one burst everything down except war factory at the same level.
I rather like pairing them with sledges. works great if you feel like being a firebug using oil and fire to burn everything while the ground is held by sledges.
Cloak/HE for mass control and Cloak/Burst for single target dmg. In the endgame.. i use Cloak/HE/Range.. only Vulkan can kill a group of mustangs faster.. or Cloak/Burst/Range onehit a Melter.
marksman, phoenix, and mustangs are no good against rays I feel, they are like flying sledges except they can also have armor AND energy shield, AND they behave like worms. If we think about worms and their counters, you need high damage but also high fire rate, as well as something to keep them stuck.
I find that AM actually do a really good job nullifying Ray damage until they get burst mode, but if they do go burst mode, they will get stuck much easier on chaff.
I think Farseers and multi-melters I think are best for killing them. They have the right damage profile. Farseer comes with very good AM as well. Carry Arclights eat them for breakfast but it requires 3-4 techs and levels. AA carry Tarantula? Never tried them but seems feasible.
AA Wasp and Overlord with Launcher Overload can also kill Rays quickly, but I feel they are too easily countered by other things.
Overall, the most important thing is keeping them stuck and winning the chaff war.
I m starting to think that cards between rounds must be chosen or fixed. And no unit drops, just cash is better in those cases
ALSO! I know several TH-camrs stream on twitch and TH-cam simultaneously. Can you do that? If I saw that there was a TH-cam live stream coming from you, I would watch you live but I don't really like twitch that much
Is it possible to allow subtitles?
they are bad at dealing with swarms of things. 5/10 for big units and then 12/10 when you add cloak/burst on big units
Y U am bad @ gaems? 😮
Music is a too loud, it should be quieter than your voice, or at least turn your voice sound up.