Would be nice to have some strategy guides, I really like the unit counter list on your website, would be nice to have more detailed videos like how you counter fang fort or ballstang/ typhoon pushes. Might be too situational but a guide on when it's a good idea to take certain cards, like I've seen you take elite ball or mustang before but I never want to because I worry about just feeding a scorpion or Vulcan
I feel like try harding for the next two weeks is reasonable, but i would like to see how far you can stretch really simple ( but bad) comps like a sledgehammer carry with fire badgers and no chaff bought after you unlock the badgers or a tarantula + stang only game. Just to see how far you can force certain things and how good lvls, items and techs are at solving/creating problems.
I always hear a lot op complaining about the cards and the rng of it. It makes me wonder how the game would play without the RNG and make the cards part of a players prep. Or put in a pick and ban phase for the hards/specializations.
we know this already because the game was like this, that's exactly why there is complaining. Because we have experienced a better state in this game. The unit drops are the biggest offender in this because they are usually very strong for the other player while the other player gets nothing that he can use. Also because of the unit drops the game is a lot faster than it used to be. Before for example you could easily play around difficult spells by using your health to tank for the damage but now you are just dead. The economy, item etc. cards before were also a little bit better for the other player but they came in every round and kind of balanced each other out usually in the course of the game. I think the cards are very important to this game not becoming stale and i think they could easily balanced and changed so they would give more directional approach to the game. Now even the cards are in a bad state since all the economy cards are unpickable and spells are too strong late game.
I know we only get to see a small subsection of the games you play on youtube, but it feels like your deployment of Chaff | Tarantula | Chaff | Tarantula loses pretty consistently to the Chaff | Tarantula | Tarantula | Chaff that seems common.
The new Mechabellum season starts tomorrow. Want kind of content would you like to see from me in the next 1-2 weeks?
We need videos and streams. Everything here is good for us.
Would be nice to have some strategy guides, I really like the unit counter list on your website, would be nice to have more detailed videos like how you counter fang fort or ballstang/ typhoon pushes. Might be too situational but a guide on when it's a good idea to take certain cards, like I've seen you take elite ball or mustang before but I never want to because I worry about just feeding a scorpion or Vulcan
@@geefyG thanks for the idea! Might do some
Cod moab compilations
The barking rat is enough to make me happy. Also tournaments.
I feel like try harding for the next two weeks is reasonable, but i would like to see how far you can stretch really simple ( but bad) comps like a sledgehammer carry with fire badgers and no chaff bought after you unlock the badgers or a tarantula + stang only game. Just to see how far you can force certain things and how good lvls, items and techs are at solving/creating problems.
I can't seem to stop trying to use my WASD when watching your videos.
Love your work Surrey!
Ugh very close though >.< FUCK! .... gentle piano outro.... XD
I always hear a lot op complaining about the cards and the rng of it. It makes me wonder how the game would play without the RNG and make the cards part of a players prep. Or put in a pick and ban phase for the hards/specializations.
we know this already because the game was like this, that's exactly why there is complaining. Because we have experienced a better state in this game. The unit drops are the biggest offender in this because they are usually very strong for the other player while the other player gets nothing that he can use. Also because of the unit drops the game is a lot faster than it used to be. Before for example you could easily play around difficult spells by using your health to tank for the damage but now you are just dead. The economy, item etc. cards before were also a little bit better for the other player but they came in every round and kind of balanced each other out usually in the course of the game. I think the cards are very important to this game not becoming stale and i think they could easily balanced and changed so they would give more directional approach to the game. Now even the cards are in a bad state since all the economy cards are unpickable and spells are too strong late game.
I know we only get to see a small subsection of the games you play on youtube, but it feels like your deployment of Chaff | Tarantula | Chaff | Tarantula loses pretty consistently to the
Chaff | Tarantula | Tarantula | Chaff that seems common.
good observation