Hidden / Unexplained Info

From Mechabellum Wiki

Core gameplay

Possible gotchas

  • Shields do not protect aerial units.
  • Field Maintenance tech does not stack with the regen item.
  • Energy Absorption tech does not stack with the absorption item.
  • The barrier item overrides barrier tech on units (notably, the barrier item is actually worse than a level 2 barrier on a Fortress).
  • Summons get experience for their kills, not the Units that produced them, making them detrimental to your Units' experience gain. (Most commonly seen with spider mines on Tarantulas)

Other more obvious miscellanea

  • Repositioning a unit on the same flank will not re-trigger its entry spawning time.
  • The cooldown reduction card will apply to future spells chosen as well as existing spells.
  • Do not trust colors to always indicate an opposing unit’s level, because skins can be of different colors and be uncorrelated with level.
  • If you have Vulcans and Marksmen both with the Best Partner upgrade, the Marksmen spawned from the Vulcans will spawn their own Fangs.
  • Replicate technology on crawlers will always produce level 1 crawlers.

Unit stats

  • Each level adds another level 1 instance of health and damage. For example, let’s consider a hypothetical Widgech unit that starts with 1,000 hp. It would have:
    • 1,000 hp at level 1
    • 2,000 hp at level 2
    • 3,000 hp at level 3
  • Positive % modifiers to health or damage affect are calculated from a unit’s base stats, including their levels, but not including other modifiers.
    • Example:
      • Say the Fortified Specialist gave an additional 20% hp. A Widgech would have:
        • 1,200 hp at level 1
        • 2,400 hp at level 2
      • Say the Advanced Defense card gave an additional 50% hp. A Widgech with both Advanced Defense and Fortified Specialist would have:
        • 1,700 hp at level 1
        • 3,400 hp at level 2
  • Negative % modifiers are multiplicative.
    • Example:
      • Say the Cost Control specialist removed 20% hp, and there is a card that improves Widgech’s range but reduces their hp by 50%. A Widgech would then have:
        • 400 hp at level 1
        • 800 hp at level 2
  • Hackers deal only 30% of their damage to shields.

Anti-missiles

  • Levels do not impact the efficacy of either missiles or anti-missiles
  • Different missiles are tougher to shoot down than others. The number of missiles, their speed, frequency of launch, and their (invisible) hp are all factors that affect how easy they are to shoot down. The following is an estimated ranking of best to worst [please update this if incorrect]:
  1. Phantom Ray with burst
  2. Vulcan’s bombs, Melter’s EMPs, Fortress’s anti-air barrage
  3. Farseer
  4. Overlord, Phantom Ray
  5. Hound’s bomb, Typhoon’s missiles, Stormcaller, missile devices
  • Different anti-missile techs are more effective than others. The following is an estimated ranking of best to worst [please update this if incorrect]:
  1. Mustangs
    1. However, they are the only unit that cannot attack while intercepting
  2. Anti-missile device
  3. War Factory
  4. Farseer
  5. Saber tooth

Targeting

  • When seeking a new target your units will choose what is directly in front of them within a field of view of 30 degrees, unless something else gets 30 meters closer to your unit (from any direction).
  • Generally speaking, when a unit with anti-aerial tech has possible targets in range on ground and in air, they will select the air option, even if the ground option is closer.
  • Worms’ Sandstorm technology can interrupt beams (from Melters or Steel Balls) if their new range causes their targets to become out of range.
  • If a unit with barrier walks into range and interrupts a hacker beam, the hacking progress will be completely lost.

Tricks

  • Beacon targeting trick: You can use Mobile Beacon on a unit to change which direction it’s facing, then cancel the beacon. This can change what the unit initially targets in a round.