They should give war factories 2 item slots instead of the 0 they currently have but make it so that only production lines can be slotted into them to make them really feel like they live up to their names.
@@redgaarden8101 That would be awesome also ngl though then it should be limited to 1 slot as it would be to op if there was 2 I think. Maybe make it so war factories has 1 slot baseline that affects units it produce through tech or can slot in a production line but there is a new tech that gives it an additional slot but now it can only slot in production lines?
It’s way more common with super aggressive players too. I think they skyrocket in mmr by using cookie cutter meta strats, then get very frustrated when they face people who can adapt and don’t let them control the pace of the game.
I don't think the random firing delay has anything to do with lag prevention; it's main use is to prevent overkill from "hitscan" units (i.e., such with infinite projectile speed), such as snipers or Terran marines in SC Another random element of Mechabellum are stormcaller missile fire patterns; I assume they fix the seed though, so that it becomes deterministic across replays
With the adoption of new laws in anticipation that finally more games from Steam will appear on Android in the Play Market. And Mehabelum will be ported to Android.
you definitely can. i'm pretty new and thus not at a level where RNG really matters, but c'mon, it doesn't take much to realize RANDOM unit drops / abilities / items can favor one player more than the other depending on the comp they're going for and situation they're in, not even talking about the asymmetrical, RANDOMIZED specialist + starting unit pack at the start of the game. now RNG is also what brings variety, and don't get me wrong, i think it only really matters at high elo, but you can't deny it does exist. also in this particular video i'm not sure what RNG that guy was complaining about lol
You can, for example massing steel balls and then a hacker or scorpion with high lvls drops (Another example is being giant spec, and a meltor is included one of the earlier drops). But the spells and drops are mirrored so you should know when to stop dumping all your eggs in one basket. But, over many games you can't really blame rng, disapointed by it at the most.
@@andrewnguyen4801 sure, over a large number of games statistical effect kicks in and essentially negates the random element, but that applies to anything, this statistical effect always exists, doesn't change the fact you can still have good RNG or bad RNG in the one game you're playing, and so you'll find peops complaining about it, pretty sure i could be complaining about it in a particularly egregious case too, once i get to an elo (if i ever do) where the effects of RNG can be noticed. now don't get me wrong, i'm not saying it's 100% random, 1V1 game modes usually sort people by skill level pretty accurately and pretty quickly, so clearly it's not all random. i'm saying for the people that get to the higher elo layers, where there are little mistakes made and pretty equal skill levels (especially for mechabellum where the skill ceiling is gonna be easier to hit than in some other competitive games) the RNG that clearly exists in the game is obviously gonna have an impact on the outcome of one given match.
Aside from offset firing times on units the only relevant RNG is the spread pattern on stormcallers and the pattern on orbital bombardment/lightning storm, which yeah can certainly cause you to lose rounds that you could otherwise have won, or vice versa. Neither grubby nor oppo had either of these though. Replays are pretty funny regarding that, since they don't store the RNG results (or at least they didn't used to, no idea if that was fixed at some point) a player can die in an earlier round than they actually did. xD
They should give war factories 2 item slots instead of the 0 they currently have but make it so that only production lines can be slotted into them to make them really feel like they live up to their names.
Thought you were gonna say "but only affects produced units"
@@redgaarden8101 That would be awesome also ngl though then it should be limited to 1 slot as it would be to op if there was 2 I think.
Maybe make it so war factories has 1 slot baseline that affects units it produce through tech or can slot in a production line but there is a new tech that gives it an additional slot but now it can only slot in production lines?
God no
No, war factory with items is op.
Maybe they should ajust the technologies prices, or the maintenance amount
"Lucky kid bg gl" ....said the guy that did exactly 0 damage the entire game
That was no luck, you played well. He was angry about the last round tower debuff. Without it, he would win that round.
Dammit...I keep forgetting I have this bloody game!
Well played!
I've got to say I've been running into a lot more salty players 🙄
Me too. Probably has to do with when the game released player base sky rocketed. Gonna be some rotten ones in the there. May Bearlike favor you!
It’s way more common with super aggressive players too. I think they skyrocket in mmr by using cookie cutter meta strats, then get very frustrated when they face people who can adapt and don’t let them control the pace of the game.
I had my first really salty player the other day, I blame my increasing MMR for moving me into the more try-hard section :D
I don't think the random firing delay has anything to do with lag prevention; it's main use is to prevent overkill from "hitscan" units (i.e., such with infinite projectile speed), such as snipers or Terran marines in SC
Another random element of Mechabellum are stormcaller missile fire patterns; I assume they fix the seed though, so that it becomes deterministic across replays
With the adoption of new laws in anticipation that finally more games from Steam will appear on Android in the Play Market. And Mehabelum will be ported to Android.
I never get the point of picking quick supply commander. Anything else seems the better choice, than plan 200 Ressources more
*getting wrecked over multiple rounds without winning a single one* _"lucky"_
Can you even blame rng in this game
People will blame rng in chess before admiting their mistakes
you definitely can. i'm pretty new and thus not at a level where RNG really matters, but c'mon, it doesn't take much to realize RANDOM unit drops / abilities / items can favor one player more than the other depending on the comp they're going for and situation they're in, not even talking about the asymmetrical, RANDOMIZED specialist + starting unit pack at the start of the game.
now RNG is also what brings variety, and don't get me wrong, i think it only really matters at high elo, but you can't deny it does exist.
also in this particular video i'm not sure what RNG that guy was complaining about lol
You can, for example massing steel balls and then a hacker or scorpion with high lvls drops (Another example is being giant spec, and a meltor is included one of the earlier drops). But the spells and drops are mirrored so you should know when to stop dumping all your eggs in one basket. But, over many games you can't really blame rng, disapointed by it at the most.
@@andrewnguyen4801 sure, over a large number of games statistical effect kicks in and essentially negates the random element, but that applies to anything, this statistical effect always exists, doesn't change the fact you can still have good RNG or bad RNG in the one game you're playing, and so you'll find peops complaining about it, pretty sure i could be complaining about it in a particularly egregious case too, once i get to an elo (if i ever do) where the effects of RNG can be noticed.
now don't get me wrong, i'm not saying it's 100% random, 1V1 game modes usually sort people by skill level pretty accurately and pretty quickly, so clearly it's not all random. i'm saying for the people that get to the higher elo layers, where there are little mistakes made and pretty equal skill levels (especially for mechabellum where the skill ceiling is gonna be easier to hit than in some other competitive games) the RNG that clearly exists in the game is obviously gonna have an impact on the outcome of one given match.
Aside from offset firing times on units the only relevant RNG is the spread pattern on stormcallers and the pattern on orbital bombardment/lightning storm, which yeah can certainly cause you to lose rounds that you could otherwise have won, or vice versa. Neither grubby nor oppo had either of these though.
Replays are pretty funny regarding that, since they don't store the RNG results (or at least they didn't used to, no idea if that was fixed at some point) a player can die in an earlier round than they actually did. xD