In this mechabellum gameplay video RAT is trying to defend an incoming aggressive push with the assault marksmen technology. Will it work? Assman deskmat: shop.mechamona...
So were the assman useless or helpful... they look useless against steelballs. But, I suppose they would have been more useless as reg MM in that position, with no armor to be behind.
The problem seemed to be that the Balls leveled, and the Assmen didnt. So the AoE is nice to kill several balls in theory, but they simply lacked the damage output. And not enough chaff so they dont get locked on to as quickly ? Im not that good though, so im probably wrong.
@@SurreyEZ I think the main problem was what you pointed out a bit later, chaff being the key. The assmen wont kill the balls if they are busy shooting chaff until they die while your opponent had much better chaff clear with the arclights allowing the balls to connect on the assmen.
@@TheHuffur @SurreyEZ yeep, that and it's a lot of stuff round two to get a wasp flank and mark Assault. Still, marks coulda been a couple squares wider and they'd latch to different crawler clumps. Wonder if they'd have gotten through with one more arclight and fang on round 2.
IDK, kinda just lost chaff battle, also I think if you go assman then laser sights on mustangs isn't good but especially not on the less contested side. Opponents pull on the left stangs was really good also.
4:15 Is the Supply Enhancement card really worth grabbing? The card costs 150 (100+50 for no skip) and doesn't pay you back immediately. Getting it on Turn 3 means it takes Turns 4-6 to pay you back. However, you're paying money now to get money in the future, and present vs. future value is unequal. I would value 150 now as 200 in the future, so you really aren't 'paid off' until Turn 7. To me, you only got an extra 50 to spend on Turns 8 and 9, which feels like a drop in the bucket compared to the 1700+ you're receiving at that stage.
Depends what kind of situation you are in. Sometimes you are not using your money early game and you are saving a little bit for a transition turn thus the early money doesn't matter. Usually it's good on round 3, sometimes it's bad on round 3 against a push or when pushing depending on your situation. r4 it's usually pretty bad
Assmen need quick reload (and elite mark to really outrange and one shot everything) to really work well, also they got no levels and so the splash damage just didn´t work against the balls that kept getting stronger. Personally I dont do assmen early, I first build a bunch of normal marks tricking the opponent into thinking im low on chaff clear, and then I get range and after that assmode.
The failure of the assmen is pretty severe when you're willing to pick and insta tech scorpion to do the exact same job you hired assmen for. I think you want to pair them with wraith and crawler so that something else is taking care of the chaff and so you can buy more assman without fearing emp storms. But I see it more as salvaging a bad start and don't run the tech anymore so what do I know
Maybe people say they use assmen to defend push not because it's strong, but because it allow to salvage unit that would otherwise be very meh when rushed for a cheap price.
Because his opponent already leveled the right tower, you need to investigate more to destroy it. However, the heavy pressure on the left side doesn't allow you to do that.
well the fang card could be reasonable but i think it's better that they walk in slowly and not fast. The assault scorpion was way too late, all the balls were already sold etc. On that round it's better for me to just connect faster to the typhoons because of the range and not walk forward to die to the overlords