Blue seems to be the strongest faction in the early game, but don't have great scaling. Red starts as easily the weakest faction, but has really strong scaling to the point they become the strongest in the late game. Yellow is good all around, and green just seems to be bad all around.
Yeah, I was surprised how much people were complaining about yellow last video with the dodge ability. It was pretty clear last time that yellow got pretty lucky with marble splits and got continuous buffs which allowed their main boss to win last time. In an even fight where both sides have low periods and high periods, I’m taking red every single time. Was super obvious that red was actually the op one last vid, not yellow.
it feels like its rigged against green since its always lacking troups and the Giant up makes them bigger but not stronger, pretty much they just increase the hitbox.
Ability Breakdown: Giant: as their tribe ability goes up, Giant units become bigger, giving them better range and I think more health. Weakness: Giant units cost more and their attacks are short ranged at the start. Skill: as their skill level goes up, Skill Tribe units use more powerful attacks such as grenades, Mega Rockets, and other powerful weapons. Weakness: Skill Tribe units, while powerful when using their special attacks, struggle against spam or hordes of enemies. Buff Tribe: After filling a meter, Buff Tribe units become tougher and stronger, as well as gaining a passive chance to dodge attacks. Weakness: Buff Tribe Units are slow, and their buffs can be overmatched by enemy damage. Clone Tribe: as they raise their clone level, Clone Tribe marbles count for more than 1, letting them 'cheat' or 'clone' unit costs. This allows for larger numbers of their base units and reduces the amounts for their elite units. Weakness: Clone Tribe units are frail and rely on swarms to beat opponents.
@@CECILIADELOSSANTOS-n5cAlso a thing to note, for some reason the creator made a effect that have a chance to fail at 74% and higher, which I don't think is a good control TBH
I think the base shield activation needs to destroy projectiles too. There were 2 times where the remaining projectiles lasted long enough to kill a boss unit that just spawned as the shield activated, and also 2 times where the core was damaged due to these leftover projectiles.
And not JUST Projectiles, it should ALSO Destroy effects like the green gas And the Eyes so there will never be a chance of cheap shots hitting once the duration is done.
The final round was close. It really could have gone either way! Still think Green and yellow need tweaked on their special ability. Maybe I'm just biased. LOL
pierce cap, can't believe that was what ended up being the deciding factor vs not just yellow, but blue as well. Just the sheer number of bodies makes the big AOEs unable to clear everything because of pierce cap, even on yellow's massive AOE swings. what a game
Something that I would like to say about each factions: -Green : feel bad for them men they got rekt again , it be better if there third unit have a sonic scream that destroy projectiles or heal other unit cause all of green units all kind of the same -Yellow : still hate them, it be great if you tune them down a little more - Blue : My fav they fight so valiantly.i know they're not gonna win but I still love them - Red : Finally getting revenge on yellow and getting there long overdue crown Love your content bro❤🎉
I would disagree that green got reck during the first tournament, yes they lost but that was probably the best fight overall. But I do agree that there 3 units should probably had more of a support role or something similar it would have greatly benefited the green tribe overall
Green army: "we lost again!? oh come on guys this is getting embarrassing!!" Blue army: "damn, doing better then what we did last time!" Yellow army: "wait, we got nerfed? oh I hope we go up against greens first" Red army: "Rip and tear, until it is done"
I'm loved the thing you wrote for Red vs Yellow on the last video, I'd love to see how you'd write their redemption after finding out Yellow got weaker and getting their revenge plz.
Fair enough, it did not back up my argument, but this time, I think it was pretty well balanced. A 50/50 between Red and Yellow if you will. And yes, I do think Red is stronger than Yellow.
And that's the problem - Red and Yellow may be balanced against each other, but they're both OP versus anyone else. Scaling passive dodge is simply too hard a counter on top of everything else Yellow's buff does, especially as a match goes on and the buff starts spending more time up than down.
