Hi, lvl27 and almost always frontline here. One thing I wanted to add is fleas/ticks/whatever, but I see you used them in the example game. What I found out that unlike in starcraft, where an earlier strike = a better strike, here it is nice to delay your tick harass a bit. If you attack too early with them, it will be likely that the commander is still around the base and will defend your harass, but if you attack a bit later when the commander moved out, it is easier to destroy those extractors. I also like to add 1 or 2 missile trucks to artillery, because the range is almost as good, and they also have very good vision unlike arty and pawns. Seeing the enemy instead of a radar blip is great. For the same reason you can leave a few fleas in your main army too, as spotters. You can use your arties to just move a bit closer, launch a strike, and retreat, and do this whenever you have the APM for it. You can also ground attack with them if you feel lucky and think you can predict where the enemy will move, sometimes you get lucky. You can use a lot of solar for energy, but once you have your energy stabilized, make sure you reclaim them! Two solars metal is roughly an advanced solars metal, so you can upgrade your economy nicely. I am also okay with pure vehicle start, sure you don't have rezbots, but fast tanks are superior to pawns, you can build arties faster, and you need far less APM with all that reclaim and rebuild stuff (so you can use that APM to maneuver or harass). Vehicle builders also build faster and are more armored. But if you can manage, yes, a bot lab start is perhaps better, just not THAT much better I think.
fantastic input, thank you! This is all really good stuff, and I meant to touch on the missile truck point. I actually use rovers for the same thing since they are much cheaper and sooo much more maneuverable. The arty A move is definitely something I use all the time, clicking on metal spots even if I have no idea whether there's a mex built there, definitely a good move to do. and yea, as far as your other advice all really solid. Thanks again!
DISCLAIMER: This is my first guide ever so don't go easy on me. The goal of this is to be as helpful as possible, if this is missing ANYTHING let me know. If I was talking too fast, not making sense, or if the guide was just straight up shit, let me know. As well as any specific topics you'd like me to cover. Next I'm thinking of backline and the different roles it can fill. Thanks for watching and good luck out there! :)
The great thing about BAR is that the map and wind can force you to change up your start. Keeps it interesting. I miss my rez bots when I do a vehicle start.
Yea this is the biggest down side to vehicles for sure. That’s why I rarely start vehicles unless I think I absolutely need them, even one can be a game changer.
Vehicle start really is tricky, but I made it work. I just have to make sure I at the very least dominate enough the first skirmishes that I scare the opponent away, then I can make a bot lab near the front and some rezz bots for all that amazing wreck field hahaha
@@Komyets The Blitz and Incisor tanks can be decent in the start with their speed, but you have to micro them a bit and that often causes me to idle something in the base.
@@KonaKreator careful, some times that doesnt work anyways. Some peopple have totally slammed me despite my best efforts too XD I guess they just employ tactics better
I feel, telling people who are already struggling and failing to upkeep their frontline to reclaim and rebuild their kbot lab/vehicles facility closer to the frontline may be detrimental to them being able to upkeep it in the extreme short end as its likely they'll get flooded by PWs or AKs and even worse if they manage to successfully do it but immediatly they make arti instead of frontline units like blitzes or stumps. Teach them to not overextend their units, to not poke & lose them and to build defensive turrets so your side can scroop up reclaim/rez if the enemy attacks due to suffering more losses than you do. Vehicle plant placement in the middle so close to the frontline (the 3.1 extractors in the very middle) is extremely easy to shut down in some scenarios by people just making a blob of blitzes so gotta be aware of that and build it just slightly back. Then once they have a proper fallback line that can deal with something like that, spam arti/missiles to dominate the field through radar and vision.
Awesome start m8. One small suggestion by me is to use the Lazarus to reclaim the rocks in medium distance around the bases .... Easy peasy metal or energy surplus without much effort.
An idea I got watching this was instead of making the vehicle lab and Shellshockers, you could put down an early Gauntlet using just a bit more metal and energy, and maybe rely on that to secure the front while you save more resources to put down another lab. I can see that being a terrible idea in a lot of circumstances but maybe if the terrain gives you a good spot for it, it could do a lot of work? And if you're switching to another T1 lab for something that can take out LLTs easily then rocket hovercraft have the same range as Shellshockers, if there's water on the map you could go for a hovercraft lab instead here. You probably want to follow up by building medium tanks though so I'd think the vehicle lab would be better to have in most situations.
