I liked how this game wasn't decided by one huge victory and then a massive push to capitalize on it, but instead a series of tiny victories that ground into the red team's lines until blue had like 2/3 map control and the numbers to resist anything red fought back with. Sure there were run-bys but they weren't big enough to take anyone out of the game, there were bombing runs that knocked some eco down, and clever use of spy bots. But none of it was a death sentence for red.
I quite like the pauses and deeper explanations, also neat to hear that you both work in a machining shop and have a youtube channel about big robotic war machines. Can't wait for the brightworks IRL armada.
I'd sure love to see a few bigger, or longer, relays where some of the end game weapons come into play. I enjoy the games that go on for an hour and have the giant juggernauts and other destructive robots. Oh and nukes and lol cannons.
Played this map. The pause for Sheldon's. The lip of the crater negates the Sheldon's range advantage. They can't shoot past it, until they're on it. The Bulls at the end had same LoS issue. You're right on the collapse though. Blue should have punished yellow overextend.
I love all the 'red planet' tileset maps. Especially the ones with the weird octopus plants and purplish water. I didn't want to say it on that other one you had recently but the green grass and grey cliffs just clash with the units in a way these red sand maps don't.
I guess if we're taking BAR as an evolution of TA, coretex is a megaconsciousness of downloaded human consciousnesses, producing purely mechanical forces; whereas armada is a race of clones essentially.
The fusion debate is interesting to me because as a new player Id always spam fusion + 1 converter before going for an AFUS. Then right as I was starting to figure out how to rush an AFUS out on front you started talking about the power of fusions. Now Im back on that fusion grind
It's early days but so far I've seen this map played like this video. 7 lanes with 1 spot an air player on each team; in the plateau position where gy0h6y or [pppp]TNTremor are.
re: 13:00 - I think pushing there would be a mistake, at least at the time you mention it. He doesn't have enough units to make it hurt, and once he's pushed in there, he'll have earned their attention. Attention he can ill afford given his tech rush, and poor unit power.
I use mine layers and just lay down 10-15 rows of minefields, with the last command to retreat to base. Always seems to work well. Hot keyed for a quick retreat too. Mid to late game I only place heavy mines, sometimes clumped which can decimate tank balls and T3.
I love the pauses with more time for in depth explanations of core strategies.
+1 on that
That's for the super thanks AND the feedback! I appreciate them both! :)
I liked how this game wasn't decided by one huge victory and then a massive push to capitalize on it, but instead a series of tiny victories that ground into the red team's lines until blue had like 2/3 map control and the numbers to resist anything red fought back with. Sure there were run-bys but they weren't big enough to take anyone out of the game, there were bombing runs that knocked some eco down, and clever use of spy bots. But none of it was a death sentence for red.
I quite like the pauses and deeper explanations, also neat to hear that you both work in a machining shop and have a youtube channel about big robotic war machines. Can't wait for the brightworks IRL armada.
Hey im LondonRuek! Cool that your casted our game!
Really appreciate the in-depth commentary Bright. Don’t mind the pause at all. Keep up the awesome content!
I'd sure love to see a few bigger, or longer, relays where some of the end game weapons come into play. I enjoy the games that go on for an hour and have the giant juggernauts and other destructive robots. Oh and nukes and lol cannons.
I loved the pause, thank you for that!
Pauses are good, love the extra strategy commentary. 👍
Played this map. The pause for Sheldon's. The lip of the crater negates the Sheldon's range advantage. They can't shoot past it, until they're on it. The Bulls at the end had same LoS issue. You're right on the collapse though. Blue should have punished yellow overextend.
I love all the 'red planet' tileset maps. Especially the ones with the weird octopus plants and purplish water.
I didn't want to say it on that other one you had recently but the green grass and grey cliffs just clash with the units in a way these red sand maps don't.
I know exactly what you mean. The red planet sets definitely feel like conquering an alien world rather than just fighting for some beach on earth
I guess if we're taking BAR as an evolution of TA, coretex is a megaconsciousness of downloaded human consciousnesses, producing purely mechanical forces; whereas armada is a race of clones essentially.
Thank you to my team for the massive carry.
Anyone else see the craters as Starfields lockpicking minigame?
The fusion debate is interesting to me because as a new player Id always spam fusion + 1 converter before going for an AFUS. Then right as I was starting to figure out how to rush an AFUS out on front you started talking about the power of fusions. Now Im back on that fusion grind
I pretty much rode the same wave! I never considered build power into the equation properly though so now all the math is turning around
New map!! You werent kidding in last video's comment!
It's early days but so far I've seen this map played like this video. 7 lanes with 1 spot an air player on each team; in the plateau position where gy0h6y or [pppp]TNTremor are.
re: 13:00 - I think pushing there would be a mistake, at least at the time you mention it.
He doesn't have enough units to make it hurt, and once he's pushed in there, he'll have earned their attention.
Attention he can ill afford given his tech rush, and poor unit power.
Pounders can always stop a medium tank ball, problem is they're so slow.
Minefields also not terrible. But you have to remember to keep replacing them
Pounders on the defensive vs tank balls are op. 💥
I use mine layers and just lay down 10-15 rows of minefields, with the last command to retreat to base. Always seems to work well. Hot keyed for a quick retreat too.
Mid to late game I only place heavy mines, sometimes clumped which can decimate tank balls and T3.
hey, I am TNTremor :)
I have no idea why that first bomber decided to miss :(
Sometimes they have minds of their own XD
More Brightworks :D
Efficiency numbers tells you all, winning team had 6 above 100, the other time had zero players above 100.
the welders were blue team, the sumos were red team
Surely the chevrons are platinum?
That makes a lot more sense
no pause
Too much navy action, show us some vehicles