r/Mechabellum

A recent game I played - final round. Both players around 975MMR approximately.

My opponent added the vulcans in the final round, I added stormcallers with emp and range in the final round.

I like going 'no missiles' all game sometimes and on the final round hitting my opponent, who usually has no anti missile tech by then, with emp stormcallers - which unless they're well prepared or psychic( ;-) ) has a decent effect.

u/Haunting_Art_6081 — 1 day ago

Void eye emp armour spam

Any tips on facing this? When they make a massive line across the board, tech both ranges/shield and also emp armour? Struggling alot against it just had 3 different opponents in a row use some variation of this lol.

Around 1000mmr

reddit.com
u/Riskiertooth — 1 day ago

Should Death Knell be made a regular unlockable titan?

I'm simply curious since supposedly Typhoons are going to be made a regular unit in the future, and that would leave Death Knell the only unit you can unlock through unit drop.

View Poll

reddit.com
u/Democracy_N_Anarchy — 1 day ago

[Guide] What I learned after 1,000 Games of R4 Abyss at 1.9k MMR

Who am I?

After hitting 2K+ MMR in Season 3, I lost the motivation to keep climbing just by spamming meta strategies. I almost quit the game entirely during Season 4. In Season 5, I decided to play R4-5 Abyss in every single match purely for fun. As a result, my MMR initially tanked to 1400, though I have since climbed back up to 1.9K.

To be clear, playing Abyss is not a troll strategy. A correctly built R4 Abyss in the right circumstances is incredibly strong. I have already defeated at least five of the top 30 players on the global leaderboard using Abyss—and yes, that includes beating their standard and aggro boards (not just R4 factories). I can say with full confidence that this guide represents the absolute best way to play this unit.

I don’t want Abyss to remain an obsolete unit that only exists to counter ground titans. I truly love this game and its community. However, I need to take a break from playing to focus on a very difficult upcoming exam for at least 3 years. I want this Abyss legacy to continue. Trust me, nothing beats the feeling of winning with Abyss—especially when your opponents get salty in the chat.

https://preview.redd.it/ie60d7u8e22h1.png?width=1438&format=png&auto=webp&s=66aa6de99b7c9d7c1e8549c9814ef9e917c1005e

https://preview.redd.it/4v79jacae22h1.png?width=1471&format=png&auto=webp&s=277f551268809e465caf43dac543c0f0fd8401a1

https://preview.redd.it/57q23zvae22h1.png?width=1484&format=png&auto=webp&s=43725c0f88116089bbe221b012f15f24cfed94f1

2. Understanding the Abyss

The Abyss is actually a WEAK titan by itself. Its DPS and HP simply aren't worth the 800-credit cost. The only reason the Abyss is good is Dark Companion tech (spawns Wraith). Because of this tech, you don’t have to build another chaff-clearing unit.

Because Abyss aggro is a hyperscaling-greedy comp, it is better to use it when you have 3000+ HP at round4. You are almost guaranteed to lose rounds 6/7 , break even at round 8, and completely out-scale any comp at round 9 and beyond.

Level 1 abyss is weak, level 2 is a very strong power spike, level 3+ is overlevel better to use gold for other things.

3. Abyss Tech Loadout

S-Tier (I use these 3 techs in 99.99% of my games):

  • Dark Companion: Always upgrade this ASAP as soon as you get your first Abyss. It is very cheap and highly efficient. More than 70% of my game, this is only Abyss tech upgrade.
  • Swarm Missiles: Only upgrade this when you have 3+ Abyss units (level 2 abyss count as 2 abyss), or if the enemy has many Fangs/Mustangs.
  • Range: Range makes the Abyss live longer. Only upgrade this when you have 3+ Abyss units, and make sure to upgrade it after Swarm Missiles if the enemy is using a lot of Fangs/Mustangs.

C-Tier (I almost never used):

  • Disintegration Beam: Only use this against an enemy using 4x Warfactories that have BOTH the Ball and Sledge techs.
  • Vertical Sweeping: This is the BEST tech against production WF, but sucks against any other thing. Abyss will lose 90% of its chaff-clearing power. You will lose if the enemy sells warfactory & pivots to anything. 
  • Wreckage Recycling:  Win-more tech doesn't change anything. Only real use is against cost reduction fortress spam from cost control commander.