And we've seen twice now that Red starts slowly enough to be the first to have their tower's shield activate, but ramps up fast enough given the chance that they can come back from that *anyway* just by throwing out more bosses, mini-bosses, and cannon fodder than their opponent can chew through even with splash attacks.
It would be nice if the greens got a health bonus equal to the size bonus: +200% size = +200% health. If health alone isn't enough, you could also increase their damage by 50% of their bonus size. In addition, their units come out in too small numbers compared to their strength, especially when it comes to their second and third tier units: both die in one or two hits from anything that moves, and both cannot hit an enemy that is not standing still.
yes, red has a 3/4 win rate. but as i have said in another comment, you cannot judge just one thing in a interlocked system, you have to look at the whole system. reds clone would not work if it's units did not work together, especially as the devil lords hiding behind the devil knights is very powerful. scale that up to many army's worth, and you can punch through everything.
Fun fact: The reason the 11:49 bgm (Elektronomia - Energy) sounds sped up is because the mp3 files NCS provides on their website are sped up. I have downloaded over 100 pieces of music and this is the only one with this issue.
The problem with the giants was they coudln't raise their % fast enough so skill just destroyed them Buff is already a pretty good faction Skill is also pretty good but they have to rely on early game to do as much damage with their combat knives Clone is the weakest by having troops with low health, But at late game when the % goes crazy high they are pretty much unstoppable, they will put all troops to distract you and you won't even be able to make it to their base
I think that a small imbalance of damage and health, such as, for example, the units of the buff tribe have low health, I think that literally the small robot has more health than the robot boss, so if he had lasted a little longer his special ability of missile burst would have won over the clone tribe.
Buff and giant abilities are op the problem is that giant never seems to get their % high enough to matter in the long run.skill seem to have the weakest ability and clone has a hard time in the early game but stives in the long game the only tibes that might be able to beat them late game is buff or giant if they get their % up enough that numbers don't matter.
If giants are going to be as slow and attack speed as low as it is, along with regular foot soldiers costing twice as much, they need to be quite a bit more tanky and do more damage.
I don't think Giant team can ever win. None of the units have any defense, having to rely instead on their giant scaling ability to simply increase health, and you have two units that are basically just mortar units. This makes them vulnerable to almost every other unit they come against as they don't perform well against melee units. When melee units reach either of the tier2 giant units (let's call them basic mortar and spike mortar), they aren't long for the virtual world. Giant team needs rework to make them competitive.
A suggestion for blue army Is to make the missiles from both the rocketeers and supermech missiles barrage to have AOE Damage instead of just single target damage and also have a bit of a timer for units spawning in to also get A Skill charge the duration of activation. And maybe having the AOE area slightly increases by 1/50 of the skills % so they could be more dangerous later on when army spawning becomes insanely quick(which i think should have balls spawning every second when super-late game), and for compensation the skills percant go up by 2 or even 1 instead of the insane 4 it is now. As for green, i think A Wrath meter is REALLY Needed cuz The Green Mutants ain't really that fancy all things considered, maybe after hitting a point, all green units when the wrath instances hit gets some insane moves As for move recommendation Slashers suddenly moves insanely fast and jump to fist-smashs when they get relatively near to them to do AOE Damage, Spitters Lasers Snipes The Second most expensive in the enemy unit pool(that changes to first edpensive if their ain't any second expensive that moves to range then melee if its the only thing left), Spewers barfs A wide Area of more dangerous Poisonous Gas, and their final regens 7.5% HP and just fires A Gamma lasers Ray for a decent time Doing UNGODLY multi-Instances damages that DEFINITELY hurts.
