Played BAR already some 2 years ago when we were just a handfull of players and I think one of the devs also used this strat. And yes only way to stop them was fighter wall. So usually in team games one player went full fighter production and put them on patrol so after 10 min you already had 200+ fighters ready to guard. Been following all the casts now and it is fun to see that now that game has gained traction old strategies return. Still waiting to see players using plasma artillery units on repeat to dig moats even in dry maps to cut off land routes. Or using mass air to guard against nukes cause nuke can hit air units if timing is just right. And again happy to see BAR gaining traction and players exploring what this awesome game offers in terms of strategy.
@@catbert7 Every projectile in BAR has physics so not an issue really. Here is video from LSR about nukes: ruclips.net/video/paXsJ546LRY/видео.html. Don't know any about screen and artillery out of top of my head, but there is always a chance to test and upload it yourself ;)
@@catbert7 Nuke is only really usefull against noob and on secondary place anyway since a single anti is countering multiple launcher despite costing a fraction of the cost
I just want to point out that that Commando play was very neat and efficient! Loved that one. Now... the Nostradamus Maneuver?? Just crazy! Very cool video.
This is the kind of thing that's exiting about playing an rts from development on, seeing cool strats and watch meta's evolve. I don't think this is so OP though, from what I can tell you pretty much have to sit there and eco for over 20 mins before even setting up the attack. Assuming you have something like a 50% chance of the front the line holding at all. So your extremely vulnerable through the whole game up to (and including) that point.
I agree, coming to BAR early and watching things change is so exciting! So many possibilities! And yeah I agree! Basically the only real counter to this is to prevent it in the first place lol
Been playing Legion a fair bit lately, and so far it seems like they are really strong early game, and are great vs swarms, but they fall apart against late game T3 Also, fun little thing about them; currently if a Legion player builds a Hover lab, and gets a hover constructor, they now have access to all the baseline Cortex build options.
The Nostradamus maneuver will likely have issues with an air wall, but dismantling air walls is not a difficult task, the main thing about it is that ground aa doesn't perform well since the abductors will emp them
The problem with this strategy is that it takes half an hour to set up. It requires you to go all in on eco for 30 minutes, hoping your team can hold the line. Consider alternative styles with the same heavy eco approach. A 20 minute nuke rush? A 20 minute bomber run? Heavy pressure on the front line to break through? The problem with this strategy is that it's a glass cannon with a long prep time. Even if you imagine the fleet of air dropped beamers is unstoppable.... You can still be stopped before you get to the stage of having a fleet of air dropped beamers.
Right! And I didn't even do the air wall myself! That's a whole nother issue! Overall this is really impractical on most games but as far as game enders go it's certainly a lot of fun XD
Exactly. There's a whole host of strats that will work *if* you're given a long time, unmolested, to prepare it and *if* the enemy doesn't scout and is wholly unprepared. It's not so much the strat that led to success as it is the failing of the enemy to counter.
20:20 Anti-air works well against that attack when you have enough of it, sadly the curse of not making AA until it's too late means it will work a lot more than it should.
I previously thought that this will be easy to defend with adequate aa but now I think you're gonna need way more aa than that... Feels like the only way is to have a fighter wall, so thick that nothing can pass through. A possible counter would be lots of Arbalset (armanda) T2 flak guns since it apparently have high dps and outrange the EMP, but I have no idea how effective those can be as I have never really used them.
