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Notes -
Been having a lot of fun with Mechabellum, it's an autobattler game where you put down your robots on the board, then they attack the nearest unit to them and lock on. This makes it very much a game of positioning and timing, you want the enemy heavy hitters targeting your little chaff robots, you want your snipers hitting their big hp single-entity bots.
There is a way to direct some units to advance in a specific path, this is great for drawing enemies out of position or beelining for the enemy towers.
Each round both players get access to 1 of 4 call-in abilities/unit sidegrades/drop-in units, so there are elaborate mind-games. Do you go after the opponent's Level 4 Mustangs with a missile? Or do you think he'll see that option and put a shield bubble over it, so you go after the Level 2 Mustang next to it? Do you anticipate he'll take Fortresses given your unit composition, so go Melting Point to forestall him?
Everything has a counter. If the other guy's going big on long-range snipers, you can get some Sandworms, melee bots that advance safely underground before popping up with chainsaws. Or longer-range artillery. Or a pack of small units. If he's focusing heavily on teching up his units, you can get EMP techs to undo them. You can even get photon coating upgrades on some units to counter EMP.
Also, the devs have done a good job consistently updating the game, adding new units and gamemodes for free. There's a wacky 4 player FFA mode, 2v2 so you can blame your teammate when you lose and classic 1v1. This all seems to be funded by cosmetic microtransactions.
Gripes:
Napalm heavy meta right now at high MMRs, too many bots have napalm/sticky oil bombs. This burns away all the low HP units and makes it a bit of an air-dominant game.
4 player FFA mode is a bit unbalanced and can wreck framerates
More options
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