Look at this madlad, this absolute champion LOL. He went from never making an advanced solar except by seeming accident to getting a proper T1.5 eco going with hardly a moment's stall or waste. What an evolution to witness, this is peak entertainment. Now just cut back on unused e converters and that's BAR T1 eco solved. Can't wait!
Loving the flood of BAR content and the team games. Also glad to see the score screen but I'm curious why you don't have the income displays per team mate set up. They seem really useful.
If you begin producing adv solars, you can pretty much dismantle your simple solars, they give a lot of metal back. But overall your macro was pretty impressive. Also if your teammate feels unsafe and it feels like you are carrying, that is pretty common in BAR, especially in 8v8 where individual skills are all over the place. The colors allow you to see the enemy's skill level. If you are a weaker player and you go against a stronger in your lane, no one expects you to win, but you can still do your best with harassment and turtling to "lose slowly", allowing your carry to win the game. And yes, radars are insanely useful.
Solars are very stable so you can pretty effectively make an early eco with then when metal isn't that big of a deal. You can always deconstruct them later to make Adv Solar, Geothermal or T2 Fusions when needed as you get the full metal value back when you deconstruct something that isn't destroyed. Great to see you improving so much at this game. Hope to see you become an unhinged menace once you realize what tier of bullshit you can pull of with a quick tech switch to Air or Hovercrafts.
Not a safe expansion, but certainly effective! Once you have at least reasonable map control, it is absolutely worth putting mex everywhere you can even if you can't afford to defend them properly as they pay for themselves in just a few seconds. The constructor is a bit more valuable, but still pretty cheap.
The man is starting to sim city! Now we're cooking with gas :) I can't wait until you create a meta, or to see you get comfortable enough to play island maps where brutal snipes are often king.
Man you guys have such awesome charisma... Made me crack up a number of times. Build radar... Have one in my base, no, where your commander is... prime map hacking position... "but it's dishonerable"
When you had your units suddenly disappear in the enemy base I think it was because you got too close to the constructor turrets and they reclaimed your live units to death.
uThermal ❤ - in, I don't want to say real RTS... But I did, APM counts and makes tons of difference when combined with a strategy. I'm super old AMIGA gamer. Love Starcraft, Warcraft but in a sense they are like quick games... Like lottery. I think I have played them all. Age of E, Age of M, C&C, Red Alert, Total Annilation. The skill and quick decisions you have learned in SC2 could be in real use ❤❤❤ in games like BAR. You are awesome 🥰
What is the equivilent of SCVs in this game? I always seem him building tons of buildings at the same time and then these two vehicles shooting lasers at the spot to build something, so is there really no need to have more than those two workers?
Construction bots and such are always needed through all stages of the game and having more of them available is always a good thing as long as your economy can support the build power that they provide and your army is big enough to be able to defend them. Every construction unit in the game has a different build speed and metal cost, with the most inefficient being Airframe construction units (high cost and low build power) and the most efficient being vehicular ones (decent cost, high build power). All construction units can help build in conjunction something, adding their own build power linearly and thus spending resources faster towards the completion of a structure or unit. Every construction unit can not only build but also repair and reclaim units on the field. The commander also acts like a regular constructor but with a muuuch stronger build power value (300 BP, most T1 constructors range from 70 to 120 build power, T2 constructors range from 200 to 400 depending on their type)
The closest equivalent to the "Worker" unit are the engineers/constructers, but leaving it there would be a bit of a disservice. The short answer is, you will have more than those workers and you'll be wanting more as you continually scale up your economy. The main starting point is the fact that, unlike most other RTS types, Total Annihilation likes (TA-likes) all work off of a streaming economy, wherein resources are streamed in *and* spent on a per second basis. This means that there are three balancing factors to your economy, your metal income, your energy income, and how fast you can spend those other two because storage overflow is wasted resources. Metal is gained from two main factors, metal extractors placed on metal spots, and by reclaiming wrecks of destroyed units and buildings, or those still living, this makes it the main resource limiter and why territory is important but also makes you think twice about poor attacks as you'd potentially be handing your opponent said important resource. Energy is produced by buildings and can generally be put wherever. Alongside being a building resource, energy is also used to maintain operations of certain things. Anything from units cloaking or jamming, to firing artillery, even keeping the radar running does require a constant expenditure of energy. Engineers/constructers are the ones that build these buildings, but also build other buildings like Defenses, Factories, and Radars. Multiple engineers are able to assist both unit production and building constructions as well to complete them faster at the cost of spending more metal and energy per second up to the units'/buildings' total cost. BAR also gives both factions a building which auto-assists and repairs anything in a wide-radius around it giving an easy dump for when more build power, and thus resource expenditure, is needed. So these guys you're going to want to continually scale up as you expand and improve your resource generators throughout the game. BAR also gives you ressurector units which are like engineers but they cannot build anything. They're still able to reclaim and repair units but they have the added ability to ressurect dead units of any player given enough time and resources.