Gauntlets/agitators are something you have to be really careful with building. Good players will identify that as a lot of metal spent to cover a specific area so they can combine and push another spot and you won't have the metal in units to move to help. I do think they have some good cases but I wouldn't recommend them as a standard build, I'm sure you understand that. Same thing for hovercraft, for the metal they cost, they are not the best choice for holding the frontline. But absolutely, on maps with water they can be great for diving your opponents' economy or attacking from an unexpected angle. Thanks for your input, gave me some ideas on fringe case guides and when to build said things!
OS 36 glitters main, gauntlets are more or less a noob trap on this map as frontline. Works sometimes when you are in the canyon as backline, but you have to know what you're doing.
Very ballzy placement for the vehicle factory. I would not recommend this to someone with lower APM or general experience in the game. The main reason is if it gets spotted it becomes priority target immediately. I personally love early raids with Blitzes and find them very effective. All that is needed is 3 - 4 of them to survive long enough to face hug the factory. But beyond that single point everything else is a very solid advice.
Everything looked fairly solid in the early game guide, however, I would argue with one thing. Only making 1 ressurection bot never seemed enough to me. At minimum I like to have at least 5 of them. Especially when I know im losing my ability to produce more. Maybe when im better at keeping them alive, I'd go with a lower number, it just wluld suck to have your only ress bots be destroyed, then you see you have taken control of a wreck field and be unable to take advantage of it.
Hey Komyeta! Definitely seen your name in game! Good to see you. I do agree with what you’re saying, however the only reason I even build one Rez bot with this build in particular is because it can pay for itself with the metal reclaim. Looking back at it I should have addressed this. Unfortunately we don’t have the metal to spare to build more rez bots as I want the vehicle production ASAP. Rez bots are an integral part of the game and you building 5 isn’t a skill issue, I think that’s a good number to go for :)
Hi, lvl27 and almost always frontline here.
One thing I wanted to add is fleas/ticks/whatever, but I see you used them in the example game.
What I found out that unlike in starcraft, where an earlier strike = a better strike, here it is nice to delay your tick harass a bit. If you attack too early with them, it will be likely that the commander is still around the base and will defend your harass, but if you attack a bit later when the commander moved out, it is easier to destroy those extractors.
I also like to add 1 or 2 missile trucks to artillery, because the range is almost as good, and they also have very good vision unlike arty and pawns. Seeing the enemy instead of a radar blip is great. For the same reason you can leave a few fleas in your main army too, as spotters.
You can use your arties to just move a bit closer, launch a strike, and retreat, and do this whenever you have the APM for it. You can also ground attack with them if you feel lucky and think you can predict where the enemy will move, sometimes you get lucky.
You can use a lot of solar for energy, but once you have your energy stabilized, make sure you reclaim them! Two solars metal is roughly an advanced solars metal, so you can upgrade your economy nicely.
I am also okay with pure vehicle start, sure you don't have rezbots, but fast tanks are superior to pawns, you can build arties faster, and you need far less APM with all that reclaim and rebuild stuff (so you can use that APM to maneuver or harass). Vehicle builders also build faster and are more armored. But if you can manage, yes, a bot lab start is perhaps better, just not THAT much better I think.
fantastic input, thank you! This is all really good stuff, and I meant to touch on the missile truck point. I actually use rovers for the same thing since they are much cheaper and sooo much more maneuverable. The arty A move is definitely something I use all the time, clicking on metal spots even if I have no idea whether there's a mex built there, definitely a good move to do. and yea, as far as your other advice all really solid. Thanks again!
DISCLAIMER: This is my first guide ever so don't go easy on me. The goal of this is to be as helpful as possible, if this is missing ANYTHING let me know. If I was talking too fast, not making sense, or if the guide was just straight up shit, let me know. As well as any specific topics you'd like me to cover. Next I'm thinking of backline and the different roles it can fill. Thanks for watching and good luck out there! :)
The great thing about BAR is that the map and wind can force you to change up your start. Keeps it interesting. I miss my rez bots when I do a vehicle start.
