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5 NEW UNITS and NEW REPLAY FEATURES Incoming! Mechabellum Creator Interview Reaction 

Cobrak Strategy
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15 окт 2024

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Комментарии : 50   
@CobStrategy
@CobStrategy 3 месяца назад
Man, this interview was promising as hell. Can't WAIT for that new replay feature 👀🎯 Subscribe to Stoney! www.youtube.com/@stoneymechabellum/featured Stoney's Bearlike interview: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-qpqkoCeO7K0.html&ab_channel=Stoney
@PabloHedning
@PabloHedning 3 месяца назад
When you mentioned flying fangs, all i saw in my head was giving Fangs a Jump Pack so they can leap forwards every now and then.
@Defaign
@Defaign 3 месяца назад
Mechanical bear unit when?
@SIMULACRA37
@SIMULACRA37 3 месяца назад
Like a big melee unit? We already have the rhino
@Defaign
@Defaign 3 месяца назад
@@SIMULACRA37 true it probably won't happen :) would just be a cool nudge towards Bearlike
@NeFjuS
@NeFjuS 3 месяца назад
@@Defaign Mechanical bear could be another type of an artilery
@pauldavis5716
@pauldavis5716 3 месяца назад
Would be awesome to maybe see skins go that way. Replace the Rhino with a bear looking unit...would maybe create some issues around recognizing enemy units though
@CobStrategy
@CobStrategy 3 месяца назад
Maybe a tech on the War Factory where it just starts LAUNCHING bears like cannon balls, then they deploy like Droidika upon landing 😂
@GreaterGood258
@GreaterGood258 3 месяца назад
Anti-Chaff Chaff? First thing that comes to mind is little grenade launchers. Lower rate of fire compared to the Fang and can't shoot up, but has AoE on every shot. Anything with any decent bulk can pretty much ignore it, but it basically deletes entire formations of crawlers and fangs and might trade decently with mustangs and the like. Shotguns could work for that too, I suppose, but considering the size of chaff units it could be hard to tell apart from Fangs visually (I already have a hard time distinguishing Fangs and Crawlers, especially upgraded ones that all turn the same color)
@jasonrouse8215
@jasonrouse8215 3 месяца назад
Welp, I think they can address the issue by adding a fang tech, that's exclusive as an option between scorch/ grenade launchers? Meaning, you can go HP burn.... or just aoe... but not both. They don't have to add new units, when they can solve the issue by slightly adding/ altering an existing unit, that would imo be improved with additional viability. If Fangs get GL's, then crawlers should be able to jump like ticks irl.... boom, chaff balanced (jk, though it would be funny seeing underground crawlers surfacing and yeeting themselves). If you pair that with Acid crawlers (idk if still in game, i havent seen anyone use it in ages), you have these suicide saboteurs. Ah, though, for fairness, I would suggest that jumping crawlers should be targetable by units and missile intercept. Mechabellum has a lot of potential for growth, and not all of it requires adding new niche units. A repair retrofit for the wraith, for example. Take away its guns, and give it healing rays that heal x% hp per unit. The weapon count upgrade would then make the wraith heal more units simultaneously. At the same time, they could introduce something like "heal block", making it so that, idk, scorch for example negates any active healing, but in return, does no added damage against units being actively healed. A Sabertooth with a "command module" or something, that works as the opposite of the wraith degen beam, but only applies to chaff units on your side... There are options... many and always. I'm not opposed to adding new units, though I would like some uniqueness/ quirks. A unit that patrols a certain area/ distance, but is insanely tanky/ has high damage, and has a count limit of 1? For example something like a lvl 5 fortress that can be upgraded into a "Defender" variant, reducing its speed, making it patrol a specified route (via beacons), which are visible to you and your oponent. You can obviously change it, but the Defender only patrols between the beacons/ waypoints, and can not attack buildings. Naturally, it would have a weakness, be it vs. air, or getting melted from long range. This isn't exactly adding a new unit, as much as it is changing an existing unit on the battlefield into a new one... think of it as a "Heroic" tech that could be applied/ selected as a specialization on a unit. There should be restrictions/ prerequisite techs required for certain Heroic Techs in this case, although, that would limit builds, so I'd say a max of 2 required techs. *Sorry for the essay, I was having a blast in my head thinking of possibilities.
