14.10 Ashe DPS IE,GB,RB + 1
35:16
5 ай бұрын
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@Weidl01
@Weidl01 Күн бұрын
haha was trying to find some direction in this video but it seems i am not the only one struggling with this. BAR rly is not easy on newbies. The normal AI is exploiting weaknesses very good in the offensive
@Doominator10
@Doominator10 Күн бұрын
Yeah, AI absolutely will beat the bad right out of you early. Its brutal. But, after I did these I could walk into a 1v1 with some of the higher rated players and not lose instantly. Just almost instantly. The scenarios are the only onboarding BAR has atm and its rough. Game is no where near finished.
@XenoDragon52
@XenoDragon52 13 күн бұрын
@Dominator10 A important naval units that you are really missing out on is the Herring. The Herring is the cortex T1 missile boat, its pretty much a missile truck on water, good for AA and a bit of extra damage, but most importantly in your case it has mobile radar and sonar. It also has more LOS than other ships meaning that your destroyers will be more accurate when firing at max range. Like one of the major reasons you keep losing engagements here is that you keep getting surrounded and jumped is because your opponents have mobile radar (Arm Skater) to track your fleet while your ships are pretty much sailing blind. Always try to include at least 1 or 2 herings in your force to give a just a bit of extra vision. Keep in mind though, that the Hering is a fleet support ship, not a scout so don't send it out unescorted since its not fast enough to run away if jumped. Also reclaim is really important, even if you can't get rez subs mid, build constructors to reclaim wreck fields since navy wrecks have way more metal in them than all other units. Also you are building way more E generation before your lab, which delays your scouting and expansion. You generally only need 3 winds before the lab, and if wind stalls you can build solar or tidals which are almost as efficient as fusions on this map.
@BeyondAllReason
@BeyondAllReason 2 ай бұрын
Units will try to not attack it's own/allied units, that's why you can't shoot your own units. Due to changed directions of moving units, and/or inaccuracy of weapons, this can happen in battles, but a unit will stop firing once it sees an allied unit in his fire-arc/trajectory. Nice find with the acceleration/turn-speed differences with patrolling with formation and that this can, over time, mismatch a 'patrol' group. We've not seen many people using patrol + keep formation a lot and/or with combined unit compositions. This is likely a very hard thing to solve, unless you make every unit wait on each point for the entire group, and only start when every unit has reached its destination. As we don't actually assign a 'squad' to a group of selected patrols, but only set the max speed of a unit when ordering the move/patrol command with formation (to the unit-speed of the slowest unit in the selection). It might be doable to link these, but this might come at quite a high performance cost. The 3 stealth tanks misaligning over time is probably because of the bottom patrol line being slightly longer. Also possible is that on the first move, the lowest tank was maybe facing a different direction and had to turn first. It's all a simulation, so pathing calculations are done in realtime after each new patrol point. With different terrain, or just a different turn-calculation it can add up over time. Usually it's more important to have a nice stream of units patrolling a line, and much less important it stays in an exact formation.
@Doominator10
@Doominator10 2 ай бұрын
Dang now I need to go back and check my drawing skills to make sure that the patrol lines actually were the same size when I drew them. I don't think that changes the unalignment result when terrain hazards are in the way, but it certainly would be proper to keep variables like user error to a minimum. I've been told that patrols and fight commands aren't used much in games, but I think there's a lot of unexplored potential here if that's the case. Still very new to the game, but its scratching an rts itch I didn't know I had since I stopped playing SC2 ~10years ago after I got to college. o7.
@BeyondAllReason
@BeyondAllReason 2 ай бұрын
@@Doominator10 Haha, not blaming your skills - it's probably impossible to draw the perfect parallel patrol lines exactly down to the correct pixel! There are many factors that can interfere with pathing/movement. There are multiple pathing systems at work, and indeed the terrain or obstacles, slopes can all slightly result in small differences in the actual time it takes a unit to get from A to B (and back). Patrol/Fight is used mixed as far as we can tell. It strongly depends on the player, and also game-type (solo, coop, casual, competitive, low-skill, high-skill). But in most (ranked) PvP games you don't see patrol much, except for aircraft. Fight is used a lot by some, but not at all by others. Happy to hear BAR is scratching that RTS itch. And also happy to see you exploring the commands. Keep doing that, and if you come across things you think can be even better, please feel free to tell us - either here or preferably on our Discord. Hope you will enjoy BAR in the future!
@BeyondAllReason
@BeyondAllReason 2 ай бұрын
@@Doominator10 Regarding that Fight or Patrol does not work with right-mouse (point-click): The default command is the Move command - this can be ordered on a single point (single click-right-mouse), or in a line (drag-right-mouse). All other commands like Fight and Patrol are custom commands. When you press the command button (or shortcut key) you will then issue these custom commands with your left-mouse - or use your right-mouse + drag. This is because, right mouse is needed here to cancel out of this custom command, to quickly return to default commands (and cancel f.e. your Fight order). It might sound a bit confusing with flipping left-right-mouse, but we're confident you will pickup on this really fast. And yes, as you've discovered, Move and Fight also have an additional drag-left-mouse for the formation-arrow widget - that sorts your army neatly from front to back, with utility and long range units in the back, and front-line heavier units in the front.
@Doominator10
@Doominator10 2 ай бұрын
@@BeyondAllReason Kinda curious about what the sorting is that would place Radar > Bulls > Rovers > Blitz in that order for the fight command. I would have thought the Bulls would be up in front, or at least in front of the Rovers.
@BeyondAllReason
@BeyondAllReason Ай бұрын
@@Doominator10 There is a specific formula calculating this, even puts tanks on the flanks if possible. Part of the formula is power / health * range.
@MangaGamified
@MangaGamified 5 ай бұрын
Usually I check winrate sites for highest winrate items for my rank then adjust/swap-out items that suits my playstyle.
@aa_person69
@aa_person69 8 ай бұрын
That was epic. I love how greedy Piggy was grabbing the samples at the end there. Getting left hanging at the end was hilarious.
@Doominator10
@Doominator10 8 ай бұрын
Pig's a madlad XD