thank you both for the in depth explanation, that makes a lot more sense. So when building something do you need to have a constructor selected or is it a thing where you just build it and the closest constructors just come and build it one at a time?
You need to select at least one constructor to get the build menu to pop up and build things. You're still giving them direct orders so they won't do anything even if the building is being built near them unless you directly tell them to assist building it, or unless they have a standing order that would cause them to auto assist it such as if they were previously ordered to assist the engi you're giving the build order to or having them on a patrol order and they come across the building in-progress.
@@Chris971. The tech tree is also gated behind constructor types and tiers. For example, constructors from the tier 1 bot lab can build the tier 2 bot factory but no other tier 2 building. Tier 2 bots can't build most tier 1 buildings. There are also constructor turrets that you can build which cannot initiate construction but will lend their very efficient metal to build power ratio to projects in range including repairs and reclaiming nearby trees rocks or wrecks for resources. Build power is the third resource of these games and the different engineers have different ratios of metal and energy to build power that affects which units are best used to scale your build power so that you can efficiently spend your exponentially scaling economy. The construction turret is the best assist unit and can be moved using transport units for efficiently rushing frontline construction projects or rapidly reclaiming the metal left over after a major battle. Knowing which type of constructors you need to meet the build power needs of your economy and tech path is the primary macro decision in beyond all reason.
th-cam.com/video/wdheet8RlTw/w-d-xo.htmlsi=oAxlkWqWfklGss1M if this is the video I remember it is a very strong windless build for 8v8 to get an op turret… I don’t recommend you copy this build to a t but maybe study how he gets to t2 and how he plays a greedy eco build there’s multiple videos on this account for bar back line and I think maybe when you get your team up to snuff you play better backline carry and also it is not wind dependent so maybe pick up something there
You can spawn anywhere in the green side of the map when the game starts. There are no set spawns and even in the lobby you can set how big the starting zone is.
yeah, i would see it as mistake spawning that far, given you can pick position, in 2v2 you don't want gap on this map, where enemy can 2v1 hard if they just go through middle
@@lolsteamroller Though in this case it worked will with both of them shoving the edges and raiding the middle while their opponents first secured the backline then had nowhere to expand to.
Look at this madlad, this absolute champion LOL. He went from never making an advanced solar except by seeming accident to getting a proper T1.5 eco going with hardly a moment's stall or waste. What an evolution to witness, this is peak entertainment. Now just cut back on unused e converters and that's BAR T1 eco solved. Can't wait!
Loving the flood of BAR content and the team games. Also glad to see the score screen but I'm curious why you don't have the income displays per team mate set up. They seem really useful.
Statistics are really useful
If you begin producing adv solars, you can pretty much dismantle your simple solars, they give a lot of metal back. But overall your macro was pretty impressive.
Also if your teammate feels unsafe and it feels like you are carrying, that is pretty common in BAR, especially in 8v8 where individual skills are all over the place. The colors allow you to see the enemy's skill level. If you are a weaker player and you go against a stronger in your lane, no one expects you to win, but you can still do your best with harassment and turtling to "lose slowly", allowing your carry to win the game.
And yes, radars are insanely useful.
Yea, I am terrible at micro and expansion, but really good at turtling. I just hold off till my teammates win the map.