@GreaterGood258
@GreaterGood258 3 месяца назад
@@jasonrouse8215 Making grenade launchers a Fang tech means they couldn't make new techs FOR the grenade launchers (for instance, Cluster Munitions: +splash radius, -damage). The healing Wraith has an inverse problem to the Assault Mode Marksman in that it would be so useful that no one would bother using Wraiths for any other purpose because having a floating artillery platform isn't worth NOT having a multi-targeting healbot. Also, having a unit switch from targeting enemies to targeting allies would probably make a mess of the unit AI The heroic unit idea would be neat, but it would probably be really hard to implement as the game is now. The closest thing we have is item cards (laser sights and stuff), which is an entirely different system from what you're talking about and not something easily retooled. However the command module thing would fit quite nicely as an item you can equip to a single Giant unit If we're talking about interesting new tech options for existing units, here's one: Stormcaller Advanced Targeting; instead of bombarding the general neighborhood of a target, the missiles now lock on to individual targets, ground or air, and track them much more precisely, however they now have a significantly reduced splash radius (or just lose splash altogether). much less useful against large blobs of slow units, but it can now hit faster moving targets that would have moved on by the time a normal barrage would have landed, and they can double as SAM batteries. Main issue would be getting the air targeting to play nice with the already-present incendiary ammo tech
@stoneymechabellum
@stoneymechabellum 3 месяца назад
Thanks for the shoutout Cobrak!! 💙
@CobStrategy
@CobStrategy 3 месяца назад
Absolutely man! Keep blasting over there 😁 And to anyone else reading this, go subscribe to Stoney! 👆
@arcon980
@arcon980 3 месяца назад
Q - what unique upgrades can you do with fangs? A - ALOT, fangs are a squad unit mostly used as generic fodder but like military units IRL you could add customization options that let like 1/4th of the fangs in each squad be replaced with little rocket launching troopers or flame troopers or grenadiers or medics or snipers. you could have options that increase/reduce each fangs HP but they get less/more units. - calling it now the new anti-chaff chaff unit will fire little buzz saws that can cleave through lines of chaff but don't penetrate through harder / bigger targets
@PsychoHam
@PsychoHam 3 месяца назад
cool techs to put on fangs: 1: Smoke grenades, thrown by fangs at units within a certain range. the smoke dissipates after a number of seconds, and the effect is the same as with the smoke screen. 2: Personal barrier, a tiny barrier on every fang that covers a 3m radius, and has as many hp as the fang. used with personal energy shield this would ensure at least 3 hits needed to kill a fang, and the barrier could protect crawlers running through fangs against splash damage. 3: fire extinguishers xD
@CobStrategy
@CobStrategy 3 месяца назад
Bahaha, I LOVE option 3. That absolutey must be a thing 😂
@dragade101
@dragade101 3 месяца назад
@11:39, If you had stopped at “spam”, there is your answer. The "glory builds" with 15x or 30x of one unit is really just stubborn capitalisation that your opponent(s) is not reading your flawed build. Rather they could counter it if they thought a bit. [Yes I’m assuming more or less units are closer to equal in their viability. That massing X isn’t head and shoulders better and a fluid composition. There is a reason with high MMR matches, that we don’t see spammed nonsense.]
@mrmistmonster
@mrmistmonster 3 месяца назад
I started playing this week because of Grubby. I'm too old for micro.
@CobStrategy
@CobStrategy 3 месяца назад
Welcome to the club man 😅Mecha is the RTS retirement home (in the best way possible ofc)
@NopeNopenope-y6u
@NopeNopenope-y6u 3 месяца назад
First of all - man, the technologies have improved during my lifetime. Translating a foreign language just like that was a sci-fi fantasy like 10 years ago. So cool! Second - an awesome interview, an awesome developer, everything is awesome. Thank you for making the video!
@millenium1109
@millenium1109 3 месяца назад
I want a golden legion Fang Skin that makes them taller and more Roman Legionnaire meets Mechwarrior in appearance. I'd also love more bipedal mech style medium units. So far we only have the Marksman.
@PsychoHam
@PsychoHam 3 месяца назад
arclight is bipedal as well.
