@@perafilozof Absolutely! I must say that it's a bit lame that the meta tactic is to have one player with all the economy, though. That feels like weird game design. It's like in C&C Generals where it turned out that the best tactic is to sell your command centre at the beginning of the game xD .
Loved the vid. I am summarizing some of the points you said that makes a lot of sense to me. - make con turrets spaced out in range of outside mexes and also the wind farm - use armada con to get cheaper wind turbines - space out wind turbines by one tile - set target with bombers instead of attack move I am sure that this will improve my air games. Thanks for the tips!
Love the breakdown of your game here. I have come to love playing the air position, lots of flexibility and the macro is very important. There are definitely some things you can do (and your teammates can do) to help out your gameplay. Sticking to a tight build order can be important in BAR, but with the variability of wind speed it is important to be adaptable too, love to see you go for solar when the wind is low, as it is important to keep scaling. A few things you can do depending on your playstyle as air: 1. You can set your air lab on a repeat command with 1 fighter set in cue. This means it will keep pumping units for you in the background and you don't have to worry about refreshing it as much. 2. If you do #1 then what you can do when needing to make transports, bombers, scouts, shuriken, is (at least on Grid Keys) is press the ALT button when adding units to the cue, this will add units to the front of the cue but it will not add them in as part of the repeat command. 3. If you ever do win an air battle and come out with more fighters, making 3 or so scouts can be very important to instantly do, it will allow you to get a good amount of information as to what the enemy team is up to, scout ground based anti-air, and find the best targets to bomb. 4. Always keep scaling. I like how you were thinking about making Arm winds vs Core winds, as the metal really does add up quickly over time. But basically, even on a map like Glitters, it is always best to keep producing winds, keep producing energy conversion, make a few energy storages, and get t2 mexes as soon as possible. The more eco you have now, the more you will be able to achieve later, so constantly producing more and more winds in the background while making fighters is always the right decision. 5. If you are going to greed out some more economy faster, do not be afraid to eat up your lab. It is riskier on a map like Glitters as it makes both you and your team more vulnerable, but if it helps you get t2 mexes faster or a fusion reactor up faster, it is a benefit (I would only recommend that if you got ahead as the air player and your front is doing alright).
Hello and thank you very much for taking the time to write out so many good tips and suggestions. I have already started to use the repeat command more and more and I am familiar with the ALT command. I just haven't yet fully switched muscle memory from adding more units to the que to using the repeat command. Interesting idea about the wind. is it not better to eat the wind turbines as you build the first Advance fusion to build it faster? I should go with wind+converters to fund the advanced fusion? And I will definitely try to use the eating lab to speed up eco tactic more often. What do you think about bombers? Is the atomic bomber maybe better from attacks as it drops the full load instantly compared to the T2 bombers of Cortex?
@@perafilozof On Glitters it is a bit different because the average wind speed is a bit lower, but on maps where wind is good (for example Supreme Isthmus) it is often better to just do both, build winds in the background. Glitters you are a bit more limited on space but if your canyon player is fine with you setting lots of wind in the back corner behind your base it is generally a good idea to fill that up. The reason being is instead of scaling in short bursts when the fusion or AFUS comes up, it keeps you on that upwards trajectory a bit more consistently, so that is why I am a fan of that. Atomic bomber from Armada is best at dealing with single target threats, such as T3 units like Razorbacks, Vanguards, Thors, Demons, Sheeva (I do not really suggest them against Titans, Juggernauts, or Behemoths unless you have the eco to produce many of them, and the fighters to protect them, as it just takes way too many of them to kill those kinds of heavy T3) and pretty much mainly enemy frontline structures, like T2 labs built on the front lines, annoying static defense, or on maps with naval units, the big t2 naval units (if unguarded by anti air). The unit is quite expensive and unfortunately hard to keep alive on maps like Glitters because of the less horizontal space than you would get on other maps. It is really good at hit and run tactics because of dropping its high damaging payload so fast. Generally speaking, currently, Coretex T2 bombers are your best option for killing enemy eco and enemy buildings later on in the game, but if you sneak bombing runs in early T1 Core bombers work well too. There are some builds on Glitters where you can work with Arm T1 bombers as well, and until the higher skill levels, the minor differences between the factions units don't matter as much (except for Shuriken which are really amazing at all levels of play).
