I think what you said about the "33% worse after 4 level ups" at around 11:10 is wrong. You have Field Maintenance increasing your Sabers HP by 30% and Tower Attack Upgrade. Otherwise their unit would just be exactly 11% weaker in atk and hp for both at the same level no matter which level.
Yeah, Grubby was not having a good day... First he says there are no damage types, which is wrong since there are 3 distinct damage types that some units can get with upg (fire, acid and EM effects). And then he makes overs against sabers with MI, which is suicide. should have gone with acid scorps or melters. Or phoenixes, like you said.
@@mancamiatipoola I think by damage type he meant like in Warcraft 3. there's normal, piercing, magic...etc and corresponding armor types like light, medium, heavy... and each damage/armor match up would have a different % multiplier. so certain damage types would counter certain armor types and vice versa.
@@mancamiatipoola There are no damage types. Fire, acid and EM all do the very same kind of damage, EM being some kind of an exception because some things that do EM do specific shield damage. The rest is just skin/flavour. Fire deals exactly the same kind of damage than any other projectile, same with acid. Otherwise you had to say sniper and mustang for example have different damage types because one is a big, slow way to deal damage and the other is fast, small portions.
So why did you commit so much money into destroyable missile interceptors instead of just buying mustang anti missile upgrade? About the same amount as you spent total but had a wider coverage
I think Grubby had some bad experiences with mustangs focusing on intercepting too much when stangs were the carry OP unit before full release, now there is a stigma to them.
@@Sk1nny1991not really the mi of sabretooth is terrible, look at how many sabretooths the opponent had to deploy for it to have a meaningful effect. Mustang are obviously the best at mi, but you sacrifice to much dps and chaff clear. Mi device is the best thing you can do if the rockets become too much of threat. The missplay was basically not going air units earlier and then when it is to late going nerfed boats
The major issue with mustang MI is that in order for them to perform that role they are no longer pumping out DPS onto enemy units, which can completely stall out a unit when the conflict line is moving towards them. Resulting in 'stangs just shooting at missiles rather then the wasps killing them. Saber and Farseer are better MI units not because of efficiency of MI but because using the ability doesn't negate the units ability to simultaneously output DPS onto enemy units.
I think mustang with range are better than mustangs with anti-air. The opponent didn't have that much air units so anti-air didn't made sense in my opinion. And didn't they debuffed ground canon as well because of the strong overlord-typhoon combo?
Chin gun was nerfed and then buffed. It now does 5.5k damage a shot that scales with lvl. so a reasonable lvl 3 over with chingun is doing 16.5k damage every shot.
I dont think mustangs and marksmen do the same thing since mustangs can counter storms pretty easily w missile interceptor? Also mustangs do better against multi target? I am curious about what you mean.
@@alexkay6029Depends on how you build them, do you have them as the main chaff clear? Then no, but if you have them as secondary clear, then MI can be good as it now decent (seconded to War Factory). It also isn't expensive and big like the War Factory and can be placed down and not need fishing for like sabertooth and farseer (sans their specialist but that is rng too).
This is simply incorrect. MI on mustangs can turn an early game investment into a late game save. Had he simply invested 200g into MI he could have saved 500g for other things. Instead he spends 2 rounds buying MI guns that did nothing. The mustangs were only there for wasps and small chaff clear. Giving them another job keeps the unit relevant. Them stopping to MI can also be a good thing especially if they don't have a range buff to delay them into the like 1 wasp unit.
@@alexkay6029 except storms shoot a volley every 6 seconds and mustangs can clear those missiles in 2. which means you are merely sacrificing 1/3 of your damage to basically completely counter a unit that cost the same. especially when the opponent's storms have fire or emp that gives more of a reason to stop them
Same but for me it’s him JUST FIDDLING with the positioning Like that’s such an annoying habit I can’t watch him for long periods despite his content due to HOW ANNOYING IT IS LIKE JUST PLACE IT DONT PICK IT UP TO PUT IT IN THE SAME SPOT
7:12 Are there damage types in this game. Yes there are. Grubby was probably thinking of a different mechanic. However, there are 3 damage types which come in the form of unit upgrades, skill cards or are the default damage of the unit's weapon. 1. Fire damage. A damage type which does a fixed amount of damage and also places a burning debuff on the target which lasts for 10 seconds. This damage type is very effective against chaff. Badgers and Vulcans come equipped with fire weapons and there are other unit upg and skill cards that can create this effect; 2. Electromagnetic blast. A type of damage effect which disables a unit's tech and reduces its speed. Very good against units with lots of upgrades. This comes in the form of unit tech that can be researched (farseer and phoenix have this upg). This effect can also be caused by some skill cards. 3. Acid effect. This effect causes damage over time and vulnerability, causing the unit to take extra damage from all sources. Very good against large or giant units. Comes in the form of unit tech (scorpion acid blast and crawler acid explosion) and also skill cards that can be deployed on the battlefield. Some may also consider the laser beams of balls and melters to be a different damage type since it causes increasing damage every second thus being different than regular unit fixed damage. All these effects come from unit upgrades or skill cards (super weapons) that can be deployed on the field. These can be counteracted by the photon coating effect that some units have as upgrades.