@Chromodar
@Chromodar 3 месяца назад
How about a fang upgrade that gives them anti material rifles with slower fire rate, more range and damage, good against medium units? Turn them into mini marksmen
@shad2joshi399
@shad2joshi399 3 месяца назад
I have a thought pertaining to new techs for current core units, if crawlers had anti-air. Now it could or could not be balanced (probably broken) but I like the idea of them using subterranean blitz and then propelling themselves from the earth into the sky to become the mecha dolphins of war.
@tranquilclaws8470
@tranquilclaws8470 3 месяца назад
I remember posting somewhere an idea where crawlers turn themselves into suicide missiles to attack air units.
@MrProthall
@MrProthall 3 месяца назад
Would be fun to have them be mines. Upgrade that plants them in the ground, explodes on ground or air unit contact. They instantly bury if you don't give them a movement order, otherwise they bury at the end of the order
@tranquilclaws8470
@tranquilclaws8470 3 месяца назад
@@MrProthall That's interesting...turning crawlers into defensive units. What a fascinating idea.
@PsychoHam
@PsychoHam 3 месяца назад
me and a friend actually had the idea for a crawler tech where they would jump up and attach themselves to air units, pulling them down to the gorund when enough crawlers had attached themselves to them so any land attack unit could kill it.
@kaurkelt2390
@kaurkelt2390 3 месяца назад
Don't know if it's a good idea. I think that hacker should only be able to hack one enemy (multiple with the multy hack tech) and it would need to latch on to the hacked troop to keep the control, if the hacker dies then the hack ceases to function. Of course it would need some more balancing.
@ExogalacticMushroomQuantumTech
@ExogalacticMushroomQuantumTech 3 месяца назад
Yo @CobStrategy what about a flying sandworm?
@roli1227
@roli1227 3 месяца назад
Unit drop... yesterday i had a match with 3x lightning storm and 2x intensive training. That was quite something. Got myself a lvl9 Wasp squad with 1,3 mill damange.
@BL4ckViP3R
@BL4ckViP3R 3 месяца назад
Thanks so much for sharing these SUPER hot news!!
@geoffreysherman609
@geoffreysherman609 3 месяца назад
If they add an anti-chafe chafe, give fangs a frag to give them some chafe clear as well?
@Xalkdaff1987
@Xalkdaff1987 3 месяца назад
Мелкий юнит за 100 кредитов может быть просто отрядом ботов-огнемётчиков :)
@rado2598
@rado2598 3 месяца назад
Yeah, Grubby made me buy this! :D
@RationalOrc
@RationalOrc 3 месяца назад
Im pretty sure mustangs already hover as far as the visual design goes
@GregAtlas
@GregAtlas 3 месяца назад
Good interview. Thanks for sharing it with us.
@echoeversky
@echoeversky 3 месяца назад
The first to spam 9 units wins it seams.
@dragade101
@dragade101 3 месяца назад
@24:29, NO. Please dont lol. Unless this tech costs a silly amount of supply. But this negates turns of specific anti ground AOE. You could look like you are a fool for massing so many ground units when your opponent keeps building excellent AOE. But then when you hit the fly tech, that invalidates all of their ground AOE To equate that to Magic (the gathering). Imagine an instant that gives every creature in all zones flying perpetually and was cheap enough to be played. That would be cracked and undermines the fundamentals of combat. (I’m not talking about flying 1/1 or 2/2 creatures but if green, red or black’s creatures could suddenly gain fly. They were playable before having flying and now are that much more broken for having this extra keyword). [context to non-Magic players. Creatures with flying cannot be blocked unless a creature has reach or flying of its own. Reach is printed limitedly and flying is given out sparingly. To see an archetype that leans heavily into flying is unusual, because cards are not designed with this keyword the same way trample is given to numerous green and red creatures. If we were to rank, flying is a stronger keyword than trample, unless every creature had flying.]
@singularleaf3895
@singularleaf3895 3 месяца назад
The hover mode should make it immune to terrain effects like fire and oil, but not actually give it the flying keyword, so they are still ground units.