F-Tier (Bad/Traps):

  • Photon Coating: You don't need this on the Abyss. Instead, you need Photon Coating from Overlords to protect the spawning Wraiths from EMPs.

4. Other unit Tech Loadout

  • Abyss: dark companion, range, missile
  • Crawler: sub blitz
  • Wraith: range, 8 gun
  • Wasp: shield
  • Overlord: Photon emission
  • Steelball: Range, Mech div, armor, kinetic charge
  • Mustang: Range, AA
  • Fortress: Solid shot, AA (to win against MP)
  • Rhino: Armor, Whirlwind
  • Melting Point: Range, EMP, Crawler spawn (to win against MP)
  • Sandworm: Sandstorm, Mech div
  • Stormcaller: range, luncher overload, EMP (to win against MP)
  • Vulcan: Incendiary bomb
  • Sledge/hound: don't use armor tech for seduce enemy go R3 vulcan

5.Defalt aggro abyss layout

The Abyss is a short-range unit that excels in both aggro and defensive board states. Against a standard or defensive enemy, you want to place the Abyss as close to the enemy tower as possible. You should deploy Crawlers, Shield Wasps, and the Abyss together as a packaged formation next to the frontline. Depend on drop, you can use Emergency shield Vortex/ Fire hound/ EMP void eye instead of Crawler in the front.

  • Crawlers are there to protect your Wasps from missiles.(can use 4 emer shield Vortex instead of 4 crawler if don’t play against saber/scorpion/WF)
  • Wasps are there to protect the Wraith and the Abyss from being instantly locked onto by enemy DPS.

https://preview.redd.it/kkyfmo7lg22h1.png?width=1640&format=png&auto=webp&s=c0fca2d2d3a644cd806c0f3768da5cbe66bc9434

Position tip 

-don’t put any 100 cost unit in abyss position

-when start the game, start with a slightly backward aggro position. don’t put any unit in front 3 tile -> opponent will make wraith

-you need only 2 forward abyss on each tower. Only put backline abyss if opponent go super heavy on flank or heavy on anti-missile

-Backline 1 Crawler+ 1 Wasp + 1 steel ball(or phoenix) on each tower usually defends any unit-spell from the enemy. 

6. Picking commander & starting unit

  • Commander: you need one of these things from commander massive credit/ efficient level/ power spike in early game.
    • SSS-tier: Aerial 
    • B-tier: Elite, Markman, typhoon, rhino, Missile, Quick supply, Giant
    • C-tier: Supply(very good but low com HP), Fortified, Training
    • D-tier: Speed, saber tooth, firebagger (200 credits too little, saber tooth/firebag at turn 3 don’t have much power spike), Cost control(your wasp/crawler can’t tank mustang)
    • FFF-tier: Amplified(you have zero unit to put small amp)
  • Starting unit: Any start unit is ok for abyss if you can have 2 crawler in R1.

7. The best 5 ideal scenario to play early abyss

  1. You start with Aerial com with 3 crawler packs. At R4, Opponent has anti-air only under 800 cost(dont’ count fang)
  2. You expect opponent play warfactory (wait for R5 abyss)
  3. Opponent pay 200 cost for R3 vulcan 
  4. Against over-commitment phantom ray/fang/void eye  (Free win)
  5. You pick Improved wraith while your opponent doesn't. (Improve wraith = Improved Abyss without increasing cost)

8.Turn 1-3 (good early game, preserve health)

  • Rounds 1: 
    • Play Asymmetrical Aggro, don’t put any 100 cost unit in the abyss, position. 
    • Abyss is good in both cross-fire/headbut positions. 
    • Keep balance in chaff/dps/chaff clear. 
    • Sell 1 tower(usually you want to sell something every turn).
  • Round 2&3: 
    • Try to win/preserve hp without using shield/ missile. 
    • If possible don’t upgrade tower level. 
    • Improved wraith is SSS-tier for abyss (Improve wraith = Improved Abyss without increasing cost)
    • pick income /tech cost reduction card
    • shield air drop spell + crawler on enemy backline flank is very annoying
    • (round2) Add 1 backline pheniox/wasp on the strong side for anti air(if don’t start with markman). 
    • (round3) If you get a level up spell, level 2 wraith+range is super strong & can easily win a round.
    • (round3) if cross-fire, vertical level 1 sledge next to weak tower can delay enemy enough time

