I'm watching your mechabellum almost exclusively. In part because you're not really click-baiting with the thumbnail or titles. Very enjoyable video, especially the brainstorming in the beginning!
I try not to! I tried to be responsible even here with calling it an effective combo but it's certainly not OP or free wins, but I think it's a good foundational comp to go into a match thinking about.
I'm in a similar boat. I don't play this game or think I ever will, but i have learned so much that other videos just look silly when they try to sell some gimmick. SMH.
What I’ve enjoyed most from the recent small explosion of Mechabellum content I’ve seen emerging from various content creators over the last few weeks are the differences in everyone’s opinion of the game, its mechanics, abilities, and units. I’ve heard people claim that certain units are trash while others say they’re amazing. I’ve seen some people eschew abilities almost entirely and some who love to utilize them. And I’ve even seen some people criticize the game as being “too random” while others seem to grasp the anticipatory nature of the gameplay that comes from having so many potential battlefields and unit compositions at any given time on the same map. I take that as a good sign that the game is well-made and diverse enough to avoid having a clearly-defined meta without having to be totally RNG-dependent.
It's worth mentioning that the warp-ins on the first turn of flanking paint a false picture which helps to reinforce that knee-jerk reaction and encourages the opponent - like "Yeah that was a really good move, because not only did it work last round, but it's even panned out against this new flank" Against an experienced player I'm sure it wouldn't mean anything, but a lot of players are gonna buy mustangs, see them kill the warping in arclights and think wow I have big initiative here, I'll just double down on the mustangs and snowball - but in reality the next turn that arclight just doesn't give one single excrement and suddenly it's a huge swing in balance - the opponent has invested so heavily that it's hard to make good on it - meanwhile you've not needed to push your advantage, the opponent has done it for you by unwittingly buying into your counter. So instead you can just buy more phoenix or sledgehammers or whatever and it's like a double barrel 'gotcha'!
Yeah this game is full of really interesting and potentially clever mindgames like that - unlike a lot of games where mechanical skill is so influential, the mental muscle at play in this game rules everything and it's super exciting.
So far, from what I’ve seen of this game and how you’ve explained it, *especially* with what you were saying at 6:14, there are two quotes that are really important to remember. The first is, “In preparing for battle I have always found that plans are useless, but planning is indispensable,” and the second is, “No plan survives first contact with the enemy.” You need to go in with a strategy in mind, but then be ready to immediately alter or even discard that strategy to adapt to a changing battlefield.
yeah like what everyone else is saying beagle, i just enjoy the fact that you're audible with your thoughts as it goes thought process is really the meat an potatoes of this game, having a plan and sticking to it for now "can" work, but wont always and thats what i love about this discovery stage of the game
Right - this composition is ultimately nothing more than a foundation, and adapting in match is how rounds are really won. I'll try to keep the thought process useful without making it go overlong too often, though it's always a balance.
Goddammit Beagle. I'm stealing that "LIVE MUSTANG REACTION". It is so good. People do sleeping on Markman as anti-air. Wasp is the only thing it won't go great against it but for rests it is slap not to mention it will ruin your Arclight with armour tech.
one thing i like about this game is how important composition is. i recently saw a video where maybe 2 ish melting points with decent support became literal gods on the battlefield yet i also just had a match against a hard AI that had 5 melting points with (i think) the same upgrades and they got blown up so fast it was kind of hilarios, especially after the heart attack it gave me when it just kept doubling down on melting points. (one on the left and 3-4 in the center)
Beagle, got this game because of you, my friend got this game because of you. Love the breakdowns, and your explanations are spot on, doing my best at keeping up with your rank!
I really appreciate the way you approach flanks, Beagle. There are lots of flanks that work half the time against people who aren't ready, but your flanks are actually planned out carefully for things like missiles. I think you should try out Launcher Overload Phoenixes. It makes them worse against large Marksman lines, but against almost any other counter (Phoenix, Wasp, Mustang, Fang) it makes them stronger, and when they aren't countered it lets them clean up twice as fast. I REALLY like the Extended Range Phoenix card because it offsets Launcher Overload and makes even just 2 units of Phoenixes hugely effective.
Really enjoy the strategy workshopping. Having that XCOM style “ponder this decision/plan for 10 minutes” mixed in with the more exciting action sections for payoff is great! Also bby, you make the thumbnail whatever clickbait shit you want, doesn’t change the content.
