They need to make AM efficacy affected by the level of the Stormcaller (or other unit launching the missiles). A Lvl 1 Mustang should have more trouble with intercepting a Lvl 3 Storm.
@@Lorrin81 That sounds like an interesting idea. Levelling SCs already felt kinda bad, seeing how there's a good number of ways to shut them down. With Mustangs becoming so adept at it, spending on SC upgrades is even less appealing.
missile interceptor on mustangs was already great in the situations rat mentioned. Deny oppo chaff clear, and add more chaff on a key turn. Now it's just great in general, and makes storms even more fragile of a unit to add to your comp. It does make for a strange dynamic though where now you have another thing pulling you away from ever going carry mustangs, since if you ever need them for anti missile, then its anti synergy. Not that carry mustang was common currently, but maybe one in like 15 games or so.
I don't remember very well, but I know that during one game, my level 1 Sledgehammer could not destroy level 2 Crawlers. I played Cost Control Specialist, but I don't know if my opponent had Heavy armor specialist. In any case, I was literally missing 1 point of damage (with the 10% damage technology of the tower) for the one shots, which was terrible. So the up to 12% helps compensate for this kind of situation in my opinion.
i have seen a lot of complaints against the storms so i would have to guess the mustang buff was a response to that. it will be nice to be able to intercept missiles more reliably now, but yeah the tech was already pretty good before
I enjoy all the random ways to win in Hearthstone, but I appreciate that Mechabellum focuses more on skill and less on luck. However, I feel that Mechabellum's longevity could improve with a bit more randomness
Rather than unit drop, i would rather they remove all the random abilities like shield, emp, nuke, etc. I would rather focus on unit vs unit combat. I wish there was a seperate game mode where its just unit vs unit with no abilities
Well, Stormcallers are obsolete. I know that people were complaining about them and that some sort of change was probably justified, but this is a very hard counter.
yea i feel its way too much but let's see. I would hope they would somehow separate the missiles and the fire and make fire counterable without completely deleting the storms
There were a couple of games i had where the opponent slammed stormcallers late game with emp/fire, I had like a war factories and a couple of mustangs, all it took was like a stray missile to land and like the war factory got emped, floor was on fire killing so much chaff. I admit i was behind before this situation occurred but it really felt like no way back. i think stormcallers are generally good against too many units.. Maybe not the best fix but let's see how this patch goes.
I agree that unit drops need a change I feel like on a long enough development perhaps only the rare units will appear there (of course they would have to add more)
Maybe a casual experimental game mode would be great, i feel like matchmaking is fast enough at the moment to make a place were we can test monthly cards ,mechanic and balancing changes in a casual 1v1. Like instead for a month instead unit drops only unit unlocks, or that techs are upgradeble like mustang missle int. 200 old value and then 200 50% improvement.
@@Most_hated_dork sure, but war factories are generally late game. Stormcallers fall off a lot due to that and extra floating money later for missile interceptor devices. Mustangs are doing a little bit too much now as OK chaff, decent chaff clear, decent anti-air, and now the best anti-missile. There is now not enough tradeoff on mustangs especially considering the ERV nerf.
The tarantula should just be taken out of the starting unit pool. The early game meta had just turned into you either pick a good card with tarantulas or you pick the card that counters tarantulas. And I agree that sledges are completely outclassed now
Yeah I think they are waaay to tanky to be considered a starting unit. More like early to mid. I feel they do what a archlight does, be slightly tanky vs starting chaffand do aoe vs chaff, but way better. They should represent an upgrade over arclights not be available from the start and do what they do but 10x better
Reading your criticism of the rng hidden in the comments makes me believe you have some valuable things to say please get some b roll and set aside time to establish your thoughts and share them with us. I think you may be able to effect some positive changes over some period of time.
I do have a lot of thoughts and ideas about the subject. 4-5 months ago I thought about making a long, detailed analysis video about the unit drop system; how it's actually affecting the game and how to make the game better using different approaches. But as time went by, the game was slowly going in a very different direction to where I would have taken it. And I think the developers have invested so much time to balancing the game around things I would have just removed. It's very clear that we have opposing visions and making a detailed video which would highlight my ideas is a lot of work for me and they would be impossible to be implemented into the game since we are so deep in the opposite direction so I decided it's an effort in vain
@@SurreyEZunderstandable if it takes too much time for you, other than that I think it’s valuable to have your thoughts out like that, it influences people a lot in smaller games like these. There are already a lot of RNG moments in the game for casuals/lower mmr people to enjoy, with more info maybe more people understand the unit drops are not needed, or at least make them a lot worse
@@SurreyEZ yeah I have been playing 2v2 and auto picking it immediately. It pushed me from 1600 to nearly 1800 and even carries if my friend doesn't mop up. After seeing some of your vids I started doing the 3-4 techs and it kills anything on the ground my opponents drop. It's really stupid actually.