Thinks its aggressive even tho there is no indicator yet, why would cost control ever play aggro? Steelballs in the back is the most standard opening you can play basically, so its crawler in the back. Thinks opponent started with 3 steelballs, but only started with 2... he also did not save money.... Sometimes you should just listen to chat dude, you are not good at this game and you even "observe" things the wrong way... and everything you said in the first 2 minutes was wrong lol...
level seven Saber one shotting his higher level Saber right after Grubby says "I lost again" was funny AF.
I think what you said about the "33% worse after 4 level ups" at around 11:10 is wrong. You have Field Maintenance increasing your Sabers HP by 30% and Tower Attack Upgrade. Otherwise their unit would just be exactly 11% weaker in atk and hp for both at the same level no matter which level.
3:28 "yesterday I thought they were 12"
FBI OPEN UP! !! !! !
The Dinosaur Tooths....🎉
I think doing Photon on the OV's instead of chin gun might have swung it. Negating emp and reducing damage so your beefy boys can do beefy things.
I kinda was expecting you to keep going with Sabers and give them intercept as well, same as your rival did. Overlords 100% surprise in that.
pulling out overlords when the opponent has twice as many sabers with MI is kind of a self counter... I would have gone for mass phoenixes with range.
Yeah, Grubby was not having a good day... First he says there are no damage types, which is wrong since there are 3 distinct damage types that some units can get with upg (fire, acid and EM effects). And then he makes overs against sabers with MI, which is suicide. should have gone with acid scorps or melters. Or phoenixes, like you said.
@@mancamiatipoola I think by damage type he meant like in Warcraft 3. there's normal, piercing, magic...etc and corresponding armor types like light, medium, heavy... and each damage/armor match up would have a different % multiplier. so certain damage types would counter certain armor types and vice versa.
@@mancamiatipoola There are no damage types. Fire, acid and EM all do the very same kind of damage, EM being some kind of an exception because some things that do EM do specific shield damage.
The rest is just skin/flavour. Fire deals exactly the same kind of damage than any other projectile, same with acid.
Otherwise you had to say sniper and mustang for example have different damage types because one is a big, slow way to deal damage and the other is fast, small portions.
Really enjoying the extra mecha content of late 💪
thanks grubby 🎉🎉
I would sell sabertooth and buy a fortress with anti air barrage. You had enough fangs to not be scared of his steelballs
Needed to sell Stormcallers and get missile intercept
So why did you commit so much money into destroyable missile interceptors instead of just buying mustang anti missile upgrade? About the same amount as you spent total but had a wider coverage
I think Grubby had some bad experiences with mustangs focusing on intercepting too much when stangs were the carry OP unit before full release, now there is a stigma to them.
Sabretooth has very good missile interception as we saw from the enemy.
@@Sk1nny1991not really the mi of sabretooth is terrible, look at how many sabretooths the opponent had to deploy for it to have a meaningful effect. Mustang are obviously the best at mi, but you sacrifice to much dps and chaff clear. Mi device is the best thing you can do if the rockets become too much of threat. The missplay was basically not going air units earlier and then when it is to late going nerfed boats
Stang interceptor is so bad it shouldn't be unlocked. There are better techs.
The major issue with mustang MI is that in order for them to perform that role they are no longer pumping out DPS onto enemy units, which can completely stall out a unit when the conflict line is moving towards them. Resulting in 'stangs just shooting at missiles rather then the wasps killing them.
