Patch review 1.2.05 - OIL gone (Mechabellum Patch Notes)
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- เผยแพร่เมื่อ 4 ก.พ. 2025
- In this Mechabellum patch notes video I will review the new mechabellum patch 1.2.05
In the mechabellum patch notes these are the big changes:
No oil on the cards
very small nerfs to arc and saber
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I think they don't yet have a solution for arclight, sabertooth and overlord and are doing some small changes because maybe they will have a bigger direction in the future. But who knows? It's just my feeling about this patch since I think arclight and sabertooth have been problematic lately
Arclight got a 30% increase in patch 1.2 already. The additional 15% means it needs 49.5% more xp compared to season one.
Well to be fair the Arclight is a problem of the aggro players. I don't think a sledge spammer or a standard player sees as many arclights as a crawler spamming aggro player. So they are performing as intended by balancing chaff spamm.
What will happen if you nerf arclights to much? Crawler swarm every round?
I like the tarantula changes, it’s ok if it dies to sabertooth as long as it can clear at least some chaff first and if it out ranges sabertooth maybe it can soften it up. I only play FFA and from that mode I’ve seen Mustangs with dmg + range too strong and need a nerf. I’d like to see something that pushes people into more diverse builds. The tech upgrades can push value too far into unit spam builds which can force opponents into counter spam. This gets boring as diverse and clever unit comps that are strong still lose to carry unit swarm if you don’t just spam the counter
I say from the beginning of season 2, that sabers are too powerfull for starting units. Meantime i gave in, and choose almost every time sabers for starting units (Sabers plus arcs especially).
@@Kedzsinit's very good with both fangs and archlights (in any combination), I don't like the synergy with crawlers thougt
I feel like removing oil from the tower and replacing it with redeploy as well would be really nice, I love having it in the 4 player FFA mode. It would solidify the tower's permanent upgrades as being all about improving/interacting with your own units rather than your opponent's.
My pickrates for taratula's hasn't changed since the nerf. I just sell out of them and replace them with sabertooths.
Yeah tarantulas are useless these days.
@@Kedzsin I hate to admit this. But tarantula's just womped my saber setup. That lil buff seems to help. I'll need to adjust.
I am doing the same thing actually
@@smokepotion6981 good to hear. I will try this out :)
I often use overlords with field maintenance and armor enhancement if i have intensive training and/or a good item like super armor to pair it with. It beats mustangs, typhoons, and often snipers too because it has SO much health and negates small damage while regen'ing 5k per second.
EMP...
That's why my marksmen have anti-air spec and emp on the tech bar lmao
Marksmans are the best anti air units for only 100 cost per unit.
My opponent often fails to properly counter it. It's always easy in hindsight, kids.
I am almost 40 old, so i think i am not a kid anymore. And a lvl 1 overlord can be killed with one lvl 1 marksman with air spec. The unit and the tech together is still cheaper as an overlord.
I think leaving the oil on the tower is good, because some opening comps against an aggro player makes it very difficult to defend, and going aggro on one side typically is a straight advantage over a standard or middle defensive board in my opinion. Not saying aggro always wins of course, but having the option of oil is sometimes the needed breathing room to stay in the game.
really nice patch
The archlight change nukes elite spec for it. It was already not that good last patch. Overall a good change.
The EMP on its own is also not a problem. Its just that there are no other convenient units to put EMP on. Its hard to run MM and Arc comp, sledge EMP is awkward without range and if you get both their unit role is very changed. What is left is farseer and phoenix. The arclight just combines good price, early availability chaff clear that can also EMP.
I think the biggest issue is that there is no cheap alternative with good range to arcs. All other chaff clear units are low range, except vulcan which is expensive to unlock and deploy.
EMP means you can address a lot of different threats late game very flexibly, it's always a problem when a round 1 unit scales very well into the late game
I feel like arclights need an attack speed nerf they just clear too quickly. Not by much, but maybe just one point. I do like tarantula so I'm glad that got some love.
yes we talked about arclight and saber a lot in the balance discussion
My poor overlord. Raiden replaces its role and it doesn't feel nearly "super unit" enough to justify the extra cost.