They are going to need to increase the interception falloff for mustangs because mustangs are hard countering to the point there is no use getting any different missile interceptors.
Yeah that's what I don't get. It's not like they lacked, nor were hard to obtain like the other interceptors like sabretooths or war factory. It already took care of callers entirely for cheap, easy, and was an effective unit for other aspects too. I don't see the point
Disagree with you on unit drops, I think they keep the games interesting and stop people playing the same things every single game. Randomness helps prevent stale metas.
They do add variety. There's also a lot of other things that could introduce variety if they would be developed better, like the round cards. I would also think the unit cards work better in lower mmr games since you can actually do lots of different strats in lower mmr because you don't lose instantly. In high level games the unit drops just favor the other player a lot more and the status of the game is just randomized on every drop turn
I disagree about it making the game more interesting, you are punished for buying units new units before a unit drop because your opponent might just get a free counter. So alot of boards end up just being built very safely as both players wait for unit drops.
@@xxxswzaq Completely fair point. They do that. People call it a "low commitment" board because diving hard into a particular unit, only for its counter to be offered later on really sucks. Despite that, I still think the game is better with unit drops, but they need tweaking and I agree that they're not perfect.
@@SurreyEZ Do you think additional unit variation (more unit types and more role changing upgrades) could potentially keep things fresh in higher level play? The problem you've described is pretty commonplace in any strategy game (or any game, for that matter), randomess does prevent staleness but its also potentially unfair which is bad for competitive games.
I feel like the devs found a great concept (military tactical autobattler) but have failed to turn it into a great game. The concept was good enough for a couple hundred hours, and i enjoyed my time with it, but ive moved on. I still check in every couple of months but every time i reinstall and play a few games its less fun than the previous time.
Variables don't necessarily make a game less skill based. Chess is technically a solved game... Variables make solving a game harder. Even if there's valid criticism it's an artist, and creative design decision and it's my hope that this taste of design stays popular. I think more options for future design is better for the genre.
I think even before mustangs was a better interceptor. Sabre-tooth did the exact same thing just not quitete as well. Probably just too strong if it did everything it does, plus intercepting a lot. Tldr, same just mustangs do it better, even before this patch the stangs intercepted better
They fucked up big time with mustangs, i had a match with storms with range and overload + vulcans with firebomb, and they were completely countered, almost lost that game because of it.
@@antonistasiak6348 and how did i played a match with already ER vulcan nerfed, mustangs AM buffed and 30K hp melting point?.... did i travelled in time and posted this from the future?
I CAN'T SAVE REPLAY! I CAN'T SAVE REPLY! NEITHER AUTOMATICALLY NOR MANUALLY! THIS PROBLEM HAS EXISTED FOR QUITE A LONG TIME AND I'VE WAITED A VERY LONG TIME FOR IT TO BE FIXED, BUT NO! EVERYTHING WORKED PERFECTLY BEFORE! SAVED REPLYS JUST DO NOT APPEAR IN THE REPLY TAB OR IN THE DESIGNATED FOLDER! THE REPORT BAR IN THE GAME DOESN'T WORK! IN THIS CASE, THE REPLY SAVED FROM THE TOURNAMENT APPEARS IN THE FOLDER, YOU CAN LAUNCH IT AND PLAY!
One breakpoint : Crawler 2 + tower hp get one shot by sledge +12% damage, was not the case with +10%
nice one! it's actually pretty relevant
Thanks for showing the mustang changes. You're the best Rat!
now one mustang with AM counters about 1.2-1.3 storm callers
What percentage of a mustang unit's models have to be alive for it to counter 1 stormcaller?
That is crazy
@@Megafest7 well 1/1.2 ... 1/1.3 = 75% ... 83%
They need to make AM efficacy affected by the level of the Stormcaller (or other unit launching the missiles). A Lvl 1 Mustang should have more trouble with intercepting a Lvl 3 Storm.
@@Lorrin81 That sounds like an interesting idea. Levelling SCs already felt kinda bad, seeing how there's a good number of ways to shut them down. With Mustangs becoming so adept at it, spending on SC upgrades is even less appealing.
missile interceptor on mustangs was already great in the situations rat mentioned. Deny oppo chaff clear, and add more chaff on a key turn. Now it's just great in general, and makes storms even more fragile of a unit to add to your comp. It does make for a strange dynamic though where now you have another thing pulling you away from ever going carry mustangs, since if you ever need them for anti missile, then its anti synergy. Not that carry mustang was common currently, but maybe one in like 15 games or so.
Oh thank fuck the ER Vulcan meta is DEAD! Honestly, I thought WF was bad man.
I don't remember very well, but I know that during one game, my level 1 Sledgehammer could not destroy level 2 Crawlers.
