You Won Water, Now What? Hovercraft. That's What - Beyond All Reason
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- Опубликовано: 12 сен 2024
- Beyond All Reason (BAR) is a free to play Real Time Strategy Game. You'll find plenty of gameplay, guides, commentary and tier lists coming up for BAR on this channel.
Check out BAR for FREE here ➤ www.beyondallr...
Main Channel ➤ @AussieDrongo
34:45
Drongo: "Did he ping that like I didn't know it was coming?"
35:14
Also Drongo: "I don't know what went down over here. What was it?"
I had no idea that Cortex gets a walking bomb that can cloak. That's terrifying. The way all his towers missed due to bad radar tracks as well... Wow. Makes me want to play Cortex, but I've still only barely learnt most of the Armada units after like 10 games...
I feel the "its not my job" or whatever attitude is going to lose you more games than help win. Yea it would have slowed down your eco but you could have easily helped hold the shore. Hover tanks are made out of paper. A few turrets along the shore or even put line of any t1 troops there to help. Real troops not ticks. Would have delayed your build by a minute but saved a teammate even if he wasn't the best team mate.
Also not to be mean or anything but you claim to carry a lot of your games when the reality on watching the whole map is you are not the deciding factor in most games. You are getting carried more often than not. Maybe put your ego in your back pocket for a few minutes.
"Eco, build units we're literally getting rolled"
"THAT IS NOT MAH JOB"
Eco players gonna eco. Did you hear him say "I'm eco, not tech" when people asked him for T2 Cons. LAWL
@@wuy4 listen
He just can't spare the 1000 metal with his 6 afus
What I learned on the eco spot is to get some units and turrets for defence.
The players are getting better and you get back f*cked in 3 out of 4 games if you don’t.
At least one LLT at the core of your eco is almost mandatory. Another thing is, never completely salvage your comm - you very likely need his Dgun to defend yourself.
AKA Don't let one tick raid ruin your game
I love how when you get hit by air and loose your T2 energy converters, your entire team is suddenly maxed out on energy :P
Watching the replay you so nearly won by air it wasn't funny, but really XFactorLive totaly crushed it all the way through, the hover into ships into air into ships into hover was just nuts, and the scaling graphs at the end were insane. You beat him on Energy, but on metal it is him vs the rest of the map, no contest.
If you see somebody win water like that you should expect sea planes follow up. Its pretty obvious.
@@rekrn12345 Indeed. It is also pretty obvious to go to T2 sea (for the underwater mex) and Missile Cruisers to shell the land, It is also pretty obvious to switch to Hovers and harass the backlines / sides. It is also pretty obvious to go T3 for Marauders. And given the channel we are commenting on, it should be obvious to go into 7 AFUS 200 air constructor lol cannon endgames. So many obvious things to expect :)
The story of your friend lagging lobbies in AOE cracked me up 😂
if you going hard eco you should at least give T2 construction bots with the air transport to people, also some dragon's claw at the beach and blue can't just walk by, hovers are weakier by design because of the all terrain capacity
100%. He was so tunnel visioned on his build order he ignored the rest of the game only reacting after the fact.
Better than DC on the beach, just build T2 walls on the outer side of your eco lattice (helps defend against air somewhat too) or on the perimeter passage to your base (keeps ground units away for a while). Unlike DT/DC, those can block a lot of stuff. Just like with Dragon's Teeth, they're dirt-cheap and effective, but almost nobody is fond of using them. You can just self-destruct them if they get in the way at any moment.
That tidal game.
XFactorLive goes straight into hovercraft as first lab. 1 minute 42 seconds in starts building a Seeker. One of the two that are sent out end up making it to your base at 4 minutes in. That was your warning; it is like when you spot an air scout over your base and know a bombing run should be imminent. At 4:00 minutes in, XFactorLive has 440 mobile build power plus the 300 from his commander; the closest others are the players that went for vehicles and sorta kind of ndlong that is just then getting their first construction ship out along side their bots and commander (though I missed Sniffa with the 11 going for 15 construction bots).
Seaplanes at 12 minutes in; obliterates TokiaGlory from the water with the small fleet and streams reinforcements while TokiaGlory's shipyard and hover platform sit idle. 13:30 +115 metal highest of any single player in the game at that point by nearly double; captured the bottom island and developed it with hover constructors; doesn't have 100% uptime on the energy converters and is clearly looking to scale up energy to match or exceed. 14 minutes, T2 shipyard into T2 construtor followed by naval engineer swarm. Followed by the Haven +300 energy per tick which puts XFactorLive on par with the highest backliner in terms of energy production. 20 minutes gets rid of the T1 shipyard and the seaplane platform for naval hover and starts spamming hover tanks.