Also on this instance it was straigth without water meaning a lot of the space was just empty and they had NO warning it will happen i think if you stop sending to front at least a few unit you have a better chance of wining there. PS: it look like beamer are quite strong for their cost but since you lose an emp transport for it i dunno
I think any strat that takes this long to execute and takes one player completely out of the running for defense/offense up to the moment you execute is easily countered by t1 Scout Planes. Just build 50 of them and sweep the entire enemy side of the map. It's really hard to deny a dedicated air scout sweep. Any game where there's a dedicated air player, that player should be scouting at least every 10-15 minutes. One of those commandoes in your base would have shut you down completely. You got lucky no one targeted you, your team held the front without your assistance, and your air player did their job properly by covering your approach with fighters. Not enough BAR players bother scouting. It's amazing to me because scouting can show you the weak points and how to approach high value targets like AFUs or antinukes. One AFU going up can chain react and severely weaken the entire enemy team. It's really hard to stop an air player with 30+ bombers who's pre-scouted for a precision bombing run. Not enough players reliably create fighter screens, and even when they do, it's easy to bait them away with paralyzer drones or decoy bombing runs, or even just confuse them with a wing of fighters to cover your approach. Letting one player on the enemy team just go 100% econ for 30 minutes is always going to put that team at a strong advantage almost no matter what strat they choose to go into at that point. It's up to backline and support players to determine when and where this is happening and prevent it.
It's the concept of superweapons in supreme commander. They are meant to be game ending, so your only strat is preventing them from reaching that point in the very beginning.
I do not think this strategy is broken. I have never played BAR but every game I have watched air play seems to be neglected or minimized. When metas shift I think it is best to let the player base adjust before making any balances to units. Fighters are a very strong and super easy counter to this... they are not expensive either. You would be able to push out a fighter wall with bomber spam faster than this strategy and effectively do the same amount of destruction sooner, especially on this map two air players one with shuriken/ bomber and the other with fighter/bomber. Thinking lvl1 transports can also do this + COM bomb. Strats like this won't work as well once player base adjusts for possible strategies on different maps. I do not think a nerf is needed at this time. Possible nerfs could be effectiveness of stun on AA, a boost damage multiplier for fighters vs transports, transports moving slower with loads, or less health.
slepeesh with the great assist pops up in chat, then you say, "couldnt have put it better"...knowing that you wrote that. LOL bro. Good game and great cast as usual. Somebody is gonna come up with a counter to that play very soon.
The cortex fusion reactor is more efficient on a metal to energy output ratio, but you made that statement looking at an advanced fusion reactor, which for cortex is cheaper energy wise
It's a hilarious strat but I don't understand your confusion. The counter seems obvious: Fighters. Pretty sure a much cheaper force of Fighters should be able to shoot them down, before the Beamers can land. It's really just about scouting and being prepared, just as with similarly devastating build-up strats (Nukes, Bombers, etc.). Not to mention that your team has to hold while you contribute nothing for a long time. Loved seeing more Legion play. Would love to see even more in the future!
Yeah I agree I think aside from just scouting and preventing it fighters is the only other possible counter. You'd basically need a maniac producing as many fighters as you produce transports though and don't forget that emp beam works in the air too XD
Well the thing is nuke is really easy to defend while mass fighter need a LOT of ressources and can be countered with the same amount compare to having multiple nuke launcher costing SOMUCH more than the anti
Agree with the other commenters that the only viable counter would be a fighter wall built from the start of the match. The other would be sending a commander or commando drop on the back line bases. That would be devastating to the Nostradamus maneuver.
Ahh while I agree about the fighter wall I think flak will largely get disabled by the emp beams but the nuke is an interesting idea! You could definitely wipe out at least one wave with a well placed nuke
Actually massing thistle could be an option. The real issue here is the strategy is dirt cheap : 510 metal per drop when a flak cost 850 so yeah i would says fighter is the only viable option but you need flak just in front to prevent the ennemy fighter to kill yours
Hey brightworks, quick question, how do you do the unload command? I can pick all the beamers up but cannot get the transports to do a wide spread unload…
Ohh yeah that's a tricky one! What works best is to hit the U key then right click and drag until the dots change color indicating they are spread out enough
I actually spun up a skirmish with an inactive AI last night to try that and genuinely couldn’t make it work. Could you do a 2 min video to show it working please?
