Zero-K is another TA successor that's also available for free on Steam, and Sanctuary is an upcoming nextgen successor that should come out later this year or next year.
Very spot on with the analysis as proven with the accurate foresight of what I was going to build next and seeing it happen within the next minute. Unfortunately in mixed lobbies some players are new and don't know how to scale into later stages of the game leading to our loss as the enemy team outscaled ours. Also for some reason the green player on my team decided to invest all resources into eco without an established frontline which evidently lets our enemies very easily walk right into our bases and destroy us without much effort.
Im in this game haha been watching your guides today after realising last night that i didnt know how to eco late game and then come across the last game i played 😂
Great analysis and commentary. One possible bonus to a position on the side is that you won't get flanked so that kind of balances out the having no ally on that side. Also that big explosion was the fiends chain exploding from the pulsar blast. I can't find any definitive info but they do seem to chain react when grouped like that.
See units kill count @ 28:18 in top right corner of of selected unit pane in bottom left corner of screen. On the same line level as its name "Pulsar" if you go to the end you'll see a skull & cross bones with the number 7 over it. I think it got an extra shot in on something else before you checked so it probably got like 5-6 on that hit.
This was a classic case of the backline not being able to scale and help out front. Like you said, by thirty minutes, backline should be at 8-10 AFUS. They weren't close to that level and so coouldn't compete. Green also got too much pressure off him and ended up getting complacent and not making units. He didn't even have fusion at 37 minutes. The best outcome for this game would've been if backline just tech 1 spammed and surged across the map with front. People trying to be fancy when the game can get settled by everyone just t1 spamming as a team.
In supcom lan (so potentially nowhere close to meta), i would mix in a very small amount of AA in infinite queues, with very little amortized cost (and TA is all about amoetized costs). I would pull them back slightly when i had APM to spare. Everyone copied it, and it completely eliminated air from our games. This also worked against some of the higher tiers of moded AI. Spare AA units were VERY powerful and slightly broken (the same applied to scouts and shields).
It destroyed 7 units. 28:15 you can see the amount of kills if you hover over the unit (the skull symbol with the number on the upper right corner of the tooltip on the same line like the name (Pulsar))
There is now a widget to show you build radius of cons and the commander. Idk what episode you requested it, but it exists now. Also i'm working on a widget for bigger team stats in the top right
Drongo, select a single unit and press Q to select all of that exact same unit. can be used in game or in spec mode to select only one unit type. its a basic key command you can find on the standard hotkeys. keep up the good content.
3-4 fusions feels too slow even for frontline. Very often in my games it really feels that if I don't scale up quickly enough on frontline, their backline will come kill us. It's hard to trust my backline to scale up fast enough and win the game :/
Liked the vid, I just have some minor disagreements. Most of the fiend kills at some point were from the fatboys. At 35:00 you "flame" his backline player, but the backline player gave half his energy converters to him (the frontliner).
I've joined the community, and man, the people are awesome. Most r great people, some r straight sweats, but you'll have that in all games You make great content, and I am subing
"side being more difficult" yes you do not have ally coverage from 1 side, but you need to weight that against you having multiple attack angles from opponents. mid is difficult becuase of how exposed you are to multiple enemies
The amount of time it took for back line to react to the hole in the front line is depressing to see. Can’t be in the back playing city skylines while your front liner is getting 3v1. It took all the pressure off of Rockfish who then snowballed and crushed the field.
It is Total Annihilation reloaded, created and maintained by a very passionate team of TA lovers. Up until 2years ago the units and structures even had the original TA names :) And did I mention it is still completely free to download and play? :D Enjoy
You can't always reclaim fusions for metal when you're booming as the frontline. When you're the frontline, you're not just powering your converters, you're also powering your base defenses, your artillery, your team's radar and radar jammers, your energy weapons, and units that have energy requirements to shoot. All sorts of things that can suddenly spike their power usage unexpectedly and drain your whole fkin pool if they have to run for an extended period, and then it all shuts off and the bad guys get through. It is not always safe to reclaim power plants for metal as the frontline. I'd rather be overflowing power sometimes than not have enough when I need my guns to fire.
I like one early fatboy during mid game in the Q (so 8 hounds radar jammer and 1 fatboy etc) and immediately removing them from my line once any spam shows up, also transporting one up on those cliff faces has worked well, but yes I can't stand when fatboys are made when spams happening
Well the kind of mistake he made twice this game was investing a little bit far upfront. Once with the laser to claim the metal in the middle. And the second time with his T3 lab that was kind of open because the lane next to him falled. On the otherhand you need to be aggressiv and it would be a perfect position to push into the other half of the map.
at 14:00 you're giving a lot of credit to Spoderfriend causing the opposing team's backline to be shit, but really the game is still early and their trajectories were going to be shit almost regardless of what spoderfriend did on the front line in his lane. Their choice to keep more of their team in T1 and push with units is potentially an early game tactic to maybe overwhelm him? He's handling it okay, sure, but otherwise the causal nature is not strong enough to hypothesize here..
