Mechabellum

Mechabellum

Nero (Banned) May 29 @ 3:24pm
Tarantula is awful
No range, too expensive tech, spider mines die before accomplishing anything... list goes on. In theory grerat at clearing chaff and great vs wasp with AA tech but meh.

https://steamcommunity.com/sharedfiles/filedetails/?id=3489937129

Why is this tactic so worthless? Just another major gamedesign issue. I literally commited EVERYTHING into these spider mines and the game is just like NOPE.
Last edited by Nero; May 29 @ 3:30pm
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Showing 1-15 of 44 comments
Dominic May 29 @ 3:45pm 
good lord there is so many issues with that ss

1st, thats way to many tulas

2nd, spider mines get worse the more you have because like rhino final blitz, mines can damage friendlies

3rd, aint even remotely close to having enough chaff on your side, nor are they positioned well

4th, tulas are more effective in aggro

5th, tulas generally want ap tech if your going for carry

6th, why do you have heavy armor on wasps lmao

now i can only speculate since you didnt show enemy side but i assume you tried forcing this and the enemy just hardcountered your garbage setup.

also aa on tulas is not very cost efficient for dealing with wasps

this guys, is the man who says melters are op, and based off this SS i can see why he would think so.
Last edited by Dominic; May 29 @ 3:46pm
boon2537 May 29 @ 4:03pm 
Build only chaff clear units,

lose,

Surprised Pikachu
Last edited by boon2537; May 29 @ 4:06pm
In general, the job of Tarantulas is to be a beefy frontline. The strength of Spider Mines is that they AREN'T logarithmic; you can take Spider Mines in tandem with one or two tankiness techs to make a very effective screen.

If you want your frontline tank to do decent damage as well, Sabertooths with the sponson guns are probably a better choice.
Spiders are just tanks with better chaff clear but more vulnerable to single target damage and storm callers.
buka59 May 29 @ 7:33pm 
Tarantulas are only good against small-medium units, but even sledges with EMP counter them rather heavily, not to mention phoenixes or arty for example. What you showed here is nice lesson on how investing into single unit leaves you wide open for counters. Out of curiosity, what were you expecting when building just tarantulas? That they will defeat everything? What are counters to tarantulas in your opinion?
buka59 May 29 @ 7:36pm 
On another note, your chaff propably got obliterated before Tarantulas conected, esentially fighting as 2 seperate forces. If you want to try this again then at least keep them closer together.
Tom May 29 @ 9:21pm 
Why would you hard focus on building 11 tarantulas? Or 11 of anything for that matter. Everything has its role and everything has its counter. Sometimes spamming a unit can work, specifically if the enemy has struggled to counter it/ isnt countering it. But if they do have a counter for it and are currently wrecking the rest of your board as is clearly evident from your screenshot with the opponent not being damaged in the slightest then continuing on spamming that unit in the vain hope that with just enough of them it will work this time is insanity.

Tarantulas are a decent unit but that is not a good way to use them.

Edit also why buy shields for your wasps if you're only going to have the 1 wasp? And why put heavy armor on them?? Heavy armor is great on tarantulas with self repair plus their armor tech, all those juicy hp bonuses stacking with repair makes a nice tank. Can also do the same with a wraith or phantom infront of your wasps if you really need something screening them from anti air stangs
Last edited by Tom; May 29 @ 9:27pm
Cryptic May 29 @ 9:26pm 
no wonder you lost. you only got tulas
The mines are not meant for chaff... There meant for killing. Protect them for huge damage in a good area. But only if they connect.
Nero (Banned) May 29 @ 9:40pm 
Guys this tactic is for fun to overwhelm enemy with spidermines. The tarantula is fast enough to get to front but I deploy it. Back there so it can deploy the max amount of mines.

I would almost win the rounds actually. Just needs a slight buff for the mines and the overall performance of the tarantula.
Cryptic May 29 @ 9:46pm 
Originally posted by Nero:
Guys this tactic is for fun to overwhelm enemy with spidermines. The tarantula is fast enough to get to front but I deploy it. Back there so it can deploy the max amount of mines.

