Patch review 0.8.0.2 - DOUBLE MOBILE BEACON (Mechabellum Patch Notes)

แชร์
ฝัง
  • เผยแพร่เมื่อ 10 เม.ย. 2024
  • In this mechabellum patch notes video we are reviewing the mechabellum new patch. The biggest change in this update is the introduction of a second mobile beacon and a second sticky oil bomb.
  • เกม

ความคิดเห็น • 26

  • @SurreyEZ
    @SurreyEZ  2 หลายเดือนก่อน +7

    both beacon and oil cost 50 (+50 for not skipping a card) - Which is CRAZY. They probably compare the oil to incen and think it's worse. But i think oil is better than incen since the slow is often more useful than the fire, then you can fire it next turn.

    • @Kepals8766
      @Kepals8766 2 หลายเดือนก่อน +1

      Bruh what did you just say they will cost 50?!🤣 they are trying to give us a reason to tech power armor for rhino😂

    • @BoydofZINJ
      @BoydofZINJ 2 หลายเดือนก่อน +3

      The age of Arclight carry has arrive. Rejoice low MMR!

    • @impromptu_ninja
      @impromptu_ninja 2 หลายเดือนก่อน +1

      I like the mobile beacon as it gives more player agency, but I don't like that it's locked to card draw... I was hoping it'd be like 300 credits for the 2nd mobile beacon (like the 2nd damage / hp upgrade) though... don't like the double oil, it's too OP, allows crowd controlling too much of the board I think, I like(d) the chess feel of the game... not so much the flip-the-board-over or absolute chaos cards.

  • @cubandarknez
    @cubandarknez 2 หลายเดือนก่อน +2

    Decent patch, glad to see the devs continuing to iterate on things. I don't like oil power being added like that, but I like the mobile beacon, though things might get a little crazy with it. Craziness can be fun, but if things become too coinflip then its probably bad for the game (worst timeline: it becomes too common they can beacon 1 of 3 ways, and if you don't guess right you lose). I think it is wild that they were buffing crawlers before. I think crawlers are one of the best units in the game in general regardless of combat strength, but then if they are also numerically strong then it diminishes strategic depth. If I put my dev hat on I think good benchmarks to have are that carry arclights are viable B-tier strat (not A or S), and that carry crawlers never become A/S tier strat. Carry crawler should be situational A tier strat at best imo. If you achieve those things then you probably have a good meta. Atm carry arclights is effectively unplayable due to arclight being numerically bad, and EXP being devalued due to the existence of free units.

  • @SurreyEZ
    @SurreyEZ  2 หลายเดือนก่อน +10

    some rat tactics in the future with double beacons

  • @BoydofZINJ
    @BoydofZINJ 2 หลายเดือนก่อน +2

    The age of Arclight carry is upon us!

  • @departmentomanufactorum3248
    @departmentomanufactorum3248 2 หลายเดือนก่อน +1

    Да, мне попадались 2 маяка и 2 нефти одновременно. Сильно удивил противника)

  • @FluffyAnnoyed
    @FluffyAnnoyed 2 หลายเดือนก่อน +1

    So what they meant is: · Now Mobile Beacon and Sticky Oil Bomb CAN (not will) appear in reinforcement selections of each round

  • @mattstampede9016
    @mattstampede9016 2 หลายเดือนก่อน +1

    I just wish they would finally increase the round times... More beacons, more oilbombs but no time to place them ^^"

  • @MrAllthatgoodstuff
    @MrAllthatgoodstuff 2 หลายเดือนก่อน +2

    Imagine 3 groups of rhinos with 3 separate beacons. LMAO

  • @-NR-SirLimbo
    @-NR-SirLimbo 2 หลายเดือนก่อน

    I'm not 100% positive on this but I *think* the Crawler buff might've been to make them a bit more useful in the lategame? Effectively their survival skill for the late game is subterranean blitz, but they still are meh at surviving because in the late game even the splash damage dealers do a ton of damage, whereas Fangs in the lategame put on a shield and no matter how much damage, they need to be hit twice at least. So basically they made crawlers an early game powerhouse to balance fangs being better in the late game?
    Kinda just what came to my mind.