This is awesome where are the commands to activate these experimental stuff? I know where you can check box the Legion but what about the other Experimental Units
There's a few ways to do it but the best I've found is to select them all and hit the U key then right click and drag until the dots change color meaning they're spread out enough
@@BrightWorksTV LOL I was referencing to city planing ... shhh...on a third note "I think the counter is long range air defense spammed"... and once game reaches T2 (or after surveying opponent) ... eat up air defense and convert metal to troops if opponent not using "It's Raining Beemers" strategy. Those energy converters sure pop easy, and all the construction drones.... :)
I showed it to my friend who got me into BAR/RTS's he said the guys definitely from Supreme commander it was a strat there but stronger cause the thing being carried could shoot from the transport and transport had guns, same with the supreme geo area rush, said BAR is based off supreme in alot of ways, he said flaks spam were the counter to this in supreme(very hard even there and emp in bar now) but said should be against good team they would be scouting backline periodically with 20 or so scout planes(hes got thousands of hours in supreme so of course he expects what some of us will forget in the fog of war).
Hahaha no it sounds like the right idea! You'd need an absurd amount of flak to show down the absurd amount of transports it's definitely better to just scout it early and harass the greed to death
@@BrightWorksTV I thought of a few ideas that I was thinking were outside the box but he immediately answers them with "been done in supreme", at this point it feels like Murphy's law except with my thoughts in RTS.
14:10 Well, Armada's Fusion Reactor is more efficient than Cortex one, Cortex's Advanced Fusion is more efficient than Armada's. Armada Advanced Metal Converter is more efficient than Cortex one. So it's good to get T2's constructors from both Armada and Cortex. Armada has smaller storage buildings so they can fit more in the same area than compared to cortex. Cor's Nuke is also better than Armada one.
I don't think it really needs to have a counter? this is essentially just a way more enjoyable version of ecoing into a lolcannon or two because the rest of the team won the game. on a related note I love how involved the game can be even if you're "just" building up and gauging when to redistribute resources when someone needs help...honestly just sharing a bunch of flying constructors and slamming back the share slider on your resource bar sounds like a legitimate plan for ending games and I love that. edit: it does seem less vulnerable to counterattack though, loosing a ton of eco behind it makes it less effective not turns it off completely and the individual parts are helpful instead of a single massive all or nothing investment.
The tower thingy part is not really that impressive, if you do that by transporting strong t2 units the results would be the same. The impressive part is those transports flying uncontested. In that case wouldn't bombers do the job as well?
On some level it's a flex to fly 300 defensive turrets into the enemy base which enough to justify it for me but on a very real note you can't undercount those emp beams, they can paralyze AA defenses and make the whole thing work with essentially no micro where bombers might need to be directed. But at the end of the day that many bombers or transports should essentially be game ending
@@BrightWorksTV So it's the transports themselves that are overtuned, too much HP and the EMP gun. You can carry an army no problem into someone's base.
Yeah I'd argue that preventing it with harrassment or hard pushing would be more effective than the ungodly amount of flak you'd need to clear the skies of the abductor menace XD
How is he choseing where to drop If you just hut unload and draw a circle yes they will drop but it looks like they are dropping only in the bases is he doing it while they are flying in then they would have changed corse
I think this shows how absolutely required scouting is. If you see someone setting up for this strategy, you can cripple it. But by the time they're launching an assault with it, your too late. The Nostradamus Maneuver would have two natural weaknesses: 1. It takes a LONG time to come online. 2. If spotted, even slight harassment can be hyper effective at disrupting the economy required to sustain it. But in these large team games, not having scouting of one or two players seems to be pretty common. If you don't see someone contributing to the fighting, they might be a pure backline economy support build... or they might be prepping for a Nostradamus Maneuver. It's akin to nukes, just without the simplicity of 'have some anti-nukes'.
Use anti-air to counter? Anyway, I did the same but with construction turrets against AI enemies. Fly in 1 basic and 1 advanced air constructor, then air drop a dozen con turrets and build a front line of turrets or boost a factory in seconds. Would be devastating if you can figure out how to land it behind a real player under radar jammers...