9.Turn 4/5 Abyss or Pivot

List of Abyss counter: Markman, Wasp, Farseer, Melter, Ionization Raiden, Linked sledge hammer

List of Wasp counter: Wraith, Wasp, Mustang

List of thing don’t counter Abyss:  fang, phoenix, phantom ray, overlord, flying void eye, Quad-tech cost-reduction anti air Fortress from cost control commander.
  • List of bad thing for Abyss comp
    • Enemy is Elite(too easy to pivot strong abyss counter)
    • Enemy don't tech any chaff clear at R4 (they can just pivot to wraith melter)
    • Enemy have improved wraith/ improved wasp
    • Enemy already have wraith, pick any wraith card.
    • Enemy already have more than 800 credit of abyss/wasp counter(don’t count sledge)
    • Enemy have small EMP spell while your hp under 3000 at round 4
    • Enemy already have 3 or more vertical sledge.
  • List of good thing for Abyss
    • You have improve wraith while opponent don’t
    • Enemy take round 2-3 any ground spell
    • Enemy tech to any DPS which don’t counter abyss(esp. saber, void eye, fang, vortex, phantom ray)
    • Enemy pay 200 for R3 vulcan
  • When to wait for round 5 abyss: deploy 3 shield wasp instead of abyss at round 4
    • you play elite.
    • You have a level 2 starting 200 cost unit and 3500 or more HP, when pair with R4 x3 shield wasp = often bait enemy Fortress anti air.
    • you think enemy will go warfactory/moutain
  • Where to deploy abyss
    • (1st abyss) If the opponent plays aggro, you generally want to deploy Abyss headbutt. 
    • (2nd abyss) You want to deploy on the other side, ideally you want to have 2 abyss in the frontline for each tower (total 4 abyss).

 

10.Turn 6+ (How to play against each counter)

  • Rules
    • At round 6+ always pick any spells that help you win/preserve HP, you will completely outscale enemy at round 9.
    • At round 7+, it is ok to buy a loan and bonus range every round. You will completely outscale enemy at round 9. 
    • Always have at least1 crawler + 1 wasp to protect your backline for each tower.
    • Vertical level 1 Sledge next to weak tower is mandatory against full aggro ground enemy with bonus speed card.
    • Ideally don’t upgrade any tower level, except necessary.
    • If you are healthy, a discount overlord card is good for round 8 overlord photon coating .
  • Any Close range fight
    • Wraith need range + 8 gun
    • Abyss usually need only dark companion tech
    • Photon from overlord is mandatory after having 4 Abyss or enemy have any air emp at round 8.
  • Any Long range fight
    • Wraith only need range
    • Go 3 tech Abyss (dark companion, missile, range)
    • Photon from overlord may need if enemy have air emp at round 8
  • Close range Mustang-Melter (Hard matchup)
    • Sub bliz crawler is mandatory
    • Wasp level is important.
    • If you melter in drop after you show abyss, always pick Melter and try to win the Melter war. (Make opponent can't go multi-melter)
    • If you survive round 8 = you will out scale with 2 tech abyss (dark companion, missile) + 3 tech Melter (Range + EMP+Crawler spawn)

     