Loving your mechabellum content, new to the game and it's the only stuff I watch for considered advice. What strikes me is the similarity I'm seeing in some content for the game with phone classic Clash Royale, it's always the OP/Broken/Nerf/Buff stuff. This feels like a game with layers more depth than Clash Royale meaning the cards simply aren't good/bad. What will be interesting though is how this progresses with their declared move to free-to-play and the pressures that brings of balancing things for the player and the devs wallets.
The devs of this have done amazing so far so hopefully it sticks that way. There's definitely a lot of layers and I agree everything feels like it has its place.
Love the Mechabellum content! Very well played. Lose round 1, have a plan to win every round after, beautiful reads. Maybe opponent spent too much on shields and missiles, but I can’t say.
Pretty much the only long-form content I watch about a game I've never played from a twitch streamer I don't watch 😅 I should hop in your arma ops some time tho
@@Beaglerush well you seem like a blast to play with, you were my fav shack creator and I binge watched all your XCOM (8 years ago??). I'd be glad to help / bring people if you ever wanted to run something. Or let you borrow our servers! Keep it up 🎉
Love your warmup game vs the bot beags! The navel gazing and frequently derailed into tangents commentary on the strategy of the game I love from you, but its very frustrating when you spend your 90 seconds vs a live opponent doing it
I'm glad the format worked out better here! I'll probably repeat it in the future when there's another composition/opening like this I want to workshop, and as you said, it then saves me from having to do a lecture in the middle of a live PvP match.
Expensive counter but I've seen it done to me. Vulcan + marksman shuts it down. Vulcan clears the chaff quick and tanks enough shots for the marksman to take care of the arc and phoenix. The crazy thing is if the Vulcan survives it can protect the tower as the time your front line falls it's already there to fight the incoming. Strat is much harder on cost specialist, giant specialist. But overall is a great idea for those who doesn't know the damage of mustangs vs armor upgrade.
Sounds like it could definitely be the dominant force needed to shut down one of these flanks, though that's a huge investment if done on both flanks at once, and then in my head I think I'd feel pretty good about dealing with those Vulcans later on as the main line comes in with a swarm of Phoenixes.
@@Beaglerush good point. But you can only ever place 1 flank per round, unless you have redeployment and jump phoenix, now we are getting into the weeds. if you got hard countered on one flank you're more hesitant to do the same on the other in fear of feeding. Certainly my reaction. If I see my foe choose marksman to fight phoenix over mustang I pivot away from jump jets. They are aware of the armor. Mostly likely because of you tbh lol that's where I learned it from.
24:50 incendiary can be REALLY strong against flanks, since they can't shield themselves and also form a really narrow line. Those fangs + arcs would have melted, you wouldn't have needet to divert more troops towards protecting yourself. Also, there is no danger of your troops killing themselves as when you put it on the frontlines. Great videos, keep it up :)
Very good video, the explanation round was great for the follow-up match. It's like a nice learning experience... even if I don't play the game. It's especially funny when I'm also going through some twitch vods from about a month ago and there was chat-Beaglerush consensus that arclights are mid or even aggresively mid - and here they are, employed impressively (unless devs buffed them as well meanwhile xD). Now we only need another match where opponent actually tries to fight this strat back and doesn't pull some approximation of Far Cry ("do you know the definition of insanity something something?").
The power of getting better at the game, I've definitely learned a lot more than from a month or two ago! I have a few more games with this composition coming up and already recorded, so I'll be putting them up over the next couple days.
@@Beaglerush I hope you do, a lot of it is small changes (I suspect to manipulate breakpoints, especially on Cost Control Specialist starts.) but the elimination of Extended Range as an option for Balls and the first 'change unit targeting priorities' tech in the game on them is pretty big. Especially what the latter says about the intended design of the game.
Watching all the Arclights+Phoenix combo, it really is a very strong offensive core. Arclights are heavy armored ground AoE (that can potentially scale into strong single-target), and Phoenixes are lightly armored flying Single-Target. They cover all offensive bases and heights. Biggest weakness is a lack of single-target defense and range which is made up for with other units being the front-line. It's a scary and very punishing group.
The only thing it needs is chaff basically. Marksmen are good vs both for example. One thing I've concluded about Mechabellum, no unit combo with less than three parts is complete.
This is a good standard build today i think. But remember to upgrade also the Fangs like he did in this video. I see so many rush to the giants and have like lvl one fangs as chaff whit no uprades or lvl up. those will just feed the enemy lvl up points. While this is good. Every time i tryp this i get the worst possible opponent. I like the openminded thikning of lettig go of what couners what. Becouse today meta is quite boring " for me as a newer player" If you try this build today. The other will rush to meltingpoint and try counter tanks that are linked and often marksmen to deal whit phenix and pick of the arcs. This will also make it so they will have lvl up melting points so when you spec to giants you really dont have an advantage anymore. And you cant really move the chaff to fit the mix. good vid. I would love a video that is more basic of you thinking of how you stack and place units togheter and how you balance adding more units, lvl up or upgrading.
