Full 2024 Economy Theory Beyond All Reason How to build a strong eco Tips Tricks End Late Game guide
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- Опубликовано: 8 сен 2024
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Now this is what they should teach you in school. How to make and manage your economic.
Right!!! Start a small business or something good grief what are they teaching kids! Compound interest is fun 🤣
Great guide for beginners entering multiplayer lobby games. Players with low OS number will definitely find this helpful. However, players with middle upper OS (20 OS+) might struggle with this setup as the current frontline meta heavily discourages producing units in the T2 lab with that type of eco as everything will be stalled (even just upgrading the mex will stall everything).
The current frontline meta that I know (assuming playing in lane map and there are no eco player to buy t2 con from) is to stop all production after reaching 20+ metal and 600+ energy income. Reclaim the T1 lab and then drop the T2 lab. Build 1 t2 con and a few combat engineers (twitcher or consul). After that, reclaim that T2 lab, build a T1 lab again to create units, and continue eco energy again. The T2 constructor will continuously upgrade mex and eventually create Fus, while the combat engineers will help t2 con and build T2 defenses and units. At some point after some mex is upgraded, you will need to create another different t1 lab to enrich your army tactics. (Usually Cortex will add t1 air to get shuri and or just air presence). Once you have 1 Fus, you can then continue with t2 lab again or continue greed eco until reaching T3 economy (around 100 metal income and 1 Afus).
The critical turning point in this eco comes when you reclaim the T2 Lab. That reclaim provides the metal you need to upgrade the mex, eco with advance solar, build units, at the same time without stalling. Essentially, building the T2 Lab is just for jumpstarts the T2 eco and allows you to "bank" the necessary metal. While there's a temporary stop in production while constructing the T2 Lab that last tens of seconds, it's better than stalling everything for 10 minutes.
But that is just guideline, and not something that need to be followed tightly. How to eco (or people call it "build order" in SC2 and WC3) depends on map and situation. Even the amount of metal you get for reclaiming metal in frontline will change how you will eco. And most importantly, winning or losing the lane will heavily change the right move that you will need to take.
oops, sorry, not 600 energy, just noticed I put the wrong number. The right one is 300-400+ energy income.
Always good for others to see how higher true skill play. Thanks for the breakdown.
I’ve never thought about it this way. I main coretex and have 50 hours in game. Only in the last 10 hours of the game I started to utilize the twitchers ability to build fiends, but I’ve never thought to make the twitchers a fiend factory so I can reclaim 2900 metal to build a large enough number of such fiends early enough in the game that they get much more value.
If you buy a t2 con as a frontline, pretty common it seems, how do you go about the build order? You probably still use that con to upgrade Mexes first but then do you build a lab to make twitchers? Or do you ask the seller to make a twitcher for you too if they are coretex? I feel like most eco players are armada though, I don’t know why, maybe wind turbine cost reductions or the ability to tech switch to more answers for different problems
tbh I don’t often use twitchers probably because I often play in newer players. always prio mex upgrades. If you can get a twitcher it would definitely be worth it. Communication before the game would be key for that. If game drags on then not having t2 factories will hurt you the longer the game goes.
@@JAWSMUNCH304 I was asking @LaCroix05 because he seemed knowledgeable on the coretex topic, but thanks for your input nonetheless. I will of course always get mex upgrades first,, I just want to see how his game plan adapts to not having a twitcher as a fiend factory + 2900 metal free. I’m talking about the 7-9 minute mark, not the 20 minute mark. Of course I’m building my own t2 factory eventually haha imagine being t1 at 20 minutes
I would think about economy a lot differently.
First and most important, metal extractors are vastly more important than power generation. Always build metal first, and donate it to your team in exchange for goods and services if you can't use it yourself. In particular, don't be afraid to buy t2 LONG before the T2 lab goes down if that is what is gating your progress (say, if you are an air player).
Next, economy is largely about build power. This is because if you balance your build power badly, bad things happen. Not only do you either not spend your money and have weak economy and army because it's sitting in storage, but if you overspend your energy, you slow down your production of critical stuff like say, a cerberus on the front line or anti nuke or even just twin guards and wardens, but you also run the risk of running out of power when you need to cloak, d-gun, or fire your defensive weapons. Until you start converting enough energy to absorb defensive needs, it is VERY bad to overspend your energy, not only because build power ain't free, but it cripples your defense. Overmaking energy conversion also is very much not free.
Useful things to know:
You need about 60-80 energy to power a T1 lab. Depending on what you make, you need 2-3 metal per second for an air lab, 3-7 for a vehicle or Bot lab. Add 200% to these numbers for your commander and for each con turret. T2 is all over the place, but you need 120 energy for sheldons, 180 for fiends, and 260 for T2 tanks. Add 67% for each con turret. 18 metal for tanks, 12-24 for bots (sheldons are double the metal cost per second of fiends).
You need 10 energy per bot building wind, 20 for metal, 40 for energy converters, 50 for con turrets, 80 for geo. Budget About 2 metal per second for wind per bot doing it. The others you should just pay for out of your stockpile.
You need 20-30 energy per bot to build T1 defenses, 55ish to build T2, including anti nuke. You need 3-7 metal per second per bot to build defenses, with artillery and pop ups being expensive, lasers being cheap.
Construction turrets need 70 energy and 12 metal per second to build fusion, 30 energy and 6 metal per second to build advanced fusion (cortex numbers). Con turrets need 20 energy and 5 metal to build wind, 100 energy and 9 metal to build advanced solar.
