Mechabellum

Mechabellum

Vulcan/Sniper still OP
You noted that this is the most OP combo in your patch notes but you didnt actually nerf it. Telling everyone it is OP and not nerfing it has made it the almost universal meta build atm.

Vulcan damage is still way too high. Sniper attack rate is still way too fast.
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tried melting points or fortresses with nuclear punch works well

not ot mention tank with range and emp

also you can make your own snipers or phoenix'es

not to mentioned my most hated strat namly hakers if they put their dirty little tentacles on vulcans then snipers are politly ask to disappear.

i like to use wasps to distrackt snipers and let balls deal with vulkans add also arclight if any chaff is placed
I trough wasps+overlords+phoenixes was OP . Guess i didn`t read the meta https://www.youtube.com/watch?v=ofAcnR1oOIM
Stormcallers with EMP.
Everything HAS a counter but Vulcans do their job too well and have enough hp to do it before they die. There are already so many ways to deal with cannon fodder, the vulcan doesn't need to be in the game or at least needs a lot of work done to it. (It is awesome though, a giant flamethrower robot) The real problem with Vulcans is that they deny cannon fodder so well and since there is a limit to how many units can be placed per round they can make up for a lack of fodder clear in a single round and are a harder counter unit then any of the other Giant units. Snipers are fine but Elite marksmen could do for another nerf
Vulcan do fine against crawlers. They are acceptable against mustangs and fangs and utter trash against any other unit; Shields are supper effective against them. Armor is super effective against them. Sledge with armor+repair can tank vulcans all day and don`t even feel it. They are also super vulnerable against hackers.
Marks are overnerfed in current patch. There is no point to deploy them most of the time Anything a mark does hacker does better . https://www.youtube.com/watch?v=tGvYFuMiIrk
According to steam Forums:

Every Unit is OP !

There was a big Tournament yesterday with some interesting results.

1.) Every game had at least 1 guy who had a vulcan

2.) Wasps were used surprisingly often and decided games despite steam forums thinking they are one of the worst units

3.) many of the medium ELO players used a lot of arclights as core army even after patch... but mostly lost T_T. This is something i personally dont understand.
It was mostly 1700-2000 ELO players who used Arcs as core unit of their army
So not bad players

3.) Stormcallers did not play an important role in that tournament
despite some guys here saying they are op
Actually about 1/3 of the games i saw nobody even used stormcallers
and when they were used it usually wasnt many

4..) Overlords were frequently used

5.) Phoenix were frequently used
Viimeisin muokkaaja on Sonnenbank; 9.7.2023 klo 8.57
Sonnenbank lähetti viestin:
According to steam Forums:

Every Unit is OP !

There was a big Tournament yesterday with some interesting results.

1.) Every game had at least 1 guy who had a vulcan

2.) Wasps were used surprisingly often and decided games despite steam forums thinking they are one of the worst units

3.) many of the medium ELO players used a lot of arclights as core army even after patch... but mostly lost T_T. This is something i personally dont understand.
It was mostly 1700-2000 ELO players who used Arcs as core unit of their army
So not bad players

3.) Stormcallers did not play an important role in that tournament
despite some guys here saying they are op
Actually about 1/3 of the games i saw nobody even used stormcallers
and when they were used it usually wasnt many

4..) Overlords were frequently used

5.) Phoenix were frequently used
1. Vulcans are solid units. Personally I think they are a bit too strong, especially when you use items on them, but they aren't overly powerful or lack counters.

2. Finally people are understanding Wasps, I've been trying to tell people they're good units but noooooooo, they're too hard to get into because you have to invest 200 supply to get a tech for them to actually get them to have a role. Shield + HE + GS + AS is my go too tech lineup for it, but there are a lot of good combinations. But that's the point, you actually have to figure out how its techs interact to fill a role and can't just spam "Range" on it like every other unit.

3. Arcs are all round solid units, but they have a critical shortcoming of heavily being reliant on the specialist cards when being the core of a line. When those cards come up, they are very strong and can wipe out most units without much issue, the problem being that they scale really heavily with level while starting out pretty weak against everything but Fangs, Crawlers, and Stangs.