Yea this is the biggest down side to vehicles for sure. That’s why I rarely start vehicles unless I think I absolutely need them, even one can be a game changer.
Vehicle start really is tricky, but I made it work. I just have to make sure I at the very least dominate enough the first skirmishes that I scare the opponent away, then I can make a bot lab near the front and some rezz bots for all that amazing wreck field hahaha
@@Komyets The Blitz and Incisor tanks can be decent in the start with their speed, but you have to micro them a bit and that often causes me to idle something in the base.
@@Komyets I’m gonna start trying this. I like the bot lab for the Rez bots a lot.
@@KonaKreator careful, some times that doesnt work anyways. Some peopple have totally slammed me despite my best efforts too XD
I guess they just employ tactics better
I feel, telling people who are already struggling and failing to upkeep their frontline to reclaim and rebuild their kbot lab/vehicles facility closer to the frontline may be detrimental to them being able to upkeep it in the extreme short end as its likely they'll get flooded by PWs or AKs and even worse if they manage to successfully do it but immediatly they make arti instead of frontline units like blitzes or stumps.
Teach them to not overextend their units, to not poke & lose them and to build defensive turrets so your side can scroop up reclaim/rez if the enemy attacks due to suffering more losses than you do. Vehicle plant placement in the middle so close to the frontline (the 3.1 extractors in the very middle) is extremely easy to shut down in some scenarios by people just making a blob of blitzes so gotta be aware of that and build it just slightly back. Then once they have a proper fallback line that can deal with something like that, spam arti/missiles to dominate the field through radar and vision.
Awesome start m8.
One small suggestion by me is to use the Lazarus to reclaim the rocks in medium distance around the bases .... Easy peasy metal or energy surplus without much effort.
An idea I got watching this was instead of making the vehicle lab and Shellshockers, you could put down an early Gauntlet using just a bit more metal and energy, and maybe rely on that to secure the front while you save more resources to put down another lab. I can see that being a terrible idea in a lot of circumstances but maybe if the terrain gives you a good spot for it, it could do a lot of work?
And if you're switching to another T1 lab for something that can take out LLTs easily then rocket hovercraft have the same range as Shellshockers, if there's water on the map you could go for a hovercraft lab instead here.
You probably want to follow up by building medium tanks though so I'd think the vehicle lab would be better to have in most situations.
Gauntlets/agitators are something you have to be really careful with building. Good players will identify that as a lot of metal spent to cover a specific area so they can combine and push another spot and you won't have the metal in units to move to help. I do think they have some good cases but I wouldn't recommend them as a standard build, I'm sure you understand that. Same thing for hovercraft, for the metal they cost, they are not the best choice for holding the frontline. But absolutely, on maps with water they can be great for diving your opponents' economy or attacking from an unexpected angle. Thanks for your input, gave me some ideas on fringe case guides and when to build said things!
OS 36 glitters main, gauntlets are more or less a noob trap on this map as frontline. Works sometimes when you are in the canyon as backline, but you have to know what you're doing.
Very ballzy placement for the vehicle factory. I would not recommend this to someone with lower APM or general experience in the game. The main reason is if it gets spotted it becomes priority target immediately. I personally love early raids with Blitzes and find them very effective. All that is needed is 3 - 4 of them to survive long enough to face hug the factory. But beyond that single point everything else is a very solid advice.
Everything looked fairly solid in the early game guide, however, I would argue with one thing. Only making 1 ressurection bot never seemed enough to me. At minimum I like to have at least 5 of them. Especially when I know im losing my ability to produce more. Maybe when im better at keeping them alive, I'd go with a lower number, it just wluld suck to have your only ress bots be destroyed, then you see you have taken control of a wreck field and be unable to take advantage of it.
Hey Komyeta! Definitely seen your name in game! Good to see you. I do agree with what you’re saying, however the only reason I even build one Rez bot with this build in particular is because it can pay for itself with the metal reclaim. Looking back at it I should have addressed this. Unfortunately we don’t have the metal to spare to build more rez bots as I want the vehicle production ASAP. Rez bots are an integral part of the game and you building 5 isn’t a skill issue, I think that’s a good number to go for :)
nice!
Great video g!
Facts