I haven't played, so I'm only going off of what I've seen from other people, mostly you, but I get the feeling that Fangs in particular aren't quite "on par" with almost all the other units. However, I also think that they should stay about where they are too. They fill a specific set of roles in just the right way, and buffing their fire power could easily push them too far. Not exactly OP, but stepping beyond what they should be able to do, and becoming straight up better than a few other units in many situations, or at least just as good in the same areas and more. I also feel like Vulcans are a bit too much of a counter unit rather than filling several roles. They are very good at what they do, but not as flexible as most other units. Hackers are obviously very niche, but I think that's fine. They are very special and do things that no other units can or should do.
Yeah you're right, it's a great tech to eat those missiles handily while just making fangs overall stronger. It's a bit expensive but I should try to afford it more in those later rounds to make the fang chaff even more survivable on the flanks.
I'll defend the mustang defense, it's generally cost efficient and non-committal in the early rounds. The problem is when you start putting down more units of mustangs instead of directly countering what you're shown and using the mustangs as support.
Yeah, the Mustang *is* an effective unit to place in that position usually; I think that helps this composition even more, because not only is it reading a mental reaction, it's reading a reaction that's often *good* in most situations and thus will continue to be used
Going fangs in that pvp game was a big mistake, since both storms and arcs are hardcounters. You want a solid line, but you don't wanna invest in the hardcounter of two enemy unit groups. Crawlers on the back/side-lines would *probably* be a better option. Keep in mind the damage-upgrade for mustangs makes the armour-strat for arcs obsolete, but man that was fun to see.
No, I don't think it does... the damage tech for Mustangs increases their damage by 50%, which still isn't enough to break through. Unless you mean upgrading them in level, but then you can also be upgrading your Arcs in level.
@@Beaglerush I haven't tested un-leveled mustangs on this, so perhaps you are right, but upgrading the arcs level does not affect the armour-upgrade which shaves 60 dmg off every instance. Can't remember having read that increase by level, at least.
It does! The armor enhancement is 60 armor for each level of the unit it's on. Works like that for every unit with armor enhancement. It's pretty strong!
@@Beaglerush yeah I went in and checked. No wonder it's so stupidly OP. But the damage-perk for mustangs will push them over the threshold on equal tiers.
I’d like a harder insane bot, I picked the game up a couple of nights ago. I haven’t lost a game to the boys yet. Still abit scared to go pvp but I’m sure I still missing gaps. The arc lights and driller combo is very strong early game and the mustang marksman. Stuff like recalling the units and going into debt still eludes me though. I also found steel balls and mass wasps on the flanks to be painful for the enemy.
Yeah, Beagle made himself a playlist of other games' ost including Into the Breach (which he enjoyed when it launched). Why I'm not sure but main thing that springs to mind is avoiding copyright strikes ofc
Do supplies carry over between turns in this game? I've just been spending as much as possible because I thought it worked like hearthstone where it reset every round.
Hey if you have a link to how to make a basic vtuber avatar I would love that, because I have been wanting to make one myself and do more videos but I can't figure out how to get it done
Hey I just drew it up in five minutes in MSPaint and then used a program called veadotube mini by olmewe to run it on my streams and videos. Check that program out and you can do it too! Amazing tool.
Yeah, I'm inclined to agree, it feels like if a game is close enough there will be a point where its always the correct move to bring the nukes out before or at least at the same time as the other guy which kinda sucks because basically every other option in the game is situationally and positionally useful rather than always useful.
--A combat rating, I think it's basically just an XP counter constantly ticking up with wins, because it doesn't appear to go down with lost games.-- Wait, ignore me.
@@Jeff_the_Hobo I should specify that I meant during the matches. They'll both start at 1 and then seems to tick up over the matches I'm not sure what causes them to go up
I think you're talking about the specialists icon; that number represents how many specialist benefits that player has gained during the match. So if you mouse over it, you'll see it has information on those 'specialist' starting and reinforcement cards that give you things like better unit stats or cheaper prices.
New patch just dropped with a LOT of balancing changes, NUKES are now a card that appears (sucks) and starting skills seem really rebalanced and some new
Not really either - they're just kind of a niche pick. They can be really good in certain situations, but they're not very flexible for general use, at least in how I've been able to use them.