Played BAR already some 2 years ago when we were just a handfull of players and I think one of the devs also used this strat. And yes only way to stop them was fighter wall. So usually in team games one player went full fighter production and put them on patrol so after 10 min you already had 200+ fighters ready to guard. Been following all the casts now and it is fun to see that now that game has gained traction old strategies return. Still waiting to see players using plasma artillery units on repeat to dig moats even in dry maps to cut off land routes. Or using mass air to guard against nukes cause nuke can hit air units if timing is just right. And again happy to see BAR gaining traction and players exploring what this awesome game offers in terms of strategy.
Hey there! An old timer for sure hahaha glad to have you! Yeah right now is like a Renaissance for BAR it feels like!
@@BrightWorksTV And a well earned renaissance at that. Keep up the good work casting this gem, and maybe we'll meet on the battlefield commander!
Aircraft can intercept Nukes?? =0 That seems like an issue! xD
Any uploaded games that showcase the Fighter-screen and artillery tactics?
@@catbert7 Every projectile in BAR has physics so not an issue really. Here is video from LSR about nukes: ruclips.net/video/paXsJ546LRY/видео.html. Don't know any about screen and artillery out of top of my head, but there is always a chance to test and upload it yourself ;)
@@catbert7 Nuke is only really usefull against noob and on secondary place anyway since a single anti is countering multiple launcher despite costing a fraction of the cost
I just want to point out that that Commando play was very neat and efficient! Loved that one.
Now... the Nostradamus Maneuver?? Just crazy! Very cool video.
it was crazy efficient! definitly an awesome way to get some early t2 agression onto the other side of the map!
This is the kind of thing that's exiting about playing an rts from development on, seeing cool strats and watch meta's evolve.
I don't think this is so OP though, from what I can tell you pretty much have to sit there and eco for over 20 mins before even setting up the attack. Assuming you have something like a 50% chance of the front the line holding at all. So your extremely vulnerable through the whole game up to (and including) that point.
I agree, coming to BAR early and watching things change is so exciting! So many possibilities! And yeah I agree! Basically the only real counter to this is to prevent it in the first place lol
You should enable the energy converter widget to see the % of em being utilised, it's very nice
Been playing Legion a fair bit lately, and so far it seems like they are really strong early game, and are great vs swarms, but they fall apart against late game T3
Also, fun little thing about them; currently if a Legion player builds a Hover lab, and gets a hover constructor, they now have access to all the baseline Cortex build options.
That's really funny! I guess I never experimented with it to learn that, that's very interesting XD
The Nostradamus maneuver will likely have issues with an air wall, but dismantling air walls is not a difficult task, the main thing about it is that ground aa doesn't perform well since the abductors will emp them
Exactly! I've been trying to come up with a counter but basically the only thing I can come up with is just as ridiculous an amount of fighter defense
I can already see the nerf for this.
The problem with this strategy is that it takes half an hour to set up.
It requires you to go all in on eco for 30 minutes, hoping your team can hold the line.
Consider alternative styles with the same heavy eco approach. A 20 minute nuke rush? A 20 minute bomber run? Heavy pressure on the front line to break through?
The problem with this strategy is that it's a glass cannon with a long prep time. Even if you imagine the fleet of air dropped beamers is unstoppable.... You can still be stopped before you get to the stage of having a fleet of air dropped beamers.
Right! And I didn't even do the air wall myself! That's a whole nother issue! Overall this is really impractical on most games but as far as game enders go it's certainly a lot of fun XD
Exactly. There's a whole host of strats that will work *if* you're given a long time, unmolested, to prepare it and *if* the enemy doesn't scout and is wholly unprepared.
It's not so much the strat that led to success as it is the failing of the enemy to counter.
20:20 Anti-air works well against that attack when you have enough of it, sadly the curse of not making AA until it's too late means it will work a lot more than it should.
Brightworks brain racing at 1000 Actions Per Minute per second because he's travelling at light speed away from us.
"it's 60% effective 100% of the time" XD
I previously thought that this will be easy to defend with adequate aa but now I think you're gonna need way more aa than that... Feels like the only way is to have a fighter wall, so thick that nothing can pass through. A possible counter would be lots of Arbalset (armanda) T2 flak guns since it apparently have high dps and outrange the EMP, but I have no idea how effective those can be as I have never really used them.