@dragade101
@dragade101 3 месяца назад
@@singularleaf3895 maybe... Could be.... I could see that with testing from the devs of course lol
@Santisima_Trinidad
@Santisima_Trinidad 3 месяца назад
I see your point, but as its mechabellum, it wouldn't be as overpowered as your making it out. if you're running a fly tech on units, you are doing 2 things. First, you're telling your opponent to build stuff thst can hit air as your chaff clear. I.e, mustangs with explosive ammo, arclights with AA, sandworms with AA if you're insane, wraiths, or maybe mech range fangs. Sure, if you build fire badger stormcaller as you AoE, fly eould counter it, but you can see the opponent's tech, so just don't. And, you're mentioning that in magic flying units can't be blocked. In mechabellum, flying units Can't block. So if someone has a load of units with a "fly" tech, grab mobile beacon, grab Rhinos, and if they hit the fly button you hit the tower rush button, letting the rest of your units clear up there tower debuffed flying units. Would the tech be balanced? No idea. But it'd be nowhere near as bad as you're making out, so long as the players are anyway competent.
@Chromodar
@Chromodar 3 месяца назад
I'm not understanding how it's different from missile interceptor. You hit that button it invalidates all of their missiles and every unit that fires them. Same thing emp vs techs in general.
@dragade101
@dragade101 3 месяца назад
@@Chromodar often you can distil a game into its base elements. A new tech might try to look different but functionally works similarly as the base game as developed. If that keeps people interested in a game and allows players to reengage with the devs; then its tech worth having (until its pay to win). I’m all for having the developers work on new content and for the community to like. For there are far grosser and lazier ways developers use to ‘make money’.
@bethle3256
@bethle3256 3 месяца назад
Elite special stangs.
@jasonrouse8215
@jasonrouse8215 3 месяца назад
I have an idea for the unit drops. Why not make the first unit drop mandatory, but all subesquent ones could be "stocked up", increasing the tier of deployable units for that round? Meaning, you could essentially buy "discount" units each round instead of taking an upgrade/ skipping.... or, you could save it for a few rounds to deploy a lv. 5 rhino or something? They've already added the "wave values" for unit drops, so why not just give you the option between deploying and upgrading, and allowing you to stack up. Ofc there should be a limit... 5 lvl 5 Warfactories in 1 round would be BS, but I think you understand what I mean. And you can see your oponent's card choices, so you'd be able to see if he's stockpiling, and try to pre-emptively try to shut it down, or force his hand into taking the upgrades to deal with your army instead. I get that this could become snowball-y, hence the idea of a unit limit/ cap. It doesn't fundamentally change the game, only the strategy. People that want to build deathballs/ doomstacks can do so, and keep dumping equipment on them, whilst the oponent could focus on tech/ selling high tier trash units (like most people do it seems). This just gives the players a bit more control. Keep in mind, this is an idea, not a well rounded solution. *I don't play myself, I'm just watching Cobrak, RoosterPB, Surrey, Rat, Stoney (occasionally) etc. I love the game, even though I don't play. I just like the "meme" builds, and let's be honest, some of them look epic from a battle/ cinematic standpoint. I watched Stoney's interview yesterday, but I'm glad you're also covering it Cobrak. It's getting me excited for the upcoming patches and new memes.
@ironclad7177
@ironclad7177 3 месяца назад
give us invisible crawlers plssssss.
@jackplisken4738
@jackplisken4738 3 месяца назад
maybe this could bring me back for about ..... 5 games
@ainumahtar
@ainumahtar 3 месяца назад
"We decided to keep [unit drops] based on feedback" is the bigggest load of bull in this video, as they have allowed to shine through in a whole bunch of notes and the way they have dealt with other things, like using the "we don't want to split the playerbase" as their main argument to not put drops in a separate mode (and then adding ffa a few months later), as well as giving the reason for adding them in this vid basically as "well the team got bored playing pre-set strategies" it is just 100% clear they never actually seriously tested it for feedback, they were just going to add drops no matter what.
@sensha5470
@sensha5470 3 месяца назад
Alot of players do actually like drops. I for one am one of the ones who thinks it's pretty interesting. Sometimes you just sell the unit, sure, sometimes it gives your opponent the exact thing they need, but often it just adds an X factor to make you think. Alot of people forget that you know exactly what four options your opponent gets, so if one counters your build, you know which one they'll get and can preempt it. Even if you get something else, you've closed that hole.
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