I don't know jack shit about chess, but your methodology about "planning" instead of "counter-picking" described at the start sounds a lot like chess openings. It just sets the tone for the rest of the level, and there are objectively bad openings you should avoid. It doesn't mean you auto-win.
Cool comment to read; you've already put this in my head now about this game, and you'll probably hear me describing things more in this way in the future now, so thank you.
This is honestly what I thought, too; Mechabellum as a whole strikes me as a crazier alternative to blitz chess, with the fast prep time and emphasis on information and predicting the opponent's moves. It'd be interesting to see if concepts and tactics from chess can be made use of here.
It was a cool game, but I don't get what your opponent was thinking. Sure those shields deny xp, but that is a crazy expensive investment. Then he bought so many mustangs when armor was already in play ...
The human element went wild this game, which can happen quite regularly when you flank someone so hard they get flustered. I've got some more games of this opener coming up soon, and most people reacted to it in their own different way which was interesting to see.
I think the shield play was pretty clever as an opener, they just whiffed the follow-up. The mustang spam seemed mostly like a panic buy and kind of reinforces Beagle's point of 'don't double down' from before, though.
I appreciate arclights more and more. But i think your opponent surrendered too early. Lvl 2 stangs with 10% damage bonus can already start damaging arclight. And he have AP tech for additional 50% damage. If he survives for like 2-3 more rounds and stangs start snowballing you will have to start figuring out something. Especially if he took heavy stangs card.
Definitely a surrender of frustration from the opponent, though of the many ways to deal with the arcs I don't think doubling down on the mustangs is the way; remember that the armor rating of the arcs increases with level, so even if you get the stangs to level 2 with 10% damage for a piddly amount of armor break, the arclights are also probably level 2 from feeding on them by this point :p
I'm watching your mechabellum almost exclusively. In part because you're not really click-baiting with the thumbnail or titles. Very enjoyable video, especially the brainstorming in the beginning!
I try not to! I tried to be responsible even here with calling it an effective combo but it's certainly not OP or free wins, but I think it's a good foundational comp to go into a match thinking about.
I'm in a similar boat. I don't play this game or think I ever will, but i have learned so much that other videos just look silly when they try to sell some gimmick. SMH.
What I’ve enjoyed most from the recent small explosion of Mechabellum content I’ve seen emerging from various content creators over the last few weeks are the differences in everyone’s opinion of the game, its mechanics, abilities, and units. I’ve heard people claim that certain units are trash while others say they’re amazing. I’ve seen some people eschew abilities almost entirely and some who love to utilize them. And I’ve even seen some people criticize the game as being “too random” while others seem to grasp the anticipatory nature of the gameplay that comes from having so many potential battlefields and unit compositions at any given time on the same map.
I take that as a good sign that the game is well-made and diverse enough to avoid having a clearly-defined meta without having to be totally RNG-dependent.
It's worth mentioning that the warp-ins on the first turn of flanking paint a false picture which helps to reinforce that knee-jerk reaction and encourages the opponent - like "Yeah that was a really good move, because not only did it work last round, but it's even panned out against this new flank"
Against an experienced player I'm sure it wouldn't mean anything, but a lot of players are gonna buy mustangs, see them kill the warping in arclights and think wow I have big initiative here, I'll just double down on the mustangs and snowball - but in reality the next turn that arclight just doesn't give one single excrement and suddenly it's a huge swing in balance - the opponent has invested so heavily that it's hard to make good on it - meanwhile you've not needed to push your advantage, the opponent has done it for you by unwittingly buying into your counter. So instead you can just buy more phoenix or sledgehammers or whatever and it's like a double barrel 'gotcha'!
Yeah this game is full of really interesting and potentially clever mindgames like that - unlike a lot of games where mechanical skill is so influential, the mental muscle at play in this game rules everything and it's super exciting.
Them: Indestructible arclights aren't real and can't hurt you.
Indestructible arclights: 😏
I'm also glad to see content for this game that isn't clickbait-based cheese.
So far, from what I’ve seen of this game and how you’ve explained it, *especially* with what you were saying at 6:14, there are two quotes that are really important to remember. The first is, “In preparing for battle I have always found that plans are useless, but planning is indispensable,” and the second is, “No plan survives first contact with the enemy.” You need to go in with a strategy in mind, but then be ready to immediately alter or even discard that strategy to adapt to a changing battlefield.
Definitely. Those quotes are super apt for this game.