Also if you don't want Devil's Floodgate out of a specials, may I suggests The Gambles Contracted Deal, with A double or nothing deal with x2 happens 60% odd and x0 at 40%
But what I really want to see is skins update that also update as their specials stat increases as times go on, with maybe even their stats increases with their skin changes to show how they progresses. If this get implemented, then my hopes is for the yellow runations to start up almost disfuctional during the start-But as their buffs gets bigger. Their damages get revert and more statically dangerous by their durability and damage(although NOT Movement Speed)-hell-maybe even showing how damn dangerous they are with their super-unit BARELY EVEN Considered Fuctional with ONE Hand fuction with A blade dragging itself by using it blade as its form of movement, as their damages gets reverted, it regains a fuctional hand which also gains A Second blade for crawling and ruthless assault, and when it regains a fuctional Leg its STABS One Blade into the Non-fuctioning leg and Forces it to moves and unstabs it to a relative stable position to slices and dice with both blades and restabs it to move it again. As for the other three they show up almost destroyed, with the warrior only have a Arm with the Sword and a Missing Arm, and as it progresses into prime, it regains it arm but the shoulder is draging the pieces of the arm by wires that manages to retracts it to its normal positions and a metal joint reconnects it and repairs the hull for the final stage. The Marksman crawls without it waist with a fuctioning hand and a disfuctional hand, regaining the previous disfuctional hand to fuctionality and also having its hip-joint back but the legs not powered, going to next stage, a leg becomes fuctional and it can now limply jostle into position, and the final stage it can now walk normally. The Shooting Star having barely fuctioning wing and A single hand holding the gun, when damages revertion happens it regains the shoulder part of the missing hand, and wirings for the supposed-to-be-there hip and leg joints with wings becoming more fuctionally stable, regaining most of the hand except for grip with the hip-joint back and half top of the legs back with the wings even more fuctionally stable, and the final stages their hands, wings and legs Fully back to peime fuctionality.
As for the Blue Tactical Engineers, I things the humans gaining more Armor to fully played predator-like for frontline with plasma claws and for range looking like Halo Spartans with Rail-Cannons for their weapons. Their mech likely getting more technically advanced with better movement and replacing their equivalent Rifles for Heavy Flame-Throwers to full-On Plasma-Flamethrower and the chainsaw gaining more sharp tooths and more speed to practically looking like a blur, and their supermech honestly gaining bigger and dangerous with more weaponry of shoulder machine guns, electro-shock barrier, Azidazide Azided Mine launcher and probably replaces the machine gun and the Plas-Piercer for Plas-Piercing Rifle and the Laser Cannon to Be even More Dangerous in the increased width and damage.
For the Red Devils Floodgate, their Swarmer would get better legs and a more dangerous pitchfork and eventually using momentum to use to spike through with higher Damage than if not properly gaining enough speed for their spike, the Fiery Fiend gaining improved eyesight and some kind of premonition to fire at greater distances(except their base for reasons) till they get to their preferred distance and quickly fires a barrages of fireballs at their foes along with slightly stronger limbs, their Royal Devil having a better Shield that can take more hits and gaining a helmet for protection from above and replacing the mace for A Sword to Long Sword to Great Sword to Ckaymore along with better bodies and wings, the Devil King strangely the only one that move to higher gear-but not caring cuz of their bigger more durable body and a much more dangerous staff for the higher stages.
The green Mutants the slashers would probably get spikes coming out of their backs and sharper claws, spitters having a increasing bio-sac, spewers armored back and head with their chest glowing, and their big guy becoming dark and looking a big-ass kaiju with traits in references to godzilla.
Buddy, and again, why do I always see 4-5 of the strongest red warriors together and never even two from the yellow ones??? Stop creating this imbalance!
Ok, I’m sorry, but yellow STILL needs to be nerfed. Either just nerf all the units or remove the miss ability or the shield, because it should not take 5 of red’s strongest units to beat one of yellow’s boss units.
I don't agree. Red's strongest unit isnt particularly that strong. Red's deal is they just pump out so many units it doesnt matter. Also the only reason it took 5 is because they got lucky and chained the Buff ability a bunch. Honestly I think Red is more due more for a nerf as you simply cannot beat that scaling+red's strongest units damage output. Especially considering Red will have atleast 3 of them out on the field at any given time late game. Yellow getting lucky and chain buffing was the only reason they won last time.