I played Cost Control Specialist, but I don't know if my opponent had
Heavy armor specialist. In any case, I was literally missing 1 point of damage (with the 10% damage technology of the tower) for the one shots, which was terrible.
So the up to 12% helps compensate for this kind of situation in my opinion.
Im so happy there is another AM available now. I felt like only war factory was worth it for intercepting, but its such an expensive investment
Mammoth tank or whatever it's called is excellent for intercepting. You often get 3 in a drop and it can still fight unlike the stangs.
i have seen a lot of complaints against the storms so i would have to guess the mustang buff was a response to that. it will be nice to be able to intercept missiles more reliably now, but yeah the tech was already pretty good before
Awesome, thanks dude.
I enjoy all the random ways to win in Hearthstone, but I appreciate that Mechabellum focuses more on skill and less on luck. However, I feel that Mechabellum's longevity could improve with a bit more randomness
Rather than unit drop, i would rather they remove all the random abilities like shield, emp, nuke, etc. I would rather focus on unit vs unit combat. I wish there was a seperate game mode where its just unit vs unit with no abilities
I love the Mustang intercept buff so much, like sooo much. Was getting really tired of the Stormcaller anti fun shenannigans.
vulcan pheonix meta back, wooooo
the answer to missile interceptor mustangs used to be more stormcallers, so i call that a good change
Well, Stormcallers are obsolete. I know that people were complaining about them and that some sort of change was probably justified, but this is a very hard counter.
It single handedly makes massing mustangs easy win strategy. This is too strong counter for too many missiles in the game.
yea i feel its way too much but let's see. I would hope they would somehow separate the missiles and the fire and make fire counterable without completely deleting the storms
i wonder just how hard am mustangs can shut down boats with the buff
There were a couple of games i had where the opponent slammed stormcallers late game with emp/fire, I had like a war factories and a couple of mustangs, all it took was like a stray missile to land and like the war factory got emped, floor was on fire killing so much chaff. I admit i was behind before this situation occurred but it really felt like no way back. i think stormcallers are generally good against too many units.. Maybe not the best fix but let's see how this patch goes.
@@mrtoestie2707that's a good point and what impact on Vulcan and melting point missile upgrades
Haha, told you. You just had to make a vid about ER Vulc :D
I agree that unit drops need a change I feel like on a long enough development perhaps only the rare units will appear there (of course they would have to add more)
Maybe a casual experimental game mode would be great, i feel like matchmaking is fast enough at the moment to make a place were we can test monthly cards ,mechanic and balancing changes in a casual 1v1. Like instead for a month instead unit drops only unit unlocks, or that techs are upgradeble like mustang missle int. 200 old value and then 200 50% improvement.
I only watch your videos to hear you say Tarantula
I could listen to him say Taran-Tula all day
They may have overcompensated on the mustang buff. Stormcallers should not be completely countered like that.
yes they should, they had their day in the sun and I'm so happy its over lol
They could already be completely countered by war factory missile intercept, but I agree
@@Most_hated_dork sure, but war factories are generally late game. Stormcallers fall off a lot due to that and extra floating money later for missile interceptor devices. Mustangs are doing a little bit too much now as OK chaff, decent chaff clear, decent anti-air, and now the best anti-missile. There is now not enough tradeoff on mustangs especially considering the ERV nerf.
Thx for the review. The text is a litte small
The tarantula should just be taken out of the starting unit pool. The early game meta had just turned into you either pick a good card with tarantulas or you pick the card that counters tarantulas. And I agree that sledges are completely outclassed now
Yeah I think they are waaay to tanky to be considered a starting unit. More like early to mid. I feel they do what a archlight does, be slightly tanky vs starting chaffand do aoe vs chaff, but way better. They should represent an upgrade over arclights not be available from the start and do what they do but 10x better
taratntulas still have 1 billion atk and hp and 0 atk interval
totally balanced
Tarantula's beat sledgehammers, maybe their hp decrease make sledges not an auto-sell vs tarantula openers.
Missile interceptor mustangs used to instantly lose you the game, so it definitely needed a large buff. But 40% might be too high?
RIP stormcallers (and overlords)!
yea, I haven't yet tested how good they are vs overlords
Reading your criticism of the rng hidden in the comments makes me believe you have some valuable things to say please get some b roll and set aside time to establish your thoughts and share them with us. I think you may be able to effect some positive changes over some period of time.