That maniacal laugh at the end is chef's kiss lol
in depth strategy discussion from Beagle? I never would have expected it! Keep these coming!
That cackle at the end was bone chilling
Extremely good video. Great format to see the strategy workshop and then the actual play! Also lovely understated editing as usual.
Thank you! I appreciate it.
Ahh good ol beags, the king of waffling. This was a really fun video though, I actually laughed out loud when I saw the dude bought FOUR mustangs
44:31
Beags reads the long-term strategy of his opponent so hard he goes Joker while his opponent forfeits lol
That ending was amazing. 😆
May not be the most cinematic "throw in the towel", but certainly one of the more entertaining ones. Had to pause the video to giggle it out.
yeah like what everyone else is saying beagle, i just enjoy the fact that you're audible with your thoughts as it goes
thought process is really the meat an potatoes of this game, having a plan and sticking to it for now "can" work, but wont always and thats what i love about this discovery stage of the game
Right - this composition is ultimately nothing more than a foundation, and adapting in match is how rounds are really won. I'll try to keep the thought process useful without making it go overlong too often, though it's always a balance.
That cackle when the opponent surrendered. 😂 Another really fun video!
Goddammit Beagle. I'm stealing that "LIVE MUSTANG REACTION". It is so good. People do sleeping on Markman as anti-air. Wasp is the only thing it won't go great against it but for rests it is slap not to mention it will ruin your Arclight with armour tech.
There's lots of good choices! Wasps (and mass-recruit wasps) can also be a good AA against Phoenixes and other wasps.
one thing i like about this game is how important composition is. i recently saw a video where maybe 2 ish melting points with decent support became literal gods on the battlefield yet i also just had a match against a hard AI that had 5 melting points with (i think) the same upgrades and they got blown up so fast it was kind of hilarios, especially after the heart attack it gave me when it just kept doubling down on melting points. (one on the left and 3-4 in the center)
Beagle, got this game because of you, my friend got this game because of you.
Love the breakdowns, and your explanations are spot on, doing my best at keeping up with your rank!
Really glad to hear it! I ran into some fans in my 2v2s yesterday on stream, might run into you sometime too!
I really appreciate the way you approach flanks, Beagle. There are lots of flanks that work half the time against people who aren't ready, but your flanks are actually planned out carefully for things like missiles.
I think you should try out Launcher Overload Phoenixes. It makes them worse against large Marksman lines, but against almost any other counter (Phoenix, Wasp, Mustang, Fang) it makes them stronger, and when they aren't countered it lets them clean up twice as fast. I REALLY like the Extended Range Phoenix card because it offsets Launcher Overload and makes even just 2 units of Phoenixes hugely effective.
the evil laugh when they doubled down on mustangs and the arclight just isnt scratched by like 50 mustangs was glorious
Really enjoy the strategy workshopping. Having that XCOM style “ponder this decision/plan for 10 minutes” mixed in with the more exciting action sections for payoff is great!
Also bby, you make the thumbnail whatever clickbait shit you want, doesn’t change the content.
This game is good because in a PvP match I only have time to ponder for short bursts, forcing faster content for the viewers.
Loving your mechabellum content, new to the game and it's the only stuff I watch for considered advice. What strikes me is the similarity I'm seeing in some content for the game with phone classic Clash Royale, it's always the OP/Broken/Nerf/Buff stuff. This feels like a game with layers more depth than Clash Royale meaning the cards simply aren't good/bad. What will be interesting though is how this progresses with their declared move to free-to-play and the pressures that brings of balancing things for the player and the devs wallets.
The devs of this have done amazing so far so hopefully it sticks that way. There's definitely a lot of layers and I agree everything feels like it has its place.
that arclight from 42:17 to 42:50 could not find a care to give about those mustangs holy guacamole. buddy was walking leisurely T_T
I hadn't even seen 44:30 yet, oh the humanity T_T
Love the Mechabellum content! Very well played. Lose round 1, have a plan to win every round after, beautiful reads. Maybe opponent spent too much on shields and missiles, but I can’t say.
BEAGLERUSH OP? *red circle over Beagle's face*
*red arrow pointing at Beagle's tail*
Pretty much the only long-form content I watch about a game I've never played from a twitch streamer I don't watch 😅 I should hop in your arma ops some time tho
I haven't had time to play Arma with my friends much for a while; Freelancer has been my latest side-hobby actually :D
@@Beaglerush well you seem like a blast to play with, you were my fav shack creator and I binge watched all your XCOM (8 years ago??). I'd be glad to help / bring people if you ever wanted to run something. Or let you borrow our servers! Keep it up 🎉
That's really nice of you! Thank you and I'll try to keep this offer in mind.