Saber and Farseer are better MI units not because of efficiency of MI but because using the ability doesn't negate the units ability to simultaneously output DPS onto enemy units.
I think mustang with range are better than mustangs with anti-air. The opponent didn't have that much air units so anti-air didn't made sense in my opinion. And didn't they debuffed ground canon as well because of the strong overlord-typhoon combo?
Chin gun was nerfed and then buffed. It now does 5.5k damage a shot that scales with lvl. so a reasonable lvl 3 over with chingun is doing 16.5k damage every shot.
Ugh no MI on mustangs was hard to watch…
Why arclights instead of slegehammers against steelballs?
THAT'S A LOT OF HORSEPOWER!
I dont think mustangs and marksmen do the same thing since mustangs can counter storms pretty easily w missile interceptor? Also mustangs do better against multi target? I am curious about what you mean.
You NEVER click Missle Intercept on Mustangs. They use their main weapon to intercept and stop doing what they're supposed to do.
@@alexkay6029Depends on how you build them, do you have them as the main chaff clear? Then no, but if you have them as secondary clear, then MI can be good as it now decent (seconded to War Factory). It also isn't expensive and big like the War Factory and can be placed down and not need fishing for like sabertooth and farseer (sans their specialist but that is rng too).
This is simply incorrect. MI on mustangs can turn an early game investment into a late game save. Had he simply invested 200g into MI he could have saved 500g for other things. Instead he spends 2 rounds buying MI guns that did nothing. The mustangs were only there for wasps and small chaff clear. Giving them another job keeps the unit relevant. Them stopping to MI can also be a good thing especially if they don't have a range buff to delay them into the like 1 wasp unit.
Mustang MI has won me a few games, mearly completely negating storms. I am a beginner though, so not sure why they are bad?
@@alexkay6029 except storms shoot a volley every 6 seconds and mustangs can clear those missiles in 2. which means you are merely sacrificing 1/3 of your damage to basically completely counter a unit that cost the same. especially when the opponent's storms have fire or emp that gives more of a reason to stop them
Stormcaller vs. Stormcaller. You both deserve to lose.
refusing to go missile intercept for 200 on stangs, but buying like 6 interceptors had me screaming.
Same but for me it’s him JUST FIDDLING with the positioning
Like that’s such an annoying habit I can’t watch him for long periods despite his content due to HOW ANNOYING IT IS LIKE JUST PLACE IT DONT PICK IT UP TO PUT IT IN THE SAME SPOT
strange title lol
7:12 Are there damage types in this game.
Yes there are. Grubby was probably thinking of a different mechanic.
However, there are 3 damage types which come in the form of unit upgrades, skill cards or are the default damage of the unit's weapon.
1. Fire damage. A damage type which does a fixed amount of damage and also places a burning debuff on the target which lasts for 10 seconds. This damage type is very effective against chaff. Badgers and Vulcans come equipped with fire weapons and there are other unit upg and skill cards that can create this effect;
2. Electromagnetic blast. A type of damage effect which disables a unit's tech and reduces its speed. Very good against units with lots of upgrades. This comes in the form of unit tech that can be researched (farseer and phoenix have this upg). This effect can also be caused by some skill cards.
3. Acid effect. This effect causes damage over time and vulnerability, causing the unit to take extra damage from all sources. Very good against large or giant units. Comes in the form of unit tech (scorpion acid blast and crawler acid explosion) and also skill cards that can be deployed on the battlefield.
Some may also consider the laser beams of balls and melters to be a different damage type since it causes increasing damage every second thus being different than regular unit fixed damage.
All these effects come from unit upgrades or skill cards (super weapons) that can be deployed on the field. These can be counteracted by the photon coating effect that some units have as upgrades.
What Hotkey are you using to level-up?
U (that unit) or ctrl+U (all similar units)
@@David-sd6jx thx dude
Lol why did he block the guy that was talking about the heebs? Is he scared to get banned from twitch?
1st!?
Thinks its aggressive even tho there is no indicator yet, why would cost control ever play aggro?
Steelballs in the back is the most standard opening you can play basically, so its crawler in the back.
Thinks opponent started with 3 steelballs, but only started with 2... he also did not save money....
Sometimes you should just listen to chat dude, you are not good at this game and you even "observe" things the wrong way...
and everything you said in the first 2 minutes was wrong lol...
I've got a hunch you have lower MMR for all the smack that you talk xD