In this patch preview video we are inspecting all the changes coming out on the mechabellum patch 0.9 including the mechabellum new unit FAR SEER. RAT SHOP: shop.mechamona...
The worm changes are gonna be huge for FFA. Cheap heals plus stronger summons is gonna see a lot of people swapping to late game worm spam. Tho this could make for some fun new metas so I'm not gonna complain till I see what happens. Great vid!
@@alexisbrin518 Lots of options. Could be faster and shorter ranged than fangs, or slower and longer ranged. Could have hovering (not hit by fire), minimum range (so they shoot over the frontline), or any other unique mechanics the devs want to give them.
I think I like all proposed changes, especially Sabre bc that photon was so horrible and its damage niche is high burst dmg which means the doubleshot can be relevant as a replacement. I still think unit drops are worth too much right now. I really want to see a value reduction across the board, not just Rhino cards etc. I like variety they can bring but the swings are too much for a random game mechanic
yea. I watched a game yesterday where there was a lev3 melter drop round7 and it was teched with succ+multimelter and it deleted the whole enemy round 7 board by itself. Same with the early drops, the one unit is better than the whole board
yea that could really help a worm chain replicate / sandstorms more accurately than just mech rage Neat stuff Missing my favorite dream tech which would be Fire Suppression Module {Fangs} who, instead of running into the fire, stop and spray foam in a small aoe in front of them as they go, putting the fire out. I'd also love to see some more usually inconsequential Fang hp increases. Tempted to think Subterranian crawlers should be immune to surface effects like oil, fire, but instead of going 3m faster, slowing down while underground would be interesting, especially in loose formation.
Marksman spec feels more like a buff as the main downside of it was that you could position it badly and just feed the enemy, but turn 2 so should you be able to pick a position where it both does its job and don't get killed early on.
Some pretty cool changes, thanks for covering it all! I'm entirely unsure how/when I would play the Farseer to be honest, but I do like the concept of a support unit. I guess mid to late it would grow into that role more as AM comes online. I really love the Tech loadout profiles! I've explicitly asked for that one in the Steam forum, because I play all modes and FFA is really a different beast from 1v1 / 2v2, and even in the latter modes I could see different profiles might lend to more experimental plays. The biggest source of disappointment in this patch for me, though, is no changes at all to FFA. That mode is so busted currently it's almost unplayable. There's fun to be had, for sure, but the unbalanced and way over-the-top AI waves - especially boss-waves - are a source of constant aggravation. It's also very stale because all you see is Marksmen, Overlord and Wasp spam - single unit spam in particular is way too prevalent. That should IMO never be viable, but it's almost always the strongest play. I'm sure it's a very difficult task to balance AI waves and 4 player comps, and have some kind of catch-up mechanism in place that is fun, fair and effective (currently none apply), but I would like to have seen some improvements at least. Maybe the mode at a conceptual level is just unsalvageable, I don't know.
People should be able to choose the artwork they want to see for the upgrade card. So People who like the silly eyes of range upgrade card, can keep it if they want too.
Improved tarantulas will be pretty strong if the card is bought after the tarantulas have already been placed. In my experience tarantulas are best placed early game and then supported with more chaff and anti single target units throughout the game. Using this to avoid the extra unit costs can be nice for the player doing it, but i think it might be better for balance if improved unit and mass produced unit cards had their cost adjusted to take units already on the field into consideration. Right now i only consider sabertooth as anti missile devices or as a high level unit drop which might still get sold after a round. AM and regeneration are good but i personally find range and photon shield both lackluster.
Honestly I'd rather have the vulcan damage not nerfed nearly as much, but increase its attack speed with same dps to make it much worse against armor, it makes not sense you can kill armored unit with vulcan as soon as you get scorched/item, maybe the damage nerf will do enough to make them counterable with armor, but my feeling is it will make vulcan more reliant on items but still super strong when you get them.
I like it the new unit. I am slightly disappointed that it doesn't have more unique techs, but it's not a huge deal. I'm just a bit tired of seeing extended range and EMP across so many units.
I think the farseer EMP being so cheap is going to he strong. You can invest 100 gold to force your opponent to invest more in missile interception, or face losing potentially game winning techs on units he would otherwise win with in later rounds.
might be situationally really strong as the only tech. I think could be pretty powerful versus some sort of wraith pushes since the Farseer seems to actually be decent into wraiths
@SurreyEZ Seems like a strong addition just due to higher rank or mass wraiths requiring it's own AA counter to be added to your army for the most part. Kind of wish it was recruitable.
Man this unit looks so broke, just by itself but the techs are like covering every situations. Idk where the devs are going with that. And Idk how aerial can be now a real answer to anything
Since the sabertooth specialist will get the sabertooth in round 2 and unlock it, does it mean the other player will never have a chance to get it in this match?
Pretty stupid change changing the picture and the name of the cards, it brings nothing new to the game and now you have to re-remember what the cards do at first sight, making you waste precious time reading what they do.