I would almost win the rounds actually. Just needs a slight buff for the mines and the overall performance of the tarantula.
and it didn't work.


that's the point
Tom May 29 @ 9:49pm 
Originally posted by Nero:
Guys this tactic is for fun to overwhelm enemy with spidermines. The tarantula is fast enough to get to front but I deploy it. Back there so it can deploy the max amount of mines.

I would almost win the rounds actually. Just needs a slight buff for the mines and the overall performance of the tarantula.


Originally posted by Nero:
No range, too expensive tech, spider mines die before accomplishing anything... list goes on. In theory grerat at clearing chaff and great vs wasp with AA tech but meh.

https://steamcommunity.com/sharedfiles/filedetails/?id=3489937129

Why is this tactic so worthless? Just another major gamedesign issue. I literally commited EVERYTHING into these spider mines and the game is just like NOPE.

Not every fun strat is going to be viable. If you could always win by spamming 1 unit with a single tech or tech combo then that would be broken OP and everyone would call for it to be nerfed and rightfully so. The Tarantula is useful, you just aint using it right. Needing to think about your units and how you use them right is not a major game design issue, thats just good game design.
Last edited by Tom; May 29 @ 9:51pm
Nero (Banned) May 29 @ 9:54pm 
Ok let's ignore that strategy for a moment. No the tarantula is not useful at all. It's a noob trap. Will be beaten by almost all other units. No damage in the late rounds... It's versatile I give it that but it lacks power to be actually good in any role.

Also. The spidermines need a buff. Sorry but that match convinced me.

If you use it at the Frontline then scorpion or sabers with double shot will annihilate them.

Back in version 1.0 I would love to. Have 3 tarantula in front and have the self repair tech. But snipers would hard counter me so I had to stop using that. There are 2 cards thou one to improve tarantula overall and one to. Get it on level 3. Those make it kinda viable but still...
Last edited by Nero; May 29 @ 9:59pm
Arti_Sel May 29 @ 9:57pm 
Originally posted by Tom:
Why would you hard focus on building 11 tarantulas? Or 11 of anything for that matter. Everything has its role and everything has its counter. Sometimes spamming a unit can work, specifically if the enemy has struggled to counter it/ isnt countering it. But if they do have a counter for it and are currently wrecking the rest of your board as is clearly evident from your screenshot with the opponent not being damaged in the slightest then continuing on spamming that unit in the vain hope that with just enough of them it will work this time is insanity.

Tarantulas are a decent unit but that is not a good way to use them.

Edit also why buy shields for your wasps if you're only going to have the 1 wasp? And why put heavy armor on them?? Heavy armor is great on tarantulas with self repair plus their armor tech, all those juicy hp bonuses stacking with repair makes a nice tank. Can also do the same with a wraith or phantom infront of your wasps if you really need something screening them from anti air stangs
True, this is one of the stupidest plays I've seen. And the wasps movement speed ensures that it's dead before the rest of the army arrives.

Also look at the enemy with 3 missile strikes, I bet Nero bought the shield just for that lol. What even is movement beacon? This is why spells are OP XD
Tom May 29 @ 10:06pm 
Originally posted by Nero:
Ok let's ignore that strategy for a moment. No the tarantula is not useful at all. It's a noob trap. Will be beaten by almost all other units. No damage in the late rounds... It's versatile I give it that but it lacks power to be actually good in any role.

Also. The spidermines need a buff. Sorry but that match convinced me.

If you use it at the Frontline then scorpion or sabers with double shot will annihilate them.

Back in version 1.0 I would love to. Have 3 tarantula in front and have the self repair tech. But snipers would hard counter me so I had to stop using that. There are 2 cards thou one to improve tarantula overall and one to. Get it on level 3. Those make it kinda viable but still...
In my experience Tarant is a good second line chaff clear and defender. Use multiple waves of your own chaff to get a constant stream of them to screen the tarants from snipers, have snipers next to and behind your own tarants and give them armor and self repair so when the enemy breaks through your front line/ chaff waves those tarants can still tank for your squishy snipers/ artillery long enough to clear the enemies snipers. I've gotten several games that ended with lvl 5 or 6 tarants doing exactly that and they became downright unkillable in those later rounds.
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