Yeah I agree, you'd need probably 3x the amount of transports in fighters which would mean you basically dedicate only to that kind of defense
Also on this instance it was straigth without water meaning a lot of the space was just empty and they had NO warning it will happen i think if you stop sending to front at least a few unit you have a better chance of wining there.
PS: it look like beamer are quite strong for their cost but since you lose an emp transport for it i dunno
I think any strat that takes this long to execute and takes one player completely out of the running for defense/offense up to the moment you execute is easily countered by t1 Scout Planes. Just build 50 of them and sweep the entire enemy side of the map. It's really hard to deny a dedicated air scout sweep. Any game where there's a dedicated air player, that player should be scouting at least every 10-15 minutes. One of those commandoes in your base would have shut you down completely. You got lucky no one targeted you, your team held the front without your assistance, and your air player did their job properly by covering your approach with fighters.
Not enough BAR players bother scouting. It's amazing to me because scouting can show you the weak points and how to approach high value targets like AFUs or antinukes. One AFU going up can chain react and severely weaken the entire enemy team. It's really hard to stop an air player with 30+ bombers who's pre-scouted for a precision bombing run. Not enough players reliably create fighter screens, and even when they do, it's easy to bait them away with paralyzer drones or decoy bombing runs, or even just confuse them with a wing of fighters to cover your approach.
Letting one player on the enemy team just go 100% econ for 30 minutes is always going to put that team at a strong advantage almost no matter what strat they choose to go into at that point. It's up to backline and support players to determine when and where this is happening and prevent it.
I absolutely agree! As of yet the only counter I've come up with for this maneuver is to prevent it hahaha
It's the concept of superweapons in supreme commander. They are meant to be game ending, so your only strat is preventing them from reaching that point in the very beginning.
I do not think this strategy is broken. I have never played BAR but every game I have watched air play seems to be neglected or minimized. When metas shift I think it is best to let the player base adjust before making any balances to units. Fighters are a very strong and super easy counter to this... they are not expensive either. You would be able to push out a fighter wall with bomber spam faster than this strategy and effectively do the same amount of destruction sooner, especially on this map two air players one with shuriken/ bomber and the other with fighter/bomber. Thinking lvl1 transports can also do this + COM bomb. Strats like this won't work as well once player base adjusts for possible strategies on different maps. I do not think a nerf is needed at this time. Possible nerfs could be effectiveness of stun on AA, a boost damage multiplier for fighters vs transports, transports moving slower with loads, or less health.
I agree, it'll be a matter of time before this becomes outdated tech hahaha
The drones also provide some nice LOS for front line defenses for a low cost
slepeesh with the great assist pops up in chat, then you say, "couldnt have put it better"...knowing that you wrote that. LOL bro. Good game and great cast as usual. Somebody is gonna come up with a counter to that play very soon.
Hahaha yeah I was having a conversation with myself at that point XD
Hmm, I wonder what could counter air units *furtive glance toward anti-air fighters*
@@catbert7 Yeah, but with the right prep and helpful teammates, that strat is very OP
If you include some construction turrets you could reclaim part of their base, lmao!
OMG THATS A GREAT POINT!!
Cool to see you try the Nostradamus>(So going down in history!) move!
Hahaha I just had to give it a shot after I say it in that replay :)
Slepeesh is probably named after slowworm/blindworm snake :)
The cortex fusion reactor is more efficient on a metal to energy output ratio, but you made that statement looking at an advanced fusion reactor, which for cortex is cheaper energy wise
It's a hilarious strat but I don't understand your confusion. The counter seems obvious: Fighters. Pretty sure a much cheaper force of Fighters should be able to shoot them down, before the Beamers can land. It's really just about scouting and being prepared, just as with similarly devastating build-up strats (Nukes, Bombers, etc.). Not to mention that your team has to hold while you contribute nothing for a long time.