I'd disagree. The focus seems geared toward new player experience. If you have to re-remember what the cards do, that's a one-time shift. If a new player had to determine what "Efficient Small Unit Manufacturing" or "Junior Manufacturing Specialist" did, 'efficient small unit' gives it away a lot faster. Likewise for experienced Mechabellum players since they should be able to read the title and know what those cards are based on. Last, the (not AI-generated this time) art should be able to communicate card types better. Hopefully they do that with future card art changes.
2min spotlight video of FARSEER: th-cam.com/video/WzrfI-rU4Eg/w-d-xo.html
R.i.p Ranged Specialist your funny goggles will be missed 😭
They should make all the missing specialists into portrait options in the credits store (unless that's already a thing?)
He was so based
Finally we got the tech profiles.
Makes switching between FFA and solo way easier!
Thanks for the summary!
Yea I can imagine this is a nightmare if you play multiple modes
This is low key the change I'm most excited about, I constantly switch between those two modes and really want different things in both.
i too will miss the top supply guy, i like to call him the senator but the new art on the card is pretty sick!
Thank you for your service Mr Senator.
very interesting! Thanks for the preview! Didn't realize the new unit shot 2 missiles!
that crawler tech looks so nice. always felt weird having to buy fangs vs sledges and arclights, as the crawlers would just die lol
so now no reason to buy fangs anymore? :D
@@SurreyEZ I was thinking more of spamming only fangs haha. a mix of both should be good :)
Mecha devs have some great artists, love all the new stuff. I'd be interested to see if 'loose formation' makes explosive ammo on mustangs pointless.
The worm changes are gonna be huge for FFA. Cheap heals plus stronger summons is gonna see a lot of people swapping to late game worm spam.
Tho this could make for some fun new metas so I'm not gonna complain till I see what happens. Great vid!
Sad that still no 3rd 100-cost chaff unit
I am waiting for one as well, but we got new chaff technology
What kind of chaff ?
Anti air - done
Melee - done
Anti ground ranged ?
@@alexisbrin518 Lots of options. Could be faster and shorter ranged than fangs, or slower and longer ranged.
Could have hovering (not hit by fire), minimum range (so they shoot over the frontline), or any other unique mechanics the devs want to give them.
ZEALOTS
They said they will add an anti chaff chaff
I think I like all proposed changes, especially Sabre bc that photon was so horrible and its damage niche is high burst dmg which means the doubleshot can be relevant as a replacement.
I still think unit drops are worth too much right now. I really want to see a value reduction across the board, not just Rhino cards etc. I like variety they can bring but the swings are too much for a random game mechanic
yea. I watched a game yesterday where there was a lev3 melter drop round7 and it was teched with succ+multimelter and it deleted the whole enemy round 7 board by itself. Same with the early drops, the one unit is better than the whole board
I think there's also a new monthly tournament coming to the game but since they don't work in the test server I am not sure about it
yea that could really help a worm chain replicate / sandstorms more accurately than just mech rage
Neat stuff
Missing my favorite dream tech which would be Fire Suppression Module {Fangs} who, instead of running into the fire, stop and spray foam in a small aoe in front of them as they go, putting the fire out. I'd also love to see some more usually inconsequential Fang hp increases.
Tempted to think Subterranian crawlers should be immune to surface effects like oil, fire, but instead of going 3m faster, slowing down while underground would be interesting, especially in loose formation.
i believe they have talked about changing the underground to work similar to worms
@@SurreyEZ It would make a bit of sense that they're not where the fire / acid / bullets are. Hard to balance or get used to I'm sure.
wow, ability to properly position ur marksman turn 2 seems like a quite good buff to the spec
Did you notice in the crawler matchup that the tight group of crawlers won the fight....
Marksman spec feels more like a buff as the main downside of it was that you could position it badly and just feed the enemy, but turn 2 so should you be able to pick a position where it both does its job and don't get killed early on.
have you noticed how much the spread crawlers lost to the compact ones? it is something worth looking into.
sure, it makes you very vulnerable to replicate
nice summary, thanks
Reducing Napalm duration so that it wouldnt affect late chaff could be interesting, imho
yea, duration would change a lot. Also how the fire behaves with barriers could be changed
Seems to work well vs Wasps which sounds bad cause Wasp play is one of the few fun plays in current meta
Wasps will be fine. It is equivalent to anti-air arclight and far more rare and expensive.
Sandworm buffs might be a bit of a nuisance in FFA because the larva can stack up. Unclear how much of an issue it will be.
Yea I don't know much about FFA but have heard worms pretty good there
Some pretty cool changes, thanks for covering it all! I'm entirely unsure how/when I would play the Farseer to be honest, but I do like the concept of a support unit. I guess mid to late it would grow into that role more as AM comes online. I really love the Tech loadout profiles! I've explicitly asked for that one in the Steam forum, because I play all modes and FFA is really a different beast from 1v1 / 2v2, and even in the latter modes I could see different profiles might lend to more experimental plays.