You're ahead of XFactorLive on energy by about +3K but XFactorLive is ahead of you on metal by +50 at 21:20. XFL goes for first AFUS. Skuttles start getting sent at you by other players between that time and the eventual hit. Two players in that game exceed +400 metal per tick; Krisc1 and XFL. Those two players were only able to break the map limits on metal scaling because of energy converters, and XFL kept pace with or exceeded Krisc1 only by going into non-stop T1 energy converters with the T1 hover cons he built at the beginning of the game and T2 naval energy converters from mid to end game; getting all the T2 metal extractors in the sea helped a lot but wasn't the reason he hit that metal per tick rate.
My big criticism to your plays in this comes down to the moment that Tokia went down you should have been playing for taking the beach then the ocean. That far back, you should not be playing to contest the strait especially when the new player on your right is going against a 50 in a game where the entire opposing team is maybe equal to that one player.
Unless you're absolutely lacking for space, reclaiming wind seems like a strange move, as they beat out even AFUS in terms of metal/energy efficiency on half decent wind maps.
@@Ranged66 Drongo does a lot of reclaiming parts of his base to spike his metal and reuse for teching up or upscaling energy/metal production. There's a strategic reason to do it like getting a T2 construction unit as quickly as possible, but there's a certain amount of reclaiming that gets done by players that provides short term advantages at significant long term costs; the main issue with reclaiming a lot of the lower tier buildings is that the build power can be put towards doing something better like building energy converters to get the 35 metal spent on a wind turbine in 35 seconds or less.
I'm watching the replay of the match and taking notes, and the play strategies of Drongo are a strong contrast to those of XFL; XFL does very little reclaim and instead sets constructors on build orders and largely forgets about them; Drongo is a pretty strong micro eco player whereas XFL is a really strong macro eco player; Drongo plays better micro combat whereas XFL clearly just leans on overwhelming other players with absolute swarm. In certain ways, Drongo is a good representation of Min-Max applied to the game whereas XFL is a good representation of Max-Min in terms of eco strategies.
Drongo has a somewhat pathological mentality about footprint size; he relies very strongly on construction turrets to provide significant build power advantages from early to late game, and his build strategies literally center around the radius of the construction turrets. This means he doesn't view the map as wide open for development as each new area to develop has to be chained to his existing build power that is increasingly concentrated in where he's sunk his resources into construction turrets and the surrounding resource and unit generators.
XFL in this respect is a good contrast again because XFL's opening move is about as rapidly as possible getting fast moving constructors with high build power to beginning expanding out as far as possible. For the first few minutes of the game, XFL is living on a single construction turret until the shipyard is established.
If you're playin' eco, you should have way more static defences and walls imo.
Pretty sure I mentioned this on one of your prior videos. I kept seeing the long shore dominating the sea and then they'd just keep building more capital ships. Like, you already won sea. Time to win the game.
couple of things to point out , you could have slowed your eco down to make sure there was a semi defensive line against those t1 hovers, at 26 min in you lost your metal converters, instead of rebuilding those and then building the next afus you started building a new one when you still had 3 running but no metal converters, rebuilding could have been done real quick. in my opinion even if you are eco you need the respond to changes in the game, if you need to slow your eco down to hold a front that is what you are gonna have to do.
Your videos actually improved my gameplay. As a frontliner, I had struggles with scaling my eco for T2 and T3, but after watching your series it's not a problem for me anymore. Great material! Thank you!
Early on, at 1:52, how did you *remove* the wind turbines you had in the build queue? Was that a shift-click with turbines selected in the build menu? I only just learned about the space bar to insert commands in a queue (like alt for factories). Love the keyboard commands/modifiers in this game.
Maybe a new strat you can adopt to take more control over your game as eco is insignificant contribution; contribute to the ongoing fight an amount of resources which is currently insignificant to you. 1% of your eco is easily an insignificant amount. 5% may be borderline, but maybe something like 3% would be alright.
And along with that you could also contribute some micro.
IMO people tend to put more time and effort into perfecting their base than is necessary. Stick to the KISS rule: Keep It Simple, Stupid. Optimization is not localized perfection. It's overall effectiveness.
Hey Drongo that spot your in is why its the air spot. Because starting eco more northside gives more space to respond to those attacks. But you probably knew that.
In age of empires 2 you can pause. There is one pro player that abuses it but for the most part it isn't abused also anybody can unpause.
Look forward to the BAR videos daily.