  • @J_e_r_e_m_y
    @J_e_r_e_m_y 2 หลายเดือนก่อน

    Im not the first to say this, but i think oil should just be mud so it cant be set on fire, make it a 2 turn slow and set its cost to 100 at the tower. Having the threat of instant fire any round is brutal, and the persistent nature means that with cooldowns it can be permanent if you geet more than 1 and stagger them...
    Also the crawler buff is completely meta warping, i wont play cost in this patch until crawlers are better. +200 hp wont change that for me at all.

  • @gorantharon
    @gorantharon 2 หลายเดือนก่อน

    I'm guessing here, but if we take all MMRs into account, crawlers probably had degraded to just chaff. Impact drill, mech rage, those upgrades were wasted on many boards.
    I guess they tried to justify upgrading and teching crawlers again and they succeeded in that. Now they only need to tweak the numbers so crawlers matter, but don't dominate.

    • @SurreyEZ
      @SurreyEZ  2 หลายเดือนก่อน

      There was definitely some paths for carry crawlers before the nerf. But sure, it was more niche. Could be the reason. Could also be because 2 of the 3 new rare units completely dumpster crawlers

  • @BlingBlingBandido
    @BlingBlingBandido 2 หลายเดือนก่อน +1

    2nd mobile beacon sounds good. More, I am not sure. Adds also to the time pressure, which can be already a problem in later rounds imho.

    • @SurreyEZ
      @SurreyEZ  2 หลายเดือนก่อน

      I like a little of time pressure but yea some of the late rounds are a bit complex

  • @shadowsift
    @shadowsift 2 หลายเดือนก่อน +1

    I LOATHE THE OIL! :D

  • @andrewdelaerranz9648
    @andrewdelaerranz9648 2 หลายเดือนก่อน +3

    I think multiple mobile beacons will be completely out of place in this game, you can manipulate literally every encounter in the game with that shit, also the "nerf" on overlord is insufficient so i hope you enjoy overlord spam, because if it was bad before now will be even worse 😂😂😂

  • @TwoGish
    @TwoGish 2 หลายเดือนก่อน +1

    Devs giving you the option of playing a sticky oil bomb every single turn - some people just like to watch the world burn 🔥🔥🔥🌍🔥🔥🔥
    As for the Crawler buff, specifically, I don't know, but in general, I think the devs are following a design philosophy where they first introduce sweeping changes which are obviously going to cause imbalances, then they trickle in little tweaks in the opposite direction to get closer to what they actually wanted. I do not hate this in principle, but the communication has been leaving much to be desired. Well, at least it feels like things are moving somewhat in the right direction at the moment. At the going rate, in two years, perhaps unit drops will finally be removed 😝

    • @SurreyEZ
      @SurreyEZ  2 หลายเดือนก่อน

      Yea the oil is gonna be crazy I'm wondering what prompted the crawler buff since I thought it was fine, even too strong before! Let's see what happens in the future!

  • @willianlussin8981
    @willianlussin8981 2 หลายเดือนก่อน

    arclight spam is gonna be even more annoying to deal with now :(

    • @SurreyEZ
      @SurreyEZ  2 หลายเดือนก่อน

      more free wins against them on the ladder !

  • @Kepals8766
    @Kepals8766 2 หลายเดือนก่อน +1

    Imagine triple beacon… 🤔😕😟😨😱

    • @SurreyEZ
      @SurreyEZ  2 หลายเดือนก่อน

      its coming !

  • @alias9932
    @alias9932 2 หลายเดือนก่อน

    The breakpoint (i didn't check) is probably sledge hammer oneshoting lv 2 crawler) as it was super close
    I really don't understand why they perma buff crawler and nerf crawler tech...
    I mean burrow made sense, but crawler are already the most overpowered and one of the less rarely teched unit because to easy to counter, and they make it worse and worse.
    This makes me sad because I love spam crawler, it is often weak, but when you find an angle to tech them it's so fun, and now they becoming harder and harder to tech and more and more op as not teched chaff which make absolutely no sense. Buffing them where they were already too strong and nerfing their niche uses 😢