I know the chances of you being on a break from youtube is high, so can the next video you make be about the tribes? I watch these videos over and over again. mabye ad another tribe. mabye a tribe that is themed around death, and whenever an enemy dies, a number of marbles spawn allowing the enemys death to support the war industry. And, the modifier on the amount of marbles created by each kill/marble cost of the enemy can be increased but will get less effective per point over time, such as taking the value of the "raise", dividing it by 100 then square rooting the result, and that is how many marbles are created per kill/marble cost of the dead enemy.
the yellow boss is probably the single most powerfull boss in the game, but that is single. red had at least 10 bosses out at once. i think you cannot judge just one thing, but the whole system at once.
Blue seems to be the strongest faction in the early game, but don't have great scaling. Red starts as easily the weakest faction, but has really strong scaling to the point they become the strongest in the late game. Yellow is good all around, and green just seems to be bad all around.
However if blue manages to get a super nuke barrage right when it gets near the enemy base its a basically garunteed victory
Yeah, I was surprised how much people were complaining about yellow last video with the dodge ability. It was pretty clear last time that yellow got pretty lucky with marble splits and got continuous buffs which allowed their main boss to win last time. In an even fight where both sides have low periods and high periods, I’m taking red every single time. Was super obvious that red was actually the op one last vid, not yellow.
Green is the opposite of yellow.
it feels like its rigged against green since its always lacking troups and the Giant up makes them bigger but not stronger, pretty much they just increase the hitbox.
SEE! ITS COMPLETELY RIGGED! THIS IS JUST BULLYING!
The video is very good! And please turn up the green 🙏
TH-cam channel names of pizza
Ability Breakdown:
Giant: as their tribe ability goes up, Giant units become bigger, giving them better range and I think more health.
Weakness: Giant units cost more and their attacks are short ranged at the start.
Skill: as their skill level goes up, Skill Tribe units use more powerful attacks such as grenades, Mega Rockets, and other powerful weapons.
Weakness: Skill Tribe units, while powerful when using their special attacks, struggle against spam or hordes of enemies.
Buff Tribe:
After filling a meter, Buff Tribe units become tougher and stronger, as well as gaining a passive chance to dodge attacks.
Weakness: Buff Tribe Units are slow, and their buffs can be overmatched by enemy damage.
Clone Tribe: as they raise their clone level, Clone Tribe marbles count for more than 1, letting them 'cheat' or 'clone' unit costs. This allows for larger numbers of their base units and reduces the amounts for their elite units.
Weakness: Clone Tribe units are frail and rely on swarms to beat opponents.
Finally, the Buff Tribe has a weakness 😅
@@kalvincarld it's not easy to spot bc of how long their buff lasts, but yeah, they move slowest. Giant Tribe is actually a tad faster than them.
Clone tribe real weakness: fighting buff tribe
@@quinnalves715thats true the buff tribe has one huge advantage and abit of disadvantage
@@CECILIADELOSSANTOS-n5cAlso a thing to note, for some reason the creator made a effect that have a chance to fail at 74% and higher, which I don't think is a good control TBH
I loved this and the last one, it's a phenomenal series. Thanks so much!
4:59 The skill is quite amazing. Great battle, bro!
LESS GO I'VE WAITED SO LONG FOR THIS (continue with those stick war)
Wouuld be amazing to see a green vs yellow battle
already happened
How i assume each color should be named:
Red: Fyre Fest
Yellow: Sacred
Blue: Technology
Green: Mutant
You know you can see the team name in the description
New Z Arcade! This is going to be good!
Thank you :)
@@ZarcadeSHUT UP
BI BIX. DAN. MISTER
yamil Jorrin Gonzalez
VS
I think the base shield activation needs to destroy projectiles too. There were 2 times where the remaining projectiles lasted long enough to kill a boss unit that just spawned as the shield activated, and also 2 times where the core was damaged due to these leftover projectiles.
true
And not JUST Projectiles, it should ALSO Destroy effects like the green gas And the Eyes so there will never be a chance of cheap shots hitting once the duration is done.