In the few matches I played now I hate the "look here" messages, it is not clickable and therefore meaningless on a map this large. It only distracts and is not information, but disinformation.
You can click on them with ctrl if I remember correctly. Also there's a little icon next to the player's name who pinged, that's also clickable for a short while.
Really hard to follow (visually) compared to aoe4. Except for the coloring a lot looks the same and/or very tiny. But any rts content ist better than none :) . I just prefer aoe4 so far. Looking forward to season 5.
You get used to the units very quickly and then the zoomed out views are really helpful to see what is going on. When playing you tend to zoom in and out a lot but it makes for a really bad video, so you either get crazy jump cuts everywhere, nauseating zooms or just a little too zoomed out but watchable...
I love that Drongo is making top tier BAR content, hopefully more people come to this game
Zero-K is another TA successor that's also available for free on Steam, and Sanctuary is an upcoming nextgen successor that should come out later this year or next year.
@@ArawnOfAnnwn lol it doesn't even come close to the beauty of BAR!
@@manumaster1990 Which one?
Servers rough though.
I downloaded it today and I really love it. Even though I’m a big noob and have a lot to learn but it is so much fun
Improving the skill of the BAR community 1 video at a time
💯
Very spot on with the analysis as proven with the accurate foresight of what I was going to build next and seeing it happen within the next minute. Unfortunately in mixed lobbies some players are new and don't know how to scale into later stages of the game leading to our loss as the enemy team outscaled ours. Also for some reason the green player on my team decided to invest all resources into eco without an established frontline which evidently lets our enemies very easily walk right into our bases and destroy us without much effort.
Im in this game haha been watching your guides today after realising last night that i didnt know how to eco late game and then come across the last game i played 😂
Great analysis and commentary. One possible bonus to a position on the side is that you won't get flanked so that kind of balances out the having no ally on that side. Also that big explosion was the fiends chain exploding from the pulsar blast. I can't find any definitive info but they do seem to chain react when grouped like that.
Fiends have increased explosion radius so chain reacting can happen
See units kill count @ 28:18 in top right corner of of selected unit pane in bottom left corner of screen. On the same line level as its name "Pulsar" if you go to the end you'll see a skull & cross bones with the number 7 over it. I think it got an extra shot in on something else before you checked so it probably got like 5-6 on that hit.
This was a classic case of the backline not being able to scale and help out front. Like you said, by thirty minutes, backline should be at 8-10 AFUS. They weren't close to that level and so coouldn't compete. Green also got too much pressure off him and ended up getting complacent and not making units. He didn't even have fusion at 37 minutes. The best outcome for this game would've been if backline just tech 1 spammed and surged across the map with front. People trying to be fancy when the game can get settled by everyone just t1 spamming as a team.
In supcom lan (so potentially nowhere close to meta), i would mix in a very small amount of AA in infinite queues, with very little amortized cost (and TA is all about amoetized costs). I would pull them back slightly when i had APM to spare. Everyone copied it, and it completely eliminated air from our games. This also worked against some of the higher tiers of moded AI. Spare AA units were VERY powerful and slightly broken (the same applied to scouts and shields).
It destroyed 7 units. 28:15 you can see the amount of kills if you hover over the unit (the skull symbol with the number on the upper right corner of the tooltip on the same line like the name (Pulsar))
Drongo taught me how to play aoe3 then he left us and now ive moved onto BAR and hes here and his content is just as good.
There is now a widget to show you build radius of cons and the commander. Idk what episode you requested it, but it exists now.
Also i'm working on a widget for bigger team stats in the top right
Drongo, select a single unit and press Q to select all of that exact same unit. can be used in game or in spec mode to select only one unit type. its a basic key command you can find on the standard hotkeys. keep up the good content.
It's not standard hotkeys. It's on the grid keys setting. On default, Q is for drawing.
On standard it's ctrl+z
3-4 fusions feels too slow even for frontline. Very often in my games it really feels that if I don't scale up quickly enough on frontline, their backline will come kill us. It's hard to trust my backline to scale up fast enough and win the game :/
Never stop ecoing, make your own backline base if your team is slow.
@Drongo You can see a unit's kills on the cross and bones when you select them in the upper right corner of the unit's window btw
Liked the vid, I just have some minor disagreements.
Most of the fiend kills at some point were from the fatboys.
At 35:00 you "flame" his backline player, but the backline player gave half his energy converters to him (the frontliner).
Super helpful. I usually go for 2 fusions before advanced, now I will try for 4 instead, will try for the forward vehicle plant too
Keep up the guides, helps alot.
Really nice video. Thanks! I'm always amazed how people are able to talk for an hour straight.
I think it just makes sense to keep the fusions and give them to anyone on your team who is struggling.