  • long range Mustang-Melter (Hard matchup)
    • Sub bliz crawler is mandatory
    • Wasp level is important.
    • This match up is heavily dependent on luck at R8. If a big EMP spell appears at round 8 = you always lose. It is too expensive for photon coating + x2 overlord + range tech on abyss in 1 turn. Enemy can just go big EMP spell + range/lifesteal/multimelter + x4 missile at every front chaff = you will take at least 2000 damage
    • If you survive round 8 = you will out scale with 3 tech abyss (dark companion, missile, range) + 3 Tech steel ball (Range, armor, Kinetic charge)
  • vs Carry wasp
    • Close range wasp die from your wraith with bonus range+speed from tower.
    • Long rang carry wasp need to deal with Anti-air Fortress behind each abyss. If enemy go melter after your Fortress-> Anti-air + Solid shot win against MP
  • Close range wraith melter (Hardest matchup)
    • If the opponent shows wraith as main chaff-clear before round 4 you shouldn’t go abyss at first place.
    • Pick ALL emp spell   
    • If you melter in drop after you show abyss, always pick Melter and try to win the Melter war. (Make opponent can't go multi-melter)
    • Overlord Photon ASAP after the opponent tech degen aura.
  • long range wraith melter (Hardest matchup)
    • If the opponent shows wraith as main chaff-clear before round 4 you shouldn’t go abyss at first place.
    • Pick ALL emp spell   
    • make more backline wasp
  • Close range mustang-Farseer
    • Use Abyss as wraith spawner/ tank unit. Steelball is your real carry
    • If you survive round 8 = you will out scale with 2 tech abyss (dark companion, missile) + 3 Tech steel ball (Range, armor, mech div)
  • Long range mustang-Farseer
    • if farseer don’t have anti missile tech = easy match up
    • If you survive round 8 = you will out scale with 3 tech abyss (dark companion, missile, range) + 3 Tech steel ball (Range, armor, kinetic charge)
  • Close range mustang markmans
    • If you survive round 8 = you will out scale with 2 tech abyss (dark companion, missile) + Spam 1 tech Sandworm (Mech div)
  • Long range mustang markmans
    • This is only match up I make more than 4 abyss (6-8 abyss for Missile)
    • If you survive round 8 = you will out scale 3 tech abyss (dark companion, missile)
  • High level sledge hammer free card
    • If you don’t have melter, making x2 level 1-2 steelball with range put close to back of abyss is save move.

  

  1. 5 common scenario when i can't go abyss

1.Both of me and opponent pick improved wraith: Depend on drop

\-Wraith x Markman (if opponent wraith don't have ground tech)

\-Wraith x Melter(My Melter have spawn crawler tech instead of multimelter = Always win melter war) 

2.Opponent make wraith or discount wraith: Depend on drop

\-Long range wasp carry with Arclight + tank unit from drop

\-Fire bagger x Overlord

\-Wraith x Markman/ Wraith x Melter

3.Under 2000 health at round 4: Depend on drop, try to counter opponent

4.Under 2500 health and Enemy already have 2+ air spell at round 4 (don't count missile strike): Depend on drop

\-I love to go Carry Fortress (shield/solid shot/elite): shield is good against spell, solid shod + elite win against melter

5.Under 3000 health at round 4, opponent already tech range mustang + strong item/level : Depend on drop

\-Carry Vulcan 

\-Production WF 

\-Aggro ball-wraith in all direction

\-Carry arclight if play elite com (range/ chargeshot/ elite/ shockwave)

12.Special tip

  • If you start with standard board, be a very nice guy in chat
    • try to compliment opponent anything: “nice pheniox flank” “best value spider” “high precision missile strike”
    • No one expect positive talkative guy who play standard board play standard at start, making abyss at R4
  • If you rematch with the enemy who just lost to your abyss. Better to use full aggro steelball-wraith in next
    • R4 Abyss is a unique strategy, enemy will 100% remember you. Your opponent will be paranoid & tech mustang for no reason especially when you use wraith.
    • Or become psycho like me, win with turn 4 abyss against the 1.8k mmr guy 3 games in a row. (mute opponent chat for good mental health)

     

  • Good luck have fun
    • Thanks for reading my guide. I genuinely love Mechabellum and this community. I hope to see even more players joining the game.