If you are building good things, and you have the RIGHT AMOUNT of build power building good things, it is much easier not only to play, but to recover when someone screws up your game plan by destroying stuff. If you want to recover, one of the most important things to know is how much build power you need, and how much production you new smaller economy can support.
also, advanced fusion is about 30% more resource efficient than fusion, which is 30% more efficient than advanced solar, which is about as efficient as wind speed 8-9 wind, and 30% better than solar. So build the most advanced economy you can, assuming that you have enough throughput to quickly complete projects. Beware the fact that the advanced fusion has a base build time of about an hour. Advanced fusion is not similar to build to regular fusion.
Also, a con turret building another con turret needs 8 metal per second and 120 energy. It can ruin your economy. And con turrets, when built in time sensitive situations, take 26.5 seconds after completion, to break even on build power alone, ignoring resources. It is often better to slightly delay your build than to try and speed it up by building more con turrets than you need or can afford.
Wow thanks for this in depth take on eco. My take on eco has changed a bit sense this video as I’ve improved some on the order in which things should be built check this vid out for my more recent takes on eco
Full Economy Video For Beginners Beyond All Reason Tips and Tricks
ruclips.net/video/_tPRdSmkuWw/видео.html
hey man, cool perspective... one thing you forgot... that is building Anti Nuke timing... On gliters atleast 1 backline needs to have anti nuke around 12 minutes, on strait it is a bit earlier
I haven’t made an eco position video yet but that be here before you know it.
I would suggest using real gameplay to talk about econ, as other comments have suggested. To a new player this guide is kinda hurtful in the sense that it doesn't actually teach them anything useful apart from the build orders at the start was great (solar vs wind starts).
Economy is really hard to teach and explain to people though which is worth noting.
I would say focus more heavily on videos such as 'How to play X position, on X map' your glitters video was great for a introduction but real gameplay is required to actually help new players.
Video suggestions:
All the glitters:
How to play Front
How to play canyon
How to eco
How to air
supreme isthmus:
How to geo,
How to north sea
Hot to south sea
How to front
How to eco
How to air
How to front support
It might be strange to make Two different ECO/air/front videos but different maps have different requirements.
Thanks for the suggestions
Did I hear “tickle of the like button” 😳
😅🤫
Thank you for this video, im kinda noob at this game, and i will love to watch you playing a game vs real players, i want to know your "playstyle" etc, you and Baron (pro player) helped me becoming less noob at this game, thank you so much :D
Glad I could help will be dropping new videos soon!
I've never seen this type of setup before! Normally there are more con turrets.
This is not showing how much build power you need. It’s an oversight on my part. Biggest thing to remember is match your build power to your income. If you are out of metal don’t build more build power. If you have tons of metal build more. Hope this helps
BAR eco guide that doesn’t mention con turrets until 13 minutes in
Largely trying to go over the theory of teching and how to move into the fusion and advance fusion. I could have gone over bp in depth probably will make a vid on that in the future to clear up any confusions.
@@JAWSMUNCH304 this is a good video in some aspects I learned a lot about the very first parts of the opening, I had never done 3 mex into solars and I will be now on low wind maps, but I think that you could of explained eco while also showing an actual build. Like demonstrate bar eco while commentating on a 5 min tech 2 or 10 min fusion build.
@@jacktracy7839understood I will need to look into build orders for certain timings more first. I’m sure in the future I can make something geared towards that
Great content! 😊
Thanks it means a lot to know it helps.
Thank you for the video
No problem should have another tomorrow. Don’t skip school
Why no Construction turrets ? 200 buildpower fo faster progress
I understand the confusion. This is not a build order video persay but rather economic theory. How to think about building. Later on in the video I bring up build turrets and explain when and why to add them.
I dont want to be mean ... but this does not help
Unless you expect to stall new players from winning and getting OS in your lobbies. And the problem with that is that there is a 1/2 chance that new players will be in your team
GL on the battlefield, commander
I’m sorry you feel that way. What areas do you think could have been better stated?
@@JAWSMUNCH304
Well,
To begin with, the thumbnail is about eco building comparison, but the video is not.
It's a beginner's guide ... At the 2 min mark i understood it was a lie and i felt scammed.
I'm used to this so to waste the minimum amount of time I rolled a x1.25 speed on the vid. Then i set a 1.5 speed because the guide was so slow and the flow was still ok at this speed.
Stating for what role this guide is would make sense, we have to guess its for eco spot on Glitters, but not sure
Building 3 T2 const when you go t2 is nonesense. If you build multiple T2 at the moment you get the T2 factory, basicly you use metal for BP instead of adv mex. this will make you stall on metal and fall behind.
You should however build T2 const for teammates asking to buy. But i don't think it was mentionned
Building a lot of AA once your first FUS is done is definitely not a rule to follow. It seems that you had trouble dealing with bombing runs on your experience, spoted by this sight at 15:55
You build AA at any stage of the game, with increasingly expensive units. Like a couple nettle under 8 min, then a SAM, then a couple archangel AA t2 bots, then scatter 4-8 archangel to protect your teamates and so on
Look, i had to watch other vids on your channel to get your OS, because it felt like you never played a 8v8 before with this video.
You are 20-25 OS, i bet you have a plan most of the time and you can execute it ok tier usually. I'm on the exact same spot.
But man, this video is nonesense strategy-wise and it is a lie from the thumbnail ... don't lie to your viewers. Do you like to be scammed ? this is how it feels :/