Love your warmup game vs the bot beags! The navel gazing and frequently derailed into tangents commentary on the strategy of the game I love from you, but its very frustrating when you spend your 90 seconds vs a live opponent doing it
I'm glad the format worked out better here! I'll probably repeat it in the future when there's another composition/opening like this I want to workshop, and as you said, it then saves me from having to do a lecture in the middle of a live PvP match.
Love these videos
Been using a solid line of Sledges, Crawlers, Fangs and "Specialists" to make realistic, multi-role-capable, combined arms forces.
Works REALLY well.
40:05 The missile knows where it isn't, therefore it know where it must go :MJBlul:
Expensive counter but I've seen it done to me. Vulcan + marksman shuts it down. Vulcan clears the chaff quick and tanks enough shots for the marksman to take care of the arc and phoenix. The crazy thing is if the Vulcan survives it can protect the tower as the time your front line falls it's already there to fight the incoming. Strat is much harder on cost specialist, giant specialist.
But overall is a great idea for those who doesn't know the damage of mustangs vs armor upgrade.
Sounds like it could definitely be the dominant force needed to shut down one of these flanks, though that's a huge investment if done on both flanks at once, and then in my head I think I'd feel pretty good about dealing with those Vulcans later on as the main line comes in with a swarm of Phoenixes.
@@Beaglerush good point. But you can only ever place 1 flank per round, unless you have redeployment and jump phoenix, now we are getting into the weeds. if you got hard countered on one flank you're more hesitant to do the same on the other in fear of feeding. Certainly my reaction.
If I see my foe choose marksman to fight phoenix over mustang I pivot away from jump jets. They are aware of the armor. Mostly likely because of you tbh lol that's where I learned it from.
"The Phoenixes are going to shred your balls"
- Quote from High Elf before the battle
24:50 incendiary can be REALLY strong against flanks, since they can't shield themselves and also form a really narrow line. Those fangs + arcs would have melted, you wouldn't have needet to divert more troops towards protecting yourself.
Also, there is no danger of your troops killing themselves as when you put it on the frontlines.
Great videos, keep it up :)
Good point! I like it, I'll keep this in mind especially with the new patch having sticky oil bombs for sale in the command center.
45:44
"The phoenixes are going to shred your balls- especially because they're moving up without protection."
- Beaglerush, circa 2023
Very good video, the explanation round was great for the follow-up match. It's like a nice learning experience... even if I don't play the game. It's especially funny when I'm also going through some twitch vods from about a month ago and there was chat-Beaglerush consensus that arclights are mid or even aggresively mid - and here they are, employed impressively (unless devs buffed them as well meanwhile xD). Now we only need another match where opponent actually tries to fight this strat back and doesn't pull some approximation of Far Cry ("do you know the definition of insanity something something?").
The power of getting better at the game, I've definitely learned a lot more than from a month or two ago! I have a few more games with this composition coming up and already recorded, so I'll be putting them up over the next couple days.
Great news indeed!
Couldn’t have asked for a better showcase match for the live trial
Hello! New balance patch released today for Mechabellum, would love to see a brief analysis of what you think the new changes could mean
Thanks, I may do so!
@@Beaglerush I hope you do, a lot of it is small changes (I suspect to manipulate breakpoints, especially on Cost Control Specialist starts.) but the elimination of Extended Range as an option for Balls and the first 'change unit targeting priorities' tech in the game on them is pretty big. Especially what the latter says about the intended design of the game.
Watching all the Arclights+Phoenix combo, it really is a very strong offensive core. Arclights are heavy armored ground AoE (that can potentially scale into strong single-target), and Phoenixes are lightly armored flying Single-Target. They cover all offensive bases and heights. Biggest weakness is a lack of single-target defense and range which is made up for with other units being the front-line. It's a scary and very punishing group.
The only thing it needs is chaff basically. Marksmen are good vs both for example. One thing I've concluded about Mechabellum, no unit combo with less than three parts is complete.
I like the hairstyle on some of the specialist.
Holy shit that evil armored arclight laugh
Brilliant thumbnail
This is a good standard build today i think. But remember to upgrade also the Fangs like he did in this video. I see so many rush to the giants and have like lvl one fangs as chaff whit no uprades or lvl up. those will just feed the enemy lvl up points. While this is good. Every time i tryp this i get the worst possible opponent.
I like the openminded thikning of lettig go of what couners what. Becouse today meta is quite boring " for me as a newer player" If you try this build today.