 

reddit.com
u/Prozac50mg — 3 days ago

State of the Game, Buildings, Unit Drops, Future

I played about 1k hours of this banger game. This game was super fun when it launched with like 50% of current units available. Now we have so much more! But still, players are leaving the game and it makes me super sad. I left as well, but I'm still thinking about this game a whole lot. Watching tons of YT. I come to the conclusion that a lot of features are underwhelming:

- Buldings: They were announced as Neutral buildings integrated in the terrain in the very first interview. I thought about hills with a bunker inside, or a set gun, which you have to destroy or sth. Instead we get 3 square "buildings" that are just cannons which we immediately sell. This could have been so good, make maps feel different, position buildings into terraint etc, finally add a 3D-layer to the battlefield. Sad!
- 2v2 Maps and tournaments: I have a twin brother playing about 500h of this game and we played 2v2 and it was just like 1v1 but with lag. They said we add new maps and elo and tournaments. The new maps are basically the same, still you fight your opponent then whoever survives fights again. No units on my brothers side for me to place, no unit drops i can reinforce him with, no shared towers like a nexus. Still feels the same. Yes they added PvP mode but that is another feature I never use and dislike. Sad!
- Techs and Cards: Yes we got tons of new cards and techs. But in the end, you are stuck with the same minor decisions. The reason: You go with meta. If shockwave is op, you go for it. If fire is OP, you go for it. If subterrain is useless, you dont go for it. Simple math. Same about cards: Too many no brainsers. Examples are: 4th round supply enhancement, or EMP. While other cards are just plain useless and still in the game. Like cheap tech is never worth it. Also, you dont go dominion core, as you dont have a clue on how to use it unless you played hours in this weird dimensional portal mode. This is another lost cause to me as you can only truly have fun with this when you play 2h a day and regular mode gets boring.
- Fun patch: This is ofc the most discussed one, and it reduced positive ratings of above 90% to about 80% and most players leaving the game. They said: We will introduce crazy features and listen to community which ones we should keep. And they kept the worst. Sad!

What remains after all the new units, features, game modes? Basically still the same game, yet slightly worse due to unit drops. You are left with higher expectations to what it should deliver after so many years.

reddit.com
u/PrinceBulba-GER-YT — 3 days ago

How to play long-range games?

Hello everyone,

I recently got the game and started playing 1vs1 ranked. I am ~1100 MMR, but I noticed a distinct pattern in my games:

Every time both my opponent and I start with a "long range" unit comp, I lose horribly. It does not matter what I build, what I spec, or how I play, I always lose early rounds, enemy arcs and snipers get level while my units don't and I die round 6-7 with no chance whatsoever.

I feel like I tried everything:

- more chaff to buy time for my own DPS units

- more chaff clear to chew through his good units faster

- more carry to win the end of the round

- focussing on more unit deploys (buying 3 almost every round)

- focussing more on techs (both range or other)

- getting scorpions super early (as they are the default hard counter to long range, right?)

- trying a titan drop early

But nothing seems to work. I have decent success against everything else, and if I play fast/Aggro I will usually destroy my opponent early and snowball myself. But something about ranged engagements doesn't click in my brain. Any advice on how to navigate those boards? I'm talking 5-7 arcs + snipers round 2 with some chaff, maybe sledges or sabers, often spamming shields to counter abilities and my long range units.

Thank you in advance :)

reddit.com
u/4rmag3ddon — 3 days ago

3D Printed Scorpion

Hey Commanders my Friend printed a Scorpion for me on my Birthday. -Hildegard 🤖

u/Matze__Peng — 4 days ago

I understand y Rooster stepped down.

So had a day off work and a whole day to play one of my fav games. I now understand what a rooster meant now with the amount of games I have played.

I work a lot so don’t get much dedicated time to play this game. Today I have realised the stale state this game is in.

Every game was either compensator hounds, void eye stang, void eye flame tank. I say that out of the 20 games I have played 17 were these comps.

It’s just boring I understand y playing the game all day like rooster did and other streamers get bored.

I have played since it dropped on early access and have had a love hate relationship through all the bad decisions the devs made. I am around 1800 atm and think I will stop there.

Also the game feels so messy atm and the amount of units that can be deployed seems way too much.

Any way Rant over anyone else feel like this, aimed at the people who play this game a lot.

Shout out to Sparty the only guy that seemed he was playing his own thing. Ur a legend

reddit.com
u/Disastrous_Pride39 — 5 days ago

Code Bonjwerk gives u a free skin/emote ...

Got a Red Card emote, saw a skin at twitch. What did u got? Dont know how long it works.