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This is a very interesting and unique concept! But very difficult to balance. Good luck!
Amazing as always
good video
Green really needs some buffs. Probably more health and damage if you're going to keep them as being more expensive and so damn slow
This was an amazing battle! No clue how you come up with these but this one was a 11/10
🤩😎😱
Das ist immer voll cool und entspannend. Bitte mehr davon.
The final round was close. It really could have gone either way! Still think Green and yellow need tweaked on their special ability. Maybe I'm just biased. LOL
pierce cap, can't believe that was what ended up being the deciding factor vs not just yellow, but blue as well. Just the sheer number of bodies makes the big AOEs unable to clear everything because of pierce cap, even on yellow's massive AOE swings. what a game
Something that I would like to say about each factions:
-Green : feel bad for them men they got rekt again , it be better if there third unit have a sonic scream that destroy projectiles or heal other unit cause all of green units all kind of the same
-Yellow : still hate them, it be great if you tune them down a little more
- Blue : My fav they fight so valiantly.i know they're not gonna win but I still love them
- Red : Finally getting revenge on yellow and getting there long overdue crown
Love your content bro❤🎉
I would disagree that green got reck during the first tournament, yes they lost but that was probably the best fight overall. But I do agree that there 3 units should probably had more of a support role or something similar it would have greatly benefited the green tribe overall
You Video is The BEST 🔥🔥💯
NO
@@RaffaeleMinutolo Your Eyes is NO LoL 😂🤣
OMG you just hit 100.000🎉🎉🎉🎉🎉🎉
This comment contains spoilers.
I'm so proud of the demons for winning this one. They had a huge uphill fight in the final match.
no its a cute cat
"War of tribes" Chapter 2? My day is saved :>
Respect to the red guy who defeated the yellow boss
❤🎉🎉🎉🎉🎉🎉🎉🎉🎉
Good job i like the video love Your videos
*I appreciate every second of the video, I admire the moments I look at z arcade* 💕🕹️
Your videos are quite good and I really like them, so you make more videos like this😊
Z arcade good job i like the video love Your videos 😊🎉❤
Green army: "we lost again!? oh come on guys this is getting embarrassing!!"
Blue army: "damn, doing better then what we did last time!"
Yellow army: "wait, we got nerfed? oh I hope we go up against greens first"
Red army: "Rip and tear, until it is done"
What's
I'm loved the thing you wrote for Red vs Yellow on the last video, I'd love to see how you'd write their redemption after finding out Yellow got weaker and getting their revenge plz.
Doomguy Approves of the finale!
I love your content!
Buff granting what appears to be _scaling_ passive dodge chance remains excessive, and very likely a guaranteed win versus anyone _but_ Clone.
Last video Yellow won against Red. I think it's pretty well balanced and Yellow was just super lucky to the point where they got a stomp both matches.
@@W7RSON "Yellow swept the board last time" is not the argument for "Yellow is fine as it is" that you think it is.
Fair enough, it did not back up my argument, but this time, I think it was pretty well balanced. A 50/50 between Red and Yellow if you will. And yes, I do think Red is stronger than Yellow.
And that's the problem - Red and Yellow may be balanced against each other, but they're both OP versus anyone else. Scaling passive dodge is simply too hard a counter on top of everything else Yellow's buff does, especially as a match goes on and the buff starts spending more time up than down.
And we've seen twice now that Red starts slowly enough to be the first to have their tower's shield activate, but ramps up fast enough given the chance that they can come back from that *anyway* just by throwing out more bosses, mini-bosses, and cannon fodder than their opponent can chew through even with splash attacks.
Wow, is so good
QUE BUEN VIDEO
🎉🎉🎉🎉🎉❤❤❤❤❤😊😊😊
That red win over yellow was infuriating
I would have been so sad if yellow would have won and we would had a other rematch.