The other will rush to meltingpoint and try counter tanks that are linked and often marksmen to deal whit phenix and pick of the arcs. This will also make it so they will have lvl up melting points so when you spec to giants you really dont have an advantage anymore. And you cant really move the chaff to fit the mix. good vid.
I would love a video that is more basic of you thinking of how you stack and place units togheter and how you balance adding more units, lvl up or upgrading.
Mustangs are the best unit in the game!!!
Arclights: Hold my beer.
Uparmoured units eat mustangs for breakfast.
I usually build around combos rather than counters.
I think that's the way to go whenever you can.
This is an ambush commitment, we're taking this ambush out on dates >,
The ambush is taking YOU out on dates.
Arklight vs three things of mustangs
"Come on! I want you to hit me!"
"Stop me if I'm getting too theoret6ical," he says, in a youtube video
Hear dog barking "I'll close the door". Hear cat howling "This is fine."
I don't play Mechabellum but having protection for your balls is sound advice under any situation.
I haven't played, so I'm only going off of what I've seen from other people, mostly you, but I get the feeling that Fangs in particular aren't quite "on par" with almost all the other units. However, I also think that they should stay about where they are too. They fill a specific set of roles in just the right way, and buffing their fire power could easily push them too far. Not exactly OP, but stepping beyond what they should be able to do, and becoming straight up better than a few other units in many situations, or at least just as good in the same areas and more.
I also feel like Vulcans are a bit too much of a counter unit rather than filling several roles. They are very good at what they do, but not as flexible as most other units.
Hackers are obviously very niche, but I think that's fine. They are very special and do things that no other units can or should do.
I have had games where people didn't deal with my Arclights so they leveled to the point they were taking out rhinos.
Tabling 44:31 as a "mustang moment"
Into the breach ost
that beagle laugh tho
very interesting
Just a reminder, but taking shield on Fangs would've helped you to tank the sentry missiles without losing a single unit.
Yeah you're right, it's a great tech to eat those missiles handily while just making fangs overall stronger. It's a bit expensive but I should try to afford it more in those later rounds to make the fang chaff even more survivable on the flanks.
I'll defend the mustang defense, it's generally cost efficient and non-committal in the early rounds. The problem is when you start putting down more units of mustangs instead of directly countering what you're shown and using the mustangs as support.
Yeah, the Mustang *is* an effective unit to place in that position usually; I think that helps this composition even more, because not only is it reading a mental reaction, it's reading a reaction that's often *good* in most situations and thus will continue to be used
Going fangs in that pvp game was a big mistake, since both storms and arcs are hardcounters. You want a solid line, but you don't wanna invest in the hardcounter of two enemy unit groups. Crawlers on the back/side-lines would *probably* be a better option. Keep in mind the damage-upgrade for mustangs makes the armour-strat for arcs obsolete, but man that was fun to see.
No, I don't think it does... the damage tech for Mustangs increases their damage by 50%, which still isn't enough to break through. Unless you mean upgrading them in level, but then you can also be upgrading your Arcs in level.
@@Beaglerush I haven't tested un-leveled mustangs on this, so perhaps you are right, but upgrading the arcs level does not affect the armour-upgrade which shaves 60 dmg off every instance. Can't remember having read that increase by level, at least.
It does! The armor enhancement is 60 armor for each level of the unit it's on. Works like that for every unit with armor enhancement. It's pretty strong!
@@Beaglerush yeah I went in and checked. No wonder it's so stupidly OP.
But the damage-perk for mustangs will push them over the threshold on equal tiers.
diagnosis: terminal mustangbrain
I’d like a harder insane bot, I picked the game up a couple of nights ago. I haven’t lost a game to the boys yet. Still abit scared to go pvp but I’m sure I still missing gaps.
The arc lights and driller combo is very strong early game and the mustang marksman.
Stuff like recalling the units and going into debt still eludes me though.
I also found steel balls and mass wasps on the flanks to be painful for the enemy.
Slick vid. Was that the into the breach soundtrack music I hear?
Yeah, Beagle made himself a playlist of other games' ost including Into the Breach (which he enjoyed when it launched). Why I'm not sure but main thing that springs to mind is avoiding copyright strikes ofc
I just like the music!
PhoenArcs, Arcnix, Arcjets. : P
Hey do you have a discord for people to talk about Mechabellum?
He does! I'd share the link but YT hates when you do that and automagically purges the comment.
Yes, added a link to it in the description!
Do supplies carry over between turns in this game? I've just been spending as much as possible because I thought it worked like hearthstone where it reset every round.