Code reveal was at twitch "Bonjwa"

Coop Stream with "Salzwerk"

Maybe try bonjwerk if big B doesnt work

Edit: they just said that the code can bei redeemed 68000 times. So maybe forever.

reddit.com
u/suLopunkt — 4 days ago

Fire everywhere

Sitting at 1300+ MMR

Pretty solid first 6-7 rounds, got strong board and economy.

But after that the entire board is usually a total fire everywhere, which destroys not just chaff, but medium units also. Titans, giants and air is OK, but once chaff is all fast cleared, they do not live long.

There is no real option to build more chaff, as it's wiped out instantly. Shields cannot stand for long, and honestly I'm not sure how to counter this.

Should I just sell all small units? What you do at this stage?

reddit.com
u/SerjGAmoVeR — 5 days ago

Yoo! I have never noticed this new Vortex Unit in the modifications tab 🤯

u/Kebypals — 6 days ago

What is good MMR?

I’m semi new to the game I started playing at the end of season 6 with 607MMR being my highest then. I am now sitting at 700MMR for season 7 and was wondering how I rank relative to others. Am I doing average for a new player? (I’m also in the North American servers)

reddit.com
u/FlamingoOld5673 — 5 days ago

Selling units, but getting behind on deployments?

800-1200MMR

I've noticed that when I sell a few units in a match, I often can get steamrolled. Not because I am selling the wrong units, but because my OP doesn't sell any units at all. A poorly placed saber is still another unit my units have to get though. Or they got a 2nd set of chaff clear units on a unit drop, they don't need more chaff clear, but now they have 4x packs of hounds basically acting as chaff. I've found a few games that my OP never sells anything and just goes for max units on the field, it makes there board pretty tough/full after i have sold off 2-4 units already that were just feeding XP, of course putting me 2-4 deployments behind them in just a few rounds, yeah I've got better units with higher levels, but I can't clear there massive board now. Even though I made good moves and got better units.

Curious how to fix this? I know it's a tricky balance and very situational.

reddit.com
u/Diyguy64 — 6 days ago

Raidens

Have they done something to raidens they seem like there range and fire rate seem terrible now I haven’t used them for a while so might have missed something.

reddit.com
u/Disastrous_Pride39 — 6 days ago

New thought, new game mode?

Ok, i love the game, I even love the buildings, brawl is a hot mess, i know hot take... anyways...

What about a new mode where each rnd EVERYTHING is removed! Money resets, damage to HP doesn't. Also, removed unit drop per turn limit. Tech upgrades would remain purchased. One unlock per turn.

My guess is that it would cause people to deploy some crazy custom builds. Maybe some crazyed army load outs would be found, idk. But it would be something different.

Share if u think might be neat or add changes or suggestions.

reddit.com
u/Disastrous_King2632 — 5 days ago

Dodging is required to climb the ladder without significant time investment

For context (without doxxing myself), I'm top 200 world and have climbed ~300 MMR recently to reach that point.

The risk of playing someone 100 MMR lower than you is far greater than the couple minutes queue penalty from dodging. RNG has a massive effect on the outcome of matches so even a moderate skill gap frequently can't make up for it. If you lose ~25 MMR because of shitty RNG, you have to grind several 10+ minute matches just to break even. It’s a terrible time investment.

  1. Starting units and commanders are poorly balanced: unit/commander imbalance in the early game quickly makes most matches unrecoverable. Snowballing is the biggest problem with this game and has been since it first entered early access.
  2. Unit drops and spells are frequently biased: same options does not mean same benefits. Having to sell a unit drop = less deployments (which are one of the most important resources you have). Spells that enable the winning player to tower snipe early often have no real counter because if you defend against them, their main army is still getting trashed. You also have stuff like lightning storm showing up right after someone built 5 wasps.
  3. Set formula: Rooster mentioned this recently in his stepping away video. There are very clear "meta" steps that anyone can follow if you've watched a high level streamer. At the 1700+ level everyone is doing them because otherwise you will lose. This means a lot of matches actually have 0 real decisions being made.

I've beaten players 200+ MMR above me because they had to pick some trash like tarantula start. I've also lost to lower rated players because of the same shitty starting balance and unlucky unit/spell drops.

While you will "eventually" reach your "true rank", who the fuck wants to play 3 games to recover from 1 loss?

reddit.com
u/MummyBands — 8 days ago