It would be nice if the greens got a health bonus equal to the size bonus: +200% size = +200% health. If health alone isn't enough, you could also increase their damage by 50% of their bonus size. In addition, their units come out in too small numbers compared to their strength, especially when it comes to their second and third tier units: both die in one or two hits from anything that moves, and both cannot hit an enemy that is not standing still.
Day 97 of telling to make a colour team two colours vs two colours battle ❤❤
Good the youtubeur Z arcade is the good
Amazing the clone of red is just So op
yes, red has a 3/4 win rate. but as i have said in another comment, you cannot judge just one thing in a interlocked system, you have to look at the whole system. reds clone would not work if it's units did not work together, especially as the devil lords hiding behind the devil knights is very powerful. scale that up to many army's worth, and you can punch through everything.
You made green too op
My red boys are back!
Hope they win!
Edit: YEEEESSSS! 🏆
Fun fact: The reason the 11:49 bgm (Elektronomia - Energy) sounds sped up is because the mp3 files NCS provides on their website are sped up. I have downloaded over 100 pieces of music and this is the only one with this issue.
This needs to be a game
Is it possible to change the trajectory of a green ranged soldier? When they get bigger, they always fail to hit enemies
еее новое видео! круто!
Pin i gusse and firth commend
The problem with the giants was they coudln't raise their % fast enough so skill just destroyed them
Buff is already a pretty good faction
Skill is also pretty good but they have to rely on early game to do as much damage with their combat knives
Clone is the weakest by having troops with low health, But at late game when the % goes crazy high they are pretty much unstoppable, they will put all troops to distract you and you won't even be able to make it to their base
Prepare yourself for the apocalypse ❎. prepare yourself for the venom✅
I think that a small imbalance of damage and health, such as, for example, the units of the buff tribe have low health, I think that literally the small robot has more health than the robot boss, so if he had lasted a little longer his special ability of missile burst would have won over the clone tribe.
Red was like
Oh you thought you were the main character blue?
Zaheer memang mantap
Red’s Ability is OP because you could get a trident demon only costing one marble in late game and get boss super quickly
The humans will always win against the devil because we have something they don’t heart And that’s all we need to defeat anything❤🙏
Buff and giant abilities are op the problem is that giant never seems to get their % high enough to matter in the long run.skill seem to have the weakest ability and clone has a hard time in the early game but stives in the long game the only tibes that might be able to beat them late game is buff or giant if they get their % up enough that numbers don't matter.
I love watching war of tribe i hope it has another video
i made it faster on my screen with the playback speed x2 sounds good :)
If giants are going to be as slow and attack speed as low as it is, along with regular foot soldiers costing twice as much, they need to be quite a bit more tanky and do more damage.
I don't think Giant team can ever win. None of the units have any defense, having to rely instead on their giant scaling ability to simply increase health, and you have two units that are basically just mortar units. This makes them vulnerable to almost every other unit they come against as they don't perform well against melee units. When melee units reach either of the tier2 giant units (let's call them basic mortar and spike mortar), they aren't long for the virtual world. Giant team needs rework to make them competitive.
Green win yellow
A suggestion for blue army Is to make the missiles from both the rocketeers and supermech missiles barrage to have AOE Damage instead of just single target damage and also have a bit of a timer for units spawning in to also get A Skill charge the duration of activation. And maybe having the AOE area slightly increases by 1/50 of the skills % so they could be more dangerous later on when army spawning becomes insanely quick(which i think should have balls spawning every second when super-late game), and for compensation the skills percant go up by 2 or even 1 instead of the insane 4 it is now.
As for green, i think A Wrath meter is REALLY Needed cuz The Green Mutants ain't really that fancy all things considered, maybe after hitting a point, all green units when the wrath instances hit gets some insane moves
As for move recommendation Slashers suddenly moves insanely fast and jump to fist-smashs when they get relatively near to them to do AOE Damage, Spitters Lasers Snipes The Second most expensive in the enemy unit pool(that changes to first edpensive if their ain't any second expensive that moves to range then melee if its the only thing left), Spewers barfs A wide Area of more dangerous Poisonous Gas, and their final regens 7.5% HP and just fires A Gamma lasers Ray for a decent time Doing UNGODLY multi-Instances damages that DEFINITELY hurts.