The biggest source of disappointment in this patch for me, though, is no changes at all to FFA. That mode is so busted currently it's almost unplayable. There's fun to be had, for sure, but the unbalanced and way over-the-top AI waves - especially boss-waves - are a source of constant aggravation. It's also very stale because all you see is Marksmen, Overlord and Wasp spam - single unit spam in particular is way too prevalent. That should IMO never be viable, but it's almost always the strongest play. I'm sure it's a very difficult task to balance AI waves and 4 player comps, and have some kind of catch-up mechanism in place that is fun, fair and effective (currently none apply), but I would like to have seen some improvements at least. Maybe the mode at a conceptual level is just unsalvageable, I don't know.
special tactics isn't something I've heard in a while. Thanks for reminding me :D
People should be able to choose the artwork they want to see for the upgrade card. So People who like the silly eyes of range upgrade card, can keep it if they want too.
SO HAPPY AND EXCITED. nothing for incomes stats in brawl sadly
sabertooth at round 2 with doubleshot!!! tank meta gonna go hard this patch
crazy how much the loose formation crawler lost by
Thanks for the Video.
Crawler swarm? Or underground thread? Best Missile defence unit in the game?
Very good content.
Keep uploading!
Very good patch 👍🔥
Loadouts are nice QOL, now I can make a loadout for each mode.
yes new stuff
Improved tarantulas will be pretty strong if the card is bought after the tarantulas have already been placed. In my experience tarantulas are best placed early game and then supported with more chaff and anti single target units throughout the game. Using this to avoid the extra unit costs can be nice for the player doing it, but i think it might be better for balance if improved unit and mass produced unit cards had their cost adjusted to take units already on the field into consideration.
Right now i only consider sabertooth as anti missile devices or as a high level unit drop which might still get sold after a round. AM and regeneration are good but i personally find range and photon shield both lackluster.
you can't get improved card if either player has paid to unlocked the unit or have them on the battlefield
@@SurreyEZ Oh thanks for the heads up.
Moment when mustangs will have 37 damage just like they did way back. At least the damage items are relatively nerfed compared to back then.
Honestly I'd rather have the vulcan damage not nerfed nearly as much, but increase its attack speed with same dps to make it much worse against armor, it makes not sense you can kill armored unit with vulcan as soon as you get scorched/item, maybe the damage nerf will do enough to make them counterable with armor, but my feeling is it will make vulcan more reliant on items but still super strong when you get them.
I like it the new unit. I am slightly disappointed that it doesn't have more unique techs, but it's not a huge deal. I'm just a bit tired of seeing extended range and EMP across so many units.
NGL i wouldn't say no to a aerial melee unit or a kiss from Surrey Mechabellum
I think the farseer EMP being so cheap is going to he strong. You can invest 100 gold to force your opponent to invest more in missile interception, or face losing potentially game winning techs on units he would otherwise win with in later rounds.
might be situationally really strong as the only tech. I think could be pretty powerful versus some sort of wraith pushes since the Farseer seems to actually be decent into wraiths
@SurreyEZ Seems like a strong addition just due to higher rank or mass wraiths requiring it's own AA counter to be added to your army for the most part. Kind of wish it was recruitable.
I would rather they kept the photon for sabers and just let us switch it much like the farseer.
Man this unit looks so broke, just by itself but the techs are like covering every situations. Idk where the devs are going with that. And Idk how aerial can be now a real answer to anything
tech setups heyl yeah
Time to load up a nonstandard rush deck
can the wurm tech have enogh aoe to make it go underground again when fighting a chain of units?
good question, might be enough in some situations
Since the sabertooth specialist will get the sabertooth in round 2 and unlock it, does it mean the other player will never have a chance to get it in this match?
yes, but theres a chance to get it r2
Where can we read the patch notes?
The only complain I have is that I would like more Mecha model and less vehicule.
We’ve gotten a few spider style mechs in the past so i’m happy, but yes we do need more bipedal mecha
@@Mortis_XII on hovering rhino, I mean, Gundam !
Balance changes seem good. Now they just need to remove unit drops, lol
its op unit!!! nerf coming soon :)
They have to change the orange man to a blue man for sure
Pretty stupid change changing the picture and the name of the cards, it brings nothing new to the game and now you have to re-remember what the cards do at first sight, making you waste precious time reading what they do.
I'd disagree. The focus seems geared toward new player experience. If you have to re-remember what the cards do, that's a one-time shift.
If a new player had to determine what "Efficient Small Unit Manufacturing" or "Junior Manufacturing Specialist" did, 'efficient small unit' gives it away a lot faster. Likewise for experienced Mechabellum players since they should be able to read the title and know what those cards are based on.
Last, the (not AI-generated this time) art should be able to communicate card types better. Hopefully they do that with future card art changes.