Area Forum

Cardfight!! Vanguard => CF!!V Discussion => Topic started by: Deiske on September 22, 2015, 07:51:26 AM

Title: Megacolony
Post by: Deiske on September 22, 2015, 07:51:26 AM
How is this a fair clan? If you don't have a g3 to ride into you're perma stunned for 3-4 turns.The entire idea of not being able to stand your vanguard is cancer. Why is this allowed?
Title: Re: Megacolony
Post by: Lucius on September 22, 2015, 08:24:00 AM
1st. Their Support is small
2nd. They pretty much become a vanilla clan if you can ride and there arent that many Units that can stun the vg with the most efficient being the machining G4.
3rd. their early game isnt something very good and they dont have any means to countercharge except for the PGG or heal
Title: Re: Megacolony
Post by: Cherry on September 25, 2015, 04:34:36 PM
The clan itself is fine. The new support is on a bit of the strong side, but as brought up earlier, their earlygame isn't the best. Not only that, but Machining tend to struggle some if you can continue to get Grade 3s (with Aglovales or something, for example). G Megacolony have to hit you with Stun Beetle before they can stun the Vanguard, is another thing.

However, I will not argue with the idea of stunning the Vanguard being dumb. Not being able to stand it is one thing. Stun Beetle doesn't even allow you to get back into the game if it ever hits (since the opponent will always be ahead of you), and Destroyer will just about always go off regardless of what you do, unless you destroy all of his rearguards (which is more clan reliant, since you can only snipe frontrow unless you have retiring).
Title: Re: Megacolony
Post by: ~Lati~ on September 25, 2015, 04:52:06 PM
Depends on the build at most to be honest.

Megacolony do not have the substantial support for the early game as they do not have any calling power and can get easily overpowered early on.

G-Format style decks focus more on the later game while Machinings focus mid game advantage more.

However these are very unreliable styles of play due to not having that much support compared to other clans that can easily call and rush.
Title: Re: Megacolony
Post by: Sandy on September 25, 2015, 07:51:52 PM
Is someone REALLY complaining about a clan that rarely gets support?
Title: Re: Megacolony
Post by: Cherry on September 25, 2015, 11:35:00 PM
Rarely supported or not, if there's something unfair about it, someone has a right to complain about it. And we have a right to rationalize and explain this unfairity.
Title: Re: Megacolony
Post by: Lequier on September 26, 2015, 07:05:12 AM
The new support is on a bit of the strong side, but as brought up earlier, their earlygame isn't the best.

I don't know whether this idea is being brought up in reference to G-Colony or Machining, but for Machining this is dead wrong. When you have things like Tarantula and Mosquito MkII, you tend to beat a lot of the G2 centric decks by sticking their rearguards down and forcing them to 3 to get the advantage back. It also helps that Mosquito MkII is one of the strongest pressure rearguards they've ever pushed out for a G2 ride to the point where people will have to skip boosting just to turn it off, which is fantastic for MC.

If you want to be able to stop your opponent from sticking your Vanguard down, then the only real way you can do it is by bullying their rearguards all game and not giving them enough damage to stick your Vanguard down multiple turns in a row so that you can then make a big push and topple their advantage over / gain your own advantage before you get stuck down again.
Title: Re: Megacolony
Post by: Caped Baldly on October 09, 2015, 02:32:17 AM
The clans is fine the changes of you matching up against one is like 1/10 Because no one  really ever cares about the small clans with small support personally i love the new stuff making your proponent  Reride or even cannot  atk with the stride with vg is stun make it such a fun clan to play