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- chaff (many small units in one squad, e.g. crawlers fangs, wasps)
- chaff clear (good splash damage like arclights, tarantulas, vulcans)
- damage dealers (high ATT like marksman, sabertooth, scorpion)
First win the chaff war, then do the damage.
This game is about winning the small unit war by either having more small units than your opponent or killing his small units faster.
This 1 principle alone will get you to 1200mmr + in a very short time.
Always ask yourself this 1 question: How do i make my enemy permium units shoot at my small units while my premium units are able to shoot at enemy big units.
This is the most important concept in all of mechabellum
The game is affordable, so I'd just give it a whirl if what you see on the store page or in YT videos and Twitch streams looks good to you.
This game has hard counters, you can level up a tanksquad but it will still be oneshot by a scorpion. The scorpion reloads shots slowly so it can be overrun by crawlers.
You can use tech-options to drastically change a units performance. A rhino is killed by steelballs, give rhino whirlwind and it beats the steelballs, give steelballs range and they beat whirlwind rhino. Most units can have 4 active techs at the same time, and each tech costs 200 more to buy than the previous tech.
Don't borrow money early in the game
Don't tech early
Recruitment slots (the amount of units you can buy each turn) are valuable in the early
rounds, don't waste them by not buying as many units as possible
leveling up a unit is not always the best course of action (a level 2 arclight won't kill a crawler faster than an level 1 arclight) -> better recruit more units instead (see above)
Rhinos look cool, but are generally not a good pick
Don't waste money in consumables like missiles, shields and anti missile devices in the early rounds -> Buy or upgrade units instead
Do not invest into too many different unit types, or upgrades will later apply to too few units on the map.
All hints above come with a little * that says "unless you know what you are doing".
Last hint: Enjoy every match for the little guys marching around and shooting each other, not for winning. It's a competitive game - sometimes you win, sometimes you loose. Enjoy the gameplay anyway.
Thats a very good tipp.
I originally bought mechabellum simply for the reason that it looked so cool to have big mechs fighting.
And even after 300h i still feel immense joy when i see my fortress army wrecking enemy.
not because of winnig but because Fortress just look so cool .
We should all just enjoy mech- fights more for the spectacle it is
What do you mean by this? What type of changes have they been making? Kind of concerning
Then there is also the difference that the main playmode is 1v1 so you are playing against the same opponent each round. There is a greater reward in adjusting unit placement to do well against your opponents exact composition and placement rather than aiming for a generically good placement that will do well against other generically good placements.
On top of that the game has very hard counters, and anyone can very easily gain access to most units. So if you play against an opponent who can identify what you are trying to do they will deploy very hard counters and punish you, this will be even more punishing if they can predict your moves before you make them. They won't even have to gamble for it they can just place the perfect counter on the field and so can you.
But at the level where you start out at none of the above matter too much, no one really knows what they are doing.
There are some low-mmr players here who can't handle rng at all, they don't know how to navigate it.
You come from Teamfight Tactics which is pretty much gambling-level rng, random selection from a pool with random unknowable quantities, level up by gambling mechanics (find 3) and unequal distribution of items among players. Can't play the units without gambling for them, gambling for tribes to find fitting units. Etc. I'd go as far as to say that the primary gameplay in teamfight tactics is the gambling, then there is a tactical layer on top of that. Or at least that was how it was during the seasons I played it.
In Mechabellum we have draft-level rng. Both players have one identical selection of 4 units or items that are visible to both players on each turn (with the exception of the very first turn where players are given different commander/unit choices). You can predict your opponents choices because you are given the exact same choices. And the rng is not close to the level of handing out "wonder items" " shadow items" or "armory" or whatever. Items also has a cost approximate to their value, or you can always take 50 extra gold for the round (which is very common). So like a good item in mechabellum is usually something like "80 percent more health for 50" or "a wall of fire that lasts for 1 turn for 100, can be used again in 3 turns" or "(your)wasps costs 100 less and do 40% less dmg 40% less hp". There are no item combination, units can equip 1 item. You also can't use money to gamble for more choices, it's only 1 equal and identical choice given each round. Then you have normal play where you can field units, tech up, level up etc.
On some rounds you can also get extra units that are not already fielded, this is where some low-mmr players get big mad, the units value usually add up to maybe like 20 percent of your army and they come at a cost. The sudden influx of (equal) value on certain turns mess up copy-paste plans and requires some additional thought and adjustment.
TLDR They cry about rng, if the rng in Teamfight Tactics is an ocean then rng in Mechabellum is a drop of water.
its not really true what he says.
currently the biggest RNG problem imo is that spells like Nuke or Storm can be Spellcards
that come back to back or with 1 round difference..
Now if you have an air heavy army like wasps+phantomRay , which is currently a pretty solid combo you just lose.
4 stroms in 9 rounds that destroy half of your air army and you can do nothing against it makes a game basically unwinnable
Since you cant protect air units with shields
All high level players, including myself, have stopped playing the game until this mechanic is removed. The only people that are left are the fanboys like Sonnen and Arti who relentlessly defend the RNG in every single post complaining about them... to the point where I think they might be one guy with two accounts.
If you are looking for a high level competitive strategy game, then Mechabellum is no longer that. If you want a mobile-esque game that is determined by luck, then this is the game for you.
Most high level players are still playing this game. It is mostly a skill problem on your part. Apparently you cannot adapt to the circumstances. If you ever reached 1800 it was because of cookie cutter strategies which are much harder to pull now.
Lol 1800 as an uncreative copypaster, and honestly I doubt you made even that. I'd comment further on it but you have scrubbed your comment history of evidence which makes it tedious to look up. I remember you as a barely 1000 mmr player though.
It's completely normal units. They are balanced to make an impact but not to dominate gameplay.
The mechanic was a bit overtuned a year ago when the game was still in early access and losers are still crying about it now a year later.
You have no idea what incredibly rng means. You are writing to someone who came from TFT, I can't emphasize enough how incredibly ignorant you are to claim that unit drops is "incredibly rng". It's as close to medically diagnosed stupid you can get without actually seeing a doctor.
Seeing more data would be good, but they don't owe us that.
You were never a "high level player" and all the good players are still here, in fact the data suggested that the unit patch gave already high-mmr players a more consistent win-rate. It rewarded skill even more. The ones who took a beating from it was mid-mmr copypaste players who just played the same build on repeat.
Please refrain from trolling this forum. It is all right to dislike a feature or a change, but making unfounded and verifiably untrue claims to "puff up" your opinion is not. All the top players from a year ago, like Apooche, n_sacco, Steelsane, Arbiter, B Man, Flower Fairy, Red Hair, and a large number of other top players are still avidly playing. 1800 MMR is solid, but the actual top players are playing at 2300+.