Just a small suggestion, not sure how much extra effort it would be, but it'd be super nice (specially with games that are 30+ min long) to add these chapters into the video. Just like 1 to mark the rollout/ establishment of the front, another to mark the start of t2 era and maybe 1 for t3 if that happens. I personally just use lots of these replays/analysis to see what higher level players do against certain strategies. Either way, great stuff!
The one thing I'd like to see added to the control scheme is an area for the air transport load command, that orders the transport to pick up a random unit in the area or wait if there are no units there (if they haven't done this already, they might have, haven't played in a while). I think it could be really useful to set that over a factory's rally point and set transports to load any units sitting there and unload them at the front on repeat, so newly built units could automatically get picked up and taken forward, especially on maps with islands and movement-blocking ridges. Also, I'd like to see something like the fight command, but your unit also tries to move backward to stay at their maximum range if enemy units advance on them. I've seen this in other games as 'skirmish.' Another good command (or possibly toggle) that'd be kind of the inverse of this would be something that would automatically order a unit to charge towards an enemy firing at them.
Would the optional ability to have multiple players controlling the same team (ie blue team proper) make the game too confusing for the devs and/or unbalanced for the players?
@@andrewgreeb916 I'd like to see an option for shared unit control based on type (eco or combat). Say one team with two players on it, playerA controls all eco unit/buildings for the base, playerB controls all combat units/buildings for the base. Commander is shared with a 10sec cool down. This may allow team players to act in conjunction and only need to focus on their role in the base. There wouldn't be a myriad of individual player colors and 2 teams. There would be two opposing teams (red vs blue) each consisting of multiple players who all get to focus on their individual roles. Ie. You could just play all the air units and let someone else work on the eco for the base.
i'm not sure you can do this yeet but being able to make set amount of rowes for units like you said some units can shoot over them self meaning you could esayly make a really efficent def by stacking them corretly
one thing I would love to see added is the ability to split auto group's i.e. set auto group for grunts on 1 and 2 and have the total grunts be split between them. I don't know if this can be done already or not but this would be quite useful.
would also be cool if you could disable specific units rather than by tiers. love tier 3 but sometimes want to just disable behemoths or something ect. I feel like at one point this was possible but since the menu change I think that got removed.
8:36 yea plz for thd love of God change the fight key to somghing that does not overlap with z lab unit so many unwanted gunslinger becuse I wanted go move then fight out of z lab
The control scheme is what makes BAR vastly more enjoyable to comparable RTS games imo.
Just a small suggestion, not sure how much extra effort it would be, but it'd be super nice (specially with games that are 30+ min long) to add these chapters into the video. Just like 1 to mark the rollout/ establishment of the front, another to mark the start of t2 era and maybe 1 for t3 if that happens.
I personally just use lots of these replays/analysis to see what higher level players do against certain strategies.
Either way, great stuff!
"Look Mom, i'm on BrightWorksGaming Cast !"
Thanks for picking and casting the game i submitted :)
I'm sad that you scrolled away from every single one of Blue's windmills going down at around 17:45. It must've been beautiful.
Mammoth drop is gonna be the new meta.
Mark my words.
As always amazing casting thanks for bringing us these games
The one thing I'd like to see added to the control scheme is an area for the air transport load command, that orders the transport to pick up a random unit in the area or wait if there are no units there (if they haven't done this already, they might have, haven't played in a while). I think it could be really useful to set that over a factory's rally point and set transports to load any units sitting there and unload them at the front on repeat, so newly built units could automatically get picked up and taken forward, especially on maps with islands and movement-blocking ridges.
Also, I'd like to see something like the fight command, but your unit also tries to move backward to stay at their maximum range if enemy units advance on them. I've seen this in other games as 'skirmish.' Another good command (or possibly toggle) that'd be kind of the inverse of this would be something that would automatically order a unit to charge towards an enemy firing at them.
You can just use repeat with a transporter for that right?
The blue team had one chance for counterattack that would win the game, but they decided to lose.
Clutching defeat from the jaws of victory!
Watching the red team air player was frustrating 😂
Lol makes total sense
The amount of effort put into the controls is really impressive
Could you start recording these streams in 4K? Thanks for the awesome content!
Would the optional ability to have multiple players controlling the same team (ie blue team proper) make the game too confusing for the devs and/or unbalanced for the players?
Archon mode?
Shared unit control?
@@andrewgreeb916 I'd like to see an option for shared unit control based on type (eco or combat). Say one team with two players on it, playerA controls all eco unit/buildings for the base, playerB controls all combat units/buildings for the base. Commander is shared with a 10sec cool down. This may allow team players to act in conjunction and only need to focus on their role in the base. There wouldn't be a myriad of individual player colors and 2 teams. There would be two opposing teams (red vs blue) each consisting of multiple players who all get to focus on their individual roles. Ie. You could just play all the air units and let someone else work on the eco for the base.
Been watching a lot of your videos really enjoy it easy sub from me haha!
i'm not sure you can do this yeet but being able to make set amount of rowes for units like you said some units can shoot over them self meaning you could esayly make a really efficent def by stacking them corretly
More Brightworks :D
one thing I would love to see added is the ability to split auto group's i.e. set auto group for grunts on 1 and 2 and have the total grunts be split between them. I don't know if this can be done already or not but this would be quite useful.
would also be cool if you could disable specific units rather than by tiers. love tier 3 but sometimes want to just disable behemoths or something ect. I feel like at one point this was possible but since the menu change I think that got removed.
For the behemoths, select the unit then CTRL+~ this will remove that one unit from the group. But any new units produced remain in the group
@@ZachRE88 sorry what I was referring to was in game setup for disabling units. but thankyou for the tip that's quite helpful aswell
I'm in this video and am afraid to watch
red's air player could have ended that game so much earlier. Blue had no air defense against bombers....
Great casting
I’m so tired of glitters
8:36 yea plz for thd love of God change the fight key to somghing that does not overlap with z lab unit so many unwanted gunslinger becuse I wanted go move then fight out of z lab
Thors just don't care