They need to rework it. Overlord should be the ultimate punish to a board without AA. It should have ground cannon by default. It also needs a missile velocity buff to align closer to Ray and Farseer.
Imo Game won't be fixed until more cards are introduced. Biggest problem atm is so many duplications of strong cards in games.
Still no Vulcan range nerf...
Who cares vulcan range? Everyone uses the fire bombs on them, that has 180m range.
With range he tends to lock on t2 t3 units because he cleared all t1 so i see no problem here
@@Kedzsin Range is a problem because it clears all of your chaff before you can lock onto it and EMP it. There's basically no counter play to the Vulcan. It creates a board state of mutual chaff destruction, and whoever invested more into chaff loses. It's not fun and so blatant I don't understand how it hasn't been nerfed. Vulcan would be fine as a medium range unit but they insist on it having 5 less range than Mustangs.
@@Wintercide Firebombs have 180m range. 3 Vulcans makes the map a flaming hell. So if you reduce range and firebomb will reamain, nothing changes. So you would need to reduce range and delete firebombs.
@@Wintercide For this type of placing you need wawes of chaff. The late ones can live, after the vulcans are killed. Or you can go air, and vulcans do nothing at all. You can use wasps for air chaff.
If you would reduce the range and delete firebombs i dont think vulcans would be useable at all. Most of the time mustangs have a better worth for your coin, i dont use vulcans too often. I have 1400 ish mmr.
nerfing stormcaller was a bad idea.
Stormcaller are needed to keep the game healthy.
Why tf is farseer round 4 for 1 T1 cost 200 unit wtf
it's 300 cost, rare unit as well
@bilbeman4125 oh yeah, I was thinking of the planes, it should still be at least rank 2
That and Typhoon created huge power spikes either on unit or on sell.
The hope is that pushing them back a turn makes them more in line with other specs.
@ a rank 2 farseer would be 450 of value which is wildly more powerful than any other unit specialist, round 4 or no lol
Arclight’s have been getting tossed around like a salad xD. Imo when they have their buffed attack speed (currently in use) they are a little too good, and with their lower attack speed (used in some previous patches) they have too bad value behind the deployment they take up. Idk.... do they simply want it to be very good in early game and to fall off hard in late game?
Not a fan of the speciliast changes. Sabertooth start + Sabertooth spec is now even stronger with the nerf of the others. Sabertooths are too OP for aggro atm. This patch doesn't help.
Glad fire effectively got some nerf though. Now just need some vulcan nerfs to prevent it from covering the field in fire too.
The oil is dead... long live the oil?
Pour one oil out for oil
blud you are missing out on tarantula holy moly
Can you tell me what you're doing with tarantulas? They just seem to underperform for me. The chaff clear feels really weak compared to arclights.
@@PythonicMethod aggro tarantula, ALWAYS get range round 3 ALWAYS!, place them with fangs and some crawlers, if opponent has big target don't buy new unit, buy tarantula damage and or rage. at last buy mines
@Kepals8766 Thanks! I always passed over range to keep it as a tanking piece. I'll give it a try.
Also overlord is just awful after the "rework". Its only good vs other giant units with the huge recharge time of the main gun and melter does the job better. It being flying doesn't really help it all the much considering you pay so much and it gets easily distracted by everything. I briefly tried improved overlord, but that was just horrible. At 600cost a pop and needing 2 techs to work its just a dead card.
Spamming overlords worked because there were more models to spread the shots and fire the chin gun, so the unit was a generic "does it all" sort of unit. But right now there is little to no reason to ever build them.
If the enemy has no real anti air the overlords can be stil good. But this happens few times.
Must be Trump's hand.
They're fucking everything up so fast.
No wonder their publisher dropped them.
It's a complex game, it's not easy to make good long term balance choices fast
Where did you get that they were dropped? Because it's not in their blog post.
I am very happy about how the game works. sure, not everything is balanced etc, but they keep addressing all outstanding issues very fast
and also like each new unit can break a lot of things wrt balance, so its really tough to keep adding new units and keep everything balanced at the same time
It's healthy to take a break once in a while. I enjoy the game quite a bit in its current state. If you find yourself this at odds, maybe some distance would help?