They do! You can definitely stockpile money if you want.
a bit of advice I got in Total War Warhammer 3
Flank, don't stack!
WHAT A LOAD OF ZOGGIN' RUBBISH!
THROW MORE BOYZ INTO DA FIGHT!
38:07 and onwards for the wicked meowing
Hey if you have a link to how to make a basic vtuber avatar I would love that, because I have been wanting to make one myself and do more videos but I can't figure out how to get it done
Hey I just drew it up in five minutes in MSPaint and then used a program called veadotube mini by olmewe to run it on my streams and videos. Check that program out and you can do it too! Amazing tool.
Great Vid. Only global complaint i've seen that I agree with is to have a no Nuke game mode.
Yeah, I'm inclined to agree, it feels like if a game is close enough there will be a point where its always the correct move to bring the nukes out before or at least at the same time as the other guy which kinda sucks because basically every other option in the game is situationally and positionally useful rather than always useful.
What is the number under the portraits during the matches?
--A combat rating, I think it's basically just an XP counter constantly ticking up with wins, because it doesn't appear to go down with lost games.--
Wait, ignore me.
@@Jeff_the_Hobo I should specify that I meant during the matches. They'll both start at 1 and then seems to tick up over the matches I'm not sure what causes them to go up
I think you're talking about the specialists icon; that number represents how many specialist benefits that player has gained during the match. So if you mouse over it, you'll see it has information on those 'specialist' starting and reinforcement cards that give you things like better unit stats or cheaper prices.
@@Beaglerush that must be what it is thanks. I'm really enjoying the slower, talk out your thinking, pace of your mechabellum videos
I always go snipers vs pheonix or overlord. Idk why everyone keeps spamming stangs there are so many counters to them lol.
Am I imagining things or does it seem like just about every player opponent in the youtube vids use Stormcallers while Beags doesn't?
lol that guy surrendering
New patch just dropped with a LOT of balancing changes, NUKES are now a card that appears (sucks) and starting skills seem really rebalanced and some new
Sticky Oil being the new always buyable call in is a fascinating choice.
Fart jets
I haven't seen hacker units in most of these games. Are they just bad or under used?
Not really either - they're just kind of a niche pick. They can be really good in certain situations, but they're not very flexible for general use, at least in how I've been able to use them.
Hacker isnt used on either side in your videos, why's that?
Hacker's an expensive investment!
I don't know jack shit about chess, but your methodology about "planning" instead of "counter-picking" described at the start sounds a lot like chess openings. It just sets the tone for the rest of the level, and there are objectively bad openings you should avoid. It doesn't mean you auto-win.
Cool comment to read; you've already put this in my head now about this game, and you'll probably hear me describing things more in this way in the future now, so thank you.
This is honestly what I thought, too; Mechabellum as a whole strikes me as a crazier alternative to blitz chess, with the fast prep time and emphasis on information and predicting the opponent's moves. It'd be interesting to see if concepts and tactics from chess can be made use of here.
It was a cool game, but I don't get what your opponent was thinking. Sure those shields deny xp, but that is a crazy expensive investment. Then he bought so many mustangs when armor was already in play ...
The human element went wild this game, which can happen quite regularly when you flank someone so hard they get flustered. I've got some more games of this opener coming up soon, and most people reacted to it in their own different way which was interesting to see.
I think the shield play was pretty clever as an opener, they just whiffed the follow-up. The mustang spam seemed mostly like a panic buy and kind of reinforces Beagle's point of 'don't double down' from before, though.
I appreciate arclights more and more.
But i think your opponent surrendered too early. Lvl 2 stangs with 10% damage bonus can already start damaging arclight. And he have AP tech for additional 50% damage.
If he survives for like 2-3 more rounds and stangs start snowballing you will have to start figuring out something. Especially if he took heavy stangs card.
Definitely a surrender of frustration from the opponent, though of the many ways to deal with the arcs I don't think doubling down on the mustangs is the way; remember that the armor rating of the arcs increases with level, so even if you get the stangs to level 2 with 10% damage for a piddly amount of armor break, the arclights are also probably level 2 from feeding on them by this point :p
@@Beaglerush Wow. I didn't know it's per level, always assumed it's flat 60.
Yeah, you right, then it's completely different story.
This isn’t healthy for at this high hour of the night.
fighting the primordial urge to !nya at 38:00
yo do you got a discord for your community? @Beaglerush
He does! I'd share the link but YT hates when you do that and automagically purges the comment.
I do, just added a link for it in the description!
@@Beaglerush thanks