Very well done guide :) Good work explaining all of your micro decisions, these were valid comments too :) One thing I would personally change would be to prioritise building all 6 starting mexes earlier, either with the com or aircon supported by a conturret or shared con. When it comes to metal every second counts. Do that and optimise walking times at start and you are golden :)
Oh, the big daddy of BAR himself, I am honored! Thank you very much for taking a look and for sharing your tips and thoughts! I will definitely try to incorporate that in my build.
Many say that sanctuary shuttered sun is the spiritual successor of Total Annihilation and Supream Commander... I say no. BAR this game is a direct descendant of total annihilation, sanctuary will be probably more like supreme commander. Bar is using an old outdated game engine but so heavily modified that makes is look fresh and modern even today and is out FREE to play! Just amazing!
Hi and thank you for sharing your thoughts on this game! I agree, BAR is the new and upgraded Total Annihilation, while Sanctuary: Shuttered Sun is the new Supreme Commander
Excellent tips mate! I know I need to learn the keys, but its slow going as I play dozens of different games each month and I have basically given up trying to remember keyboard shortcuts unless they are following the usually guidelines like A for attack and such. But I am trying to learn one more key each time I play BAR. Thank you for the support!
This is the best guide/tutorial that is NOT a guide/tutorial
Haha, that might just be the funnies comment for this video :) Thank you!
Very interesting, thank you! :D It's a fun game but I never thought about most of the things you mentioned here.
Hi and thx for the comment! I hope you have learned a few tricks !
@@perafilozof Absolutely! I must say that it's a bit lame that the meta tactic is to have one player with all the economy, though. That feels like weird game design. It's like in C&C Generals where it turned out that the best tactic is to sell your command centre at the beginning of the game xD .
RTS games always have simple designs which the players turn into micromanagement nightmares trying to min max everything :)
Loved the vid. I am summarizing some of the points you said that makes a lot of sense to me.
- make con turrets spaced out in range of outside mexes and also the wind farm
- use armada con to get cheaper wind turbines
- space out wind turbines by one tile
- set target with bombers instead of attack move
I am sure that this will improve my air games. Thanks for the tips!
Hi and thanks for the feedback. That is all true. I would just add: remember to give a transport to yoie eco and pay him for the T2 con in advance.
One thing about air in the BAR is the planes in the dogfights can shift alitude freely unlike in the most RTS with modern or future flyers.
@@ЮджинТёрнер thank you for sharing that with us all here! Favorite position to play?
@@perafilozof I just the spectator for now. And more casual player vs bots in the other RTS.
Glad to see you make some more bar content! You have a big channel and it’s great to give the community some love 🦖
Hello fellow fan and content creator for BAR! Glad to see you here and I want to thank you for your support. I wish you success with your own videos!
Love the breakdown of your game here. I have come to love playing the air position, lots of flexibility and the macro is very important. There are definitely some things you can do (and your teammates can do) to help out your gameplay. Sticking to a tight build order can be important in BAR, but with the variability of wind speed it is important to be adaptable too, love to see you go for solar when the wind is low, as it is important to keep scaling.
A few things you can do depending on your playstyle as air:
1. You can set your air lab on a repeat command with 1 fighter set in cue. This means it will keep pumping units for you in the background and you don't have to worry about refreshing it as much.
2. If you do #1 then what you can do when needing to make transports, bombers, scouts, shuriken, is (at least on Grid Keys) is press the ALT button when adding units to the cue, this will add units to the front of the cue but it will not add them in as part of the repeat command.
3. If you ever do win an air battle and come out with more fighters, making 3 or so scouts can be very important to instantly do, it will allow you to get a good amount of information as to what the enemy team is up to, scout ground based anti-air, and find the best targets to bomb.
4. Always keep scaling. I like how you were thinking about making Arm winds vs Core winds, as the metal really does add up quickly over time. But basically, even on a map like Glitters, it is always best to keep producing winds, keep producing energy conversion, make a few energy storages, and get t2 mexes as soon as possible. The more eco you have now, the more you will be able to achieve later, so constantly producing more and more winds in the background while making fighters is always the right decision.
5. If you are going to greed out some more economy faster, do not be afraid to eat up your lab. It is riskier on a map like Glitters as it makes both you and your team more vulnerable, but if it helps you get t2 mexes faster or a fusion reactor up faster, it is a benefit (I would only recommend that if you got ahead as the air player and your front is doing alright).