I think you are the best content creator from BAR
you commentary is very nicely done and you seem to know your stuff!!
27:45 that wasnt the pulsar.... that big boomwas done by the fatboys
enjoyed seeing my friend get told hes shit in a polite way lmao
I have no idea what this game is but you make it entertaining.
Thank you for the great video! For future reference, tachyon is pronounced tack-ee-on
I've joined the community, and man, the people are awesome. Most r great people, some r straight sweats, but you'll have that in all games
You make great content, and I am subing
Thank you for this. Exactly what I needed
"side being more difficult" yes you do not have ally coverage from 1 side, but you need to weight that against you having multiple attack angles from opponents. mid is difficult becuase of how exposed you are to multiple enemies
when you open unit window, in top right corner are that unit kills, it's relevant for lvl up's
I trink youbare making the best bar Kontext!!!!>
The amount of time it took for back line to react to the hole in the front line is depressing to see. Can’t be in the back playing city skylines while your front liner is getting 3v1. It took all the pressure off of Rockfish who then snowballed and crushed the field.
It's a skill issue 🙂
Backliners have smaller access to metal extractors though
This looks frigging excellent! Did any of the developers of Total Annihilation have a hand in this; because it has that kind of theme
It is Total Annihilation reloaded, created and maintained by a very passionate team of TA lovers. Up until 2years ago the units and structures even had the original TA names :) And did I mention it is still completely free to download and play? :D Enjoy
@@kenvanpassen9247 nooooooo way. I'm gonna start playing this. I loved TA
Thanks that's what I needed!
You can't always reclaim fusions for metal when you're booming as the frontline. When you're the frontline, you're not just powering your converters, you're also powering your base defenses, your artillery, your team's radar and radar jammers, your energy weapons, and units that have energy requirements to shoot. All sorts of things that can suddenly spike their power usage unexpectedly and drain your whole fkin pool if they have to run for an extended period, and then it all shuts off and the bad guys get through. It is not always safe to reclaim power plants for metal as the frontline. I'd rather be overflowing power sometimes than not have enough when I need my guns to fire.
How to carry the front, ask cortex to save you. Jokes aside fun game and comments i learned things from it :).
Love the BAR videos.
I like one early fatboy during mid game in the Q (so 8 hounds radar jammer and 1 fatboy etc) and immediately removing them from my line once any spam shows up, also transporting one up on those cliff faces has worked well, but yes I can't stand when fatboys are made when spams happening
43:00 one bomb takes out two almost three whole bases
27:50 no the pulsar didnt blow up all these tiny units, it was fatboys
Thanks
Well the kind of mistake he made twice this game was investing a little bit far upfront. Once with the laser to claim the metal in the middle. And the second time with his T3 lab that was kind of open because the lane next to him falled. On the otherhand you need to be aggressiv and it would be a perfect position to push into the other half of the map.
idk about other people but i call Tachyon as "Tack-key-on"
Can't tell whether spoderfriend is a BugFables references or not, lol.
whoa, I played with Drongo just the other day! What a cracker!
nice
at 14:00 you're giving a lot of credit to Spoderfriend causing the opposing team's backline to be shit, but really the game is still early and their trajectories were going to be shit almost regardless of what spoderfriend did on the front line in his lane. Their choice to keep more of their team in T1 and push with units is potentially an early game tactic to maybe overwhelm him? He's handling it okay, sure, but otherwise the causal nature is not strong enough to hypothesize here..
The only thing i learned is 5 vs 4 is better then 4 people chilling in the back doin nothing
16:40 but there's no dragon's teeth!! BOOO
In the few matches I played now I hate the "look here" messages, it is not clickable and therefore meaningless on a map this large.
It only distracts and is not information, but disinformation.
You can click on them with ctrl if I remember correctly. Also there's a little icon next to the player's name who pinged, that's also clickable for a short while.
If someone could tell me, what is the main focus in this rts? Mirco, Macro, Strategy, or is it a good balance of everything?
Micro is useful but is def the lowest priority. Macro is the most important
New game who dis?
28:20 shits on the fatboy but then gives their credit to a pulsar :(
Comment for the algorithm
I can tell you don't watch a lot of Star Trek. It's tak-ee-on :)
Really hard to follow (visually) compared to aoe4. Except for the coloring a lot looks the same and/or very tiny.
But any rts content ist better than none :) . I just prefer aoe4 so far. Looking forward to season 5.
You get used to the units very quickly and then the zoomed out views are really helpful to see what is going on. When playing you tend to zoom in and out a lot but it makes for a really bad video, so you either get crazy jump cuts everywhere, nauseating zooms or just a little too zoomed out but watchable...
His backline threw the game
Hahahahaha I love fatboys but yeah they’re the kings of friendly fire
First :D
Too many pauses...
Not enough Star Trek under the belt for the word 'Tachyon'! /ˈtɑ.xiˌɔn/