I do have a lot of thoughts and ideas about the subject. 4-5 months ago I thought about making a long, detailed analysis video about the unit drop system; how it's actually affecting the game and how to make the game better using different approaches. But as time went by, the game was slowly going in a very different direction to where I would have taken it. And I think the developers have invested so much time to balancing the game around things I would have just removed. It's very clear that we have opposing visions and making a detailed video which would highlight my ideas is a lot of work for me and they would be impossible to be implemented into the game since we are so deep in the opposite direction so I decided it's an effort in vain
@@SurreyEZunderstandable if it takes too much time for you, other than that I think it’s valuable to have your thoughts out like that, it influences people a lot in smaller games like these. There are already a lot of RNG moments in the game for casuals/lower mmr people to enjoy, with more info maybe more people understand the unit drops are not needed, or at least make them a lot worse
Surprised they didnt nerf vulcan more, I feel they're still punching above their weight a bit even without ER
yep it's gonna be a vulcan meta
@@SurreyEZ yeah I have been playing 2v2 and auto picking it immediately. It pushed me from 1600 to nearly 1800 and even carries if my friend doesn't mop up.
After seeing some of your vids I started doing the 3-4 techs and it kills anything on the ground my opponents drop. It's really stupid actually.
They are going to need to increase the interception falloff for mustangs because mustangs are hard countering to the point there is no use getting any different missile interceptors.
Yeah that's what I don't get. It's not like they lacked, nor were hard to obtain like the other interceptors like sabretooths or war factory. It already took care of callers entirely for cheap, easy, and was an effective unit for other aspects too. I don't see the point
Disagree with you on unit drops, I think they keep the games interesting and stop people playing the same things every single game. Randomness helps prevent stale metas.
this tbh
People still try to be OTP even with the drops but with the variance it adds up some HAVE TO change their strategies.
They do add variety. There's also a lot of other things that could introduce variety if they would be developed better, like the round cards. I would also think the unit cards work better in lower mmr games since you can actually do lots of different strats in lower mmr because you don't lose instantly. In high level games the unit drops just favor the other player a lot more and the status of the game is just randomized on every drop turn
I disagree about it making the game more interesting, you are punished for buying units new units before a unit drop because your opponent might just get a free counter. So alot of boards end up just being built very safely as both players wait for unit drops.
@@xxxswzaq Completely fair point. They do that. People call it a "low commitment" board because diving hard into a particular unit, only for its counter to be offered later on really sucks. Despite that, I still think the game is better with unit drops, but they need tweaking and I agree that they're not perfect.
@@SurreyEZ Do you think additional unit variation (more unit types and more role changing upgrades) could potentially keep things fresh in higher level play? The problem you've described is pretty commonplace in any strategy game (or any game, for that matter), randomess does prevent staleness but its also potentially unfair which is bad for competitive games.
I feel like the devs found a great concept (military tactical autobattler) but have failed to turn it into a great game.
The concept was good enough for a couple hundred hours, and i enjoyed my time with it, but ive moved on. I still check in every couple of months but every time i reinstall and play a few games its less fun than the previous time.
Variables don't necessarily make a game less skill based. Chess is technically a solved game... Variables make solving a game harder. Even if there's valid criticism it's an artist, and creative design decision and it's my hope that this taste of design stays popular. I think more options for future design is better for the genre.
What is difference between mustang interceptor and sabertoith interceptor ?
I think even before mustangs was a better interceptor. Sabre-tooth did the exact same thing just not quitete as well. Probably just too strong if it did everything it does, plus intercepting a lot.
Tldr, same just mustangs do it better, even before this patch the stangs intercepted better
lets be honest, we need pure support unit.
They fucked up big time with mustangs, i had a match with storms with range and overload + vulcans with firebomb, and they were completely countered, almost lost that game because of it.
The patch didnt even go live yet mate
@@antonistasiak6348 and how did i played a match with already ER vulcan nerfed, mustangs AM buffed and 30K hp melting point?.... did i travelled in time and posted this from the future?
rhino is NOT nerfed, played a 2v2 match yesterday and in round 5 we got a lvl 6 rhino. how is that nerfed?
maybe it costs more money. Haven't really paid much attention
Storms with overload will still beat the mustangs
Unit drops make the game interesting. If I wanted no rng in my game I'd play chess.
yes, because the only source of rng a game like this can have is unit drops
The free unit drops added nothing to the game.
I CAN'T SAVE REPLAY!
I CAN'T SAVE REPLY! NEITHER AUTOMATICALLY NOR MANUALLY! THIS PROBLEM HAS EXISTED FOR QUITE A LONG TIME AND I'VE WAITED A VERY LONG TIME FOR IT TO BE FIXED, BUT NO! EVERYTHING WORKED PERFECTLY BEFORE! SAVED REPLYS JUST DO NOT APPEAR IN THE REPLY TAB OR IN THE DESIGNATED FOLDER! THE REPORT BAR IN THE GAME DOESN'T WORK!
IN THIS CASE, THE REPLY SAVED FROM THE TOURNAMENT APPEARS IN THE FOLDER, YOU CAN LAUNCH IT AND PLAY!
reinstall the game then, it works fine
@@Gaze73MANY TIMES - NOT WORK !