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It's like destruction derby but your goal is not to hit other cars but to be the last one alive.
This mode rewards staying back, being passive and let everyone else kill each other.
In addition to that there is so much unpredictability that you almost can't respond to your enemies and Npcs.
This results in the most average, can kill everything somewhat builds that this game has to offer.
One of the new designers hired by Game River is working on overhauling Brawl, so it will definitely change.
I'm just trying to figure out how to approach the current version of Brawl that we have and what successful strategies people have been using that reliable gets them place 1 or 2 in most games. I currently go from place 1 to 4 frequently.
- Phantom Ray Spam: My go-to if I get Aerial Specialist. High win-rate at my MMR level but I wouldn't say it's OP necessarily. But it DOES force your opponents to react because you will snowball if they don't. Some opponents will complain about Phantom Ray being OP but it is counter-able and they only have themselves to blame if they don't.
- Mustang Spam: Probably the most successful ground unit spam for me. People in my MMR range appear to underestimate it. Starts off weak but once you hit a critical mass of stangs it can really take off. I've had games where opponents attempt to counter with Vulcans late game but by then I already have way too many stangs. You need to counter it earlier.
- Crawler Spam: Probably my most meme-build thing to do. It doesn't win often but if you get lucky with card draws (the crawler specific ones can be quite good) you'll do better than you think. Fails to air (obviously) so late-game transition is necessary. I usually transition into a giant unit late-game that can deal with air.
- Arclight Spam: I had a lot of fun with this at first but it hasn't been working out lately. Also very luck dependent with card pulls. Nobody respects it (probably for good reason) but it can surprise people on occasion.
Side note: should be obvious but all of these spam tactics make heavy use of dropping additional units each round. I prioritize unit count over tech upgrades but you'll usually have enough resources by the later rounds to have all the upgrades anyway.
Edit: Also, I should note the other comment about the game mode encouraging passiveness is true. I've seen people spam units like Phantom Rays in the back and use beacons to make them hang back so they can clean up. I don't do this. Mostly because I am lazy but it's also kinda poor sportsmanship imo. I don't blame anyone for doing it, it works, just not something I want to do myself.
Wasp spam. A wide selection of anti-air techs can counter flyer spam prettily handily so you're really going to struggle if someone builds to counter anything other than phantom ray spam and even then they're not unmanageable. Overlords and Raidan are potent, as you'd expect for giants but marksmen with some EMP will totally cripple them and then they're not too tough to bring down. Phoenix Rays are just Marksmen with the "we'll be back" rule from 40k. Dangerous in mass but not able to match the same firing speed due to no rapid reload without cutting their range down, which for a sniper unit can mean death. Tends to find itself in a last man standing match with marksmen which comes down to numbers and who has the greater range.
Worms are often a potent and unstoppable force if they get rolling. But there's a fine balance to them at times. They need enough damage and numbers to pop everything they strike in 1-2 hits to reset aggro (and melting points), heal a bit with burrow maintenance and maybe even spawn a smaller worm for distraction. But if you can't get the ball rolling your worms will pop their head out late game, die and you'll stall.
- Carry fangs with hackers shield
- Carry fangs with fortress
- MMs spam (shooting squad - range - emp - elite marksman)
- Raiden spam
- Carry arclight
I've tried mass crawlers with mass melting point with crawler production, it was terrible
Everything can work if it goes uncountered but phantoms are the hardest to deal with, speaking as somone using them often.
Armor makes them stomp what you'd expect their counter to be; mustangs.
Cloak makes sure they win against marksman, or at least don't get picked off as they close the gap
Sheilds make extra sure they aren't losing to burst damage, and stacks with Armor.
Burst fire... isn't actually all that necessary, but if your opponent is doing things like building worms you'll need it.
Aside from that I enjoy arclight games, they usually go fairly well for me actually.
I used to like fangs but they just don't do well if somone pulls out storm callers.
Mass fang + forts works often and is the most fun IMO, but it can be easily shut down with fire.
Mass Phantoms works really well against most people but is bad vs ppl that know how to shut it down, but it is not many that do.
Those are my two go to strategies after they buffed Scorpions to completely shut down Marksman spam.