Loved seeing more Legion play. Would love to see even more in the future!
Yeah I agree I think aside from just scouting and preventing it fighters is the only other possible counter. You'd basically need a maniac producing as many fighters as you produce transports though and don't forget that emp beam works in the air too XD
Well the thing is nuke is really easy to defend while mass fighter need a LOT of ressources and can be countered with the same amount compare to having multiple nuke launcher costing SOMUCH more than the anti
Agree with the other commenters that the only viable counter would be a fighter wall built from the start of the match. The other would be sending a commander or commando drop on the back line bases. That would be devastating to the Nostradamus maneuver.
Yeah aside from preventing this completely fighters seem to be the best bet
To stop the drop, you'd want a proper fighter wall and a good amount of flak.
Or tactical nuke.
flak is going to have issues since the abductors can emp them, that emp attack is honestly the main carry of the strat
Ahh while I agree about the fighter wall I think flak will largely get disabled by the emp beams but the nuke is an interesting idea! You could definitely wipe out at least one wave with a well placed nuke
Actually massing thistle could be an option. The real issue here is the strategy is dirt cheap : 510 metal per drop when a flak cost 850 so yeah i would says fighter is the only viable option but you need flak just in front to prevent the ennemy fighter to kill yours
Algo love
I've played with Tilt and Wizzball a few times as well, always fun games. Cary and Podebil as well.
Hey brightworks, quick question, how do you do the unload command? I can pick all the beamers up but cannot get the transports to do a wide spread unload…
Ohh yeah that's a tricky one! What works best is to hit the U key then right click and drag until the dots change color indicating they are spread out enough
I actually spun up a skirmish with an inactive AI last night to try that and genuinely couldn’t make it work. Could you do a 2 min video to show it working please?
@@BrightWorksTV Cancel my last, figured it out. Don’t hold alt… cheers man.
This is awesome where are the commands to activate these experimental stuff? I know where you can check box the Legion but what about the other Experimental Units
There should be a tab under the advanced options button in the lobby called experimental. I believe the enable command is set from there :)
How do you do the spread out unload command? When i do it it just seems to drop them in a line for the most part.
i just unload key then right click and drag alllll over the place until im satisfied haha
What are the keybinds to make the transports drop the beamers spread out because I can't seem to figure it out
There's a few ways to do it but the best I've found is to select them all and hit the U key then right click and drag until the dots change color meaning they're spread out enough
@@BrightWorksTV thank you I am gonna try it see if it works for me
Nostradamus thought us more than the laser drop.... ; )
Hahaha well he certainly predicted the end of the world correctly this time XD
@@BrightWorksTV LOL I was referencing to city planing ... shhh...on a third note
"I think the counter is long range air defense spammed"... and once game reaches T2 (or after surveying opponent) ... eat up air defense and convert metal to troops if opponent not using "It's Raining Beemers" strategy.
Those energy converters sure pop easy, and all the construction drones.... :)
I showed it to my friend who got me into BAR/RTS's he said the guys definitely from Supreme commander it was a strat there but stronger cause the thing being carried could shoot from the transport and transport had guns, same with the supreme geo area rush, said BAR is based off supreme in alot of ways, he said flaks spam were the counter to this in supreme(very hard even there and emp in bar now) but said should be against good team they would be scouting backline periodically with 20 or so scout planes(hes got thousands of hours in supreme so of course he expects what some of us will forget in the fog of war).
Hahaha no it sounds like the right idea! You'd need an absurd amount of flak to show down the absurd amount of transports it's definitely better to just scout it early and harass the greed to death
@@BrightWorksTV I thought of a few ideas that I was thinking were outside the box but he immediately answers them with "been done in supreme", at this point it feels like Murphy's law except with my thoughts in RTS.
Ghetto-Gunships are super fun ;)
This is AWESOME :D
Agree, but needs more cowbell
14:10 Well, Armada's Fusion Reactor is more efficient than Cortex one, Cortex's Advanced Fusion is more efficient than Armada's.
Armada Advanced Metal Converter is more efficient than Cortex one.