Also if you don't want Devil's Floodgate out of a specials, may I suggests The Gambles Contracted Deal, with A double or nothing deal with x2 happens 60% odd and x0 at 40%
I ain't read allat
Btw i watched you other vid
W video 🎉
У ангелов этот архангел с силовым полем вообще имба, но после клона 300+ демонов вообще не остановить.
Blue vs red great comeback!
Red deserves the win every time, I love the swarm strat
巨人的2號遠程單位太爛了,沒傷害,沒aoe,還沒命中率,而且特性優勢不明顯啊,變大還反倒是缺點,容易被對方遠程命中。
建議:把GIANT的遠程單位都改成aoe傷害。
First
imagine this as a game
❤❤❤❤🎉🎉❤🎉🎉❤
a bit unfair that blue starts off with 100% in the final round and red starts with nothing
lol red didn't need the help woop woop
nice!
I kinda wonder if this is a game or a animation as it really looks like a game but also Like an animation... I really wonder what it is🤔🤔🤔🤔🤔🤔🤔
Oh Yes!!!! Red Win!!!! 😄😁😃😄😄😃
Yeeeeeeeeeeees
Oh my god that's so strong i will play that game tomorrow and download that tomorrow to again 😱😱😱😱😱😱😱😱😱
What does the "Fail" in the BUFF UP slot of yellow mean?Just like the one that appears in 12:24
Why not just make it blue, yellow, and red because you make it so that green is USELESS
Is this a game or not? Man i really need to download it if this is game😅 it's so awesome 💯
🎉 o melhor
Happy new year
red team was good but those stupid tiny guys are bad. I was hoping for the blue but lost the freaking finals!
Vì đến cuối quân đỏ nhân bản ghê quá
happy new year
Yayyy funny red spam demons win
W video
10000 like ❤🎉
But what I really want to see is skins update that also update as their specials stat increases as times go on, with maybe even their stats increases with their skin changes to show how they progresses.
If this get implemented, then my hopes is for the yellow runations to start up almost disfuctional during the start-But as their buffs gets bigger. Their damages get revert and more statically dangerous by their durability and damage(although NOT Movement Speed)-hell-maybe even showing how damn dangerous they are with their super-unit BARELY EVEN Considered Fuctional with ONE Hand fuction with A blade dragging itself by using it blade as its form of movement, as their damages gets reverted, it regains a fuctional hand which also gains A Second blade for crawling and ruthless assault, and when it regains a fuctional Leg its STABS One Blade into the Non-fuctioning leg and Forces it to moves and unstabs it to a relative stable position to slices and dice with both blades and restabs it to move it again. As for the other three they show up almost destroyed, with the warrior only have a Arm with the Sword and a Missing Arm, and as it progresses into prime, it regains it arm but the shoulder is draging the pieces of the arm by wires that manages to retracts it to its normal positions and a metal joint reconnects it and repairs the hull for the final stage. The Marksman crawls without it waist with a fuctioning hand and a disfuctional hand, regaining the previous disfuctional hand to fuctionality and also having its hip-joint back but the legs not powered, going to next stage, a leg becomes fuctional and it can now limply jostle into position, and the final stage it can now walk normally. The Shooting Star having barely fuctioning wing and A single hand holding the gun, when damages revertion happens it regains the shoulder part of the missing hand, and wirings for the supposed-to-be-there hip and leg joints with wings becoming more fuctionally stable, regaining most of the hand except for grip with the hip-joint back and half top of the legs back with the wings even more fuctionally stable, and the final stages their hands, wings and legs Fully back to peime fuctionality.