After years of nothing but Starcraft, I'm glad we have such a good RTS to watch. Metrics be damned, THIS IS QUALITY STUFF!
GO THERMY!
Solars are very stable so you can pretty effectively make an early eco with then when metal isn't that big of a deal. You can always deconstruct them later to make Adv Solar, Geothermal or T2 Fusions when needed as you get the full metal value back when you deconstruct something that isn't destroyed.
Great to see you improving so much at this game. Hope to see you become an unhinged menace once you realize what tier of bullshit you can pull of with a quick tech switch to Air or Hovercrafts.
Thankful for so much BAR content.
BAR is so fun to watch and play, keep it coming. Hope this game blows up when it releases on steam
Marc’s ability to multi task in a game like BAR is going to be crazy, he’s going to be so damn good at this game
If he ever plays it again :(
Not a safe expansion, but certainly effective! Once you have at least reasonable map control, it is absolutely worth putting mex everywhere you can even if you can't afford to defend them properly as they pay for themselves in just a few seconds. The constructor is a bit more valuable, but still pretty cheap.
Marc seems like he's leveld up in this one
The man is starting to sim city! Now we're cooking with gas :)
I can't wait until you create a meta, or to see you get comfortable enough to play island maps where brutal snipes are often king.
For some reason a defining part of your macro is to build a row of very explosive energy converters in the front of your base.
Team BAR content has leveled up your content. So entertaining. Keep up the good work.
Man you guys have such awesome charisma... Made me crack up a number of times.
Build radar... Have one in my base, no, where your commander is... prime map hacking position... "but it's dishonerable"
When you had your units suddenly disappear in the enemy base I think it was because you got too close to the constructor turrets and they reclaimed your live units to death.
There are so many awesome maps in BAR, I'm also quite the fan of the bridge map :)
uThermal ❤ - in, I don't want to say real RTS... But I did, APM counts and makes tons of difference when combined with a strategy. I'm super old AMIGA gamer. Love Starcraft, Warcraft but in a sense they are like quick games... Like lottery. I think I have played them all. Age of E, Age of M, C&C, Red Alert, Total Annilation. The skill and quick decisions you have learned in SC2 could be in real use ❤❤❤ in games like BAR. You are awesome 🥰
keep the BAR content coming, love it!
Ok, that looked super fun. I might have to finally try it. Please do a “How to play BAR” video!😅
That graph at the end was brutal
once this man realizes the power of T2 and air, rank 1 shall be unlocked.
The moon map looks amazing
The ultimate popping off xp.
How is BAR looking for you? Haven't seen anything new for a while...
More bar please! I want to see you try out static defense and air options!
Earning money exploding robots. Living the dream.
WOo lets go!
gg wp, blue map xD
What is the equivilent of SCVs in this game? I always seem him building tons of buildings at the same time and then these two vehicles shooting lasers at the spot to build something, so is there really no need to have more than those two workers?
Construction bots and such are always needed through all stages of the game and having more of them available is always a good thing as long as your economy can support the build power that they provide and your army is big enough to be able to defend them. Every construction unit in the game has a different build speed and metal cost, with the most inefficient being Airframe construction units (high cost and low build power) and the most efficient being vehicular ones (decent cost, high build power). All construction units can help build in conjunction something, adding their own build power linearly and thus spending resources faster towards the completion of a structure or unit. Every construction unit can not only build but also repair and reclaim units on the field.
The commander also acts like a regular constructor but with a muuuch stronger build power value (300 BP, most T1 constructors range from 70 to 120 build power, T2 constructors range from 200 to 400 depending on their type)
The closest equivalent to the "Worker" unit are the engineers/constructers, but leaving it there would be a bit of a disservice. The short answer is, you will have more than those workers and you'll be wanting more as you continually scale up your economy.
The main starting point is the fact that, unlike most other RTS types, Total Annihilation likes (TA-likes) all work off of a streaming economy, wherein resources are streamed in *and* spent on a per second basis. This means that there are three balancing factors to your economy, your metal income, your energy income, and how fast you can spend those other two because storage overflow is wasted resources.
