Check out these as well Only Guide on T2 Turrets You'll Need For Beyond All Reason Tutorial 13 Tips and Tricks for BAR th-cam.com/video/w9YR3Z0oT-w/w-d-xo.html Guide #6 Best Defenses to Use T1 Beyond All Reason Tips And Tricks Tutorial BAR th-cam.com/video/BPJ6LcnAcIQ/w-d-xo.html
I think there are a few suggestions I would make. The screamer doesn't just have 2400 range. It has 2400 air los. Meaning, you can basically invalidate stealth fighter's main advantage. If you can get one of these into a forward position, it is OPPRESSIVE in terms of limiting enemy air player options. Seriously, try it some time, just so you can say you did. Push the front line as far as you reasonably can, and then just bunker up at the front, and put a forward screamer. A screamer covers about 3/4 of the width of all that glitters, and not just with missiles, with vision. I am not aware of anything else that even comes close, and that includes t2 spy planes. I don't think it's at all good at dealing with dragons. They just have way too much health, you need fighters to kill dragons. You use it to push back the enemy air wall, accumulate value over time, and provide burst dps when people go on you, by cleaning up whatever is at the front of the formation (fighters, probably). It does have AOE, but I would like it a lot even if it didn't. It's a way to take a powerful end game unit and give your side a massive advantage with it, to the point that screamers force people to transition out of air. The agitator high trajectory has a couple neat use cases. It can one shot, with a direct hit, armada construction bots and both factions con turrets (Which direct fire cannot), as well as T1 light laser towers. In fact, I consider it viable to build an agitator in positions where it can ONLY engage the enemy by indirect fire. It makes it far harder to spot, and you don't need it to be up very long to pay for itself, when it's first 6 shots kill 2 mexes and 2 guards. I will admit, I just don't have the mechanical control to ever try this in a high level game, but I think there is a ton of opportunity for agitators. Especially if you are vehicles, which can lay mines. You don't need direct fire to have an agitator be a valuable siege unit, especially against enemy mexes. And the more static defence you have, the easier it is to get the next bit up, and the long range stuff actually CAN project force into nearby lanes, overcoming the main disadvantage of static defence: that it can't affect other parts of the battlefield.
Excellent point about the screamer! I hadn’t taken the los into consideration. I’ll have to try that aspect out on some of my games in the future. Hope you are enjoying the content!
the agitator has more range if you put it on higher elavation making them usefull for holding highground positions instead of having less range with lazers on high ground due to the pythagoras theorem, it is also usefull to build them behind hills but its even better if you build them on the the hill but you have to be care full not to put them to close to the edge so the enemy units can hit them whiles you still can
I'd say go nuts with Catalyst. Yes you gotta wait for those missles to build up but they cost 100 metal less than a T1 artillery (agitator) which is nothing for the damage it can rain on unaware clumped up units.
Sort of. the first missile is 550 metal, so they need a target rich environment. The agitator is a lot cheaper to actually deploy and use. But if your opponent builds pulsars? A pair of missiles from this costs like a quarter as much as the pulsar.
@timmietimmins3780 I do need to do some more testing with aggregators tbh I have just never been super fond of them. To be fair they are going to be very good in some situations without a doubt
@@JAWSMUNCH304 I think people are not really doing the math on just how much reclaim they forfeit when they get pushed back even from relatively even engagements. If the eco player hoovers up 2k early metal, that is VERY MUCH hurting your other lanes. As a result, I think that people are undervaluing just holding the wreckage field after a battle, which is what longer range weaponry does, which is what turrets offer. If we both back off to lick our wounds, if I have longer range weaponry, I can salvage the edge of the field while you can't. Also, I think mines are just criminally misused and underused. I see them on ismuth a bit, but mostly in the middle of nowhere as the sole line of defense against massive amphibious assaults. Where even then, they are somewhat cost effective. Imho, mines should be placed within range of your turrets very early, so they don't get swept for nothing, and so that they can force someone to commit to killing your line and all of a sudden get surprised by the fight math changing in a big way. And then by the time tick spam starts up, hopefully you have a density of fire that the ticks popping your mines isn't the end of the world. Oh yeah, and people who are trying to build a front line should stop using guards. the guard is one of the worst turrets in the game, because it is easy to isolate and kill each one individually. a good defensive line must have turrets able to protect each other, which means you MUST tech up to at least late tier 1 quickly. also, if your turrets have range, you can have your army stand in front of them and hold the line, while the turrets provide dps.
@timmietimmins3780 true turret dps is largely unmatched. I do think having your metal put mainly in mobile troops helps you be able to push advantage early if you’re team is in the position to do so. When I see turrets go up often that’s my signal to pull back and out scale as front because they invested so much Metal into staying put. That’s the thing about bar tho. So many unique strategies work and there’s no one right answer.
nice, i used to really like the gauntlet/agitator but i realized people just run in as you said, like they just send in scout units to see what I'm doing and the collapse on me, especially in glitters canyon also i realized i don't use the t2 bulwark/pulsar nearly enough. ggs man
Check out these as well
Only Guide on T2 Turrets You'll Need For Beyond All Reason Tutorial 13 Tips and Tricks for BAR
th-cam.com/video/w9YR3Z0oT-w/w-d-xo.html
Guide #6 Best Defenses to Use T1 Beyond All Reason Tips And Tricks Tutorial BAR
th-cam.com/video/BPJ6LcnAcIQ/w-d-xo.html
I think there are a few suggestions I would make.