So it's good to get T2's constructors from both Armada and Cortex.
Armada has smaller storage buildings so they can fit more in the same area than compared to cortex.
Cor's Nuke is also better than Armada one.
I don't think it really needs to have a counter? this is essentially just a way more enjoyable version of ecoing into a lolcannon or two because the rest of the team won the game.
on a related note I love how involved the game can be even if you're "just" building up and gauging when to redistribute resources when someone needs help...honestly just sharing a bunch of flying constructors and slamming back the share slider on your resource bar sounds like a legitimate plan for ending games and I love that.
edit: it does seem less vulnerable to counterattack though, loosing a ton of eco behind it makes it less effective not turns it off completely and the individual parts are helpful instead of a single massive all or nothing investment.
The tower thingy part is not really that impressive, if you do that by transporting strong t2 units the results would be the same. The impressive part is those transports flying uncontested. In that case wouldn't bombers do the job as well?
On some level it's a flex to fly 300 defensive turrets into the enemy base which enough to justify it for me but on a very real note you can't undercount those emp beams, they can paralyze AA defenses and make the whole thing work with essentially no micro where bombers might need to be directed. But at the end of the day that many bombers or transports should essentially be game ending
@@BrightWorksTV So it's the transports themselves that are overtuned, too much HP and the EMP gun. You can carry an army no problem into someone's base.
long range flak might be ok against it.
And it takes time to get it up and going and cost a good amount.
Still pretty cool.
Yeah I'd argue that preventing it with harrassment or hard pushing would be more effective than the ungodly amount of flak you'd need to clear the skies of the abductor menace XD
Hey! I’m finally in a game!
Howdy! Welcome to the BrightWorks!
When the transport dies does it drop the turret?
No the turret blows up with it
How is he choseing where to drop If you just hut unload and draw a circle yes they will drop but it looks like they are dropping only in the bases is he doing it while they are flying in then they would have changed corse
I believe he hit the U key then right clicked and dragged around all over but especially in people's bases
Are they still working to develop this new faction or it will stay forever as the experimental option?
they do, but it not camed out yet because of other changes. there will be more than 2 factions guarantied :)
It's still under development I think it's just a back burner kind of project. That is to say I don't think it's their top priority right now
can the transports pick up a shield? then you could make a deathstar!
Hahaha I don't think they can but damn that's an epic idea!!!
I think this shows how absolutely required scouting is. If you see someone setting up for this strategy, you can cripple it. But by the time they're launching an assault with it, your too late. The Nostradamus Maneuver would have two natural weaknesses: 1. It takes a LONG time to come online. 2. If spotted, even slight harassment can be hyper effective at disrupting the economy required to sustain it.
But in these large team games, not having scouting of one or two players seems to be pretty common. If you don't see someone contributing to the fighting, they might be a pure backline economy support build... or they might be prepping for a Nostradamus Maneuver. It's akin to nukes, just without the simplicity of 'have some anti-nukes'.
Yeah you got it exactly right I think. Preventing it is way more efficient than stopping it might flight
15:40 mind racing at 1000 actions per minute per second lol
Sometimes it's a tornado in here XD
The other counter would be to abuse it so badly that it gets patched.
Hahahaha absolutely
Use anti-air to counter? Anyway, I did the same but with construction turrets against AI enemies. Fly in 1 basic and 1 advanced air constructor, then air drop a dozen con turrets and build a front line of turrets or boost a factory in seconds. Would be devastating if you can figure out how to land it behind a real player under radar jammers...
Apparently radar jammer bots work while lifted... Could be potential there?
“nostradamus came up with this”
zow was doing this 6 months ago. new bar players think they op
20:23 huh?? Just build FLAK!!!!!! It'll shoot down all the transports just like any other air unit!!!!! FLAK IS INSANELY OP!!!!!!!!!!!!!!!!!!!!!!!!
Unfortunately they're all just going to be stunned!
@@BrightWorksTV how about screamers? they have insanely long range lol
gj
LMAO FFS