Metal is gained from two main factors, metal extractors placed on metal spots, and by reclaiming wrecks of destroyed units and buildings, or those still living, this makes it the main resource limiter and why territory is important but also makes you think twice about poor attacks as you'd potentially be handing your opponent said important resource. Energy is produced by buildings and can generally be put wherever. Alongside being a building resource, energy is also used to maintain operations of certain things. Anything from units cloaking or jamming, to firing artillery, even keeping the radar running does require a constant expenditure of energy.
Engineers/constructers are the ones that build these buildings, but also build other buildings like Defenses, Factories, and Radars. Multiple engineers are able to assist both unit production and building constructions as well to complete them faster at the cost of spending more metal and energy per second up to the units'/buildings' total cost. BAR also gives both factions a building which auto-assists and repairs anything in a wide-radius around it giving an easy dump for when more build power, and thus resource expenditure, is needed. So these guys you're going to want to continually scale up as you expand and improve your resource generators throughout the game. BAR also gives you ressurector units which are like engineers but they cannot build anything. They're still able to reclaim and repair units but they have the added ability to ressurect dead units of any player given enough time and resources.
thank you both for the in depth explanation, that makes a lot more sense. So when building something do you need to have a constructor selected or is it a thing where you just build it and the closest constructors just come and build it one at a time?
You need to select at least one constructor to get the build menu to pop up and build things. You're still giving them direct orders so they won't do anything even if the building is being built near them unless you directly tell them to assist building it, or unless they have a standing order that would cause them to auto assist it such as if they were previously ordered to assist the engi you're giving the build order to or having them on a patrol order and they come across the building in-progress.
@@Chris971. The tech tree is also gated behind constructor types and tiers. For example, constructors from the tier 1 bot lab can build the tier 2 bot factory but no other tier 2 building. Tier 2 bots can't build most tier 1 buildings. There are also constructor turrets that you can build which cannot initiate construction but will lend their very efficient metal to build power ratio to projects in range including repairs and reclaiming nearby trees rocks or wrecks for resources. Build power is the third resource of these games and the different engineers have different ratios of metal and energy to build power that affects which units are best used to scale your build power so that you can efficiently spend your exponentially scaling economy. The construction turret is the best assist unit and can be moved using transport units for efficiently rushing frontline construction projects or rapidly reclaiming the metal left over after a major battle. Knowing which type of constructors you need to meet the build power needs of your economy and tech path is the primary macro decision in beyond all reason.
Blitzkrieg type shit
BARRRRRRRRRRRRRRRRRR HYYYPE
Oh finally macroing? Next to figure out when to use the slower and long ranged units
generation Alpha is the next gen.
th-cam.com/video/wdheet8RlTw/w-d-xo.htmlsi=oAxlkWqWfklGss1M if this is the video I remember it is a very strong windless build for 8v8 to get an op turret… I don’t recommend you copy this build to a t but maybe study how he gets to t2 and how he plays a greedy eco build there’s multiple videos on this account for bar back line and I think maybe when you get your team up to snuff you play better backline carry and also it is not wind dependent so maybe pick up something there
I understand you are the early harassment god but this is just build order supremacy
HoTS content when
I couldn't stand being in a VC with whoever he is playing with, constant whine/complain. xD Your playing with uThermal, relax.
I think he's doing it jokingly, like waaay over-the-top pessimism relative to his actual circumstance :P
@@Honkwaddle Next level genius. Kappa!
Why are the spawns designed so that teammates are spaced so far apart from one another? Seems like a recipe for very annoying games.
You can spawn anywhere in the green side of the map when the game starts. There are no set spawns and even in the lobby you can set how big the starting zone is.
yeah, i would see it as mistake spawning that far, given you can pick position, in 2v2 you don't want gap on this map, where enemy can 2v1 hard if they just go through middle
@@lolsteamroller Though in this case it worked will with both of them shoving the edges and raiding the middle while their opponents first secured the backline then had nowhere to expand to.
Had to look at the comments to understand WTF this is. How about not tagging this #sc2 and #starcraft2 in the video description?
He's been making BAR videos for a while, though he did forget to put BAR in the title.
He's been making BAR videos for a while, though he did forget to put BAR in the title.