13:40 how do you reclaim all of the same building right away
Put the reclaim command on a building (or unit) then drag the circle out as usual. (I do it by accident on my frontline units more often than on purpose... "OH GOD I'M EATING MY PAWNS AGAIN")
@@Ranged66 thanks
“Oh he got a stealth tank…”
Famous last words
How do you add buildings to the start of a build que?
And for that matter why spam ticks?
Pretty sure that repair default is a widget you have enabled. My frustration for a long time was that they WOULDN'T prioritize repair so I turned it on.
man. if only the front line had build some of those, they'd be able to hold
7:56 Drongo has to be the guy who gets furious when stuck in traffic knowing that the idiot who blocked 3 lanes of traffic at 6am because he forgot to use his brakes just cost everyone $1,000,000 by making thousands of people late to work.
Fav content on RUclips is BAR content!
They should lower the new player starting TS. New players starting at 17(?) throws team balance off so much, especially in noob lobbies where 17 may be the third best on a team.
Yeah new player should start at 10
@@Suspense1376 That seems too low. 15 sounds fine. If you start at 10 and you get bad luck and lose a few games you get down to 7 or 8 you are basically in an endless spiral down you will never recover from. They have the veterancy mark in addition to ranking so perhaps preventing people with TS 50 from matching against TS15 veteran 1 pips could be implemented. Maybe some type of placement matches could be added in the future as well.
@@rekrn12345it's already an endless spiral down from 17 unless you are already cracked at RTS anyway
@@asagoldsmith3328 I think it at least gives you more opportunities to improve.
Base layout ocd is a bit much at times
You climbing fast there Drongo!
The issue with the Pause is ADHD,
Just have something else on second monitor. This is from my experience :P
Pause is old school. Pause existed in older aoe games even. Even some modern games such as sc2 has pause. It can be a bit....much with 16 players lol.
Pause is necessary with 16 players. Its when its abused that it's a problem. With 16 players the chances of someone having a valid pause reason is high, especially if the game stretches to 1+ hrs.
God defending against hover swarm is hard without going hover. Their tanks are tanky as heck. The best solution is to just go hover, too.
Hover is squishy as all hell. Literally the weakest tanks in the game. All either of them had to do was throw a few sentry guns down. Did you miss how they were getting 1 shot by the turret?
I'm not a backline player could someone explain to me 29:49?
The archangels are amphibious anti-air units. Drongo doesn't particularly need them and came to the conclusion that they were more valuable as fuel for his economy than as battlefield units.
My comment appears to have been falsely caught by a spam filter, which would be useful for Drongo and players.
Regarding "Ping Wheel" , perhaps it could be released?!?
AHHH LOL
if only you had 5 welders made before the snipers...
what map is this please
Supreme strait, the most commonly played map
as a fighter gamer. IMO BAR is bad cause fighters don't attack ground. ta superior cause strafing hawks is fun
New Dev Rule - Only 1 pause per team.
The self-destructive-all command replaces the pause command after the 1 team pause has been used.
Penalty severity is determined by player rank.
Low ranking player explodes all their own units except their commander.
High ranking player initiates self destruct countdown of all team non-commander units.
Team mates can arrest countdown with proper command input.
Is there any way to play this game without downloading a separate launcher for it?
Wait for literal years until they're ready to put it on Steam
Eh, I don't mind people pausing the game. If my time was valuable I wouldn't be playing BAR.
Lol
Very cursed game lol
soccar wiz
Be glad he claimed only your destroyed stuff, my team mate killed and claimed all my stuff including nexes, res and con.
Couldve went t3 razor spam ez shore def
If you're going to play by and rely on statistical averages, stop concerning yourself with the dips while ignoring norms and highs lol. It's like punching yourself in the nuts on purpose and getting surprised it hurts. 🍒🤛
If you care so much about the dips, either manage your power bank so you always have enough reserves for emergencies and stop wingeing about inconsequential variance, or split your power generation so you aren't completely relying completely on wind.
It's not that big a deal, but you are complaining about wind like every other video and it gets kinda stale lol
Seems a poorly balanced game, big diff between 30 and 50, and the rest of the teams were pretty comparable
I've won vs Xfactor before. A single great player can't carry 7x lvl10s. They lowbies will get rolled and then its attacks on all fronts, and the giant will fall.
@@wuy4 totally, but the rest of the teams were pretty comparable, 50 is extraordinarily elite, you might have to swap blue team's #2 for red's 4 or 5 to balance
@@justinian420 just run $explain on the replay and you can see the numbers add up. The rank numbers aren't exponential. So 50 isn't THAT elite and can be additive.