As for the Blue Tactical Engineers, I things the humans gaining more Armor to fully played predator-like for frontline with plasma claws and for range looking like Halo Spartans with Rail-Cannons for their weapons. Their mech likely getting more technically advanced with better movement and replacing their equivalent Rifles for Heavy Flame-Throwers to full-On Plasma-Flamethrower and the chainsaw gaining more sharp tooths and more speed to practically looking like a blur, and their supermech honestly gaining bigger and dangerous with more weaponry of shoulder machine guns, electro-shock barrier, Azidazide Azided Mine launcher and probably replaces the machine gun and the Plas-Piercer for Plas-Piercing Rifle and the Laser Cannon to Be even More Dangerous in the increased width and damage.
For the Red Devils Floodgate, their Swarmer would get better legs and a more dangerous pitchfork and eventually using momentum to use to spike through with higher Damage than if not properly gaining enough speed for their spike, the Fiery Fiend gaining improved eyesight and some kind of premonition to fire at greater distances(except their base for reasons) till they get to their preferred distance and quickly fires a barrages of fireballs at their foes along with slightly stronger limbs, their Royal Devil having a better Shield that can take more hits and gaining a helmet for protection from above and replacing the mace for A Sword to Long Sword to Great Sword to Ckaymore along with better bodies and wings, the Devil King strangely the only one that move to higher gear-but not caring cuz of their bigger more durable body and a much more dangerous staff for the higher stages.
The green Mutants the slashers would probably get spikes coming out of their backs and sharper claws, spitters having a increasing bio-sac, spewers armored back and head with their chest glowing, and their big guy becoming dark and looking a big-ass kaiju with traits in references to godzilla.
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Buddy, and again, why do I always see 4-5 of the strongest red warriors together and never even two from the yellow ones??? Stop creating this imbalance!
Personally i think yellow vs red was like god giving humans better technology and evolution because the devils broke out of hell
なぜマンアカは、そんなにボスを出せるのですか?
Ok, I’m sorry, but yellow STILL needs to be nerfed. Either just nerf all the units or remove the miss ability or the shield, because it should not take 5 of red’s strongest units to beat one of yellow’s boss units.
I don't agree. Red's strongest unit isnt particularly that strong. Red's deal is they just pump out so many units it doesnt matter. Also the only reason it took 5 is because they got lucky and chained the Buff ability a bunch. Honestly I think Red is more due more for a nerf as you simply cannot beat that scaling+red's strongest units damage output. Especially considering Red will have atleast 3 of them out on the field at any given time late game. Yellow getting lucky and chain buffing was the only reason they won last time.
I KNEW BLUE WOULD WIN!
I know the chances of you being on a break from youtube is high, so can the next video you make be about the tribes? I watch these videos over and over again. mabye ad another tribe. mabye a tribe that is themed around death, and whenever an enemy dies, a number of marbles spawn allowing the enemys death to support the war industry. And, the modifier on the amount of marbles created by each kill/marble cost of the enemy can be increased but will get less effective per point over time, such as taking the value of the "raise", dividing it by 100 then square rooting the result, and that is how many marbles are created per kill/marble cost of the dead enemy.
Round 1 looks like a zombie apocalypse
Also making t0hemselves giant, becomes an easier target
Can you give me the first song? I'm addicted to it 😅
拠点の体力が残り300になると敵を全部倒すシステムはいいね
めっちゃくちゃ押されていたのがそこから逆転する可能性もあるから見ていて楽しい
Imo yellow boss with buff and unlimited barrier is too op, its cost need to increase
Bro no, barrier activated repeat to over buff and activeted
the yellow boss is probably the single most powerfull boss in the game, but that is single. red had at least 10 bosses out at once. i think you cannot judge just one thing, but the whole system at once.
Nhà ah thì kinh khủng ơi em có một điều người dùng hái sao ý mà hihi cái ép
??
Humanity shall be victorious
First I'm going team blue
Maybe, add purple faction (mutant) with lifesteal ability sound good.