4. Meh, they're fairly decent units. Their primary upside is that they're air units so a lot of things don't actually shoot at them that would normally deal with other giants pretty easily, IE Sledge and Ball walls. Plus they have an anti air and anti ground AOE main attack with a tech that allows it to shoot at air and ground simultaniously. They have a very critical weakness to Marksman and Phoenixes though, which is why I rarely use them if I don't get the Improved Overlord Specialist. Plus people really seem to misuse them for the Wasp Spawn upgrade, which IMHO is the weakest tech for it, and that's including HE and LO. It would take a minute and a half to create the same amount of Wasps as just a single unit of Wasps on its own, and another minute to create the tech's base cost worth of Wasps not even including the 200 supply tax for additional techs... at that point just use the tower deployment and put down an actual Wasp.

5. Phoenixes are really good units that get slept on because you really need the Air Specialist to get the most out of them. They're basically just a unit of 2 Marksman with slightly lower range. Admittedly they can get into trouble if you put them too far forward, unlike Marksman, but when used right their only real counter is other Phoenixes, tech'd up Marksman, and Fangs. Most of their techs are pretty sucky though, unlike Marksman their +damage and +RoF reduce their range pretty heavily... their only saving grace being the shield and ability to rebuild themselves as long as another Phoenix is still alive (which lets you do some funny flank stuff without risk).
83athom lähetti viestin:

2. Finally people are understanding Wasps, I've been trying to tell people they're good units but noooooooo, they're too hard to get into because you have to invest 200 supply to get a tech for them to actually get them to have a role. Shield + HE + GS + AS is my go too tech lineup for it, but there are a lot of good combinations. But that's the point, you actually have to figure out how its techs interact to fill a role and can't just spam "Range" on it like every other unit.
Serious question: How the hell do you keep them alive? Mustangs eat them for breakfast, and unlike a vulcan, you can't simply hide them behind some ground chaff because the AA upgrades give units more AA range than ground range. Arclights and Overlords are also pretty disgusting vs them once the ground chaff is cleared.
Stormlock lähetti viestin:
Serious question: How the hell do you keep them alive? Mustangs eat them for breakfast, and unlike a vulcan, you can't simply hide them behind some ground chaff because the AA upgrades give units more AA range than ground range. Arclights and Overlords are also pretty disgusting vs them once the ground chaff is cleared.
You don`t . Either there is elite wasp card that come to play with elite marksman+range upgrade that turn these pests intro Gym boss or they die like flies. Shield don`t help on low lvl wasps and they never beat same lvl mustangs with same upgrade. The best strategy is to force your enemy intro antirocket tech and then swarm it with wasps, or pump sledges to the point where the enemy don`t want mustangs. Also upgraded fangs destroy wasps .
LVL 1 wasp is only good as distraction against phoenixes/meltas/marks. Or as EMP option.
Stormlock lähetti viestin:
83athom lähetti viestin:

2. Finally people are understanding Wasps, I've been trying to tell people they're good units but noooooooo, they're too hard to get into because you have to invest 200 supply to get a tech for them to actually get them to have a role. Shield + HE + GS + AS is my go too tech lineup for it, but there are a lot of good combinations. But that's the point, you actually have to figure out how its techs interact to fill a role and can't just spam "Range" on it like every other unit.
Serious question: How the hell do you keep them alive? Mustangs eat them for breakfast, and unlike a vulcan, you can't simply hide them behind some ground chaff because the AA upgrades give units more AA range than ground range. Arclights and Overlords are also pretty disgusting vs them once the ground chaff is cleared.
HE helps Wasps clear equivalent level Mustangs, even with the Stang having AA Spec. It's usually a 50/50, but they can get distracted easily when other units are thrown into the mix. While the Stangs target the Wasps first as soon as the 3 Wasps out of the whole group they're all targeting dies they all retarget onto the closest unit, which helps if its say a group of Crawlers and/or a Steel Ball rushing in closer. Also, they can't shoot at both air units and rockets at the same time, and Stormcallers (especially with HE) really love tearing grouped up Mustangs sitting still shooting at something apart.

I'll give you the Arcs and Overlords, as they're hidden gems that people miss because they either take the wrong techs (Overlord) or they just spam more mustangs instead of learning how to buff up existing units over time (Arc). However, both have a critical weakness of Marksman and Phoenixes, one of which share a speed with the Wasps so can usually keep up and support a grouping of Wasps. Plus a Vulcan with either Range or Fire Missiles really take care of an infinite amount of Mustangs if you place it right.
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Lähetetty: 8.7.2023 klo 15.30
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