Hello and thank you very much for taking the time to write out so many good tips and suggestions.
I have already started to use the repeat command more and more and I am familiar with the ALT command. I just haven't yet fully switched muscle memory from adding more units to the que to using the repeat command.
Interesting idea about the wind. is it not better to eat the wind turbines as you build the first Advance fusion to build it faster? I should go with wind+converters to fund the advanced fusion?
And I will definitely try to use the eating lab to speed up eco tactic more often.
What do you think about bombers? Is the atomic bomber maybe better from attacks as it drops the full load instantly compared to the T2 bombers of Cortex?
@@perafilozof On Glitters it is a bit different because the average wind speed is a bit lower, but on maps where wind is good (for example Supreme Isthmus) it is often better to just do both, build winds in the background. Glitters you are a bit more limited on space but if your canyon player is fine with you setting lots of wind in the back corner behind your base it is generally a good idea to fill that up. The reason being is instead of scaling in short bursts when the fusion or AFUS comes up, it keeps you on that upwards trajectory a bit more consistently, so that is why I am a fan of that.
Atomic bomber from Armada is best at dealing with single target threats, such as T3 units like Razorbacks, Vanguards, Thors, Demons, Sheeva (I do not really suggest them against Titans, Juggernauts, or Behemoths unless you have the eco to produce many of them, and the fighters to protect them, as it just takes way too many of them to kill those kinds of heavy T3) and pretty much mainly enemy frontline structures, like T2 labs built on the front lines, annoying static defense, or on maps with naval units, the big t2 naval units (if unguarded by anti air). The unit is quite expensive and unfortunately hard to keep alive on maps like Glitters because of the less horizontal space than you would get on other maps. It is really good at hit and run tactics because of dropping its high damaging payload so fast. Generally speaking, currently, Coretex T2 bombers are your best option for killing enemy eco and enemy buildings later on in the game, but if you sneak bombing runs in early T1 Core bombers work well too. There are some builds on Glitters where you can work with Arm T1 bombers as well, and until the higher skill levels, the minor differences between the factions units don't matter as much (except for Shuriken which are really amazing at all levels of play).
@nobettername562 very good point. I should adapt my build to reflect this info. Thank you kindly for continuing to theory craft with me!
Very well done guide :) Good work explaining all of your micro decisions, these were valid comments too :) One thing I would personally change would be to prioritise building all 6 starting mexes earlier, either with the com or aircon supported by a conturret or shared con. When it comes to metal every second counts. Do that and optimise walking times at start and you are golden :)
Oh, the big daddy of BAR himself, I am honored! Thank you very much for taking a look and for sharing your tips and thoughts! I will definitely try to incorporate that in my build.
Many say that sanctuary shuttered sun is the spiritual successor of Total Annihilation and Supream Commander... I say no. BAR this game is a direct descendant of total annihilation, sanctuary will be probably more like supreme commander.
Bar is using an old outdated game engine but so heavily modified that makes is look fresh and modern even today and is out FREE to play! Just amazing!
Hi and thank you for sharing your thoughts on this game! I agree, BAR is the new and upgraded Total Annihilation, while Sanctuary: Shuttered Sun is the new Supreme Commander
Do share your tips and tactics for gameplay, be it air, eco or front!
Is clear you love Playing this game and i don't blame you.❤
I do! I really do! I can't stop even when I am supposed to play other games and showcase them.
I would add you should be using the hotkeys for the units. Also "g" is clear que on the factory.
Good stuff mate ! keep it up
Excellent tips mate! I know I need to learn the keys, but its slow going as I play dozens of different games each month and I have basically given up trying to remember keyboard shortcuts unless they are following the usually guidelines like A for attack and such. But I am trying to learn one more key each time I play BAR. Thank you for the support!
Really good air game , the timming is everything in this game , enemy air got greedy went eco
@@SumGuy554 hello and thanks for your feedback and comment. You are totally correct! Which position do you like to play?
@@perafilozof front/sea
Wait, this is just a Supreme Commander.
@@drteska97 actually, no, it is a Total Annihilation 2.0 with a massive update to everything especially UI and controls.
@@perafilozof Yeah, it could be, i truly haven't played TA
is it a copy of supreme commander?
No, it is a successor to Total Annihilation. This one you could call something more similar to SupCom: th-cam.com/video/jnzMjIPaAfA/w-d-xo.html