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otherwise fangs with shield
mustangs
SteelBalls with Mechanical Rage can help
Wasps with shields to be protected from fire
long range stormcallers,
long range scorpion,
long range snipers,
phoenixes with range or shield with quantum
but best, from an economy perspective is crawlers and fangs. also these two units are needed in every match, while the others mentioned are not going to be fielded every match but only on purpose
phoenixes for example are like snipers but:
u get 2 of them, they can fly, and have shield - this means fire immune and you can buy 6 while you opponent can only buy 3 and you can shield which means sniper need two shots to be killed, and with quantum you get another boost to outnumber the snipers. but thats very economy intense.
drawback is that they have less range than marksman
ill use half board numbers. been playing alot of brawl so thats just kinda how my mindset is now but smaller numbers are easier to work with anyway.
-use 2-3 of your own marks with rapid fire and range.
rapid fire is a must have it makes your marks just more damage efficient (less wasted damage and faster fire rate)
-then get a storm unit with long range. dont bother with any other techs unless you need them like like the emp rapid fire and fire (i prefer high explosive for chaff clear and makes the rockets miss less so its honestly more of a damage buff overall but best to get storms at level 3 at least)
-and fangs get a load of em they are just expendable health pools. if your health pool is dieing too fast get shields on em.
sledges work for this as well and makes fire not counter you so hard all they need is regen and if the card appears that makes them cost 100. get it unless something better is there cause tanks are also just expendable health bars for your other units. and can help you move to wasp if you need to.
truly tho people can tell you strategy all day but the game is pretty dynamic.
the real key is identifying what you need to counter and think about how your board interacts. so in this case what is keeping you from killing their marksmen.
and dont get too caught up in just countering. make moves that need to be countered as well.
Pro Observation of the day from Surrey: Especially in lower mmr, people tend to buy only like 30% of the chaff they need.
If im in coma and thats the only way you can reach me: Wassup?
Overwhelm them with lots of targets.
rofl yeah 4 techs invested in a single unit to make them "not suck" sounds like a perfect plan dude.
i recommand also the upgrade who disable technology for counter many unit, that reduce greatly their tanking range and dps
Now you have your answer....
what they used to beat you is what you can do vs Marksmen yourself
Oh no, you misunderstand. Range is really all it typically takes to get them levels against the AI waves, which is what you need and it helps to close with marksmen faster. The next thing that can help them level is mech rage, but it is definitely not required most times, it does make them way better chaff clear. The emp and armor are mostly situational, if you need to shutdown damage linking/giant tech or if you face sustained low damage for something like mustangs, respectively. I don't think I've ever had more than three active and that rarely. The idea is to be a flexible carry.