The screamer doesn't just have 2400 range. It has 2400 air los. Meaning, you can basically invalidate stealth fighter's main advantage. If you can get one of these into a forward position, it is OPPRESSIVE in terms of limiting enemy air player options. Seriously, try it some time, just so you can say you did. Push the front line as far as you reasonably can, and then just bunker up at the front, and put a forward screamer. A screamer covers about 3/4 of the width of all that glitters, and not just with missiles, with vision. I am not aware of anything else that even comes close, and that includes t2 spy planes. I don't think it's at all good at dealing with dragons. They just have way too much health, you need fighters to kill dragons. You use it to push back the enemy air wall, accumulate value over time, and provide burst dps when people go on you, by cleaning up whatever is at the front of the formation (fighters, probably). It does have AOE, but I would like it a lot even if it didn't. It's a way to take a powerful end game unit and give your side a massive advantage with it, to the point that screamers force people to transition out of air.
The agitator high trajectory has a couple neat use cases. It can one shot, with a direct hit, armada construction bots and both factions con turrets (Which direct fire cannot), as well as T1 light laser towers. In fact, I consider it viable to build an agitator in positions where it can ONLY engage the enemy by indirect fire. It makes it far harder to spot, and you don't need it to be up very long to pay for itself, when it's first 6 shots kill 2 mexes and 2 guards.
I will admit, I just don't have the mechanical control to ever try this in a high level game, but I think there is a ton of opportunity for agitators. Especially if you are vehicles, which can lay mines. You don't need direct fire to have an agitator be a valuable siege unit, especially against enemy mexes. And the more static defence you have, the easier it is to get the next bit up, and the long range stuff actually CAN project force into nearby lanes, overcoming the main disadvantage of static defence: that it can't affect other parts of the battlefield.
Excellent point about the screamer! I hadn’t taken the los into consideration. I’ll have to try that aspect out on some of my games in the future. Hope you are enjoying the content!
Great guide, never realized this about the Bulwark. I'll be trying that out in my games from now!
Fun thing we found out! The bulwark can close and triples in health as well. You just turn it off and it enters a tank mode that won’t shoot
the agitator has more range if you put it on higher elavation making them usefull for holding highground positions instead of having less range with lazers on high ground due to the pythagoras theorem, it is also usefull to build them behind hills but its even better if you build them on the the hill but you have to be care full not to put them to close to the edge so the enemy units can hit them whiles you still can
Good to know. Thanks for the tips.
I actually mostly play Armada, but it's nice to watch this one to see what I'm usually up against on the other side ;)
Cortex is a great faction! I must say I usually prefer them.
I'd say go nuts with Catalyst.
Yes you gotta wait for those missles to build up but they cost 100 metal less than a T1 artillery (agitator) which is nothing for the damage it can rain on unaware clumped up units.
Also be aware that I think they cost a little bit of metal to fire each missile. I still need to test how nice they are in most games.
Sort of. the first missile is 550 metal, so they need a target rich environment. The agitator is a lot cheaper to actually deploy and use. But if your opponent builds pulsars? A pair of missiles from this costs like a quarter as much as the pulsar.
@timmietimmins3780 I do need to do some more testing with aggregators tbh I have just never been super fond of them. To be fair they are going to be very good in some situations without a doubt
@@JAWSMUNCH304 I think people are not really doing the math on just how much reclaim they forfeit when they get pushed back even from relatively even engagements. If the eco player hoovers up 2k early metal, that is VERY MUCH hurting your other lanes.
As a result, I think that people are undervaluing just holding the wreckage field after a battle, which is what longer range weaponry does, which is what turrets offer. If we both back off to lick our wounds, if I have longer range weaponry, I can salvage the edge of the field while you can't.
Also, I think mines are just criminally misused and underused. I see them on ismuth a bit, but mostly in the middle of nowhere as the sole line of defense against massive amphibious assaults. Where even then, they are somewhat cost effective.
Imho, mines should be placed within range of your turrets very early, so they don't get swept for nothing, and so that they can force someone to commit to killing your line and all of a sudden get surprised by the fight math changing in a big way. And then by the time tick spam starts up, hopefully you have a density of fire that the ticks popping your mines isn't the end of the world.
Oh yeah, and people who are trying to build a front line should stop using guards. the guard is one of the worst turrets in the game, because it is easy to isolate and kill each one individually. a good defensive line must have turrets able to protect each other, which means you MUST tech up to at least late tier 1 quickly.
also, if your turrets have range, you can have your army stand in front of them and hold the line, while the turrets provide dps.
@timmietimmins3780 true turret dps is largely unmatched. I do think having your metal put mainly in mobile troops helps you be able to push advantage early if you’re team is in the position to do so. When I see turrets go up often that’s my signal to pull back and out scale as front because they invested so much Metal into staying put. That’s the thing about bar tho. So many unique strategies work and there’s no one right answer.
nice, i used to really like the gauntlet/agitator but i realized people just run in as you said, like they just send in scout units to see what I'm doing and the collapse on me, especially in glitters canyon also i realized i don't use the t2 bulwark/pulsar nearly enough. ggs man
Glad to be of help. Keep putting in them hours and have a blast
Been looking for a good turret guide. Hard to find if they have any at all. Good looking out!
I pinned a comment with more turret videos for you
Another great video 👍
Banger after banger!